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I hadn't played KSP since 0.20, can someone recap what I missed?


Piv

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Its all in the Read me:

ChangeLog:

==================================== v0.22.0 =========================================================

New:

* Career Mode:

- Career Mode is now open! Although still very much under development, you can now start new Career saves.

- Sandbox mode, of course, is also available from the start.

* Research and Development:

- Added the Research & Development Facility to the Space Center.

- R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode).

* Science:

- Researching requires Science, which must be earned by performing experiments during your missions.

- You can now collect surface samples while on EVA, and process them to do Science.

- Science experiments return results, which are different for each situation in which the experiment is performed.

- Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System.

- Added a new dialog to show the results of experiments when reviewing the collected data.

- Added a new dialog to show a breakdown of all scientific progress made after recovering a mission.

* Parts:

- Added new scientific parts, like the Materials Bay and the Mystery Gooâ„¢ Canister. Also added experiments to many existing parts.

- The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data.

- The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option.

- Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in.

- Added a new deployable antenna, which is an intermediate model compared to the two original ones.

- Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it.

- Nose Cones now actually help with improving stability during atmospheric flight.

- Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future.

- Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions.

* Editor:

- Added a system to allow saving and loading of Sub-Assemblies.

- Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used.

* Space Center:

- The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements.

- Greatly improved the Island Airfield.

- Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night.

- Added a new backdrop and soundtrack for the Astronaut Complex Facility.

- Added a new music track for the R&D Facility.

* Flight:

- It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter.

- The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever.

* Solar System:

- Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments.

- Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.

* Launcher:

- We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game.

* Windows and OSX Installers:

- The KSPStore version of the game can now also be downloaded as an installer wizard on Windows, and as a .dmg image on OSX.

Bug Fixes and Tweaks:

* Fixed an issue that caused a stream of errors to be thrown after planting a flag and opening the map.

* Fixed several minor and not-so-minor issues with scene transitions.

* Greatly improved the scene transition times. Loading delays between scenes should be significantly reduced.

* The SAS indicator on the UI now changes colors to indicate when your input is overriding it.

==================================== v0.21.1 =========================================================

Bug Fixes and Tweaks:

* Removed some unused assets from KSP/Parts.

* Fixed an issue with some scenery meshes that could cause bits of the UI to become unresponsive in some cases (mainly in the VAB and SPH).

* Tweaked some object scales slightly.

* Tweaked the ocean color at sea level on Kerbin (was way too dark).

* Fixed an issue that would cause lag while moving parts around the editor scenes if too many crews were hired at the same time.

* Fixed an issue with the new SAS not properly maintaining attitude. Should be much better now.

* Tweaked some parameters on the SAS to make it more responsive.

==================================== v0.21.0 =========================================================

New:

* Space Center Scene:

- The Space Center scene now uses the same terrain as in flight.

- Time now passes in the Space Center scene, and day/night is consistent with in-flight.

- The game terrain persists across scene transitions, making loading scenes much faster.

* Construction:

- Completely overhauled the interior models for the VAB and SPH buildings, complete with animated trucks and cargo lifts.

- All-new exterior models for the VAB, SPH and Tracking Station.

- New Astronaut Complex building.

- Added a description field where you can write up a few lines to describe your space-faring contraptions.

* Crew Management:

- It is now possible to assign crew manually to missions before launch, both from the Construction Facilities and from Launch Sites.

- Added completely new Launch Dialogs on the Runway and Launchpad at the Space center.

- The new Astronaut Complex dialog allows you to hire crews from a list of Applicants, and view the status of all your crewmembers.

- Revised the crew handling game logic, for a much more reliable and robust system.

* SAS Modules:

- Rewrote the SAS control logic from the ground up.

- SAS is now enabled for the entire vessel, and requires actuators like winglets, RCS or others to actually have an effect.

- Repurposed the old SAS modules are now Reaction Wheel Modules, that apply torque while consuming electricity.

- The new SAS logic allows applying manual input while SAS is on, letting you set the ship's attitude without having to constantly toggle it.

* Procedural Terrain:

- Added a new module to generate craters procedurally on the Mun.

- Largely revised Kerbin's terrain to produce much more interesting mountains, hills, valleys and coastlines.

* Flight Re-Flow:

- Removed the physically-impossible "End Flight" button.

- Added new options to "Revert" a mission back to launch or to construction.

- Added new 'Recover' button on the Tracking Station, to allow recovering a vessel (as opposed to Terminating it) when possible.

- Recovering vessels makes its crew available again, while Terminating kills them.

- The 'Space Center' button now allows you to leave flight at any time, warning when necessary about saving restrictions.

* Progress Tracking:

- The game now tracks your progress as you play, providing essential data for the upcoming Career Mode features.

- Progress data is (optionally) uploaded to our servers,

* Misc:

- Improved the in-game shadowing to enable shadows at much larger distances.

- Added several new parts from the KSPX pack as stock content.

Bug Fixes and Tweaks:

- Scenario Modules now properly save and load when the rest of the game saves and loads.

- Scenario Modules can now have multiple target scenes set.

- Improved the internal logic for switching to nearby vessels, it shouldn't refuse to switch with valid vessels nearby anymore.

