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<div class="section" id="changes-from-version-to-version">
<span id="changes"></span><h1>Changes from version to version<a class="headerlink" href="#changes-from-version-to-version" title="Permalink to this headline">¶</a></h1>
<p>This is a slightly more verbose version of the new features
mentioned in the CHANGELOG, specifically for new features and for
users familiar with older versions of the documentation who want
only a quick update to the docs without reading the entire set
of documentation again from scratch.</p>
<div class="contents local topic" id="contents">
<ul class="simple">
<li><a class="reference internal" href="#changes-in-0-18-steering-much-betterer" id="id1">Changes in 0.18 - Steering Much Betterer</a><ul>
<li><a class="reference internal" href="#steering-overhaul" id="id2">Steering Overhaul</a></li>
<li><a class="reference internal" href="#lexicon" id="id3">Lexicon</a></li>
<li><a class="reference internal" href="#string-methods" id="id4">String methods</a></li>
<li><a class="reference internal" href="#science-experiment-control" id="id5">Science Experiment Control</a></li>
<li><a class="reference internal" href="#crew-member-api" id="id6">Crew Member API</a></li>
<li><a class="reference internal" href="#loadistance" id="id7">LOADISTANCE</a></li>
<li><a class="reference internal" href="#infernal-robotics-part-suffix" id="id8">Infernal Robotics Part suffix</a></li>
<li><a class="reference internal" href="#renamed-built-ins" id="id9">Renamed built-ins</a></li>
<li><a class="reference internal" href="#enforces-control-of-own-vessel-only" id="id10">Enforces control of own-vessel only</a></li>
<li><a class="reference internal" href="#new-quickstart-tutorial" id="id11">New quickstart tutorial</a></li>
<li><a class="reference internal" href="#a-few-more-constants" id="id12">A few more constants</a></li>
<li><a class="reference internal" href="#dynamic-pressure" id="id13">Dynamic pressure</a></li>
<li><a class="reference internal" href="#defined-keyword" id="id14">DEFINED keyword</a></li>
<li><a class="reference internal" href="#kuniverse" id="id15">KUNIVERSE</a></li>
<li><a class="reference internal" href="#solarprimevector" id="id16">SolarPrimeVector</a></li>
</ul>
</li>
<li><a class="reference internal" href="#changes-in-0-17-3" id="id17">Changes in 0.17.3</a><ul>
<li><a class="reference internal" href="#new-looping-control-flow-the-from-loop" id="id18">New Looping control flow, the FROM loop</a></li>
<li><a class="reference internal" href="#short-circuit-booleans" id="id19">Short-Circuit Booleans</a></li>
<li><a class="reference internal" href="#new-infernal-robotics-interface" id="id20">New Infernal Robotics interface</a></li>
<li><a class="reference internal" href="#new-remotetech-interface" id="id21">New RemoteTech interface</a></li>
<li><a class="reference internal" href="#deprecated-incommrange" id="id22">Deprecated INCOMMRANGE</a></li>
<li><a class="reference internal" href="#updated-thrust-calculations-for-1-0-x" id="id23">Updated thrust calculations for 1.0.x</a></li>
<li><a class="reference internal" href="#new-core-struct" id="id24">New CORE struct</a></li>
<li><a class="reference internal" href="#updated-boot-file-name-handling" id="id25">Updated boot file name handling</a></li>
<li><a class="reference internal" href="#docking-port-element-and-vessel-references" id="id26">Docking port, element, and vessel references</a></li>
<li><a class="reference internal" href="#new-sounds-and-terminal-features" id="id27">New sounds and terminal features</a></li>
<li><a class="reference internal" href="#clear-vecdraws-all-at-once" id="id28">Clear vecdraws all at once</a></li>
</ul>
</li>
<li><a class="reference internal" href="#changes-in-0-17-0" id="id29">Changes in 0.17.0</a><ul>
<li><a class="reference internal" href="#variables-can-now-be-local" id="id30">Variables can now be local</a></li>
<li><a class="reference internal" href="#kerboscript-has-user-functions" id="id31">Kerboscript has User Functions</a></li>
