1. Rocket Science
  2. News

Rocket Science News

Dev Update: Assembly Rework Stage 2

Today I want to tell you about the rocket assembly improvements that are coming in v0.19.0 “Awakened Assembly” update. This update is expected to be released in beta towards the end of May, but you can already get the glimpse of some changes in it today.

[h2]The problem[/h2]
Old system based on connectors and slots was very restrictive. I’ve received many reports that it is difficult to work with over the lifetime of the game. And I agree with them. You spend most of the time not designing the rocket itself, but trying to find appropriate adapters to attach the part that you want. In some cases your choices are limited to a few rocket parts, like in case of attaching side boosters using radial decouplers, which lead to rockets that look very similar to each other.

It is also hard to design new rocket parts. Most of the time you need to add several part connection variants with each combination of slot and connector on the top and the bottom. If the part should support side attachments then you screwed. You need to add similar parts that have just a little different geometry in this case.

Working with the part connection variants could be annoying too, they are fine for radial attachments, but it is unnecessary complication and slowdown in other cases.

The last thing that bothered me was inconsistent rules because of docking ports. You can attach docking ports to each other, but they have no connectors or slots. You can say that this is just an exception, but I think that exceptions do not confirm the rule, they suggest that the rule is flawed.

[h2]Restrictions[/h2]
I can’t just throw the attachment system away and make it like in other games. Firstly, the game is built around them, physics calculation simplification, symmetry, coupling and decoupling, exploding parts and tons of other systems depend on attachments. Reworking all of that is basically writing a new game. Secondly, the game will lose part of its identity and it will make it too similar to other games. Also, while the free attachments are great, they basically work only in the radial case. You need some kind of fixed attachment points for top and bottom anyway, so making the rocket perfectly balanced would be even possible.

[h2]The solution[/h2]
So, I experimented a lot and found a solution that solves most of the described problems without rewriting the whole game. So, say goodbye to slots and connectors and meet sockets!

Wait, what?

So how do they work? This is basically unified connectors and slots. They obey the similar rules: sockets should match each other and sockets on one of the attachments should be completely filled out. But since there is no difference between them, you can attach any part to any part that follows the rule above!

You can finally attach fuel tanks radially without radial decouplers

You no longer need an adapter and could attach fuel tank directly to the command module

A lot more ways to connect parts are available now, that was not possible before

But how such sockets would work in reality you ask. I thought about that too.

Each socket has a core of a spicific shape. The core of one of the sockets will rotate 60 degrees on attachment. Then both cores will extend out of the socket halfway perfectly securing the connection. It also has a hole in the middle for transferring resources, signals or electricity between parts.

From left to right: socket, socket's core, two cores before attachment, two cores after attachment

Also this type of connection would be several times stronger in reality than the previous connector-slot one.

This is also consistent for docking ports: those brass parts are kinda sockets of a different shape that can be attached only to each other.

No more exceptions from rules

So, as you can see, I’ve implemented this new attachment system, and thanks to the previous assembly rework, it was not that hard. Moreover, I’ve spent most of the time applying the new system to every single rocket part (there are more than 100 of them already). A lot of rocket parts lost their attachment variants, because they no longer needed. Some parts were removed, because they were created only to bypass previous attachment restrictions. And some old parts were improved or reworked along the way.

So, will this solve every single problem in the rocket assembly? No, some problems are partially solved. For example, you still have less freedom compared to completely free attachments in other games. But the amount of different part combinations in the new system exponentially increased and it is much, much easier to work with.

Also,, because much more ways to attach parts are available, part could go wild trying to find appropriate attachment in some specific cases. But I am working on improving that too.

Also this is not a final stop – there is a lot of potential in the new system and many ways to improve it in the future. I also took the one step further and already implemented something that gives even more freedom to connect parts and will improve wing attachment to the planes a lot, but I will tell you about it on the release of v0.19.0 update in beta.

Stay tuned!

Rocket Science v0.18.2 is now LIVE!

Hello everyone!

It is finally time to release v0.18.2 "Connectivity" to the masses! Following a period of open beta testing where the invaluable help from you guys I now feel that it is ready for delivery. A huge thank you to everyone that's been participating in the open beta, providing me with feedback and bug reporting!

