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KitHack Model Club News

Patch #1.3.0 - Robotics

Hello Again,

Hopefully this wasn't too much of a wait since the last post. We've got a new update ready, and I have to admit, I'm pretty excited about this one. 😀

Sometime ago we had a poll on our Discord, where we asked everyone what features they would most like to see added to the game. By far the most requested one was the addition of Robotics components, as in, moving parts.

Update 1.3.0 focuses on exactly this. We've got a few new parts added, which despite being only a handful, open up a completely new array of possibilities for what you can do in the game.



[h3]NEW PARTS:[/h3]
  • Extendalux Piston (by Jackdaw Pneumatics)
  • L1 Hinge (by Kermech Hardware)
  • Eagle Payload Decoupler (by Radio Control Labs Inc)
  • Q-4 Rotary Table (by FlexiJointâ„¢ Mechanics)

These parts can do more than just move themselves around. They allow us to create entire physically driven mechanisms in the game.

This is possible because of the biggest feature we've got in this update, which is the addition of the new Flex Physics system.

[h3]FLEX PHYSICS[/h3]
This is the evolution of the existing Internal Physics system we had in the game for some time now, which I've talked about a few times before. I could go on for pages and pages talking about how internal physics operates, but that's probably best left to a development blog post.

For now, the important thing is that using Flex physics, the entire vehicle is fully simulated by physics, so these new robotics parts can be put together in just about any way you can imagine, and if the mechanism makes sense, it should work.

Want to make an aircraft with wings that swing back? Sure thing. I've done it here both using the rotary table, as well as using passive hinges with pistons driving the movement.

Retractable landing gears? All you need is a hinge, a piston, and a set of non-retractable landing gears.

Those are just basic examples. The system is open-ended enough to support just about any mechanism you can come up with: Thrust vectoring, tilt-rotor aircraft, outboard boat motors, swiveling tank turrets... the possibilities are too many to enumerate.

Of course, I have to also say that while all of this is extremely exciting, this is also very much the first iteration of a very large new feature, so there's definitely a lot of work still to do. But I do feel we've managed to reach a point where we can at least start playing around with these new moving parts and begin exploring all of the different things we can do with them.

[h3]DECOUPLERS[/h3]
This part maybe isn't strictly a robotics component, but it was also one of the top requests from everybody. If you've played KSP for any amount of time, you probably know what these are.

Decouplers allow you to intentionally separate parts of your vehicle and eject them away.

Very useful for drop-tanks, detachable payloads, and terrorizing the NPC-folk of Wirraway Bay with a barrage of DIY rockets.

[h3]NEW MECHANISM TOOL[/h3]
We’ve also added a new tool to the vehicle editor in this update, called the Mechanisms Tool. This allows you to test your contraptions without leaving the editor. It enables the Flex Physics system and unlocks all control channels, so you can set up your mechanisms and make sure they're working, then it returns all parts to their original locations when you switch out.

Lastly, we have the usual assortment of tweaks, fixes and improvements, which you can find in the complete change log in game (click the version number in the main menu, or the About the Game button).

Happy KitHacking!

Cheers, HarvesteR & Curve Games.

KitHack is now out of Early Access

Hi again,

I've said it before, but it bears repeating: We are leaving early access today, but we are not stopping development on KitHack.

We will now be under a project phase we decided to call ‘Active Development’. If you have already been with us, then in practice you shouldn’t see much of a difference.

So why the change then? Well, this is something we've decided to do, because we feel that being under the Early Access category is putting us at a disadvantage. Games in Early Access have significantly reduced visibility and don't qualify for a lot of opportunities in and out of the Steam ecosystem.

But crucially also, I feel that the game is reaching a stage where Early Access is no longer an apt description for what we are trying to do.

I've always thought of KitHack as not so much just a game, as rather an ever-expanding, living project that is, at its core, a platform for content updates, mods and community-created things. From that perspective, it's easy to see how a project like that can never really be considered complete.

So, we're not claiming any degree of completion by our move out of Early Access. We are simply advancing to this next phase of the project, in which it will continue to be actively developed, but also hold the status of a game that can very much be picked up and played now.

