'Pocket' nukes had scientific accuracy issues with their fusion fuel, which should now be fixed in this patch. Nuclear weapons and reactors in general have had a number of small issues fixed. Some custom nukes (and their launchers) may be in error as a result.
Ranges in module designer are larger, so you can make propellant tanks and engines much smaller than before.
Lots of small errors in ship design/module design and materials are fixed.
And lots of crashes fixed.
Full Changelist
- Fusion fuel density pressure is now an issue in nuclear warheads. Fixes boosted fission nukes behaving like pure fusion bombs.
- Fixed a number of typos in material properties (thermal expansion coefficients being off, missing critical values, etc.).
- Increased some ranges in module designer. Minimum propellant tank reaction mass is now 100 grams. Rocket engines can be an order of magnitude smaller.
- Corrected errors in nuclear fuel cycles. Nuclear fuel costs are affected. Reactors and payload costs now vary by enrichment percent.
- Coilguns now increase in mass/cost with extra stages. Some ships are altered to compensate.
- High acceleration missiles no longer vanish.
- Added in a minimum screen resolution that screen scaling can't reduce below.
- Fixed crash on first Neptune mission when intercepting the station.
- Fixed crash on mission success.
- Fixed numerous crashes upon exiting combat.
- Fixed crash with detonating nukes manually.
- Sound being missing is now fixed.