Releases: GER-Space/Kerbal-Konstructs
Releases · GER-Space/Kerbal-Konstructs
Some fireworks for the end of the year
Changes for players:
- career games: display the right recovery percentege on the screen.
- don't reveal hidden bases on the map view
- enforcement of vessel size, part count and weight for custom launchsites.
- some suprprise that is fitting for the end of the year.
changes for modders:
- you can define enforcement of vessel size, part count and weight for custom launchsites. 0 equals unlimited
- you can define variants of your buildings and they are switchable in the editor.
general improvements
- dynamic spawning of buildings, when you are near the physical loading range. this will save memory, for unused bases.
- Despawn of buildings, when you are out of range.
1.4.5.31
for players
- you can now create waypoints to the LaunchSites on the mapview
- fixed some annoying bugs, that prevented sometimes the launch of vessels
- the spacecenter camera can focus on bases that are not on the Homeworld.
- tried to implement some material sharing, so statics can be drawn in batches.
- The camera in the spacecenter scene should now produce less graphic errors
- the KK launchsite-selector in the editor shows launchsite type.
for modders
- increased the accuracy of movement of statics
- Three new statics from the KSC under the Tanks category to place
1.3.9.31
for players
- you can now create waypoints to the LaunchSites on the mapview
- fixed some annoying bugs, that prevented sometimes the launch of vessels
- the spacecenter camera can focus on bases that are not on the Homeworld.
- tried to implement some material sharing, so statics can be drawn in batches.
- The camera in the spacecenter scene should now produce less graphic errors
- the KK launchsite-selector in the editor shows launchsite type.
for modders
- increased the accuracy of movement of statics
Group Editing Support
For modders
- new GroupCenter objects. These are the center of a group and define everything
- new config file format: now everything is relative to a GroupCenter
- group editing: You can move and clone an entire group of statics
- automatic group assignment of newly created statics
- new editor gizmo support for object movement
- you can switch the reference system in the editor with the "F" key
- Improved GrasColor support. (predefined colors, texture replacement)
- added AnimateOnTrigger StaticModule
For all
- better support for Sigma Dimensions. As soon statics are loaded with the new config format, everything will stay in place.
- speeded up the loading of Kerbin-Side Remastered statics (20x faster)
- general prformance improvements
- automatic conversion of old configs to new format
- Statics should now always load outside the VesselLoading range. (try to fix multiplayer and physic-range altering mods)
- fixed some bugs regarding the MH-Expansion LaunchSite Selector. (still not 100% Bug-Free)
Group Editing Support (legacy)
For modders
- new GroupCenter objects. These are the center of a group and define everything
- new config file format: now everything is relative to a GroupCenter
- group editing: You can move and clone an entire group of statics
- automatic group assignment of newly created statics
- new editor gizmo support for object movement
- you can switch the reference system in the editor with the "F" key
- Improved GrasColor support. (predefined colors, texture replacement)
- added AnimateOnTrigger StaticModule
For all
- better support for Sigma Dimensions. As soon statics are loaded with the new config format, everything will stay in place.
- speeded up the loading of Kerbin-Side Remastered statics (20x faster)
- general prformance improvements
- automatic conversion of old configs to new format
- Statics should now always load outside the VesselLoading range. (try to fix multiplayer and physic-range altering mods)
Release Candidate for 1.2.2 and 1.3.1
Added Group Editing and broke everything.
Make a backup before you use this:
- Backport of the 1.4 code to 1.2.2 and 1.3.1
1.3.9.15
- Editor backport (direct enty of values), fix for MapDecal Editor killing the StaticsEditor
- make LV3 Tracking Station Dish available as a static
- animate dishes of lV1 & 2 Tracking stations
- make the Group Setting avaiable in the MapDecal editor. (currently unused, but will be used in future releases
- UUIDs will be created for all Statics (but currently not used)
1.4.5.4
for everyone
- Changes the tooltip of the recovery bases to the FacilityName or the LaunchSite name
- new Squad static to place: The lights of the desert runway (one section of them) are now a standalone static which can be placed anywhere (when expansion is installed)
- the Mapview of the recovery bases now caches its contents, which is now slightly more resource friendly.
for modders
- Added API call for placing statics: PlaceStatic()
- Added a trigger-CallBack StaticModule, where mods can register CallBack functions when a part enters the trigger collider.
- Added API calls to register collider callback functions (OnEnter, OnStay and OnExit)
- Statics: Editor: You can use the statics editor after you used the PQSMap editor
- Statics: Editor: You can now enter most values with less problems and they are applied after pressing
internal
- Changed the Water-Floating StaticModule to use the CallBack StaticModule, so I have less duplicate code.
1.4.5.2
New Features
- You can visualize all Recovery Bases in the mapvew, so its easier to aim for one. (even the new Recovery-Only ones)
- The both dishes for of the lv1 tracking station are now animated
BugFixes
- Put the sound cube collider into a different layer, so it doesn't interfere with KSP 1.4.X anymore.
For Modders
- New Feature: static objects can be savegame persistent. (only in the game they are spawned, and saved in the persistance .sfs
- New Feature: a "reduced feature set" statics editor, which can be called through a API call.
- New Feature: Some API Calls for adding and removing Statics, which a saved in the persistance sfs
- New Feature: StaticModels can be hidden from the normal editor with isHidden = true in the model .cfg
- New Feature: New Facility type: RecoveryBase: Make a static a base for vessel recovery. No launchSite needed (think of a SpaceX Barge, you land there, you get 100% return)
- BugFix: AdracedTexture: Material replacement now works correctly on multiple transforms.
- Added two water-surface statics. one round, one square. (FBX included)
internal
- All statics have now a unique ID, that is used when saving and loading persistance information. This speeds up level KK related scene loading times by 50%