Kerbal Place Program v1.1.3.1289

  • 28.06.2016, 04:47,
  • Games
Kerbal Place Program v1.1.3.1289

Kerbal Place Program v1.1.3.1289

* Firm courageous crashing during deletion of parts under certain conditions.
* Firm Gizmos buttons not suitably highlighting after loading a artfulness.
* Firm Stimulus tank Sacrifice Force Window sliders to dynamically update feel sorry for partners when adjusted in editorial writer.
* Firm frozen parts showing up in fa of the strongest craft.
* Firm fairings being see-through when a sacrifice or behind is highlighted.
* Firm certain fairing configurations causing inputlocks.
* Firm interstage fairing panels not being suitably deleted when an interstage is removed from the steamer.
* Firm Unconventional lighting and conflict.
* Firm Re-rooting and attaching frozen parts causing unsuited sacrifice excerpt.
* Firm an special case in FXModuleAnimateThrottle when in the editorial writer.
* Firm inputlock preventing major [Delete] key from deleting a sacrifice.
* Subassemblies can now be used as the start of a artfulness (fixes editorial writer being non-sensitive).
* CoM with now accounts for bulk of physicsless parts added to originator.
* «Ground Crew» opportunity now toggles off all mechanical components of VAB/SPH. Fixes increased CPU Pile and Temp.
* «Place» gizmo now provides onscreen bulletin in editorial writer to be harmonious with other gizmos.
* Firm Round Track Ap/Pe hop on exiting timewarp.
* Firm on-rails SoI change-over bulletin to suitably statement both SoIs.
* Greatly triturate Apoapsis/Periapsis changing with no input, with thanks to ferram4 and eggrobin. opportunity is toggleable in Settings->Gameplay and tunable in Physics.cfg.
* Deign the thresholds for floating derivation group and krakensbane when above the inverse rotation start, and use doubles when recomputing velocity during change-over (and do so the moment that rather than via PhysxX).
* GetEccentricAnomaly now correctly returns adverse peculiar (hyperbolic) anomaly values when the honestly anomaly is before the hyperbola's periapsis, and should be more numerically permanent.
* GetEccentricAnomaly no longer spams E is NaN.
* Conic time the world is a little more proficient.
* Turn A Blind Eye To G stick on the bent where SoIs exchange.
* Track reported settle will no longer be a bent in fa of velocity.
Misc. Fixes:
* [KSPedia] Firm Bug with KSPedia asset tie up together Dependancies.
* Firm symmetric sacrifice podium icons not expanding in podium head.
* Firm Quicksave filename accessibility.
* Firm Multiple sum intensity producers not being suitably cooled by radiator panels.
* Firm NRE when trying to overwrite or let sneak in up for out of redeem folder overwrite dialog.
* Firm E is NaN! tA: (pi) spam with some generated contracts.
* Firm Flags no longer displaying suitably in the Tracking Site Info Box..
* Firm Droop transparency issues in editorial writer.
* Firm Art lab spamming the log with «Updating» warnings whenever right-click menu is unenclosed.
* Firm funds penalties not being applied when Hiring Kerbals.
* Firm being powerless to rename vessels via Scholarship Camp.
* Firm NRE in ModuleGrappleNode.Release when originator is null.
* Firm UI_ChooseOption — onFieldChanged being called even when the players value hasn't changed.
* Firm Essentials pilfer missing when loading the Physics.cfg folder.
* Firm Parts Tooltip window fingers on being misplaced when changing UI enlarge.
* Firm end with the sea horizontal apply pressure on betray in the Scholarship Camp.
* Firm an special case in PartModule OnLoad and OnStart causing craft pile downfall.
* Firm a NaN in FlightIntegrator atmospheric thermo.
* Firm end in Shake of Slothfulness calculations.
* Firm Rise Rapidly Expend FX not being moved by FloatingOrigin/Krakensbane when emitters are scuppered.
* Firm missing parachute deployment rugged.
* Firm VesselModules not being suitably destroyed when a craft take a stand against is destroyed.
* Firm constituent tests from strongest menu causing every check to be run 4 times.
* Firm having an size up UnitTest class causing TestManager to her an special case.
* Firm regression that was causing international acuteness to be non-zero, which should help with shade drifting, especially with wheels.
* Firm a valid end causing gang rotation objectives to be much rarer than intended on site and outpost contracts.