<li><a class="reference internal" href="#community-examples-library" id="id32">Community Examples Library</a></li>
<li><a class="reference internal" href="#physics-ticks-not-update-ticks" id="id33">Physics Ticks not Update Ticks</a></li>
<li><a class="reference internal" href="#ability-to-use-sas-modes-from-ksp-0-90" id="id34">Ability to use SAS modes from KSP 0.90</a></li>
<li><a class="reference internal" href="#blizzy-toolbar-support" id="id35">Blizzy ToolBar Support</a></li>
<li><a class="reference internal" href="#ability-to-define-colors-using-hsv" id="id36">Ability to define colors using HSV</a></li>
<li><a class="reference internal" href="#ability-to-highlight-a-part-in-color" id="id37">Ability to highlight a part in color</a></li>
<li><a class="reference internal" href="#better-user-interface-for-selecting-boot-scripts" id="id38">Better user interface for selecting boot scripts</a></li>
<li><a class="reference internal" href="#disks-can-be-made-bigger-with-tweakable-slider" id="id39">Disks can be made bigger with tweakable slider</a></li>
<li><a class="reference internal" href="#you-can-transfer-resources" id="id40">You Can Transfer Resources</a></li>
<li><a class="reference internal" href="#kerbal-alarm-clock-support" id="id41">Kerbal Alarm Clock support</a></li>
<li><a class="reference internal" href="#query-the-docked-elements-of-a-vessel" id="id42">Query the docked elements of a vessel</a></li>
<li><a class="reference internal" href="#support-for-action-groups-extended" id="id43">Support for Action Groups Extended</a></li>
<li><a class="reference internal" href="#list-constructor-can-now-initialize-lists" id="id44">LIST constructor can now initialize lists</a></li>
<li><a class="reference internal" href="#isdead-suffix-for-vessel" id="id45">ISDEAD suffix for Vessel</a></li>
</ul>
</li>
</ul>
</div>
<hr class="docutils" />
<div class="section" id="changes-in-0-18-steering-much-betterer">
<h2><a class="toc-backref" href="#id1">Changes in 0.18 - Steering Much Betterer</a><a class="headerlink" href="#changes-in-0-18-steering-much-betterer" title="Permalink to this headline">¶</a></h2>
<div class="section" id="steering-overhaul">
<h3><a class="toc-backref" href="#id2">Steering Overhaul</a><a class="headerlink" href="#steering-overhaul" title="Permalink to this headline">¶</a></h3>
<p>A major change to Cooked Steering!</p>
<p>Should help people using torque-less craft like with Realism Overhaul.
Removed the old steering logic and replaced it with a nice auto-tuning system.</p>
<p><a class="reference internal" href="structures/misc/steeringmanager.html#steeringmanager"><em>SteeringManager</em></a> structure now lests you acccess and alter parts of the cooked steering system.</p>
<p><a class="reference internal" href="structures/misc/pidloop.html#pidloop"><em>PIDLoop</em></a> structure now lets you borrow the PID mechanism used by the new cooked steering, for your own purposes.</p>
</div>
<div class="section" id="lexicon">
<h3><a class="toc-backref" href="#id3">Lexicon</a><a class="headerlink" href="#lexicon" title="Permalink to this headline">¶</a></h3>
<p>New <a class="reference internal" href="structures/misc/lexicon.html#lexicon"><em>Lexicon</em></a> structure now allows associative arrays.</p>
</div>
<div class="section" id="string-methods">
<h3><a class="toc-backref" href="#id4">String methods</a><a class="headerlink" href="#string-methods" title="Permalink to this headline">¶</a></h3>
<p>New <a class="reference internal" href="structures/misc/string.html#string"><em>String</em></a> structure now allows string manipulations.</p>
</div>
<div class="section" id="science-experiment-control">
<h3><a class="toc-backref" href="#id5">Science Experiment Control</a><a class="headerlink" href="#science-experiment-control" title="Permalink to this headline">¶</a></h3>
<p>New <a class="reference internal" href="structures/vessels/scienceexperiment.html#scienceexperimentmodule"><em>ScienceExperimentModule</em></a> allows you to fire off science experiments bypassing the user
