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Releases: GER-Space/Kerbal-Konstructs

1.8.1.15

28 Nov 23:20
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Changes

new Hangar module

  • you can store vessels and the crew is recovered automatically
  • you can assign crew to stored vessels and launch them from the KSC menu.

Other

  • statics should be less bumpy after a scene switch
  • SpaceCenters are no longer focused when they are not on the Homeword. This feature will come back when it is properbly implemented
  • The KSC FuelTank is now visible again.
  • The LaunchSites are now sorted: 1. Group 2. Name

Changes for modders

  • support for custom launchpad smoke emitters (either Unity ParticleSystem or KSPParticleEmitter)

  • GrasColor: Normal Maps are precalculated and cached unter PluginData

  • GrassColor2: Multicolor Blendmasks allow blending of up to four textures (including alpha channel and mix) ( for example: grass + concrete + (worn) white stripes + dirt roads)
    This is like a light version of substance painter.

  • The GrassColor2 editor supports these changes

  • GrassColor2 : Normal Maps for each Texture are precalculated and cached unter PluginData. Only NearGrass receives those from the FarGrass (which looks better that way)

  • GrassEditor: You can convert any texture to grayscale, so some are more usefull now.

  • AnimateOnSunrise: Rewrote it to be less error prone.

  • AdvancedTextures: you can define the color of a mesh with the _Color parameter

  • Variant switching: allow transform names with whitespace in the middle

  • PadSmoke: allow transform names with whitespace in the middle

  • AdvancedTextures: allow transform names with whitespace in the middle

  • PadSmoke: You can select your smoke type

  • exports are now written as ,zip files and no longer as .tar

1.8.1.4

13 Nov 21:26
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  • GrassColor2: you can color the Concrete Texture (or anyting you put there) of the KSC Buildings
  • GrassColor2: You can force-reload the blendmask texture from disk. No need to restart KSP to see changes
  • GrasColor (legacy): Improved the automatic normal map generation

1.8.1.2

09 Nov 15:20
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GamePlay

  • Hidden bases are now discovered, when you come closer than 5000m. After that you can see them in the Map and LaunchSite Selection list.
  • Added a toggle in the GameSettings, so you can unhide hidden bases
  • Buildings with colored grass got thier grass textures non-repeating tiled. This makes them a bit nicer to look at.

Bugfixes:

  • Port to KSP 1.8.X: Older Releases are not working anymore
  • GroupCenter: Fixed the orientation of bases, so they don't end up turned
  • Fixed some performance issues, that where intoduced several releases ago
  • Fixed some error in PQS Surface color calculations.

for Modders

  • Colors are now automatically converted to the new Grass-color format.
  • new GrassColor editor with new features. (Blend masks, texture blending)
  • new Color presets
  • You can define favorites for your own textures, so you can select them in the GrassColorEditor
  • This mod can now load and apply custom shaders. If you need something special, please let me know.
  • Statics are no longer colored, when the grass editor is open, so you can really see what you get
  • you can change the way how the grasscolor is sampled in the game settings.

1.7.3.4

16 Oct 18:42
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Bugfixes:

  • Fix the compatibility between Kerbal Konstructs and the Stage Recovery mod
  • removed the exception when using the Making History Launch menu. (no more three clicks needed)
  • tried to fix some issues with destroyed launchsites, so they are no longer useable for launching.

Features

  • you can now close launchsites that cost 0 credits (for better filtering)
  • you can open and close launchsites in non-career games (for better filtering)

1.7.3.2

26 Aug 18:09
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Try to fix the out of order loading issues of CustomPrelaunchChecks and KK

1.7.3.1

23 Aug 21:54
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only a recompile and cleanup up of the CustomPrelaunchCheck Folder.

Update for KSP 1.7.3

22 Aug 17:47
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  • to much to mention. Mostly internal changes

1.7.0.3

31 May 20:38
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Fix LaunchPad Smoke

1.7.0.2

11 May 15:11
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Changes

should fix issue #138 (LaunchSites not working)

1.7.0.1

28 Apr 14:07
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Changes

  • rework the spawn and despawn logic once more: now all buildings are only spawned when they are within the visiblility range. they are despawned when going out of range and not only disabled. This should reduce the memory consumpion of setups with many statics.
  • Anomalies will no longer show up with _PQS on the SCANSat scanners

###mostly for modders

  • groups are saved by thier coodinates and not some magic vector.
  • group use in thier config now a "heading from north" for thier rotations and no longer a internal rotation value.
  • editor: you can enter some of the values of the groupeditor directly
  • editor: Selecting the same group two times in a row will no longer lose the focus of the camera.
  • editor the exports are now written in directories with the timestamp.