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  3. Patch #1.3.2

Patch #1.3.2

Hello, KitHackers!

We're back with another Patch mainly focused on game optimization and bug fixing. Check out the range of adjustments made below!

[h3]PHYSICS[/h3]
  • Part breakage is now handled by FlexPhysics, instead of the old Internal Physics.
  • Fixed the logic for detecting when struts are bracing a given part.

[h3]OPTIMIZATIONS[/h3]
  • Part motion now happens separately from colliders, to avoid the (significant) cost of PhysX collider synchronization.
  • Player RB interpolation is now kept off while the player isn't moving.
  • Vehicle RB interpolation is now always disabled, for maximum physics performance.
  • TX screen gauges no longer update if the view mode isn't on the player.
  • Reduced Tape Gauge (alimeter) update rate to not happen every frame.
  • Removed Internal Physics components from vehicles, now that Flex Physics is responsible for part breakage.
  • VehicleFlex FX no longer use PlayableDirectors, and update the animations directly. This drops 90% of the FX update time (from 1.2ms down to 0.1)
  • Resource Containers (fuel tanks) no longer drain while in the Vehicle Editor. This prevents an enormous lag spike from the fuel drain indirectly leading to a full vehicle analysis recalculation every frame.
  • Hydrodynamic forces are now coupled to Flex Physics.
  • Physics stress blobs are now a bit smaller at max intensity.

[h3]FIXES[/h3]
  • Procgen fuselages should now handle missing stack profiles on other part nodes more gracefully.
  • Fixed odd 'skipping' motion when moving the view to the right on external chase camera mode.
  • Fixed errors from PartPhysics initialization that caused symmetry and other editor things to fail.
  • Fixed interior parts not being clickable in Inspect Vehicle mode even when internal view is active.
  • Vehicle Resource Networks now revert back to full automatic if any networks have issues during loading/init. (eg ports/linesnot found, bad indices, etc)

[h3]VEHICLE EDITOR[/h3]
  • Removed compressed air and exhaust gas resources from parts list filters
  • The small balsawood beam/nose/tail/dowel parts are now visible from interior view.
  • The part directly under the cursor now has an additional 'drop-shadow' outline to stand out from its child parts

[h3]UI[/h3]
  • The chat log now cycles through the entire message history with the up and down arrow keys.
  • Removed non-functional finger print "find me" button in players list.
  • Disabled drawing of inertia tensors in the FlexPhysics overlay (too cluttered)

[h3]MODDING[/h3]
  • PartModules and PartComponents now have virtual methods for when the vehicle init is complete.

[h3]PARTS[/h3]
  • Single-cell Battery now has stack nodes on both sides, R00 profile
  • Backwash motor now has R0 profiles on both stack nodes (so adapters now adapt to it)
  • Hummingbird motor now has R00 profiles on both stack nodes.
  • Magnetar motor now has R00 profiles on its stack nodes.
  • Wirraby motor now has a T profile on its stack node.
  • Corrected orientation of stack nodes on 6 and 12 blade EDFs (and added a new node on both)
  • Removed overly large workshop collider from End Cap
  • Added a backfacing stack node to Rim Cap part.
  • Removed unused electric port on passive Hinge
  • Piston travel speed is now adjustable

[h3]STOCK VEHICLES[/h3]
  • Replaced Seafury MkI by new MkII design.
  • Updated the Aeromite 100 to use the newer parts, and gave it an intrepid pilot.

[h3]CONTROLS[/h3]
  • In all input presets, Shift+Return now opens Team Chat, and Return opens All Chat (defaults swapped around).

[h3]AUDIO[/h3]
  • Default sound level for Vehicle sounds reduced.

[h3]MODS[/h3]
  • PolygonApocalypse map mod signed as MP-Safe.

Happy KitHacking!
HarvesteR & Curve Games