![]() ![]() Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH). ![]() Editor scenery now loads independently of the editor scene.The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures.Space Center ground sections and Crawlerway change levels based on level of neighboring facilities.Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level.Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats.Hold ^ Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels.All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible).Unlock Flight Planning (Requires Patched Conics in Tracking Station).Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex).Increase Size Limit for launched vessels.Increase Mass Limit for launched vessels.Vehicle Assembly Building / Spaceplane Hangar:.(Higher-Level Facilities are more expensive to repair) Repair Cost of destroyed structures varies depending on facility level.Upgrading Facilities costs Funds, lots of Funds.KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately.Added new models for KSC facilities at each level.All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities).Radial Symmetry coordinate frame can also be toggled with F key. ![]() Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the R Key.Vastly improved placement logic for angle-snapped parts.Crew assignment is now fully persistent during construction, including detached parts.All Craft files can now be cross-loaded in the VAB and SPH.Most editor Keyboard inputs are now remappable.Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game.The VAB and SPH are now based on a single scene.Parts Category Tabs moved to left side of Parts List from top.Subassemblies can be sorted and arranged into custom categories.Parts list can be sorted by size, cost, mass and name (default).Custom filters and subcategories can be created and edited for user-made collections of parts.Added part filters which list them based on the resources they contain/use, their manufacturers, the modules (functionalities) they implement or their corresponding tier on the technology tree.Split Propulsion category into Engines and Fuel Tanks.Existing categories overhauled into 'By Function' Filter.Added Filters system to allow new methods to find parts, apart from the existing category tabs.W A S D Q E keys still work to rotate in 90° or 5° ( ⇧ Shift) increments, and are now more consistent with pitch, yaw and roll rotations.Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo).Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame.Rotation and offset gizmos can also snap to angles and to a 3D grid.Gizmo coordinate system can be toggled between absolute and local with the F key.Added re- root tool to editors ( 4 key). ![]()
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