interface dialog.</p>
</div>
<div class="section" id="crew-member-api">
<h3><a class="toc-backref" href="#id6">Crew Member API</a><a class="headerlink" href="#crew-member-api" title="Permalink to this headline">¶</a></h3>
<p>New <a class="reference internal" href="structures/vessels/crewmember.html#crewmember"><em>CrewMember</em></a> structure allows you to query the registered crew - their class, gender, and skill.</p>
</div>
<div class="section" id="loadistance">
<h3><a class="toc-backref" href="#id7">LOADISTANCE</a><a class="headerlink" href="#loadistance" title="Permalink to this headline">¶</a></h3>
<p>New <a class="reference internal" href="structures/misc/loaddistance.html#structure:LOADDISTANCE" title="LOADDISTANCE structure"><tt class="xref ks ks-struct docutils literal"><span class="pre">LOADDISTANCE</span></tt></a> obsoletes the previous way it worked.</p>
</div>
<div class="section" id="infernal-robotics-part-suffix">
<h3><a class="toc-backref" href="#id8">Infernal Robotics Part suffix</a><a class="headerlink" href="#infernal-robotics-part-suffix" title="Permalink to this headline">¶</a></h3>
</div>
<div class="section" id="renamed-built-ins">
<h3><a class="toc-backref" href="#id9">Renamed built-ins</a><a class="headerlink" href="#renamed-built-ins" title="Permalink to this headline">¶</a></h3>
<p>“AQUIRE” on docking ports is now “ACQUIRE”.
“SURFACESPEED” is now “GROUNDSPEED” instead.</p>
</div>
<div class="section" id="enforces-control-of-own-vessel-only">
<h3><a class="toc-backref" href="#id10">Enforces control of own-vessel only</a><a class="headerlink" href="#enforces-control-of-own-vessel-only" title="Permalink to this headline">¶</a></h3>
<p>It was previously possible to control vessels that weren’t attached to the kOS computer
running the script. This has been corrected.</p>
</div>
<div class="section" id="new-quickstart-tutorial">
<h3><a class="toc-backref" href="#id11">New quickstart tutorial</a><a class="headerlink" href="#new-quickstart-tutorial" title="Permalink to this headline">¶</a></h3>
<p><a class="reference external" href="http://ksp-kos.github.io/KOS_DOC/tutorials/quickstart.html">http://ksp-kos.github.io/KOS_DOC/tutorials/quickstart.html</a></p>
</div>
<div class="section" id="a-few-more-constants">
<h3><a class="toc-backref" href="#id12">A few more constants</a><a class="headerlink" href="#a-few-more-constants" title="Permalink to this headline">¶</a></h3>
<p><a class="reference internal" href="math/basic.html#constants"><em>constants</em></a></p>
</div>
<div class="section" id="dynamic-pressure">
<h3><a class="toc-backref" href="#id13">Dynamic pressure</a><a class="headerlink" href="#dynamic-pressure" title="Permalink to this headline">¶</a></h3>
<p>DYNAMICPRESSURE, or Q, a new suffix of <a class="reference internal" href="structures/vessels/vessel.html#structure:VESSEL" title="VESSEL structure"><tt class="xref ks ks-struct docutils literal"><span class="pre">Vessel</span></tt></a>.</p>
</div>
<div class="section" id="defined-keyword">
<h3><a class="toc-backref" href="#id14">DEFINED keyword</a><a class="headerlink" href="#defined-keyword" title="Permalink to this headline">¶</a></h3>
<p><a class="reference internal" href="language/variables.html#defined"><em>DEFINED keyword</em></a> that can be used to check if a variable has been declared.</p>
</div>
<div class="section" id="kuniverse">
<h3><a class="toc-backref" href="#id15">KUNIVERSE</a><a class="headerlink" href="#kuniverse" title="Permalink to this headline">¶</a></h3>
<p><a class="reference internal" href="structures/misc/kuniverse.html#structure:KUNIVERSE" title="KUNIVERSE structure"><tt class="xref ks ks-struct docutils literal"><span class="pre">KUniverse</span></tt></a> structure letting you break the 4th wall and revert from a script</p>
</div>
<div class="section" id="solarprimevector">