This update brings one major change — total refactoring of the rocket assembly system and a bunch of smaller fixes, part redisings and gameplay adjustments. You can read more about rocket assembly refactoring in the previous developer update. But I want to point out several things.
  1. Your payload fairing will be broken, because I’ve changed how their attachment points work under the hood. All you have to do is to remove old broken fairings and install the new ones.
  2. This is only the first stage of rocket assembly rework. The next update the connector-slot system will be heavily modified and I will have to revisit every single rocket part and adjust it accordingly. That’s why there aren't many new parts in this update — I just don’t want to do the same work twice. I hope that after this change making rocket parts become easier and we will see more of them in the future.
  3. I will tell you about rocket assembly refactoring stage 2 in the following dev update, when I will have more things to show. But I can already say that the next game version will not be compatible with the current saves, because it is not feasible to write a save migration for those changes.

Also I had to reset the game’s controls settings because I’ve changed a bunch of hotkeys. I need to add controls settings migration system, to avoid such resets, but unfortunately it needs at least a week of work to do it properly. Maybe some time in the future.

The full release notes are below. Please let me know if you will encounter any issues or bugs. See you next time.

Screenshot by BigManu2000

v0.18.2 release notes


[h3]Features:[/h3]
🔸 total refactoring of the rocket assembly system, it is based on simpler code, is more stable and feels much better to work with;
🔸 you can change selected connection during rocket assembly by using hotkeys, if there is more than one variant;
🔸 added attachment/detachment smoothing during rocket assembly;
🔸 added global thrust limiter to the navball, you can change it by holding ALT and dragging throttle indicator or using ALT+SHIFT / CTRL.

[h3]New rocket parts:[/h3]
🔸 Hexagonal Cargo I-beam;
🔸 Fibre Cargo Bay Cap.

[h3]Part changes:[/h3]
🔸 reworked "Dvutavr" Cargo Bay;
🔸 reworked "Fibre" Cargo Bay Section and "Fibre" Cargo Bay Middle Section;
🔸 increased size for Cargo Fairing 1.4m

[h3]Changes:[/h3]
🔸 changed how attachment points works on payload fairings (this will break the orientation of current fairings, you just need to reattach them);
🔸 symmetry rotation now works for parts, connected to one attachment;
🔸 you can change throttle by clicking on or dragging throttle indicator on the navball;
🔸 added rotation sound for not connected parts, if rotation step is above 1 degree;
🔸 removed dual_big socket and connector as they are not used anymore;
🔸 improved game launch time a bit.

[h3]Settings:[/h3]
🔸 two new hotkeys for assembly Next Connection . and Prev Connection ,
🔸 changed hide UI shortcut from ALT+Z to ALT+V;
🔸 changed hotkeys for throttle step increase and decrease;
🔸 added hotkeys for setting global thrust limiter.

[h3]Fixes:[/h3]
🔸 sun flares shine through the navball;
🔸 navball text changes brightness depending on camera exposure;
🔸 connecting two-connector part to heptahedron range slot is unstable and produces a lot of redundant sounds;
🔸 it is hard to select a slot during part attachment on high camera angles relative to rocket part;
🔸 wrong position for the part is assigned when connecting part with slots onto part with connectors;
🔸 sometimes parts stop to connect to each other;
🔸 various exceptions that happened during rocket assembly after which you need to reset the rocket;
🔸 collider offset calculations are missing for some parts during the bake when this should not be the case;
🔸 game sometimes crash on starting loading screen;
🔸 rare crash on game start.

Rocket Assembly Rework Stage 1 + v0.18 Beta

So, it finally happened. I started reworking the weakest part of the game – the rocket assembly. I mentioned several times earlier that this system was developed several months before the game release in EA, and its core hasn't changed much since that time, despite the addition of symmetry tools, parts rotation, force overlays and rocket subassemblies. It was badly written, had a lot of code duplication, hacks and workarounds. Because of that this system has been very hard to improve. Every change, even a small one, resulted in a bunch of bugs that were difficult to track down and debug. Also it never felt smooth. The slot-connector system has its own problems too but I will talk about them later.

Let’s talk about why it was badly implemented. The answer is simple: it was a pretty complex task and my experience was not enough to design it well. I chose the wrong way to do it. I based it on Unity’s physics system. I assigned each attachment a collider and when connector and slot colliders touch each other, “trigger” event happens. Which means that we need to process this pair of attachments and check if they can be connected to each other. If yes, we need to position the current rocket part relative to the parent one. If not, we needed to check the next “trigger” event if that happened in this frame. The second way to find the attachment pair was to cast the ray from the camera through all its attachments and check if it intersects with any other one. And then repeat the positioning steps.

