Version 0.250 is another update where parts and advanced part options are focused on polishing vehicles even more. We'll break down the full changelist and go over some of the elements/changes in more detail.
PHYSICS TWEAKING AND CONTROL
Added new part: Rotation Sensor (logic)
- Senses rotation around an axis (or overall speed)
Added new part: Physics Modifier (flight)
- Adjust some physics properties of the attached rigidbody (velocity damping, gravity, center of mass, inertia tensor)There are two all-new parts in this update focused on giving more precise control over physics/controls. The Rotation sensor measures the rotation speed (in radians/sec) of the rigidbody it's attached to, and outputs 1 or 2 values based on the rotation. In ANY mode, it measures the total rotation speed regardless of axis/direction. In the other 3 single-axis modes (X/Y/Z), it measures how fast the rigidbody is rotating *relative to the Rotation Sensor's orientation*. In single-axis mode, it can use dual outputs, so rotation in one direction or another can be measured separately.
The second part is the Physics Modifier. This one lets you adjust the physics of the attached rigidbody more directly. The 1st two settings (Move/Spin Dampen) are the same as those in the Gyroscope but with a higher max value. They essentially act as additional drag for rotation/movement. Bonus Solver makes the physics run more sub-steps, and is only recommended for stabilizing joints (reinforcing a joint is recommended before using this, and combining them does result in stiffer/more stable joints). This setting "spreads" to other rigidbodies more than the other settings due to how physics work under the hood.
The next settings are Bonus Gravity and CoM Y-Offset. Bonus Gravity is a bonus multiplier on top of the normal gravity settings (if the Sandbox gravity is 0, this does nothing). CoM means Center of Mass, and it moves the center of mass down, relative to how the rigidbody starts in the world. Both of these values are often used to make cars drive better in games. The final settings are Tensor X/Y/Z. These adjust how much the rigidbody resists rotation in those directions. The higher the values, the more rotational inertia the body will appear to have in those specific axes.
COLOR SLOTS
Increased vehicle color slots to 8Just a quick mention here: If anything is going to have a bad bug in this update, it's probably this. It appears to be fully working though, and combines nicely with other recent updates that added more colors and made it possible to select all parts of the same color (Shift+click on a color). I expect some people will use the additional colors as essentially "selection groups" rather than colors, as you can set all the slots to the same color. This is probably the last significant vehicle color-related update until a custom color editor is added (not sure if that'll be before or after 1.0).
GENERAL/PHYSICS TWEAKING
Added damper mod setting to suspension parts
Added TREAD COLLIDER as a material override (collides with treads and other tread colliders, but not other player parts)
Added advanced option to reduce structure damage from attacher
Changed Slippery material override to do significantly reduced damage to structures
Changed ropes to do a lot less damage to structures
Changed one end of resizing rope to have a better joint anchor position (less awkward skewing)
Increased max starting position to 50 (from 12) for WinchThe first two changes were requests that made sense, and let you do more customization with suspensions and treads. The rest are about improving the Winch/Hook Launcher/Attacher, though they also affect ropes. Structures were taking too much damage from ropes of all sorts, and the Attacher damage to structures is now adjustable. So doing structure-climbing vehicles/machines is a lot easier now, and the Hook Launcher fails to stay attached a lot less often.
CAR-FIGHTING VEHICLES
Tweaked explosion damage/force vs. entities
Tweaked damage/explosions vs. plants
Tweaked blaster force to be more upward
Increased damage/force to automobiles from collisions at high speedsThese changes make vehicles that battles against the car objects/AI more fun. Also trying to make explosions/etc more consistent.
TWEAKING STUFF
Added depth offset to flex panel/triangle/light
Added Shift+click (left of slider) - Select all flex connections on current linkage
- Also works for Motor Linkage on powered pivots and Channel on Prox Sensor
Added an inner glow for thrusters
Added some inherited velocity to some particles (blaster, weapon fire, and thrusters)Flex Panels/Lights/Triangles become a bit easier to use in awkward locations with a depth offset. Flex Connections (and a couple other things) with the same linkage can be selected with Shift+click. The other two are just minor visual tweaks.
OTHER FIXES
Fixed reinforced joints getting double (or more) mass on 1st spawn (fixes most 1st-spawn issues I think)
Fixed reflection probes going black far too soon (reflection probe bounds 6x bigger, this is the weird graphical issue if you drove far on Desert Test)
Fixed flex arc having terrible collision for build mode
Fixed copy-paste (and other functions) on combo wheels
Made loading a vehicle remove inputs/outputs for parts that shouldn't have them
Fixed letting you assign to an invalid input (for 2-input parts)
Fixed mirror-duplicate not aligning flex triangles (and connectors not updating immediately)
Fixed direction sensor Motion Direction making no sound
Fixed Flex connection drawing still linking to deleted partsJust some more bug fixes, with the more important/critical ones towards the top.

Version 0.250 isn't really anything special, but the amount of polish and control that is now possible with vehicles (and controls) means the quality of the built-in vehicles for the campaign will that much higher. I've been polishing vehicles and figuring out exactly what kinds of missions/maps will work best for the campaign. I'll be starting on some of those soon, though I always seem to find more things to fix/tweak as I'm making the vehicles.
As with 0.245, I don't *expect* to make any further updates for a while, but I've wrong about that so many times that I should stop predicting things like that.