
* Fixed fairings being see-through when a part inside or behind is highlighted. * Fixed frozen parts showing up in front of the main vessel. * Fixed Fuel tank Part Action Window sliders to dynamically update symmetry partners when adjusted in editor.

* Fixed Gizmos buttons not properly highlighting after loading a craft. * Fixed game crashing during deletion of parts under certain conditions. Here's the complete changelog: = v1.1.3 = This requires Restock.The 1.1.3 patch is now available! We’ve taken our time over the past couple of weeks to tackle as many issues as we could in this patch and the results speak for themselves: close to 100 fixes have been logged compared to the previous version of KSP, and we even found time to hide something small in the game that we’re sure a lot of long time fans will appreciate!

If you're having issues please review the thread and ask here.

Read it! This is a work in progress and I have a bit of trouble keeping it up to date with new features that are added weekly. These should cover most chemical engines in most mods. Here's a few screenshots and videos from development over the last few months (credits to more, check out this Imgur album or look through the threadĪ lot of preconfigured templates are available for anyone to use. Please note that this mod is a framework it doesn't change anything or provide anything by itself, but provides the ability for you to do things. Provide a set of template effects for modders to use on their engines. Ingame editor to create and drive effects. Support for atmospheric expansion and all kinds of dynamic effectsĬross-compatible with SmokeScreen for adding smoke effects To that end, I and some others (primarily some porcine aviator dude who shall not be named) have created a cool new way to create and drive engine effects.ĭesign a framework to create mesh-driven engine effects for smooth rocket plumes

Smokescreen helps, but when we're talking about really large, fast moving plumes, the number of particles you need to create high fidelity effects is really high. I make a lot of engine effects, particularly for vacuum engines, which are really poorly handled by a traditional particle system, much less the gnarly butchered version of that system that KSP provides.