There are two types of colliders: cubes for slot attachments and sphere for connector ones

There are a lot of problems with this approach. So the attachment colliders are placed on the rocket part, but they load asynchronously like most entities in the game. So, your rocket assembly logic starts to depend on loading timings, which heavily depend on a player’s computer. You can see a “perfectly working“ system on your machine and then get dozens of bug reports that are almost impossible to reproduce.

The second issue is that all attachment pairs, that the system finds, are isolated from each other. So it can report a part that was found during the “trigger” event, but there is actually a better one, but you can identify it by using a raycast only.

Lastly, because attachment colliders are bound to visual representation of the rocket part, there was a lot of code duplication for part position logic. One for parts alignment during the flight and the other one during rocket assembly. The amount of bugs that were produced, because I’ve changed logic in one place and forgot to do it in the other one is countless.

So, I rewrote this system almost from scratch. I have left colliders to describe attachment areas, but they are used only in the “edit” time. When the rocket part is backed on the game start, all info about attachment shape, position and connection points is collected and saved in the mathematical model of the part. Then I actually reconstruct all attachment positions and orientations using this info during rocket assembly without using a physics engine at all. Because I am at full control, I can easily make a good debug overview of what is currently happening.

The debug overview of all attachments. It looks like at the previous screenshot, but it doesn't use Unity physics engine

When the player is moving the part I collect all possible attachment pairs that could happen in this frame using a bunch of different methods: signed distance fields, attachment raycasts, cursor raycasts, reversed raycasts. Then I check if each pair is compatible with each other and remove duplicated ones. Then for each pair I find all possible connection positions. Lastly, I assign a bunch of weights for different metrics that could help me to find the best connection from all possible ones. There are a bunch of metrics that I am using, like distance between attachments, distance between attachment and camera, part rotation angle and even information on whether the part will overlap with others if placed in one position or another. Using these weighted metrics I then choose the best attachment pair and connection point.

I can also visually debug selected attachments

This change not only produces a more enjoyable experience while assembling the rocket, but the ability to choose another connection if you don’t like this one without moving the mouse.

You can change choosed connection by using , and . hotkeys

You may think, that the rotation is happening here, but the engine is actuially changing set of the slots it is connected to

I removed all code duplication between flight and assembly during rework. Thanks to this there are actually 2 times less code in this system, than before! I also added some tweening to make the whole process feel smoother.

You can see, that attachment motion is smoothed even on a 20 fps gif

Also some old bugs are easy to fix now.

Previously, symmetry rotation not worked when all symmetric parts were connected to one attachment

But this is only the first stage of the rocket assembly rework. I agree with a lot of reports that the current connector-slot system is very restrictive and greatly limits the amount of possible rockets that you can build using it. But I can't just throw it away and make something similar to KSP, for example, because too many things are based on it and I will need to basically rewrite half of the game. Also the game will become less unique because of that.

I made some prototypes and I think I found a way to dramatically improve it without radical decisions. But implementing this is still a huge amount of work and I don't want you to wait another five months until the next update. So I decided to release what is ready to the public beta. I think it is already a big improvement from what was done before, but I need your feedback. As always, you can find all these changes in the beta-builds branch.

As for what changes are awaiting the rocket assembly I will tell you in the next dev update. See you there soon.

P.S. No release notes this time, I will publish them when the update will get out of beta.

Update v0.17.3 "Within The Horizon" is out of Beta!

Three weeks ago I released the "Within The Horizon" update into public beta. This time I've got less bug reports, because the game is a bit more stable overall. But winter holidays could be a reason too. Anyway, I've found another bunch of bugs, while working on the next advanced game tutorial. And I haven't heard about any critical blockers from the users who tried it out, so the beta testing was totally worth it.

Here is a quick summary of major changes in v0.17 version: Venus, planes, mirror symmetry, symmetry delete, new advanced tutorial, more than 25 new parts, including large fuel tanks, and yet another pile of fixes as the game has ever seen.

Don't also forget, that there will be a limited time winter holiday event in the game. It will last from December 24 to January 14 and will bring a holiday spirit into it.

Below are patch release notes and full release notes. Thank you for playing the game and helping to improve it!

P.S. If you prefer playing Rocket Science localized in German, take a look at this mod, released recently:
https://steamcommunity.com/sharedfiles/filedetails/?id=2902755770



[h2]Release notes for patches v0.17.2-v0.17.3[/h2]

[h3]Features:[/h3]
  • added new "Adnanced Rocket Assembly" tutorial;

[h3]New rocket parts:[/h3]
  • Crackle Decoupler;
  • two new fuel tanks 0.35m and 0.55m diameter;
  • new dual socket reaction wheel.

