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v1.8.0 New entries, fixes, refactor #34
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Move UITK custom controls from c# project to the unity project. Move initialization logic from custom controls to the controller (in c#) so that the controls can be used in Unity Editor without errors
New Entries - Vessel: - NonStageableResources - CommNetRange - CommNetStatus - Surface: - TerrainAltitudeFromCenter - TerrainAltitudeFromRadius (can be used to read ocean depth beneath the orbiting vessel) - AltitudeFromCenter - requested by @unknow P - Body: - BodyOceanDepth (max depth of the ocean) Refactor - moved UITK custom controls initialization to the controller classes. This enables custom controls to be used in the unity project's UI builder
- Target - Target_ClosestApproachDistance (viewable from Flight view also) - Target_ClosestApproachTime (viewable from Flight view also) - Target_ClosestApproachRelativeSpeed (viewable from Flight view also) requested by Biggen & alex-sherwin
- Vessel - DryMass - FuelMass - Stage - StageDryMass - StageFuelMass - StageEndMass - DecoupledMass - StageFuelPercentage moved from Vessel to Stage entries (not working currently due to game bug)
- Misc - CurrentPatchEndType - Surface - TimeToImpact - ImpactLatitude - ImpactLongitude - ImpactSeaLevelAltitude - ImpactRegion (requested by @Munix) Note on impact data: Micro Engineer uses the game's patched conics to determine the impact location. Since the last patch ends before the actual collision, up to several hundred meters above ground (according to my testing), collision point isn't 100% accurate. If you have a high horizontal and low vertical velocity, precision won't be accurate.
New template version & many new entries
This was referenced Feb 21, 2024
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New Entries (23)
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Notes
IMPORTANT IF UPDATING FROM AN EARLIER VERSION MANUALLY (without CKAN):