![]() ![]() Not quite as robust as the mod Kerbal Joint Reinforcement, and certainly not automatic, Autostrut is a welcomed addition that hasn’t shown any downsides. Autostrut lives up to its name, adding invisible struts between the chosen part and either the root part or the heaviest part. Hidden away in the settings menu is a new feature that is not as prominent as the probe changes, but just as useful: Advanced Tweakables. In the Vehicle Assembly Building and Space Plane Hangar, you will find new options after right clicking on many of the parts. Clicking on “Aim Camera” will center on that part-wonderful for those awkwardly long spaceships or asymmetrical space stations. ![]() ![]() Not limited to just probes, there is also an option to refocus on any part of our spacecraft. You can change between a few different settings, but the “Hibernate in Warp” is my favorite. If you’ve ever warped too far and had your probe burn through all the battery power for no explicable reason, the hibernation feature will be a welcome change. Also in the window are options to zoom (FOV slider), change map type, or even set a way point, much like the way points added by contracts. Accessing the right click menu of a probe will also show a few other new features. Depending on the antenna equipped, biomes, Easter Eggs, or a height map will be visible in a pop up window. KerbNet is access through the right click menu on a probe body or a capsule. The antennas will also have a new feature called KerbNet. Notice the full connection in the new UI module, also firing off the normal marker. The module also shows you what you are connected to we are directly connected to Kerbin in the case of the image above. Next to the time warp and mission time, you will find a new module displaying your signal strength in very familiar bar form. With the new signal changes, the UI needed some updating to give players a better idea of what the game was doing. Or space, if that is where you find yourself. If the maneuvers are already set up when you lose connection, you will be able to complete them like normal but you will not be able to delete them. As we are already discussing control, despite having small antennas, unmanned command pods will still be dead in the water. Speaking of maneuvers, setting maneuvers will now be something only available to command pods with pilots or connections to command points. Fine control of throttle and direction remain disabled, alongside setting and deleting maneuvers. If a probe losses connection, there are still some things that you can do: you can go full throttle, cut throttle, toggle action groups, stage, and point using autopilot settings. This control is another place that the Remote Tech mod is far more brutal than this new stock mechanic. Fail to plan for the range or planetary alignment, and you are going to run into control issues.įiring the ion thruster at the prograde vector is possible, even without the signal. The game will also switch relays or control points if the first one becomes occluded by an orbital body. Unlike in Remote Tech, the antenna do not have to be pointing at each other they only have to be within each other’s line of sight and range. The relay antennas will connect to probes to command points, the KSC or Kerbal mentioned before, so long as ends of the signal are visible to the relay point(s). In order to operate probes beyond LOS or signal range, relay antenna networks will have to be established. As a result, there are more antenna choices. When you first fire up the new 1.2 patch, the largest change to your game will be to your use of probes and antennas. Users of the popular Remote Tech mod will find the new probe mechanics familiar, but tweaked to be slightly less punishing and finicky. The now vanilla implementation requires a connection back to the Kerbal Space Center (KSC), or an appropriately equipped Kerbal, in order to function. Probes and command pods will have a small built-in antenna to connect to the new CommNet, but a newly implemented line of sight (LOS) mechanic and signal strength mechanic have been implemented as well. ![]() Those running a completely stock game should not be affected by this update outside of mechanical changes. Given some of the discord in the community and abandonment of mods, this is very important to note before you update. The recently redesigned wheels also got rework along with The large upsides of the patch are offset by breaking most mods. The biggest changes have come to probes, antennas, and debug menu. The next big update for Kerbal Space Program has almost arrived and with the magic of Open Pre-Release, we were able to get a look at all of the new mechanics, new parts, and a slew of changes and bug fixes. ![]()
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