[h3]Changes:[/h3]
  • greatly improved search of approach nodes and increased search distance around target body, especially for small celestial bodies;
  • reworked geometry of all 2.5m parts, so no more artefacts on rotation;
  • fixed visible seams on 2.5m fuel tank caps;
  • improved materials on all 2.5m fuel tanks;
  • tanks no longer auto rotate on connecting;
  • slightly improved automatic stage builder.

[h3]Fixes:[/h3]

  • error when creating subassembly from whole rocket, then placing it back and then removing any part from it;
  • newly created subassembly could be unexpectidly edited when used during another rocket assembly;
  • if subassembly was placed into new rocket and then any part was removed, the whole subassembly disappears;
  • game sometimes stuck if you interrupt tutorial;
  • rectangle socket now prevents selecting middle slot on a heptahedron socket;
  • some part names are not localized.


[h2]Full release notes v0.17.3[/h2]

[h3]Features:[/h3]
  • new planet: Venus;
  • added aero (wings) and control surfaces (aileron, rudder ecs);
  • added fixed and steering wheels;
  • added new engine type: turboprop engine;
  • added new fuel type: kerosene;
  • implemented mirror symmetry;
  • new vechicle forces overlays in the assembly shop;
  • added symmetry delete / reattach;
  • new fuel tank radius: 2.5m;
  • added two decoupler modes for all decouplers;
  • rocket part connections can now handle up to 64 sockets (previously was only 16);
  • one new connector and one new socket for new fuel tank radius;
  • added new line socket type for planes;
  • slots and connectors on rocket parts will only be shown during rocket assembly;
  • added runway for spaceport, that will store spacecraft separately
  • added AMD Fidelity FX and NVIDIA DLSS support;
  • sun's lens flares effect rework and improvements;
  • added new "Adnanced Rocket Assembly" tutorial;

[h3]New rocket parts:[/h3]
  • added around 25 new rocket parts, most of them are bigger fuel tanks and parts for planes;

[h3]Part changes:[/h3]
  • Basic adjusted size and mass;
  • increased radius of big payload farings so sizde staged rockets are now possible;
  • adjusted size of some eingines so they will fit well on new connector;
  • changed connector on engine 0 from triple to rectangle
  • reduced all socket and connector sizes by a factor of one and a half;
  • fixed a bunch of geometry issues, seams and other visual bugs on different rocket parts;
  • reduced mass of nose cones a bit;
  • added kerosine fuel configuration for all small fuel tanks;
  • added no fuel configuration for all fuel tanks;
  • reduced throttle limit for engine 4 from 90% to 80%.

[h3]Changes:[/h3]
  • only some parts (like fuel tanks, engines, batteries) generate explosion force on destroying;
  • improved autostatbilization speed on large heading differences;
  • sun flares and sun size will depend on distance to it;
  • CPU consumption improvement in the spaceport and assembly shop;
  • attachments with two or more sockets can have a small offset along surfaces and induce additional rotation on a part;
  • [Assembly] rewroked craft overlays buttons (borderless buttons);
  • [Assembly] chaning category will automatically close part configuration;
  • greatly improved search of approach nodes and increased search distance around target body, especially for small celestial bodies;
  • reworked geometry of all 2.5m parts, so no more artefacts on rotation;
  • fixed visible seams on 2.5m fuel tank caps;
  • improved materials on all 2.5m fuel tanks;
  • tanks no longer auto rotate on connecting;
  • slightly improved automatic stage builder.

[h3]Settings:[/h3]

  • new hotkey for brakes (B);
  • new hotkeys for wheels steering (A/D);
  • new hotkey for mirror symmetry (M);
  • added separate marker size setting for celestial markers;
  • added scale rendering settings to the video settings;
  • sometimes the rocket part tooltip does not show connections.

