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Releases: KSP-RO/RP-1

v3.1.1.1

25 Oct 06:14
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What's Changed

  • Fix LC modification validation failing when upgrading 1t LCs to 3t
  • Improve Proc Avionics window display of EC to show the avionics wattage of the proposed controllable mass

Full Changelog: v3.1.1.0...v3.1.1.1

v3.1.1.0

22 Oct 22:40
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What's Changed

  • Update for Kerbalism 3.18
  • Spaceplane crew carrier pods require training, but those training times are minimal

Full Changelog: 3.1.0.0...v3.1.1.0

3.1.0.0

21 Oct 07:29
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What's Changed

  • Remove Orbital Recovery contract mentioning it can be completed twice
  • Add a patch so that Kerbalism uses the actual inclination of a vessel when checking if an experiment could run (inclination was wrong for vessels not around the current body when Principia is installed due to how Principia implements axial tilt)
  • Add Astronaut Complex upgrade requirements to Early X-Planes and Early Crewed Orbit to signpost that upgrades to the AC will be needed
  • Fix various tips etc. that mention Astronaut Complex levels by @siimav
  • Fix an issue where UI state could sometimes not be restored properly after closing a popup
  • When building a new LC that does not perfectly share commonality with an existing LC, its commonality percent is capped at 95%. This fixes an issue where LCs could be upgraded bit by bit with no efficiency loss
  • Highlight (in yellow) when the desired max mass for an LC is above the maximum possible modify limit (or below the minimum possible modify limit)
  • Fix an issue where RP-1 would hang on launch if KSPWheel was not installed
  • Fix lingering references to Renovate and Upgrade rather than just Modify for LCs
  • Update Kerbalism patches to match the existing Kerbalism PRs and make sure they will not be applied to forthcoming Kerbalism releases which have the PRs merged
  • Improve the Install Checker's text to be clearer that the issue could be either missing or outdated dependencies when RP-1 doesn't detect its dependencies or itself fails to load
  • Add support for new ROC docking ports by @Capkirk123 in #2274
  • Add optional orbit contract to Crewed Lunar program by @siimav in #2280

Full Changelog: 3.0.1.0...3.1.0.0

3.0.1.0

13 Oct 07:34
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What's Changed

  • Lower Nav Sat Payload required for 4-sat Nav Network contract and increase payload for 3-sat Comm Network contract by @NathanKell
  • Put Comm Network contracts in the correct group in the All Contracts tab by @NathanKell
  • Add an Early Avionics upgrade for comm and nav sat payload busses to decrease avionics wattage by @NathanKell
  • Don't show the fake solar panel info for comm and nav sat payload busses by @NathanKell
  • Remove tech gating from Reach Orbital Speed & Return Safely to Earth contract by @NathanKell
  • Switch to just one space after a period by @NovemberOrWhatever in #2267
  • Note that contract sat panels don't work in description by @NovemberOrWhatever in #2268
  • So much for the Uncrewed Lunar Impactor meme by @NathanKell

Full Changelog: v3.0.0.2...3.0.1.0

v3.0.0.2

12 Oct 07:39
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What's Changed

  • Fix issues duplicating vessels in the space center or flight scenes by @siimav
  • Tweak costs of tanks for toxic or cryogenic resources by @NathanKell
  • Fix Photography experiments not properly including their sub-experiments by @NathanKell
  • Lower Bossart's balloon tank bonus by @NathanKell
  • Fix Douglas subcontractor bonus for isogrid tanks by @NathanKell

Full Changelog: v3.0.0.1...v3.0.0.2

v3.0.0.1

10 Oct 10:19
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What's Changed

  • Fix naut training not using upgraded Astronaut Complex training rate increases
  • Further modify mass for Proc Parts structural parts, fix the cost of Proc Parts structural parts to be less than that of tanks (or about the same as the Steel tank)
  • Fix Proc Parts charging extra compared to ROTanks tank parts for a given diameter and length
  • Add some missing costs for some resources RO adds
  • Show an error dialog if Harmony patching fails during KSP startup
  • Move most RF tank costs from the subtank to the base part (i.e. adding a Kerosene tank will not actually increase the cost of the part, since the part is assumed to be a tank already, not an empty shell)

Full Changelog: v3.0.0.0...v3.0.0.1

v3.0.0.0

09 Oct 09:09
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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

v2.13.0 for KSP 1.12.x

24 Sep 01:09
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What's Changed

  • Fix Active Program requirement in XPlanesHypersonic.cfg by @brensug in #2237
  • Reduce hypersonic speed requirement and fix descriptions by @Blothorn in #2239
  • Minor fixes on X-Plane Program by @QiZhengyuan in #2240
  • Lower X-Planes stratospheric altitudes to 22/25/30km instead of 24/27/30km by @NathanKell
  • Fix program deadlines in Budget UI being broken by @siimav
  • Fix the Kerbalism experiment-situation patch breaking cockpit science by @NathanKell
  • Change when newspaper shots are taken for some contracts by @siimav
  • Fix contract confidence display with leader reputation affects by @Blothorn in #2241
  • Fix Syncom 3 launch date by @Codelet in #2247
  • Don't show 0d as part of a time delta by @NathanKell
  • Update netkan for next CKAN release by @HebaruSan in #2233
  • Update Recommended/Suggested packages in ckan by @Qazerowl in #2205
  • Update README.md by @Arodoid in #2235

New Contributors

Full Changelog: v2.12.0.0...v2.13.0.0

v2.12.0 for KSP 1.12.x

18 Sep 00:53
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What's Changed

  • X-Planes overhaul by @Blothorn in #2198
  • Apply leader effect to estimated time left for vessels as well as in-progress vessels by @NathanKell
  • Fix leaders that modify confidence gained from science by @NathanKell
  • Use a prediction of LC efficiency gain when calculating remaining integration/rollout/etc time. Note that this is a pessimistic estimate since it doesn't take shared efficiency gains, or efficiency gains from tech, into account by @NathanKell
  • No longer depend on MagiCore by @siimav
  • Experiments will show Invalid Situation rather than Waiting when used landed/splashed/flying low (under 40km) on Earth by @NathanKell
  • Speculative fix to vessel integration breaking if the Switch Editor (VAB<->SPH) button is used by @NathanKell
  • The previously-active LC is restored when swapping to SPH and back to VAB by @NathanKell
  • Use baseline (not modified by leader effects) reputation for contracts, and science for confidence-from-science, when computing confidence gains by @NathanKell
  • Optimize Control Locker for better performance by @siimav
  • Recompute vessel integration time when changing an engine or tank config by @NathanKell
  • Allow [*] Vessel menu when vessel is rolling out/back by @siimav
  • Fix Proc Avionics window not refreshing EC and volume by @siimav
  • Fix an issue with proc avionics and the ROTanks probe core by @siimav
  • Don't double-count confidence gains when reporting total confidence gained by @NathanKell
  • Program Icons for Suborbital Development Suborbital Research and Uncrewed Lunar Exploration by @CXG-2827 in #2208
  • Set contract parameters to sentence case + minor improvements by @NovemberOrWhatever in #2227

New Contributors

Full Changelog: v2.11.0.1...v2.12.0.0

v2.11.0.1 for KSP 1.12.x

10 Sep 09:16
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Hotfixes

  • Fix upgrading from 2.10.x for programs whose deadlines have passed by @NathanKell
  • Fix First Rendezvous contract being available at the start by @NathanKell

Full Changelog: v2.11.0.0...v2.11.0.1