Interstellar Travel: Next-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. Eventually, these colonies become advanced enough for vehicle construction, propelling deep space exploration and beyond. Colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. This new tech will not just create novel puzzles for players to solve, but will also enable new feats of space exploration within and beyond the original Kerbolar System.Ĭolonies: Brand new to Kerbal Space Program 2 are colonies. Next Generation Technology: As the game updates progress, players will gain access to a whole new set of next generation tools and technology including new engines, parts, fuel, and much more. To center a part on an axis with its parent part, simply set the local position to 0 on the corresponding axis.Key Features to come during Early Access: This mod is accurate enough to place parts in perfect symmetry without actually using symmetry mode. No maximum distance from parent part limitation. Parts can be moved anywhere inside the VAB/SPH. You can copy/paste a value while editing a field. Units for rotation are in degrees and angles are Euler angles Units for position are in meters with 4 decimals of precision so 0.0001 is 1/10th of a millimeter. Undo stack is cleared when the window is closed or a new part is selectedĬopy/paste storage is cleared when the window is closed or a new part is selected Separate Copy/paste for the Position and Rotation, with locking.Īn Undo button, which a displayed count of how many undo operations are in the stack The dialog shown has been improved with the following features: The Precise Editor button in the toolbar will show the vessel window where the coordinates for the CoM, CoL and CoT are displayed. To edit a part, hover the mouse over it and press "P". Undo operations get saved on the Undo stack Note: The Copy/Paste/Lock buttons are icons, when the mouse is over them, the button gets highlighted and the icon can't be seenĪdded an Undo stack, dealing with Position and Rotation Optimized a bit by having the Collider window only do the raycast if it's visible Has /10 and x10 buttons for the - / + valuesĪdded code to set defaults if cfg file is missing Show the distance between 2 parts or their colliders to help with the creation of kerbal mechanical devices ! Show the position and size of the part collider bounds. Show the precise location of the center of mass, center of lift and center of thrust. Increment / decrement position or rotation by a certain value.Īll part transformations in absolute or local mode.Īutomatically update all symmetry counterparts, struts and fuel lines.Ĭoordinate system axes shown on part selection. Set part position or rotation exact value. This might change your craft building experience ! So this mod is intended to remedy that and offer a more accurate alternative part placement method than mouse and gizmos. While this is the Kerbal spirit, this become annoying for the serious craft builder. The KSP craft editor is an approximative tool where the part's position and angle are not displayed anywhere so we have to rely on primitive techniques like counting the number of grid snaps or placing parts "by eye".
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