Date de release de la 0.18 toujours pas dispo bien évidemment, mais on doit pouvoir tabler sur une sortie pendant la Kerbalkon le 30 Novembre.
HarvesteR a publié le changelog temporaire de la 0.18 (versions expérimentales et RCs)
==================================== v0.18.0 RC3 ======================================================
New:
* Stock Craft:
- Added the Aeris 4A. A just-barely-able-to-SSTO spaceplane.
Bug Fixes and Tweaks:
* Docking:
- Docking nodes now have a "Control from Here" option, to make off-axis docking procedures easier.
- Docking nodes can now specify a transform for the "control from here" action in the cfg.
* PartModules:
- A few tweaks to enhance modability on Engines, Solar Panels and generic animation modules.
* Parts:
- Tweaked a few cfg values for air intakes, landing legs and the sepratron motors.
* Credits:
- Updated credits scene to add music information and generally sped it up a bit.
==================================== v0.18.0 RC2 ======================================================
Bug Fixes and Tweaks:
* UI:
- Fixed the Action Groups menu not working.
- Fixed an issue with the resource transfer UI coming up in an invalid state when a resource was pinned to the screen.
- Fixed the Action Groups panel not scaling to the bottom of the screen.
* Parts:
- Added a NoCrossFeedNodeKey parameter to the stackBicoupler. Prevents fuel from flowing across stacks.
==================================== v0.18.0 RC1 ======================================================
New:
* Flight Planning:
- Implemented map cues for close approaches when targeting celestial bodies.
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue which caused docking nodes to sometimes not be selectable as targets.
- Fixed an issue where very large/wobbly docked vessels could become misaligned after reloading.
* UI:
- Fixed the Parts list on the SpacePlane Hangar not reaching the bottom of the screen on some resolutions.
- Fixed the Stats Tracking and Version Prompt dialogs fighting for window focus when the running the game for the first time.
- Fixed the gauges on engine icons reading 50% when no fuel was available.
* Flight Planning:
- Fixed an issue which made maneuver gizmos non-draggable sometimes.
- Fixed an issue where placing a second maneuver after having passed the first one would get it placed incorrectly.
- Map cues for target objects will now only appear if the cues are inside the patch bounds.
* Parts:
- Corrected a misspelled parameter on some parts.
==================================== v0.18.0 x6 =====================================================
Bug Fixes and Tweaks:
* Physics:
- Fixed an issue which caused ships to sometimes respond weirdly to pitch, yaw and roll controls after switching vessels.
* Part Modules:
- Improved the part description texts on the editor tooltips.
- The Engine Nacelle part now has a functional air intake.
- Alternator Modules now produce resources based on the final engine thrust output, and only when they are operating properly.
- Command Modules no longer wait for their vessels to become focused before setting the part as an input source.
- Fixed the Decoupler module not properly saving its state (could cause a null ref on resume).
- Unmanned command pods now hold a small amount of electric charge on them.
* VAB/SPH:
- Part icons on the list are now rotated again.
- Part tooltips now keep a few pixels away from the cursor itself.
- Fixed the editor UI becoming active on refocus or cancelling load without a selected initial part.
- Fixed the editor camera becoming active on the same cases as above.
* Controls:
- Fixed the SAS toggle and hold keys not working properly.
- Fixed unfocused vessels not receiving control updates properly after resuming the game.
- Fixed the SAS losing sync with the Lin/Rot control modes if toggled manually while in docking mode.
* Main Menu:
- Fixed the "flights in progress" count on the game load dialog not counting all commandable vessels properly.
* Docking:
- Preattached Nodes now also have the option to enable/disable crossfeed.
* Flight Planning:
- Fixed the Burn Vector on the navball and DeltaV reading being incorrect if the maneuver was in a different SOI than you.
* Tutorials And Scenarios:
- Updated the tutorials and scenarios from 0.17 to be compatible with 0.18.
