v3.0.0.0
Training and Nauts
- AC now has 5 levels (base, suborbital, orbital, EVA, lunar). Level properties now explicitly defined in cfg. Upgrading levels is on balance faster than it was before these changes, despite there being more levels
- Trainings require the appropriate AC level, courses for parts that are locked due to AC level are highlighted in a different color from courses for researching parts
- Proficiency training is required for all parts on a vessel (excepting clamp/MLP parts, or things below them in the vessel part hierarchy), and a naut cannot be transferred into, or board, a part for which they do not have proficiency training. As before however, a naut only needs mission training for the part they are placed in at launch
- General Aviation parts now do require training (a course existed for them, but it was never required, leading to training misunderstandings). It only lasts 1 day however!
- X-Plane training now depends on General aviation
- Rework naut upkeep for baseline, when training (and based on training course type!), and when idle
- Fix some bugs around crew training
Science
- Remove RnD upgrades and researcher caps. Instead, researchers cost a bit more per year in salary, and base research rate is a bit slower
- Science earned above 30 now increases researcher efficiency, and this efficiency is split out from efficiency from electronics bluesky nodes and both are shown on the tooltip for the Available Science widget
- Staged (ORSC and FRSC) and hydrolox tech nodes depend on the previous level of generic Rocketry node
General Balance
- You can no longer directly add ComSatPayload or NavSatPayload to ServiceModule tanks. Instead use the specific Com Sat and Nav Sat parts. See RP-1 Contract Satellites by @ryanc55 in #2249
- Lower some program funding mid-lategame to balance no more RnD upgrades
- Integration pauses while any rollouts, rollbacks, airlaunch mounts/unmounts, or recoveries are in progress. Reconditioning can still occur during integration, however. Engineering resources are apportioned between these blocking projects based on their total time requirements (i.e. build points)--not their current time remaining. This means that if all projects are started at the same time they'll all finish at the same time, but if some projects are started later, the earlier-started projects will still complete earlier.
- Lowered starting LC efficiency cap slightly, rejiggered some efficiency increases
- Changed the formula by which part effective cost is converted to build points, changing the time it takes to integrate vessels
- Confidence gained from science and from contract rep now uses input science and rep, respectively, not leader-modified science/rep
- Sounding rocket programs now have mildly backloaded funding
- Increased 4.5Mm contract to 5Mm downrange distance
- Engines and tanks now support dynamic tags, and BP cost will be increased for engines that use cryogenic, toxic, or both-cryogenic-and-toxic propellants
- Engine costs are now standardized using a formula for uniformity (with some hand-tuning when necessary), broadly equivalent to historical costs when available
- Added difficulty settings to change build rate and research rate, increased them to 1.5 at Easy and 1.2x at Normal
- Tweak the Crewed Lunar funding curve so the funding starts higher and ramps up faster
- Allow only EC to be added inside procedural avionics. by @siimav in #2236
- Includes a redone & completed version of the abandoned #2069 featuring a new camera part and experiment
- Rollout and airlaunch costs are halved
- ROTanks interstage/decouplers (Hollow Interstage e.g.) now use ProcFairings rules for mass and cost
- Hypersonic Flight experiment is now a flying-low experiment
- Remove flyby requirements for first Mars and Venus orbit by @QiZhengyuan in #2257
- Procedural avionics now get 10 sample slots
- Fix broken buttons on new/modify LC dialog
- Remove Renovate/Upgrade distinction for LCs, there's now just Modify
- Fix engine refurbishment not working (engines had been treated as if they had not run when recovering vessels)
- Add missing applicants for Direct Ascent lunar landing
- RP-1's Collect Science contract parameter now distinguishes between the globally-required fraction complete for an experiment (i.e. x% of all the experiment's science in a given situation must be completed) and the fraction that must be completed per biome for that biome to count as completed
- Fix a number of broken leaders
- Structural proc parts now have the same upgrade chain as fairing sides
- ModuleRCS no longer allows cheating to get around axial control locks via either MechJeb or fore-by-throttle
- Show efficiency used when displaying integration/rollout time in the editor
- Fix an issue where leaders would stay retired on revert if they retired during a sim
Misc
- Patch Kerbalism to better calculate solar panel exposure at high warp
- Added gameplay tips around training (warning to hire & train nauts on accepting a crewed program, warning when trying to launch a crewed vessel with no nauts even training for it, popup when naut fails to board a part, highlight and 'semi-valid' (as if full) color for untrained parts when Crew Transfer is up
- Non-upgradeable buildings now get the average visual look of the space center
- Most RP-1 popups now hide the RP-1 and the Space Center Management (KCT) windows so that the popup can be seen (this is because the popups use the new GUI system introduced in KSP 1.0, and the other UIs use the old IMGUI system from before then, so the latter always render on top)
- Show program slot cost on program card in Programs list in admin building
- Patch KSPWheel to attempt to fix an issue where wheels could get damaged for no apparent reason
- EC rates are now displayed in Watts throughout Kerbalism displays
- Attempt to catch issues when warping to funds when funds increase for only a short time and then decrease
- Grammar tweaks - MagScan and Visible Imaging by @SierraHotel84 in #2256
- Many backend improvements, refactors, and changes to ease maintenance
Full Changelog: v2.13.0.0...v3.0.0.0