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@jrodrigv jrodrigv released this 17 Nov 11:45
· 252 commits to master since this release
4270ff8

v1.2.3: Thanks to SpannerMoneky, Gedas-S, DoctorDavinci, Kergan, Gomker, PapaJoesSoup, TheDogKSP, Duck1998, and Fitiales for their work on this release!

  • NEW FEATURES:

    • Recompiled for KSP 1.5.1
    • EC per shot for energy weapons like Rail guns. #486
    • EMP Weapons logic.
    • Modular Missiles: Min speed before guidance trigger, time between stages.
    • New High Explosive resource for missiles.
    • New smoke model.
    • Autopilot: Orbiting direction can be set.
  • ENHANCEMENTS:

    • Explosive blast forces increased.
    • Hitpoints rounding reduced to 100. #432
    • Missiles can be jettisoned using action group #539
    • Max detonation range for air explosive bullets increased from 3500m to 8000m.
    • Autopilot improvements: pitchKi has saner values, also steering added.
    • Guard mode: Better calculation of missiles away.
    • Better bullet distribution.
    • FX performance improved limiting number of parallel animations.
    • Better checks for missile detonations.
  • FIXES

    • HE bullets now do less kinetic damage after substracting HE mass.
    • HitPoints calculations: values remain the same between scenes.
    • HitPoints calculations: bigger vessels now have more sensible HP values. #477
    • Stop explosions moving across the ground.
    • Fixed detonation on collision. #566
    • CSV parts export now show all parts.
    • Fixed weapons category due to localization issues. #580
    • Stage icons fixed for KSP 1.5.1
    • Some exceptions controlled.
    • Heat missiles will not lock friendly vessels. #586
    • Fixed issue where modular missiles were detecting themselves as enemy vessels and detonating.
    • Modular Missiles: roll correction fixed.
  • BALANCE

    • Bullet mass rebalance for lower calibers. #515
    • No damage reductions for lower calibers. #515
    • 120mm bullet improvements.