- Updated all stock craft to be compatible with 0.18
==================================== v0.18.0 x5 =====================================================
Bug Fixes And Tweaks:
* Docking:
- Undocking the primary docking node on a multiple-docking-port system will no longer undock other ports.
- When the primary docking node undocks, other docked nodes reset so that one of them can dock as primary.
- All docked nodes now have the "Undock" action available (and that will undock only that node).
- Updated IVA nav ball to have working target and maneuver node indicators.
* Persistence:
- Loading an sfs or craft file that contains more part module defs than the part has at loading time won't crash the game anymore (the surplus modules just won't load)
* PartModules:
- Manned Command Pods no longer generate power. They can store some amount of charge on themselves though.
- Engines from the LV-T 45 and above are now fitted with alternators, which will produce electricity while the engine is running.
- Fixed an issue with RCS thrusters and the ship center of mass which could cause them to not work properly if the vessel was moving quickly.
- Fixed an issue with the OX-4B solar panels that could cause a null ref spam if they got ripped off in an airstream.
- Improved the triggering logic on the Launch Clamps a bit.
* Control:
- It is now possible to leave SAS on and focus another vessel.
- ASAS modules run automatically on unfocused vessels.
- Fixed an issue which caused ASAS to not function properly after decoupling a secondary vessel.
* Resources:
- Fixed an issue with all-vessel-flow resources which caused resources to not flow properly if a few containers had very low but non-zero amounts on them.
- Fixed a problem with the IntakeAir resource which made radial intake parts stop working.
- Fixed a glitch with fuel lines that allowed disconnected parts to continue providing fuel to engines.
- Flow rates on the Resource UI aren't affected by time warp anymore.
* VAB/SPH:
- Fixed an issue which made it possible to start the editors with an empty ship.
- The Part Rotation keys now have their own bindings in the settings.
* Physics:
- Fixed an issue where animated parts wouldn't ignore collisions on the same vessel properly, causing "phantom forces" even when they weren't animating.
==================================== v0.18.0 x4 =====================================================
Bug Fixes And Tweaks:
* General
- On rails warping not allowed when the ship is throttled up.
* VAB/SPH:
- Remapping the Staging Mode Pitch, Yaw and Roll keys won't affect the part rotation keys on the editors anymore.
* Part Modules:
- Parts now have temperature indicators on the icon stack again
- Intakes now produce drag at higher speeds and mach numbers
- Fixed an issue that prevented engines from saving ignition states
- Fixed engine action groups linkage
- Some rcs tanks still had the old rcsTank part behavior. They're now displaying information correctly.
- Changed default start behavior for generators, so they could work independently of staging
- Fixed the solar panel colliders getting re-enabled on destroyed panels
- Fixed Gigantor panels not producing electricity due to an error in the part.cfg file
- Adjusted raycasts for solar panel blocking detection
* Resources:
- Engines now have gauges for each resource next to their icons.
- These gauges show how many resources are available to that engine.
- Fixed the resource search algorithms. "Stage Only" display mode should now work properly.
- All resource containers will display a dry mass value in the VAB. (The weight of the part with no resources)
* Action Groups:
- Action groups can now be given a cooldown time, and cannot be toggled again until the cooldown period ends.
- Action group cooldowns are persistent and time-warpable.
* Docking:
- Fixed a bug where decoupling pre-docked vessels could leave them uncontrollable.
- Decoupled vessels now get proper default names based on their vessel types.
- Fixed the Mk1 Pod not setting a "Ship" vessel type.
- Docking nodes now have an action to enable/disable resource crossfeed.
- Fixed an issue that could cause docking nodes to stop functioning if the game was saved and reloaded just after undocking.
- Clamp-o-tron Jr. now has a top stack node and can be properly attached in the VAB.
- Docking ports of different sizes can no longer be docked together.
- It is now possible to dock multiple ports simultaneously, and dock to ports on the same vessel.
* Parts:
- Mainsail and Poodle given thermal animations.
- More accurate collision model for large stack decoupler.