<h3><a class="toc-backref" href="#id16">SolarPrimeVector</a><a class="headerlink" href="#solarprimevector" title="Permalink to this headline">¶</a></h3>
<p><a class="reference internal" href="bindings.html#solarprimevector"><em>SolarPrimeVector</em></a>, a bound variable to provide universal longitude direction.</p>
</div>
</div>
<hr class="docutils" />
<div class="section" id="changes-in-0-17-3">
<h2><a class="toc-backref" href="#id17">Changes in 0.17.3</a><a class="headerlink" href="#changes-in-0-17-3" title="Permalink to this headline">¶</a></h2>
<div class="section" id="new-looping-control-flow-the-from-loop">
<h3><a class="toc-backref" href="#id18">New Looping control flow, the FROM loop</a><a class="headerlink" href="#new-looping-control-flow-the-from-loop" title="Permalink to this headline">¶</a></h3>
<p>There is now a new kind of loop, <a class="reference internal" href="language/flow.html#from"><em>the FROM loop</em></a>,
which is a bit like the typical 3-part for-loop seen in a
lot of other languages with a separate init, check, and increment
section.</p>
</div>
<div class="section" id="short-circuit-booleans">
<h3><a class="toc-backref" href="#id19">Short-Circuit Booleans</a><a class="headerlink" href="#short-circuit-booleans" title="Permalink to this headline">¶</a></h3>
<p>Previously, kerboscript’s AND and OR operators were not
short-circuiting. <a class="reference internal" href="language/features.html#short-circuit"><em>Now they are</em></a>.</p>
</div>
<div class="section" id="new-infernal-robotics-interface">
<h3><a class="toc-backref" href="#id20">New Infernal Robotics interface</a><a class="headerlink" href="#new-infernal-robotics-interface" title="Permalink to this headline">¶</a></h3>
<p>There are a few new helper addon utilities for the Infernal
Robotics mod, on the <a class="reference internal" href="addons/IR.html#ir"><em>IR addon page</em></a>.</p>
</div>
<div class="section" id="new-remotetech-interface">
<h3><a class="toc-backref" href="#id21">New RemoteTech interface</a><a class="headerlink" href="#new-remotetech-interface" title="Permalink to this headline">¶</a></h3>
<p>There are a few new helper addon utilities for the RemoteTech
mod, on the <a class="reference internal" href="addons/RemoteTech.html#remotetech"><em>RemoteTech addon page</em></a>.</p>
</div>
<div class="section" id="deprecated-incommrange">
<h3><a class="toc-backref" href="#id22">Deprecated INCOMMRANGE</a><a class="headerlink" href="#deprecated-incommrange" title="Permalink to this headline">¶</a></h3>
<p>Reading from the INCOMMRANGE bound variable will now throw a
deprecation exception with instructions to use the new
<a class="reference internal" href="addons/RemoteTech.html#structure:RTADDON" title="RTADDON structure"><tt class="xref ks ks-struct docutils literal"><span class="pre">RTAddon</span></tt></a> structure for the RT mod.</p>
</div>
<div class="section" id="updated-thrust-calculations-for-1-0-x">
<h3><a class="toc-backref" href="#id23">Updated thrust calculations for 1.0.x</a><a class="headerlink" href="#updated-thrust-calculations-for-1-0-x" title="Permalink to this headline">¶</a></h3>
<p>KSP 1.0 caused the thrust calculations to become a LOT more
complex than they used to be and kOS hadn’t caught up yet.
For a lot of scripts, trying to figure out a good throttle
setting is no longer a matter of just taking a fraction of the
engine’s MAXTHRUST.</p>
<p>We fixed the existing suffixes of MAXTHRUST and AVAILABLETHRUST for
<a class="reference internal" href="structures/vessels/engine.html#structure:ENGINE" title="ENGINE structure"><tt class="xref ks ks-struct docutils literal"><span class="pre">engine</span></tt></a> and <a class="reference internal" href="structures/vessels/vessel.html#structure:VESSEL" title="VESSEL structure"><tt class="xref ks ks-struct docutils literal"><span class="pre">vessel</span></tt></a> to account for the new changes
in thrust based on
ISP at different altitudes. MAXTHRUST is now the max the engine can
put out at the CURRENT atmospheric pressure and current velocity.