- Added a system to attempt upgrading incompatible save files if/when possible.

- Tweaked PQS on other planets and moons to not initialize until approached. Improved performance a bit.

- Added a new system on PQS to clamp terrain subdivision while moving very fast. Orbiting low near the surface is a lot smoother now.

- Many more small tweaks and improvements.

==================================== v0.20.2 =========================================================

Bug Fixes and Tweaks:

- Tweaked the PNG and JPG texture loaders to not use such insane amounts of memory.

- Fixed the issues with mousewheel input on Linux.

==================================== v0.20.1 =========================================================

Bug Fixes and Tweaks:

- Tweaked the logic for part-to-part collisions. Things should be much less likely to explode on contact.

- Reverted the Mun's height values, so landmarks and bases shouldn't spawn below ground anymore (mind 20.0 saves though).

- Tweaked part components on EVA so they start up with the right values.

- Tweaked the suspension on the new Medium Rover Wheels, to fix jittering.

- Fixed the too-low resolution on planetary diffuse and normal maps.

- Fixed the screen resolution not being properly applied on game start.

- Fixed some situations where the 'Control From Here' selection would be lost on resuming a game save.

- Fixed a serious issue with the Cupola Pod that could cause spontaneous unplanned vessel disassembly.

- Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources.

- Fixed the scale of Gilly in the Tracking Station scene.

- Fixed a few issues with flags behaving weirdly after they were toppled down.

- Fixed the camera jitter when walking around on EVA.

==================================== v0.20.0 Exp======================================================

Bug Fixes and Tweaks:

- Decoupled vessels now properly inherit the action group state of the original vessel.

- "Root-dropping" decoupling now properly preserves the staging count for the new decoupled vessel.

- Fixed the EVA flags looking weird during the initial part of the flag-plant animation.

- Fixed staging icons on decoupled parts not being removed from the staging list.

- Fixed the suspension jitter on the Medium Wheels.

- Several improvements to how collisions are detected and handled in the editors.

- Symmetrical counterparts now properly glow red or green based on whether they can attach or not.

- Added a sound for when placing/releasing parts in the editor isn't possible.

- Added the flag pole to the editor scene background.

- Adjusted collision and torque values for the medium wheels so they're a bit faster and tougher.

- Adjusted wheel breaking logic to take into account the relative velocities of rigidbodies.

==================================== v0.20.0 =========================================================

New:

* Parts:

- Command Seats for Kerbals on EVA.

- New Cupola pod with IVA.

- New Small Lander pod with IVA.

- 2 new Probe Cores.

- New Large Docking Clamp.

- New Medium Wheel.

* Flags:

- Kerbals on EVA can now plant Flags on terrain.

- Several Stock flags to choose from.

- Flags are moddable. Create your own!

- Planting a Flag allows you to name the site, which becomes a focusable object in flight and on the Tracking Station.

- Planted flags have a Plaque, which can be written during placement, and read only when approached by an EVA.

- Added a Flag selector to the Game Start Dialog.

- Added a Flag Pole Facility to the Space Center.

- Added a FlagDecal part module. Allows any part to have a part of its model textured with the selected flag.

* Editor:

- Added Flag selector to Editor scenes, to select a flag for the mission (defaults to space program flag).

- The Editor no longer requires that the first part on a vessel be a Command Pod.

- Any part which allows both stacking and surface-attaching can be used as the vessel root.

- Added a new part filtering system to the parts list, which allows excluding and greying-out parts based on any criteria.

- It is now possible to delete the first part on a vessel, and replace it.

* UI:

- Added the first iteration of the Kerbal Knowledge Base: A collection of vessel and planetary information on the Map and Tracking Station.

- The Knowledge Base shows information about known Celestial Bodies, displays the crews inside vessels, and much more.

- Added Filtering by vessel type on the Tracking Station.

- Added Filtering to the Map View as well (hover around the top-center of the screen)

- New Loading Screens, with hints.

* I/O:

- GameDatabase: Completely overhauled the loading process with a completely new system.

- Mods and Stock Parts can now have their own separate folders for organization.

- Added a Flags folder to collect flag bitmaps.

- Added a scene transition buffer system, to ensure optimal memory cleanup when switching scenes.

* Controls:

- Switching vessels no longer resets throttle and other input whenever possible.

- Going on EVA and boarding a vessel (or boarding a seat) also no longer reset the vessel's input state.

- Decoupled vessels inherit the old vessel's control state.

- All parts on a stage will get activated now, even if that stage causes some of those parts to get jettisoned away.

Bug Fixes and Tweaks:

- Streamlined PQS Terrain Assets, reduced memory usage by up to 30%.

- Upgraded Debug Menu, allows reloading parts and cfg files while playing.

- The Map View now properly prioritizes selecting moused-over map nodes when multiple orbits overlap.

- It's now possible to 'pin' the Ap and Pe nodes, so their captions remain visible after moving the mouse away.

- Removed the Splash Screen scene. Now the game starts loading as soon as the application starts.

- Rewrote and organized many scattered game events into a single coherent GameEvents System, which plugins can use.

- If you crash/explode, focus now shifts to the nearest controllable vessel (if any) instead of going straight to the End Flight dialog.

- Many more small bug fixes and tweaks.

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