Patch #1.3.1

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! We're back with another Patch to address some of the issues players have encountered, plus a range of tutorial fixes and quality of life updates. More updates to come soon! [h3][b]ROBOTICS[/b][/h3] [list] [*] Decouplers, Pistons and Rotary Tables now shows the not-connected warning pip if not connected to power [*] Rotary Table Motor mode now works (tries to maintain a target rotation speed) [*] Fixed issues with placement and updating of nodes for semi-flexible parts in the Flex physics simulation [*] The Sym Lock option in Rotary Tables and Pistons now works. [*] Decouplers will no longer cause parts outside their own subtree to become disconnected after detaching. [/list] [h3][b]VEHICLE EDITOR[/b][/h3] [list] [*] Fixed an issue that caused newly-attached parts to be positioned incorrectly when using the Mechanisms tool. [*] Fixed a VERY old bug where symmetry clones of ctrl surfaces with manually configured inputs wouldn't mirror the roll/yaw axes correctly. [*] Revised the entire logic for Input Configuration Options on Control Surfaces, Motors, and Robotics parts [*] All inputs can now toggle mirroring over symmetry - Roll/Yaw do this by default. [*] Fixed custom engine input configurations reverting to default sometimes. [/list] [h3][b]UI[/b][/h3] [list] [*] Fixed Tooltips visibly jittering sometimes. [*] Fixed radial sliders in morphing part context menus triggering an undo state to be recorded on just opening the menu. [*] Fixed several UI elements being whited out and hard to read [*] Fixed the placement of the Motor Power LED on electric motor context menus. [*] The [Reset (Auto)] button in part menus with configurable inputs is now consistently placed just below the inputs themselves. [/list] [h3][b]FLEX PHYSICS[/b][/h3] [list] [*] Rotary tables now hold position in servo mode a lot harder. [*] Lowered the coupling constants for external forces on flex physics. All physics constraints should be more rigid now. [/list] [h3][b]VEHICLE EDITOR[/b][/h3] [list] [*] Automatic Resource Network generation now tries to maintain isolation of subtrees under decouplers. [*] The vehicle editor now generates a recovery autosave in case it is shut down unexpectedly in multiplayer. [/list] [h3][b]TUTORIALS[/b][/h3] [list] [*] Fixed prop heights in car controls tutorial [*] Car controls tutorial now only allows the Mudmog [*] Removed some AI drivers from Car Controls, to not hit performance as much when they spawn. [*] Car controls tutorial text now suggests going into the stock crafts tab after opening the craft selection panel. [*] Aircraft controls tutorial no longer allows scoring beyond the max by hitting invisible waypoints. [*] Aircraft controls tutorial now lets player go back to workshop whenever without interrupting flow or forcing any particular changes. [*] Rearranged pages of aircraft controls tutorial so CoM tutorial is required before flying. Fixed arrow pointing to offset tool. [*] Aircraft controls tutorial uses Aero battery now. [*] Aircraft controls now suggests cycling attach points and tells player to pick up their airplane before throwing. [*] Aircraft Controls tutorial now instructs player to connect propellers via the drive node. [*] Aircraft Controls tutorial now suggests using a different motor, so it's easier to gain altitude. [/list] [h3][b]STOCK VEHICLES[/b][/h3] [list] [*] Recreated Extinctor to remove deprecated parts and make it more structurally stable. [/list] [h3][b]PROPS[/b][/h3] [list] [*] Fixed tire LOD being offset from others on clubhouse tent prop. [/list] [h3][b]CAMERA[/b][/h3] [list] [*] Implemented Locked external camera mode, because I was peer-pressured into doing it by the test team. [/list] [h3][b]VEHICLE RESOURCES[/b][/h3] [list] [*] Fixed an old bug with resource net discovery that caused (rare) cases where parts would not be able to find resources after decoupling or losing parts. [/list] [h3][b]FIXES AND TWEAKS[/b][/h3] [list] [*] Vehicles now locally send out an event to notify of imminent despawning just be fore the network client removes them. [*] Fixes game freeze states in cases where the RPC pre-despawn message for some reason fails to arrive in time. [*] Fixes errors from Vehicle Inspect mode if that was active during vehicle remote de-spawn. [*] Added sanity checking around several sources of errors from null parts/vehicle instances, most frequently due to unexpected multiplayer object removals. [*] Craft loading error messages shouldn't appear duplicated anymore. [/list] Happy KitHacking! [b]HarvesteR & Curve Games[/b]