It might not be the maximum it could put out under other conditions.
The AVAILABLETHRUST suffix is now implemented for engines (it was
previously only available on vessels). There are also new
suffixes MAXTHRUSTAT (engines and vessels), AVAILABLETHRUSTAT
(engines and vessels), and ISPAT (engines only) to
read the applicable value at a given atmospheric pressure.</p>
</div>
<div class="section" id="new-core-struct">
<h3><a class="toc-backref" href="#id24">New CORE struct</a><a class="headerlink" href="#new-core-struct" title="Permalink to this headline">¶</a></h3>
<p>The <a class="reference internal" href="structures/core.html#core"><em>core</em></a> bound variable gives you a structure you can use
to access properties of the current in-game CPU the script is running on,
including the vessel part it’s inside of, and the vessel it’s inside
of, as well as the currently selected volume. Moving forward this
will be the struct where we enable features that interact with
the processor itself, like local configuration or current
operational status.</p>
</div>
<div class="section" id="updated-boot-file-name-handling">
<h3><a class="toc-backref" href="#id25">Updated boot file name handling</a><a class="headerlink" href="#updated-boot-file-name-handling" title="Permalink to this headline">¶</a></h3>
<p>Boot files are now copied to the local hard disk using their original
file name. This allows for uniform file name access either on the
archive or local drive and fixes boot files not working when kOS is
configured to start on the Archive. You can also get or set the boot
file using the BOOTFILENAME suffix of the <a class="reference internal" href="structures/core.html#structure:CORE" title="CORE structure"><tt class="xref ks ks-struct docutils literal"><span class="pre">CORE</span></tt></a> bound variable.</p>
</div>
<div class="section" id="docking-port-element-and-vessel-references">
<h3><a class="toc-backref" href="#id26">Docking port, element, and vessel references</a><a class="headerlink" href="#docking-port-element-and-vessel-references" title="Permalink to this headline">¶</a></h3>
<p>You can now get a list of docking ports on any element or vessel using
the DOCKINGPORTS suffix. Vessels also expose a list of their elements
(the ELEMENTS suffix) and an element will refernce it’s parent vessel
(the VESSEL suffix).</p>
</div>
<div class="section" id="new-sounds-and-terminal-features">
<h3><a class="toc-backref" href="#id27">New sounds and terminal features</a><a class="headerlink" href="#new-sounds-and-terminal-features" title="Permalink to this headline">¶</a></h3>
<dl class="docutils">
<dt>For purely cosmetic purpopses, there are new sound features and</dt>
<dd>a few terminal tweaks.</dd>
</dl>
<ul class="simple">
<li>A terminal keyclick option for the in-game GUI terminal.</li>
<li>The ability to BEEP when printing ascii code 7 (BEL), although
the only way currently to achieve this is with the KSlib’s spec_char.ksm
file, as kOS has no BEL char, but this will be addressed later.</li>
<li>A sound effect on exceptions, which can be turned off on the CONFIG panel.</li>
</ul>
</div>
<div class="section" id="clear-vecdraws-all-at-once">
<h3><a class="toc-backref" href="#id28">Clear vecdraws all at once</a><a class="headerlink" href="#clear-vecdraws-all-at-once" title="Permalink to this headline">¶</a></h3>
<p>For convenience, you can clear all vecdraws off the screen at once
now with the <a class="reference internal" href="structures/misc/vecdraw.html#clearvecdraws"><em>clearvecdraws()</em></a> function.</p>
</div>
</div>
<hr class="docutils" />
<div class="section" id="changes-in-0-17-0">
<h2><a class="toc-backref" href="#id29">Changes in 0.17.0</a><a class="headerlink" href="#changes-in-0-17-0" title="Permalink to this headline">¶</a></h2>
<div class="section" id="variables-can-now-be-local">
<h3><a class="toc-backref" href="#id30">Variables can now be local</a><a class="headerlink" href="#variables-can-now-be-local" title="Permalink to this headline">¶</a></h3>
<p>Previously, the kOS runtime had a serious limitation in which
it could only support one flat namespace of global-only variables.
