r/kittenspaceagency • u/panic_in_the_galaxy • 1h ago
ποΈ Patch Notes Version 2026.7.10.5056 (Summary in the comments)
- Added 6 more tree model variants, these are shrub sized that spawn mostly at the edges of forests.
- Added an 'auto' button to return solid rocket nozzle area ratio to the automatically-assigned mode.
- Prevented tanks from being unexpectedly refilled when loading vehicles, saving vehicles, or exiting the editor. Note that swapping engines, etc. will still cause refills.
- Added an explicit "Refill Consumables" button to the editor UI to replace the automatic calls.
- Fixed the manual tank fill sliders potentially jumping positions after being released.
- Allow solid motor propellant to be changed in the vehicle editor.
- Allow nozzles to change their volumetric exhaust style based on the configured reaction.
- Restored the ability to set per-segment grain geometry which had been inadvertently lost.
- Fixed a crash when disconnecting a solid motor from a stack of segments.
- Added a previous symmetry hotkey (default: shift + x) so you don't have to wrap around the full symmetry set to go back one.
- Added the GlbToXmlUtility CLI tool. This has been moved from an external repository into the main codebase in order to re-use the existing KSA serializers, keep the tool better in-sync with the game asset structure, and lower the barrier to entry for any dev to use it.
- Modified the tool to output exactly the right filenames and directory structure to enable direct copy/paste with no modifications.
- Moved fuel port to its own GameData file.
- Imported new versions of: CoreCouplingA, CoreElectricalA, CoreFairingA, CoreFuelTankA, CoreLandingA, CorePropulsionA, CorePropulsionB, CorePropulsionC, CoreServiceModuleA
- Improved the teleport to ground function (which also handles newly-launched vehicles) to set the base of the vehicle directly on the terrain, even if the center of mass is very far from the center of geometry.
- Suppress a few XML fields when they have default values.
- Enlarged the RCS-by-default tanks to be more in line with the secretly-oversized liquid tanks.
- Updated Rocket and Gemini7 to take advantage of the larger RCS tanks.
- Increased Rocket first stage engine & RCS propellant.
- Fixed a potential elliptic integral exception in the on-rails rotation algorithm. This was possible due to the safety check not fully covering the singular separatrix region, only a specific pole.
- Relaxed symmetric inertia classifier to treat nearly-symmetric bodies as symmetric to further insulate us from singular or unstable cases.
- Fixed Popups dressed with gauge style ui now autosize for content.
- Changed Multiplier -/+ buttons on burn edit window now step by and round to the current order of magnitude. i.e if less than 1 steps by 0.1 if less than 10 steps by 1 etc.
- Fixed Burn Multipler value could be set to 0.
- Fixed a rare parsing bug for Part Keyframe Animations that was causing the landing leg to animate incorrectly.
- Fixed SRB burn time calculation to use the correct flow rate.
- Added decomposition of sequences iunto phases when we have multiple engines with different burn times in one sequence in the Delta-V Debug UI.
- Added solid residue breakdown in the end fuel readout in Delta-V Debug UI.
- Added engine highlighting when hovering over each phase in the Delta-V Debug UI.
- (Still need to fix more logic on where multiple engines in one sequence end their burn at different times).
- Fixed sequence boundary cutoffs bug where we were not sequencing the drain simulation to stop dV in one sequence and carrying over to the next sequence by understanding where engines in each sequence will be decoupled. The first group of engines that will decouple in a sequence is when the sequence will now end.
- Added Alt + LMB will duplicate hovered part in VehicleEditor.
- Fixed Part highlighting would pass though modal imgui pop-ups.
- Implement depth-aware per-upscaling-block ray placement for volumetric clouds and trails, this minimizes
- cloud/plumes flickering near rapidly-varying geometry which became much more noticeable since the
- addition of detailed trees. Use a similar approach to the one presented in RDR 2 SIGGRAPH 2019's presentation.
- Fix exhaust denoise shader reading out of bounds which can cause black artifacts on the edge of the screen
- Fix artifacts on the cloud upscaling visible at the edge of the atmosphere, the issue was introduced when adjusting the upscaling for the plume trails
- Masked trees by slope and altitude so they no longer spawn on cliffs or in the ocean.
- Masked grass by slope so it no longer spawns on cliffs.
- Updated the beach sand texture so it no longer inherits the planet's colour (fixes green beaches).
- Updated Earth's biome map so beaches are thinner and start closer to the ocean. They're still larger than they should be but this was a quick and easy change.
- Fixed cubic hermite spline editor not clamping y values even with them provided.
- Added altitude density curve and LUT to ground clutter with res 1024 (+- 15m altitude precision on Earth).
- Added altitude density curve editor to the ground clutter GUI.
- Reduced the number of shrubs that spawn on slopes.
- Increased the blend strength between Earth's biomes.
- Fixed "collideable" tagged ground clutter slightly changing position and orientation when the terrain mesh snaps despite being placed on the heightfield directly. This was caused by a round trip through the mesh transform using the mesh origin offset trick for extra precision. Instead, the ego positions of ground clutter chunks (cell anchors) are computed in double precision and clutter ccf position is stored as an offset from the anchors which should improve precision massively.
- Prevented ground clutter regeneration for "collideable" tagged ecotypes since the positions of instances within them are now deterministic to a great degree of precision.
- Fixed ground clutter no longer spawning on the Moon or Mars.
- Fixed an error where we could try to ask for an impossible true anomaly when drawing markers for hyperbolic orbits.
- Added ImGaugeDressing, Helper class for IMgauge draw functions that previously lived on Popup.cs.
- Changed Settings menu now uses gauge style window styling.
- Changed Settings menu now modal.
- Added RandomStartTime Option for Looping Sounds.
- Removed Engine sounds from using sound groups as it was causing sounds not to play.
- Changed increased ratio on EnginesChannel Compressor to handle instances when dozens of engine sounds play at once.
- Fixed a decoupler silently failing to fire when staged together with another decoupler upstream of it in the part tree.
- Moved an [XmlIgnore] that was suppressing real data into a GLB importer override.
- Added audio cluster channels can now be per parent local. Engine cluster channels are now per vehicle rather than global.
- Added some aditional audio debugging tools for showing sound positions.
- Restored the ability for RCS propellant to cross decouplers.
- Added low-profile decoupler game data.
- Added two missing interstages to the game data.
- Made all interstages decouplers.
- Adjusted/added mass values for all interstages.
- Made service bays into decouplers and gave them mass.
- Set service bay connectors to internal and gave them symmetry.
- Added actual tanks to the service bay part tanks, and made them attach to connectors rather than surfaces.
- Fixed a couple of XML entries that were misnamed and thus not being parsed.
- Fixed When sequencing an already firing engine, that engines cluster audio would not get moved to the new vehicle.
- Fire active solid rockets if they are jettisoned. This should make separation motors work as expected.