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KitHack Model Club News

Developer Update: Performance Patch Incoming

Hi Everyone,

Just wanted to give a quick update, I'm aware that performance has been sub-optimal since the last couple of updates. I've noticed it myself.

Just wanted to let everybody know that I'm already working on that for the next patch, and just make it clear that the current performance you are seeing is definitely below our target.

There's no estimate as to when anything will be ready yet, but I have already been able to make some very significant improvements here, so we should be able to expect improved framerates soon.

Cheers

Workshop Wonders #4

Hello, KitHackers!

It's been a while, but we're back with another Workshop Wonders! This week sees an intricately designed ferry, ready to take you on a guided tour around the bay! But beware, on your journey expect to find a few movie throwbacks and a oversized bumbling bee. We're a bit lost for words trying to describe the last vehicle, but somehow and against all odds, it flies!

https://steamcommunity.com/sharedfiles/filedetails/?id=3300151099

https://steamcommunity.com/sharedfiles/filedetails/?id=3284125269

https://steamcommunity.com/sharedfiles/filedetails/?id=3279052617

https://steamcommunity.com/sharedfiles/filedetails/?id=3304284334

https://steamcommunity.com/sharedfiles/filedetails/?id=3279348681

Thanks again for all of your wonderful creations!

Happy KitHacking!
HarvesteR & Curve Games

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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

We're in the Tiny Teams Weekend Deal!

Hey KitHackers,

As you probably already know by now, we are very much the definition of a “Tiny Team”, therefore it seems quite appropriate for us to be in the Tiny Teams Weekend Deal.

Working as such a small team, especially on a project this large, is a very strange experience. On one hand, it is enormously difficult, simply because of the sheer amount of work that has to get done. On the other hand, we don't have any of the difficulties that come from managing a large team, communicating design ideas, specifications and so on. There's probably a happy middle ground in team size somewhere... I guess I'm still looking for that.

In KSP, the core team had about 8 people, at its peak. A lot more came and went over the years, but the team was never what you could consider large. I think that worked in our favour then, but even then, I remember having extreme difficulties with simply communicating ideas so that they were clear to everybody. I can confidently say we didn’t have any issues like that this time, with only two or three people involved at a time.

All in all though, I'm not sure I would recommend this style of game development. I certainly wouldn't complain about having a few more hands on deck, but adding extra team members this late in the project usually costs more work than it saves... I would definitely try to not be entirely on my own when starting off a future project.

Anyhow, I think we very much fit the definition of a Tiny Team. And to celebrate that, you can pick up the game at 33% off during the Weekend Deal!

I want to also take the opportunity here to also give a warm welcome to all the new players - I hope you’re having fun in KitHack so far! It’s been a pleasure to see the Discord community grow over the last week. We’re very lucky to have a ton of amazing community members who can show new players the ropes.

Again, thank you everyone for taking the time to jump in and play. It means a lot to us.

Happy KitHacking!
HarvesteR & Curve Games

Kithack Model Club from ex Kerbal Space Program dev hits full release

One of the joys of the original Kerbal Space Program wasn't just building your spaceship, it was putting it through its paces. You could plan for ages before blasting off only to find a critical flaw in your thinking meant the whole thing would blow up - quite literally - in your face. In Kithack Model Club things are considerably less explosive, but the attitude of slapping stuff together and giving it a try is very much intact.


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