Considerable archetecture re-work has been done to now support
<a class="reference internal" href="language/variables.html#scope"><em>block-scoping</em></a> in the underlying runtime, which can
be controlled through the use of <a class="reference internal" href="language/variables.html#declare-syntax"><em>local declarations</em></a>
in your kerboscript files.</p>
</div>
<div class="section" id="kerboscript-has-user-functions">
<h3><a class="toc-backref" href="#id31">Kerboscript has User Functions</a><a class="headerlink" href="#kerboscript-has-user-functions" title="Permalink to this headline">¶</a></h3>
<p>The primary reason for the local scope variables rework was in
support of the new <a class="reference internal" href="language/user_functions.html#user-functions"><em>user functions feature</em></a>
which has been a long-wished-for feature for kOS to support.</p>
</div>
<div class="section" id="community-examples-library">
<h3><a class="toc-backref" href="#id32">Community Examples Library</a><a class="headerlink" href="#community-examples-library" title="Permalink to this headline">¶</a></h3>
<p>There is now a <a class="reference internal" href="library.html#library"><em>new fledgling repository of examples and library
scripts</em></a> that we hope to be something the user community
contributes to. Some of the examples shown in the kOS 0.17.0 release
video are located there. The addition of the ability to make user
functions now makes the creation of such a library a viable option.</p>
</div>
<div class="section" id="physics-ticks-not-update-ticks">
<h3><a class="toc-backref" href="#id33">Physics Ticks not Update Ticks</a><a class="headerlink" href="#physics-ticks-not-update-ticks" title="Permalink to this headline">¶</a></h3>
<p>The updates have been <a class="reference internal" href="general/cpu_hardware.html#physics-tick"><em>moved to the physics update</em></a>
portion of Unity, instead of the animation frame rate updates.
This may affect your preferred CONFIG:IPU setting. The new move
creates a much more uniform performance across all users, without
penalizing the users of faster computers anymore. (Previously,
if your computer was faster, you’d be charged more electricity as
the updates came more often).</p>
</div>
<div class="section" id="ability-to-use-sas-modes-from-ksp-0-90">
<h3><a class="toc-backref" href="#id34">Ability to use SAS modes from KSP 0.90</a><a class="headerlink" href="#ability-to-use-sas-modes-from-ksp-0-90" title="Permalink to this headline">¶</a></h3>
<p>Added a new <a class="reference internal" href="commands/flight/systems.html#sasmode"><em>third way to control the ship</em></a>,
by leaving SAS on, and just telling KSP which mode
(prograde, retrograde, normal, etc) to put the SAS
into.</p>
</div>
<div class="section" id="blizzy-toolbar-support">
<h3><a class="toc-backref" href="#id35">Blizzy ToolBar Support</a><a class="headerlink" href="#blizzy-toolbar-support" title="Permalink to this headline">¶</a></h3>
<p>If you have the Blizzy Toolbar mod installed, you should be able
to put the kOS control panel window under its control.</p>
</div>
<div class="section" id="ability-to-define-colors-using-hsv">
<h3><a class="toc-backref" href="#id36">Ability to define colors using HSV</a><a class="headerlink" href="#ability-to-define-colors-using-hsv" title="Permalink to this headline">¶</a></h3>
<p>When a color is called for, such as with VECDRAW or HIGHLIGHT, you
can now use the <a class="reference internal" href="structures/misc/colors.html#hsv"><em>HSV color system (hue, saturation, value)</em></a>
instead of RGB, if you prefer.</p>
</div>
<div class="section" id="ability-to-highlight-a-part-in-color">
<h3><a class="toc-backref" href="#id37">Ability to highlight a part in color</a><a class="headerlink" href="#ability-to-highlight-a-part-in-color" title="Permalink to this headline">¶</a></h3>
<p>Any time your script needs to communicate something to the user about
which part or parts it’s dealing with, it can use KSP’s <a class="reference internal" href="structures/misc/highlight.html#highlight"><em>part
highlighting feature</em></a> to show a part.</p>
</div>
<div class="section" id="better-user-interface-for-selecting-boot-scripts">
