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.
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[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.
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[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]