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Pre-release

@linuxgurugamer linuxgurugamer released this Jan 18, 2020 · 1 commit to master since this release

Fixed issue of blizzy toolbar button sometimes not being there when the UI scale was not 100%
Fixed issue of toolbar buttons (both blizzy & stock) not changing when clicked
Removed old code which provided the textures for the Blizzy toolbar
Minor refactoring of code in KerbalConstructionTime.cs in Start() to replace multiple If's with a switch
Fixed small memory leak by replacing all the "new Wait4Second" with constants
Fixed big memory lean (1-3 meg/sec) caused by needless changing of textures in the toolbar buttons
Removed unused function: GetStockButtonTexture, not needed since the ToolbarController handles all of that
Fixed the unable to resize Blizzy's toolbar when KCT icon is transferred to it

Assets 4
Pre-release

@linuxgurugamer linuxgurugamer released this Jan 16, 2020 · 2 commits to master since this release

Removed old #if which was disabling the multiple launchsites

Assets 4
Pre-release

@linuxgurugamer linuxgurugamer released this Jan 15, 2020 · 3 commits to master since this release

Fixed unnecessary int in KCT_GUI.cs
	Thanks to user @siimav for the following:
	Make launchpads non-upgradeable and add option to delete them
	Formula improvements & Airlaunch fix for KRASH
	Note:  The following two are specific for RP-1
		Add button for deleting LPs
		Add option for making LPs unupgradable
	Fix Airlaunch persisting to a KRASH sim
Assets 4

@linuxgurugamer linuxgurugamer released this Dec 22, 2019 · 35 commits to master since this release

Fixed issue where switching editor building while editing a new vessel would end up having the new vessel rolled out to the wrong launchsite (fixed in ClickThroughBlocker), listed here for completeness
Fixed issue when closing Upgrades was not returning to main KCT dialog
Fixed issue where a kerbal on EVA could be recovered to either the SPH or VAB
Added 3 more buttons for upgrades to allow easier upgrading of multiple points
Added check to disable the "Reset Points" if not enough points available
Assets 4

@linuxgurugamer linuxgurugamer released this Dec 10, 2019 · 36 commits to master since this release

Fixed issue where switching editor building while editing a new vessel would end up having the
new vessel rolled out to the wrong launchsite 
Assets 4

@linuxgurugamer linuxgurugamer released this Nov 19, 2019 · 37 commits to master since this release

Fixed nullref in the editor when not editing a recovered craft
Assets 4

@linuxgurugamer linuxgurugamer released this Nov 19, 2019 · 38 commits to master since this release

Added check for full tanks to the "Fill Tanks" button, which was already there for the "Fill Tanks & Launch" button
Deleted old commented out toolbar code
Created dedicated deploy-173.bat for local testing
Thanks to @siimav for this fix:
	Fixed lag in editor by moving FindObjectByType to where it was used and not called every frame
Assets 4

@linuxgurugamer linuxgurugamer released this Oct 28, 2019 · 42 commits to master since this release

@siimav
	Fix facility upgrades still not happening instantly when KCT itself is disabled
	Check for experimental parts in locked parts test
Fixed issue where RO fuels weren't being filled when the "Fill Tank" was selected
Assets 4

@linuxgurugamer linuxgurugamer released this Oct 26, 2019 · 48 commits to master since this release

Version bump to fix CKAN issue

Disabled KCT_UpdateChecker using #if false
Rebuilt for 1.8

Added back in missing files
Deleted unneeded ToolbarWrapper.cs
Merged in PR from @siimav by hand
 
Removed the ability to move a ship from VAB to SPH and back
Removed all KSP1_4 #if/#endif statements
Following are from the RO branch
	Fixed assembly loading for other mods that reference KCT
	Can no longer launch vessels with locked parts
	Those files shouldn't be in the repo
	Reworked the code that checks for locked parts. Previous version was causing issues with a couple of other mods.
	Can no longer do 5 more rush builds after editing a vessel
	Added training warning and disabled Auto-hire button for RP-1
	Update message text
	Separated Build+Rollout into Build+Integration+Rollout
	Fix a nasty infinite loop and add correct estimate to build list
	Added rollout time to GUI; 
	Fix vessel editing progress calculations
	Fix build progress for recovered vessels
	Refactor BP calculations and apply global multipliers to Effective cost
	Added effectiveCost field to KCT_BuildListVessel
	Improve .gitignore
	Add Effective Cost [E] variable to integration and rollout cost formulas
	Clean up the editor UI
	Added formula for calculating rush cost
	Fix funds being changed by integration cost on launch and recovery
	Merge LGG->SepIntegration
	Add missing files to RO csproj
	Disable transferring vessels between VAB and SPH in RP-1
	Disable the Switch Editor button while editing an existing vessel. Bad things will happen if the edits are saved in another mode than the initial one
Assets 4
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