1. KitHack Model Club
  2. News
  3. Patch #1.3.1

Patch #1.3.1

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]ROBOTICS[/h3]
  • 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.

[h3]VEHICLE EDITOR[/h3]
  • 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.

[h3]UI[/h3]
  • 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.

[h3]FLEX PHYSICS[/h3]
  • 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.

[h3]VEHICLE EDITOR[/h3]
  • 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.

[h3]TUTORIALS[/h3]
  • 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.

[h3]STOCK VEHICLES[/h3]
  • Recreated Extinctor to remove deprecated parts and make it more structurally stable.

[h3]PROPS[/h3]
  • Fixed tire LOD being offset from others on clubhouse tent prop.

[h3]CAMERA[/h3]
  • Implemented Locked external camera mode, because I was peer-pressured into doing it by the test team.

[h3]VEHICLE RESOURCES[/h3]
  • 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.

[h3]FIXES AND TWEAKS[/h3]
  • 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.

Happy KitHacking!
HarvesteR & Curve Games