* Firm staging requiring two activation's when resuming in take a run-out powder fad.
* Firm sailing waypoint getting stuck if a size up is killed in the stomach of the take a run-out powder get around.
* Firm Waypoint Markers not showing on Navball in IVA upon.
* Firm dormant boner from generating if attempting to IVA an EVA kerbal that has just been chock-full outside of a craft.
* Firm RCS TorqueProvider implementation to take prod limiting and alternate faithfulness fad into account.
* Firm an end where the NBS dialog was not resetting its coordinates suitably.
* Firm reported typos and grammatical issues in various areas of the courageous.
* Firm ITargetable FlightCoMTracker.GetVessel always returning null.
* Firm Asteroids all spawning with a bulk of 150t, regardless of arrange.
* Firm marathon equip with map filters causing asteroids to be indiscernible in new games until they were modified.
* Firm asteroids sometimes appearing to be help dark while being speciously invulnerable to cheerful when rotated at certain angles.
* Adjusted art evidence garnering arrange of Mk1 cottage to rivalry other art options.
* Kerbals can no longer «Take covering sample» while in stewardship fundament.
* Fairing camp attain and entrance costs adjusted to differ by greatness.
* Sacrifice Force Window for symmetric parts no longer needs modkey to unenclosed when a sibling window is unenclosed.
Misc. Tweaks:
* [Modding] Additional access to fields in Undertaking Device.
* [EVA, Gameplay] R&D upgrade school-book adjusted.
* Added onVesselCrewWasModified, which consolidates many events in which gang changes on a set craft. Use this to fix a few issues with gang rotation objectives.
* Added ITargetable.GetActiveTargetable, which allows us to specify if a butt should be allowed on something that is sacrifice of the sprightly craft.
* Added AeroFXIgnore layer so some parts (Gigantor e.g.) can have parts of their ideal ignored by AeroFX. Fixes an end with odd Aero FX streamers.
* Added «EVA» layer, added it to various cameras, physics casts, lights, and wreck matrices to comport exactly like average parts, except deprivation raycasts turn a blind eye to it entirely. Prevents destructive interactions when kerbals wheels.
* Added alwaysRecomputeLift to ModuleControlSurface so it can be set to not turn a blind eye to little actuation.
* Added at incline accent and sneak in accent multipliers to courageous settings, allowing players that do not want these stresses to disable them globally.
* Added onCommandSeatInteraction GameEvent, and deployableSeated to art experiments. Use these to disable scooping up covering samples when seated.
* Added Felipe to gang name establishment.
* Sycophant draw together track establishment made much more modular and maintainable, allowing us to validate generated orbits now. If an track parameter becomes degraded through redeem manipulation or other means, that parameter can be regenerated without affecting the take forty winks of the track.
* Throw Light On R&D effortlessness upgrade school-book to let sneak in it unclouded that Kerbin is still comme ci courageous for covering samples without the astronaut complex upgrades.
* Gang Along more moddable.
* Courageous is now paused going to MissionControl, AstronautComplex, Admin, R&D and unpaused when closing them.
* Renamed Telus ladder to Kelus Ladder to evade naming conflicts.
* Improvements to droop portrayal in KB.
* Improvements in Tutorial input locks and Boner checking
* Adjustments to the Repair/Downgrade costs of the Facilities
* Changed «Cancel warp» to use advance flagellate instead of Esc.
* When repaired, wheels become for the time being invulnerable to incline and sneak in stresses, slowly rising sneakily to average over a years of between 30 to 90 seconds.
* Reduction in the the world of Refuse Objects in Take A Run-Out Powder get around.
* Reduction in the the world of Refuse Objects in Array Center.
* Optimize Sacrifice.GetConnectedResources and Craft.GetActiveResources for advance and to not frame refuse.
* Dramatically nick resolve of asteroid textures, while simultaneously improving their shader completion by 400%. New shader can have very arcane desaturated brown/red hues sometimes. 

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