- Enabled surface attaching onto the regular decoupler.
- Fuel Lines and Strut Connectors now stay connected after decoupling (unless they were connected across the decoupled bits).
- Light modules now use interpolated dimming, and support the use of animations to enable emissives
==================================== v0.18.0 x3 =====================================================
New:
* Physics:
- Added a slider to the settings screen to control the maximum delta time allowed for a single frame.
- The MET timer on the UI will turn yellow (and red) if time is passing slower than normal (if max DT exceeded).
Bug Fixes And Tweaks:
* Part Modules:
- Fixed a serious issue in which non-controllable vessels would prevent your own vessel from receiving input properly.
==================================== v0.18.0 x2 =====================================================
New:
* Docking
- It is now possible to select a Vessel Type when renaming a vessel.
- VesselTypes are used to determine dominant vessel when docking (when possible).
* Parts:
- 2.5m fuel tanks have been redone.
- Added two new sizes of 2.5m tank (double and quarter length)
- Added big nose cone for 2.5m rockets.
* Part Modules:
- Added ModuleCommand. It controls whether a part is able to provide input to the ship.
- Crewed pods require a minimum set of crew aboard, and unmanned pods require power.
* Action Groups:
- Added Buttons to the Flight UI to show (and control) the state of the Lights, Gear, Brakes and Abort groups.
* Planet Changes:
- Enhancements of Eve, Duna and Tylo.
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue where docking two vessels with the exact same mass would cause the game to crash.
- Added a DockingNode module to the Clamp-O-Tron Jr. (it seems we forgot about that one)
- Fixed a bug which caused docking nodes to not function properly if they had been connected to a decoupler earlier.
- Landers and other controllable vessels are no longer flagged as debris after decoupling.
- Vessels no longer rely on crew capacity to determine if it is controllable. Now, a vessel is controllable if it's got at least one operational control source.
* Flight Planning:
- Fixed the DeltaV Gauge not hiding when pressing F2.
- Fixed the sync icon's Separation value, which was being incorrectly calculated.
* Part Modules:
- Fixed an issue on the Generator Module which caused it to accummulate resource definitions as it was saved and loaded.
- Fixed an issue on the Generator Module caused by debugging code.
- Fixed an issue on the Engine Module which could cause it to lose references if it were the root of a vessel.
- Tweaked the module loading process to make sure it's not possible to end up with duplicated modules after loading.
- Part modules now display relevant information to the VAB on mouse over
- Fixed issue where the radial decoupler module could leave anchors in the VAB after removing the attached part
- Updated Gimbals to have gimbal locking right click actions
- Updated Right click action menu names to be more easily distinguishable on parts with multiple modules
- Added a new stage separator part. That will decouple from both sides. Extended Decouple module to support multiple connections.
- RCS modules moved over to using ISP calculations
- Intakes now support buffered operation and resource storage modes
- Increased accuracy of rotation saving for solar panels.
- Removed srf attachment flag from engines.
- Added action group interface to docking nodes
- Fixed an issue with vessels and modules that could lead to duplicate modules on parts, and could cause a game crash.
- Engine Modules no longer save propellant definitions to sfs or craft files.
- Generator Modules no longer save input/output resource definitions to sfs or craft files.
- Increased capacity of batteries.
- Increased power consumption of Ion Engines.
- Increased mass of RTGs slightly.
- Engines no longer show effects when disconnected
- Landing gear now have status indicator lights, in addition to landing lights.
- Added light modules, used for new spotlight and floodlight parts, in addition to landing lights
- Improved Special effects handling for Engines, Engines now have a flameout FX group and particle effect.
- Fixed issue that could cause fairings not to properly eject if the staging order was off
- Jet engines are now using power band behavior. Support for this is included in the engine module now.
- Solar Panels generate electricity based on the distance to the sun.
- Landing gear brakes now smoothly blend in and out, to prevent jerking or flipping.