Anyway, that's a lot of words to say, we are leaving early access not because we think we are done, but because we think the game is playable; and we here will continue working on updates just as we have been so far.

Speaking of updates, the next one is coming imminently. It really needs a post of its own, so stay tuned for another one very shortly after this, in which I talk a lot more about that. I’m not one to hype things, but I really am very excited about this one (we’ve got moving parts!). 😊

[h3]LAUNCH COMPETITION - WIN £100 STEAM VOUCHER[/h3]
To celebrate the launch of KitHack Model Club out of Early Access, we’re hosting a crafting competition! The goal is to design a vehicle inspired by or directly from any sci-fi film or TV show. Whether it's a sleek starship, a rugged ground vehicle, or a spectacular sea cruiser, we want to see your creativity in action! The winner of the competition will receive a £100 Steam voucher.

COMPETITION TIMELINE
The competition will run between the 1st and 15th August. All entries must be submitted before 00:00 BST on the 15th August.

HOW DO I ENTER? Create Your Model: Use the tools in KitHack Model Club to design and build your sci-fi vehicle.
Submit Your Entry: Once your model is complete, upload it to the Steam Workshop between the dates specified above. You can enter as many models as you'd like. Make sure you use the "Sci-Fi Competition" tag.

HOW WILL THE WINNER BE DECIDED? Detailing: Attention to detail and craftsmanship in the model.
Theme Adherence: How well does the vehicle represent the genre and inspiration.
Engineering: How well the vehicle drives or flies - whether that’s by air, land, sea or all three!

[h3]JOIN THE KITHACK COMMUNITY ON DISCORD[/h3]
The KitHack community on Discord is an ever-growing space where enthusiasts like you share their latest vehicle designs, assist new players with engineering conundrums and chat about all things KitHack. It’s a fantastic space full of incredible players and we’d love for you to join us! Click here to join our friendly community.

Once again, thank you for taking the time to check out KitHack Model Club. This has been a passion project built off the foundations and learnings of Kerbal Space Program. We sincerely hope you continue to enjoy the game as we reiterate and improve moving forward.

HarvesteR & Curve Games

KitHack Model Club is coming out of Early Access on 1st August

Hello, KitHackers!

Before anything else, let me make one thing clear: Leaving Early Access does not mean we feel the game is complete.

We still have loads more we want to do with the game, and we do plan to continue developing KitHack for as long as we are able. We feel however, that being under the Early Access category is putting us at a disadvantage, as games in this category have massively reduced visibility, and don't qualify for several marketing opportunities in and out of Steam.

Our plan for KitHack has always been for it to be, not so much a Work-in-Progress, but rather a living, ever evolving project, that is as much a game as a platform for mods and other community creations; so we're not saying we've reached version 1.0. In fact, we were already in version 1.2 before this, and the next update is imminent. It just means that development is ongoing, and provided things go well, we'll just continue working on updates, adding new features and fixes for as long as we can.

In any case, we want to express our heartfelt gratitude to each and every one of you for being part of the KitHack community. Your creativity and passion have been truly inspiring, and we are grateful for all the time you’ve dedicated to exploring and pushing the boundaries of our game. From stunning vehicle designs to the warm welcome you extend to new players, and the incredible custom scenarios you've crafted, we are constantly amazed by what you’ve accomplished!

With our official launch approaching, we anticipate a wave of new players joining the community. If you're familiar with the game, we kindly ask that you help us in welcoming these newcomers and showing them the limitless possibilities KitHack has to offer!

Thank you once again, KitHackers!

Patch #1.2.0

Hello KitHackers!

Today we are releasing Patch 1.2.0 and the KitHack HackKit.

This is our SDK for making mods for KitHack Model Club. It contains examples to help you get started with the different types of mods that are possible, as well as the tools you need to publish them to the Steam Workshop.

We have also opened an official Wiki for the game, where we can collect every bit of information about the game, including of course, detailed documentation for mod making, as well as guides and tutorials.

KitHack was made from the beginning to support modding in as many ways as possible. The tools you will find in the hack kit are very much the same tools we have been using ourselves to generate content for the game.

Modding can be as simple as creating config files to create variants of existing parts with different stats, or it can be as advanced as coding entire new systems for the game via C# assembly plugins. You can also make entirely new parts, and even new Maps to play in.