<h3><a class="toc-backref" href="#id38">Better user interface for selecting boot scripts</a><a class="headerlink" href="#better-user-interface-for-selecting-boot-scripts" title="Permalink to this headline">¶</a></h3>
<p>The selection of <a class="reference internal" href="commands/files.html#boot"><em>boot scripts for your vessel</em></a> has been
improved.</p>
</div>
<div class="section" id="disks-can-be-made-bigger-with-tweakable-slider">
<h3><a class="toc-backref" href="#id39">Disks can be made bigger with tweakable slider</a><a class="headerlink" href="#disks-can-be-made-bigger-with-tweakable-slider" title="Permalink to this headline">¶</a></h3>
<p>All parts that have disk space now have a slider you can use in the VAB
or SPH editors to tweak the disk space to choose whether you want it to
have 1x, 2x, or 4x as much as its default size. Increasing the size
increases its price and its weight cost.</p>
</div>
<div class="section" id="you-can-transfer-resources">
<h3><a class="toc-backref" href="#id40">You Can Transfer Resources</a><a class="headerlink" href="#you-can-transfer-resources" title="Permalink to this headline">¶</a></h3>
<p>You can now use kOS scripts to <a class="reference internal" href="commands/resource_transfer.html#resource-transfer"><em>transfer resources between
parts</em></a> for things like fuel, in the same way
that a manual user can do by using the right-click menus.</p>
</div>
<div class="section" id="kerbal-alarm-clock-support">
<h3><a class="toc-backref" href="#id41">Kerbal Alarm Clock support</a><a class="headerlink" href="#kerbal-alarm-clock-support" title="Permalink to this headline">¶</a></h3>
<p>If you have the Kerbal Alarm Clock Mod isntalled, you can now
<a class="reference internal" href="addons/KAC.html#kac"><em>query and manipulate its alarms</em></a> from within your
kOS scripts.</p>
</div>
<div class="section" id="query-the-docked-elements-of-a-vessel">
<h3><a class="toc-backref" href="#id42">Query the docked elements of a vessel</a><a class="headerlink" href="#query-the-docked-elements-of-a-vessel" title="Permalink to this headline">¶</a></h3>
<p>You can get the <a class="reference internal" href="structures/vessels/element.html#element"><em>docked components of a joined-together
vessel</em></a> as separate collections of parts now.</p>
</div>
<div class="section" id="support-for-action-groups-extended">
<h3><a class="toc-backref" href="#id43">Support for Action Groups Extended</a><a class="headerlink" href="#support-for-action-groups-extended" title="Permalink to this headline">¶</a></h3>
<p>While there was some support for the Action Groups Extended
mod before, it has <a class="reference internal" href="addons/AGX.html#agx"><em>been greatly improved</em></a>.</p>
</div>
<div class="section" id="list-constructor-can-now-initialize-lists">
<h3><a class="toc-backref" href="#id44">LIST constructor can now initialize lists</a><a class="headerlink" href="#list-constructor-can-now-initialize-lists" title="Permalink to this headline">¶</a></h3>
<p>You can now do this:</p>
<div class="highlight-c"><div class="highlight"><pre><span class="n">set</span> <span class="n">mylist</span> <span class="n">to</span> <span class="n">list</span><span class="p">(</span><span class="mi">2</span><span class="p">,</span><span class="mi">6</span><span class="p">,</span><span class="mi">1</span><span class="p">,</span><span class="mi">6</span><span class="p">,</span><span class="mi">21</span><span class="p">).</span>
</pre></div>
</div>
<p>to initialize a <a class="reference internal" href="structures/misc/list.html#list"><em>list of values</em></a> from the start, so
you no longer have to have a long list of list:ADD commands to
populate it.</p>
</div>
<div class="section" id="isdead-suffix-for-vessel">
<h3><a class="toc-backref" href="#id45">ISDEAD suffix for Vessel</a><a class="headerlink" href="#isdead-suffix-for-vessel" title="Permalink to this headline">¶</a></h3>
<p>Vessels now have an :ISDEAD suffix you can use to detect if the
vessel has gone away since the last time you got the handle to it.
(for example, you LIST TARGETS IN FOO, then the ship foo[3] blows
up, then foo[3]:ISDEAD should become true to clue you in to this fact.)</p>
</div>
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