Patch #1.2.0

KitHack Model Club

Developed by the creator of the original Kerbal Space Program, KitHack Model Club is a physics-based model building sandbox that offers limitless freedom for you and your friends. Design, build, battle, fly (and crash!) your very own RC vehicles, or experiment with over 2,400 ready-made vehicles!

Hello KitHackers! Today we are releasing Patch 1.2.0 and the KitHack HackKit. This is our SDK for making mods for KitHack Model Club. It contains examples to help you get started with the different types of mods that are possible, as well as the tools you need to publish them to the Steam Workshop. We have also opened an official Wiki for the game, where we can collect every bit of information about the game, including of course, detailed documentation for mod making, as well as guides and tutorials. KitHack was made from the beginning to support modding in as many ways as possible. The tools you will find in the hack kit are very much the same tools we have been using ourselves to generate content for the game. Modding can be as simple as creating config files to create variants of existing parts with different stats, or it can be as advanced as coding entire new systems for the game via C# assembly plugins. You can also make entirely new parts, and even new Maps to play in. If you know your way around 3D software like Blender or 3Ds Max, and know the basics of the Unity engine, you're already well on your way to becoming a proficient modder for KitHack. Or, if you're just getting started, making mods is an excellent way to develop these skills. In fact, it's how I got into game development myself, back in the middle ages. We're aware that making mods isn't for everybody, but for everyone else, this means we will now start seeing several new types of add-on content for the game in the Steam Workshop, we’ve even got entire new maps already! And apart from the HackKit SDK, we have also released the 1.2.0 patch for the game, which includes a few new features and quite a few fixes and tweaks as well. Here is the changelog: [h3][b]INPUT[/b][/h3] [list] [*] Added a button in the Input Settings screen to quickly swap the Roll and Yaw keybindings around. [/list] [h3][b]GAMEPLAY[/b][/h3] [list] [*] If no engine parts are broken off, recovering/repairing the vehicle will not cause the engines to be shut off. [*] Control Axes are now set to zero when refuelling a vehicle manually (in case motors are still on). [*] Fixed Refuel/Rearm operations becoming locked out if the game lost focus while an operation was ongoing. [*] Fixed an issue that prevented completing the Car Basics tutorial. [/list] [h3][b]PARTS[/b][/h3] [list] [*] Wheels should now come to a full stop when recovering/repairing the vehicle. [*] Headlights can now change colours. [*] Added two new EDFs with built-in engines. [*] Added new tiny form factor ‘Magnetar’ electric motor. [*] Rebalanced the performance of the Whirraby electric motor. [/list] [h3][b]VEHICLE EDITOR[/b][/h3] [list] [*] Fixed a cascading bug from activating the Connect Tool after deleting certain parts. [*] The Auto-generated resource networks (when Connect tool is in Auto mode) won't include disconnected parts anymore. [*] Manually-configured resource connections will stay connected even for disconnected parts, so their setup isn't lost if they are reattached later. [*] Added a bunch of community suggested decals. [*] Rearranged the Parts List categories to make parts easier to find. [*] Updated the Part icon fitting for several parts, to better indicate actual part size. [/list] [h3][b]SFX[/b][/h3] [list] [*] Fixed a bug where internal physics strain sounds would continue playing after de-spawning a vehicle. [/list] [h3][b]SCENERY[/b][/h3] [list] [*] Fixed an issue with the map selection UI being occluded by a panel. [*] Fixed an issue with switching maps. The correct map will now load before starting the session. [*] Fixed overpass-blocking collider on WIrraway Bay [/list] [h3][b]SCENARIO EDITOR[/b][/h3] [list] [*] Fixed incorrect drawing of ground stems for scenario editor objects [*] Fixed scenario editor object placement not finding the surface correctly unless holding shift. [/list] Your game should automatically be updated to version 1.2.0. To install the HackKit, just locate it on your Steam Library (make sure to enable showing Tools in the filters), and download it like any other title on Steam. Once it’s done, just Launch the application to start up the configuration tool, which does the basic setup for the SDK, and provides quick access to the example files and documentation. Happy KitHacking, and happy modding!