[h3]Fixes:[/h3]

  • unnececary drag calculations performed when spacecraft is over planet with no atmosphere;
  • parts inside the payload fairings produce drag;
  • some payload fairing sections produce additional drag;
  • spacecrafts a bit less responsive when rotating them clockwise;
  • controls setting have no setting for spacecraft systems (ligts, landing gear, etc)
  • drag data calculated incorrectly for a part if it has more than one material;
  • sun flares are visible through the planet;
  • exception, when using symmetry on rcs_mounting_point_1;
  • sometimes rocket could start behave incorrectly when some parts were destroyed or removed;
  • custom Surface mod is not saving if already modified surface was modified;
  • reduced window flickering in the assembly shop;
  • center of mass and root part markers have wrong position after the whole rocket was moved in the assembly.
  • when reattaching part from socket to socket within the same part, game sometimes doesn't register place click;
  • engines got negative thrust on Venus;
  • some ambient and engine sounds not respect audio volume;
  • error when creating subassembly from whole rocket, then placing it back and then removing any part from it;
  • newly created subassembly could be unexpectidly edited when used during another rocket assembly;
  • if subassembly was placed into new rocket and then any part was removed, the whole subassembly disappears;
  • game sometimes stuck if you interrupt tutorial;
  • rectangle socket now prevents selecting middle slot on a heptahedron socket;
  • some part names are not localized.


Update v0.17.0 "Within The Horison" public beta

This is the second update I decided to publish into the public beta branch first. It will stay there for about two weeks and will be released to the default branch once I will fix all critical issues found by players. I am planning to add several more parts that didn’t end up in beta and probably one or two tutorials related to a new content. You can find how to switch the game’s branch on Steam in the release notes section. Let's get started.

[h2]Venus[/h2]
This is a hard one. There is not much data or photos of the Venus surface except those one returned by soviet Venera probes. Because of Venera’s thick cloud layer we don’t even have proper surface color maps. So there is a lot of procedural texturing involved. I also chose the atmosphere color parameters by eye. So the only “real” data are Venus height and atmospheric physics. There is also no cloud layer at this moment but it will be added as soon as I will start developing a cloud system for the whole game.

The atmosperic pressure is so high on Venus that engines basically stop working. But you will also not crash because of it.

[h2]Planes[/h2]
I talked about planes in the previous dev update so I will briefly touch on a few details here.

Firstly, there is basically one set of all parts needed for planes currently. The amount of work needed to add them was crazy, because it is always hard to add something completely new to the game. I can easily compare it to the first twenty parts that were in the game at the original EA release. You have no experience, references or idea if the new stuff works properly. But after extensive testing and reading a lot of articles you start building a feeling, what works and what is just a buggy mess. So you can expect more plane parts in the future, especially after I will gather some feedback for these ones.

Secondly, I’ve noticed that it is pretty easy to build something that will fly due to the socket system. But it is pretty hard to build a perfectly balanced plane because of socket’s restrictions. So a lot more assembly tools needed to solve that. One of them will be an ability to do a small offset for the connected part relative to the parent. Like 10cm would be enough for the balance purpose. But this is a task for another dev cycle and will probably require the whole rework of the rocket assembly system, because the code of it is very bad and it is very hard to change it in any way. But I will see how it goes.



So please try out planes and leave your feedback so I could improve them.

[h2]Forces overlay[/h2]
During plane assembly testing I found out that it is very hard to predict how a plane will act without additional information. To solve this I’ve added a detailed forces overlay during craft construction. Now you can see the force center, direction and magnitude for gravity, lift, thrust and drag. Or you can toggle a combined force and basically see the craft velocity prediction.

You can change a set of parameters to see what forces and how will affect the spacecraft at given conditions

It is funny, that this force overlay helped me to find a bug: some payload fairings didn’t actually protect the parts placed into them from the drag.

Notice the drag force affecting spacecraft without payload farirings

Drag force has been reduced by a factor of 12 after fairings were added

Also note that each division on the arrow is equal to 1kN force, so you can easily compare forces and understand what will happen with the craft at a given set of parameters.

[h2]Assembly improvements[/h2]
The feature I am pretty sure you all waited for. You can finally remove parts using a symmetry.

Better late, that late

Not only that, but you can even symmetrically reattach parts. This one have some limitations tho:
This one works

This one doesn't because both attachment points should be free. This one currently impossible to fix without rewriting the whole assembly system

Also mirror symmetry was added for plane assembly and some small fixes were made for the whole assembly workflow.

[h2]Decouplers[/h2]
All decouplers received two configurations. Now they can work as a decoupler (default) or a separator. In the first mode, the decoupler will stay attached to the decoupled part. The second mode works as it was before. This will help to reduce the amount of debris produced during the rocket launch. To further reduce it you can try to use dynamite, but note it is not safe!

There are only one decoupler that can only work in the separator mode. Could you find it?