If you know your way around 3D software like Blender or 3Ds Max, and know the basics of the Unity engine, you're already well on your way to becoming a proficient modder for KitHack. Or, if you're just getting started, making mods is an excellent way to develop these skills. In fact, it's how I got into game development myself, back in the middle ages.

We're aware that making mods isn't for everybody, but for everyone else, this means we will now start seeing several new types of add-on content for the game in the Steam Workshop, we’ve even got entire new maps already!

And apart from the HackKit SDK, we have also released the 1.2.0 patch for the game, which includes a few new features and quite a few fixes and tweaks as well. Here is the changelog:

[h3]INPUT[/h3]
  • Added a button in the Input Settings screen to quickly swap the Roll and Yaw keybindings around.

[h3]GAMEPLAY[/h3]
  • If no engine parts are broken off, recovering/repairing the vehicle will not cause the engines to be shut off.
  • Control Axes are now set to zero when refuelling a vehicle manually (in case motors are still on).
  • Fixed Refuel/Rearm operations becoming locked out if the game lost focus while an operation was ongoing.
  • Fixed an issue that prevented completing the Car Basics tutorial.

[h3]PARTS[/h3]
  • Wheels should now come to a full stop when recovering/repairing the vehicle.
  • Headlights can now change colours.
  • Added two new EDFs with built-in engines.
  • Added new tiny form factor ‘Magnetar’ electric motor.
  • Rebalanced the performance of the Whirraby electric motor.

[h3]VEHICLE EDITOR[/h3]
  • Fixed a cascading bug from activating the Connect Tool after deleting certain parts.
  • The Auto-generated resource networks (when Connect tool is in Auto mode) won't include disconnected parts anymore.
  • Manually-configured resource connections will stay connected even for disconnected parts, so their setup isn't lost if they are reattached later.
  • Added a bunch of community suggested decals.
  • Rearranged the Parts List categories to make parts easier to find.
  • Updated the Part icon fitting for several parts, to better indicate actual part size.

[h3]SFX[/h3]
  • Fixed a bug where internal physics strain sounds would continue playing after de-spawning a vehicle.

[h3]SCENERY[/h3]
  • Fixed an issue with the map selection UI being occluded by a panel.
  • Fixed an issue with switching maps. The correct map will now load before starting the session.
  • Fixed overpass-blocking collider on WIrraway Bay

[h3]SCENARIO EDITOR[/h3]
  • Fixed incorrect drawing of ground stems for scenario editor objects
  • Fixed scenario editor object placement not finding the surface correctly unless holding shift.

Your game should automatically be updated to version 1.2.0.

To install the HackKit, just locate it on your Steam Library (make sure to enable showing Tools in the filters), and download it like any other title on Steam. Once it’s done, just Launch the application to start up the configuration tool, which does the basic setup for the SDK, and provides quick access to the example files and documentation.

Happy KitHacking, and happy modding!

Workshop Wonders #3

Hello, KitHackers!

We hope you're enjoying the Crash Test Buddy Update so far. We've seen a few of you having fun with the new character in the Discord already (please don't stop, it brings us a lot of joy!). If you'd like to see all of the fixes and additions we've made in our latest update, you can read about them here.

[h3]Workshop Wonders #3[/h3]
We're back with another Workshop Wonders. Week by week, you truly are outdoing yourselves and we're seeing some of the craziest designs yet. This edition sees a casually placed Iron Man soaring over Wirraway Bay to save the day, a throwback from a major movie, a vehicle that will most definitely deliver your parcels on time with no dings or dents and more wildness. Enjoy!

https://steamcommunity.com/sharedfiles/filedetails/?id=3253830897&searchtext=

https://steamcommunity.com/sharedfiles/filedetails/?id=3251738936&searchtext=nebu

https://steamcommunity.com/sharedfiles/filedetails/?id=3242890810&searchtext=skycourier

https://steamcommunity.com/sharedfiles/filedetails/?id=3265906748&searchtext=

https://steamcommunity.com/sharedfiles/filedetails/?id=3261742389&searchtext=


Thanks again for all of your wonderful creations! It means the world to us seeing you bring your ideas to life.

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