Releases: KSPModStewards/SystemHeat
Releases · KSPModStewards/SystemHeat
0.9.1
- Fixed memory leaks from dangling event handlers.
- Improved performance
- Moved several PAW item updates out of FixedUpdate and running them only when the PAW is open
- Cache BDB's ModuleJettison field
- Removed several sources of unnecssary allocations
- No longer updates the overlay UI when it's not being shown
- Several optimizations in the overlay UI code
- SystemHeatVessel is now only added to loaded vessels
- Added option to avoid running stock radiator logic if SystemHeatConverters and SystemHeatHarvesters are installed.
This is one of the biggest performance hits for large vessels with lots of radiators.
This is disabled by default; you can opt in by setting ForceStockRadiatorLogic to false in the SystemHeat settings.cfg file - SystemHeat resource converters now fully disable themselves when inactive.
- Several other optimizations to make resource converters faster.
- Fixed potential fatal NRE for badly configured parts
- Fixed NRE when launching a vessel
- Fixed NRE when opening the reactor UI for fission engines that don't have heat modules
- Fixed consumedSystemFlux calculation when the consumed amount exactly matches the produced amount
- Fixed typo in Boiloff configs that set all tanks to have 0.5 volume, rather than 0.5 * mass. This is likely a breaking change. ( Thanks @Wyzard256 )
- Fixed MM patch targeting fuel types in boiloff config
- Fixed some tooltips in the game settings window
- Updated Chinese translation ( thanks @Aebestach )
- Fixed fission engines logic for engines that use ModuleEngines instead of ModuleEnginesFX (e.g. LV-N when waterfall is not installed)
- Fixed fission reactor patches for USI when NearFutureElectrical is also installed. Made the existing patches also match NFE's values when it is not present
0.9.0
- Fixed memory leaks from dangling event handlers.
- Improved performance
- Moved several PAW item updates out of FixedUpdate and running them only when the PAW is open
- Cache BDB's ModuleJettison field
- Removed several sources of unnecssary allocations
- No longer updates the overlay UI when it's not being shown
- Several optimizations in the overlay UI code
- SystemHeatVessel is now only added to loaded vessels
- Added option to avoid running stock radiator logic if SystemHeatConverters and SystemHeatHarvesters are installed.
This is one of the biggest performance hits for large vessels with lots of radiators.
This is disabled by default; you can opt in by setting ForceStockRadiatorLogic to false in the SystemHeat settings.cfg file
- Fixed potential fatal NRE for badly configured parts
- Fixed NRE when launching a vessel
- Fixed NRE when opening the reactor UI for fission engines that don't have heat modules
- Fixed consumedSystemFlux calculation when the consumed amount exactly matches the produced amount
- Fixed typo in Boiloff configs that set all tanks to have 0.5 volume, rather than 0.5 * mass. This is likely a breaking change. ( Thanks @Wyzard256 )
- Fixed MM patch targeting fuel types in boiloff config
- Fixed some tooltips in the game settings window
- Updated Chinese translation ( thanks @Aebestach )
- Fixed fission engines logic for engines that use ModuleEngines instead of ModuleEnginesFX (e.g. LV-N when waterfall is not installed)
- Fixed fission reactor patches for USI when NearFutureElectrical is also installed. Made the existing patches also match NFE's values when it is not present
SystemHeat 0.8.2
- Fixed ungated debug loop strings
SystemHeat 0.8.1
- Fixed an issue which would cause the heat loop animation in the overlay not to play if there was a loop with only negative fluxes (#125)
- Behavior of things based on stock Converter code (converters, drills, harvesters) should now be more consistent
- Tweaked reporting of Fission Reactor power generation (related to DBS bug)
- Added configurable HeatLoopDecayCoefficient to Settings.cfg
SystemHeat 0.8.0
- Updates to zn-ch localization
- Corrected an issue where the heat simulation would not be reset when using the Hangar mod to launch ships. Note that if you are experiencing this you will need to re-save the ship in the editor
- Additional performance improvements and code cleanup
- Added the ability for radiators to have their output scaled by atmosphere depth and/or acceleration
- Fixed a fission reactor related logging incident
SystemHeat 0.7.5
- Fixed a fission reactor related logging incident
SystemHeat 0.7.4
- Fixed a config oversight that made the heat exchanger always cost power no matter its settings
- Fixed a relatively harmless NRE on editor scene loads
- Fixed UI null reference spam when switching away from a vessel with SH modules in flight
- Fixed UI null reference spam when to a vessel with SH modules in flight after switching to one with none ;)
- Added a few null checks/guards in places that might have bad things happen
- Ensure all debug flags are set to OFF by default and added examples of the hidden ones to the settings file
- Added an adapter module for ModuleCometDrill
- Adjustments to EXTRAS patches to fix a few issues
- Unnecesary SH modules for some NTRs
- Harvester patches now support Asteroid/Comet drills
SystemHeat 0.7.3
- Fixed an issue where static radiators would create exceptions in the editor
- Allowed lower resource flow rates for fission reactors to work correctly and show in the UI
- Situation checklist dropdown in the Toolbar UI now uses BodyDisplayName instead of internal name
SystemHeat 0.7.2
- Fixed the coolant tank being renamed for no particular reason (ghosts??)
SystemHeat 0.7.1
- Fix a null reference exception when loading a vessel with no SystemHeat parts
- Fixed an issue where a player could disable a tank in the UI, thus disabling boiloff