[h2]Bigger fuel tanks[/h2]
This one I’ve mentioned in the August dev update. As it turns out, the new fuel tank radius requires a lot of additional parts like bigger decouplers, adapters, nose cones, fairings etc. I didn’t have time for all that, but still I’ve added something. This is bare bones, but you can easily build the first stage already. Also several days before the release I found a bug in this radius geometry (wrong number of polygons) which led to the coupling artifacts. I will need to basically remake all of these parts and will do it during the beta.

This thing is really huge

[h2]Other improvements[/h2]
As always there are a lot of smaller improvements that you can find in the release notes. For example, new lens flares, sun size and flares now depend on the distance to it, improved drag calculations, hiding part connections during the flight and more!

As always thank you for your support and I am waiting for your feedback!

Release notes v0.17.0: Public beta

This build was deployed to beta-builds branch. To switch to this branch right click on the Rocket Science in your library, and click on Properties. Select the Betas tab, and then select the beta-builds branch. Once you see it, select it and click OK.

Note: if you want to switch back to default branch after this beta, you will need to manually clean %USERPROFILE%/AppData/LocalLow/Unity/unbeGames_HDYLIEM folder or the game will not start.

[h3]Features:[/h3]
  • new planet: Venus;
  • added aero (wings) and control surfaces (aileron, rudder ecs);
  • added fixed and steering wheels;
  • added new engine type: turboprop engine;
  • added new fuel type: kerosene;
  • implemented mirror symmetry;
  • new vechicle forces overlays in the assembly shop;
  • added symmetry delete / reattach;
  • new fuel tank radius: 2.5m;
  • added two decoupler modes for all decouplers;
  • rocket part connections can now handle up to 64 sockets (previously was only 16);
  • one new connector and one new socket for new fuel tank radius;
  • added new line socket type for planes;
  • slots and connectors on rocket parts will only be shown during rocket assembly;
  • added runway for spaceport, that will store spacecraft separately
  • added AMD Fidelity FX and NVIDIA DLSS support;
  • sun's lens flares effect rework and improvements.


[h3]New rocket parts:[/h3]
  • added around 20 new rocket parts, most of them are bigger fuel tanks and parts for planes;


[h3]Part changes:[/h3]
  • Basic adjusted size and mass;
  • increased radius of big payload farings so sizde staged rockets are now possible;
  • adjusted size of some eingines so they will fit well on new connector;
  • changed connector on engine 0 from triple to rectangle
  • reduced all socket and connector sizes by a factor of one and a half;
  • fixed a bunch of geometry issues, seams and other visual bugs on different rocket parts;
  • reduced mass of nose cones a bit;
  • added kerosine fuel configuration for all small fuel tanks;
  • added no fuel configuration for all fuel tanks;
  • reduced throttle limit for engine 4 from 90% to 80%


[h3]Changes:[/h3]
  • only some parts (like fuel tanks, engines, batteries) generate explosion force on destroying;
  • improved autostatbilization speed on large heading differences;
  • sun flares and sun size will depend on distance to it;
  • CPU consumption improvement in the spaceport and assembly shop;
  • attachments with two or more sockets can have a small offset along surfaces and induce additional rotation on a part;
  • [Assembly] rewroked craft overlays buttons (borderless buttons);
  • [Assembly] chaning category will automatically close part configuration;


[h3]Settings:[/h3]

  • new hotkey for brakes (B);
  • new hotkeys for wheels steering (A/D);
  • new hotkey for mirror symmetry (M);
  • added separate marker size setting for celestial markers;
  • added scale rendering settings to the video settings;
  • sometimes the rocket part tooltip does not show connections;


[h3]Fixes:[/h3]

  • unnececary drag calculations performed when spacecraft is over planet with no atmosphere;
  • parts inside the payload fairings produce drag;
  • some payload fairing sections produce additional drag;
  • spacecrafts a bit less responsive when rotating them clockwise;
  • controls setting have no setting for spacecraft systems (ligts, landing gear, etc)
  • drag data calculated incorrectly for a part if it has more than one material;
  • sun flares are visible through the planet;
  • exception, when using symmetry on rcs_mounting_point_1;
  • sometimes rocket could start behave incorrectly when some parts were destroyed or removed;
  • custom Surface mod is not saving if already modified surface was modified;
  • reduced window flickering in the assembly shop;
  • center of mass and root part markers have wrong position after the whole rocket was moved in the assembly.
  • when reattaching part from socket to socket within the same part, game sometimes doesn't register place click;
  • engines got negative thrust on Venus;
  • some ambient and engine sounds not respect audio volume;