- RCS modules now support events and actions
- Upgraded float curves to optionally support in / out tangents. Fixed clamping issues on existing curves.
- Changed naming on some actions and modules for clarity.
* Docking Controls:
- Fixed a bug where having a joystick axis mapped only to Staging-mode throttle would cause throttle to jump to 50% on Docking mode.
* IVA:
- Fixed the internal space coordinate maths. Now multiple internal spaces appear correctly in relation to the vessel.
==================================== v0.18.0 x1 =====================================================
New:
* Docking:
- New Docking Node parts allow connecting ships in flight.
- Docked vessels merge into a single vessel.
- Docking Nodes can be pre-attached in the VAB and SPH.
* Flight Planning:
- Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulting trajectory for it.
- Maneuver Nodes can be tweaked in realtime using a Maneuver Gizmo.
- Once set, a Delta V gauge next to the NavBall provides guidance cues to fly the maneuver.
- Maneuvers can be chained to create complex flight plans.
* Targeting:
- It is now possible to set other objects as targets.
- It is also possible to target orbits on the map.
- Targeted orbits display Ascending and Descending Nodes
- Targeted vessel orbits also display orbital intersects, and cues to assist with rendezvous.
- New Target NavBall Mode, shows speed and velocity vectors relative to the selected target.
- The Waypoint vectors on the navball now point to/from the selected target.
* Part Resources
- Completely overhauled resources system for parts.
- Resources include Liquid Fuel, Oxidizer, RCS Monopropellant, Electric Charge, Intake Air, and more.
- New Resource Container parts, including batteries, new tanks, solar panels, and heaps more.
- New Resource Display on the UI, makes the state of resources much easier to visualize at a glance.
* Part Modules
- Many part types rewritten using the new PartModule System.
- Added Solar panel modules, which track the sun, and fragment when exposed to fast moving air
- Radial and Stack decouplers are now a module and have Gui Actions
- Added Generic Animation module with GUI Actions
- RCS module Added, with visual FX mode
- Added Engine module which supports full GUI actions, and utilizes resources to allow for custom defined propellants
- Jet engines now require intakes to operate
- Gimbal module added, with gimbal lock capability for action groups
- Heat Animation Module added (allows heat based animation on parts)
- Throttle FX animation Module (allows throttle based animation on parts)
- Full suite of Sensors that use a base Sensor module added
- Parachute module added. Supports repacking of a spent chute on EVA. Chutes can be emergency cut if deployed.
- Fairing Module added to all engines to cover them until they are activated
- Resource processing / generation module added. Converts resources from one type to another
- Landing gear module upgrade for better functionality and support for action groups
- Physical object behavior added. Allows for breakable parts (IE, the solar panels) More to come.
- Part Modules can be combined in a single part, to create compound functionality and emergent behaviours.
* Action Groups:
- A Massive overhaul to how parts work.
- Assign parts to groups in the VAB and SPH, to create advanced vessel functionality.
- Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and more.
- Also, 10 Custom Groups which can be set to do anything.
* Staging:
- It is now possible to edit the staging sequence while in flight.
- Stages now only show parts that will respond to the stage activation (reduces clutter significantly).
* Docking Controls:
- New control mode for docking/orbital maneuvers. Works similarly to EVA controls.
- New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z Translation Gauges.
* Completely overhauled Moho:
- No longer tidally locked. Instead, it rotates roughly twice for every orbit it makes
- Surface gravity changed to 0.25
- Orbit line color changed to better reflect its new design
* Greatly improved Kerbin:
- New types of tree meshes for various locations across the planet
- More varied biomes with more realistic and lush colors
- Slight modifications to the overall terrain
* Many, Many New Parts and Part Types:
- Solar Panels
- Lander Modules
- Probe Parts
- Ion Engines
- Batteries
- Overhauled designs on the existing parts
- And a lot more.
Bug Fixes and Tweaks:
- Fixed normal map loading
- Explosion effects now respect audio settings
- Aerospike engine attachement fixed