SQUAD

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About SQUAD

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    Developer of KSP

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  1. In this episode of interplanetary voyage we are once again trying to get some Karborundrum back to Kerbin surface, this time using the SSTO karborundrum retriever! #KSP By GrunfWorks
  2. This is an update to severedsolo’s fantastic Bases and Stations contract pack. More features and fixes will be added soon! #KSP By LemonSkin
  3. Airships and Biplanes exploding left and right. Battle Blimps bombing Bob! #KSP
  4. Welcome to KSP Weekly everyone. Today is the 54th anniversary of the Vostok 6’s launch and with it one of the greatest achievements in terms of gender equality. On this mission, Valentina Tereshkova became the first female cosmonaut to have flown in space and she wouldn’t be the last. Nevertheless, space programs were slow to employ women, and it would not be until almost 20 years later that another flew. Names like Svetlana Savitskaya, Sally Ride and Mae Jemison come to mind when we think of female astronauts, and even though women continued to be included in astronaut programs in the following years, the male-female ratio was still greatly unbalanced. But the space industry is rapidly becoming more equal. For example, NASA’s 2013 astronaut class is composed of 4 men and 4 women, and all of them are possible candidates for a human mission to Mars. We hope that this tendency expands to all other space programs and that we finally have a fair ratio of men and women in the aerospace industry all around the globe. It’s in our best interest to include all human beings who can positively contribute in building our future, regardless of their gender, race, or sexual orientation. But let’s begin to talk about the latest news in KSP development, since that’s what you came here for. This week we did a great variety of things, including some catch-up on the bugtracker and following the forums to try and identify any post release issues that will need attention in the next patch. At the same time, the overall status of the public tracker is being appraised with a view to a thorough cleanup and bringing everything up to date, which of course will be a mammoth undertaking. Much was achieved in the last attempt, but there is still room for improvement. Furthermore, we did some bug fixing for 1.3.1 including, but not limited to: a change to the camera clipping pane, so we don’t have to see what Kerbal’s have been eating for breakfast when you zoom right in on them, and the addition of a KSC building shadow shader fix to the SPH/VAB scenes. We also fixed the alignment of settings in some UI elements, as well as a problem in 1.3 with vessels that have fuel lines or struts inside fairings exploding on launch. Similarly, we applied a better fix for sun shadows so the shadow flickering remains reduced (as it is in 1.3), but restored the sun motion across the sky to be as smooth as it was before 1.3. On top of that, we added a long requested “Control from Here” action groups to Wheel motors, steering and Docking Ports, as well as to External command seats (and action group). We not only did some bughunting for the core game, consoles got their fair share too, and the console builds are coming along nicely and stability is still looking good. We are now focusing on finding ways to improve the gameplay, while making sure that all aspects of the game are accessible using the controllers and menus, and that they are intuitive for new and veteran players alike. Additionally, there’s been another QA pass of the KSPedia on the consoles, highlighting any spacing or layout issues, and checking for accuracy. Soon we’ll have more testing hands to help us find any remaining issues. In other news, we carried on fine tuning and tweaking various aspects of the design and architecture for the Making History Expansion. The designers and devs have been breaking down the iterations of design elements in our Story Planning process and cross checking and planning things out. Coupled with that, there has been the regular code review processes, which have been substantial this week. Let’s go through some juicy details: There’s been some work on several new windows for the expansion like the Part Picker that will let the creator choose what parts will be made available in their missions to the player. Likewise, the devs have been getting a feature for visualizing celestial bodies in the Mission Builder ready and getting that merged into the main branch. It is now integrated alongside the rest of the Mission Builder environment and it provides surface information, which will be very useful for several future tasks related to planets. It also has no problem with any size of celestial body or if they have PQS or not (like gas giants) allowing the Mission Creator to rotate and zoom in and out on any celestial body. Moreover, we have completed the Mission Briefing Dialog, which allows the mission creator to fill out the details of their planned adventure. Missions have a tagging system, similar to the way parts do in the editor so creators and players can identify and search more easily. In like manner we continue to work on some of the more complex initialization code so the creator can “set-up” the solar system with the vessels needed for their story. This involves giving the creator access to instantiate vessels in various situations, and at various points in the mission, all without spawning inside Jool and awakening the kraken. And that’s not all, we are also working on a the undo/redo functionality for the mission editor, as well as handling the implementation of a snazzier version of the UI for mission nodes, all while the QA team starts to look at some parts and sample missions. And of course, we cannot forget about the aesthetic part of the expansion’s work. This week the work on the UI design continued, as well as some new gizmos that will be used to manipulate a wide host of things, like translations and rotations, just to name a few. The artists also focused on the Russian parts, doing some minor model updates and other tweaks from QA, and also began work on our first Russian engine. While the model is wrapped up and ready for art review, it looks like you will have to wait until the texturing work is complete for a preview. Finally, we encourage you to participate in our latest KSP Challenge - All Praise Cthulhu! This time around, we’ll make a small homage to one of our favorite horror fiction authors by making an offering for the dark cosmic entity and bring it to the dead Kraken in Bop. Are you up to the challenge? Check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  5. Sometimes everything goes wrong, but it´s still fun! #KSP By KamenRiderzero1
  6. Welcome to KSP Weekly everyone. Here at the KSP HQ we are Space History enthusiasts and June is a month rich in historic achievements, including the launch of the Venera 4 probe (June 12, 1967), which was the first human-made device to enter the atmosphere of another planet -Venus- and to return atmospheric data from the planet. It showed that the atmosphere was 90-95% carbon dioxide, it detected no nitrogen, the surface temperature reading was 500°C and pressure reading was 75 bar. The probe was crushed by the pressure on Venus before it reached the surface. Venera 4 was part of a series of space probes developed by the Soviet Union between 1961 and 1984 to gather data from Venus. Among other results from these series of probes, Venera 7 became the first to make a soft landing on another planet, Venera 9, which consisted of an orbiter and a lander, was the first to return images from the planetary surface and to orbit the planet, and Venera 15 was, you’ve guessed it, the first to perform high-resolution radar mapping studies of Venus. The later probes in the Venera series successfully carried out their mission, providing the first direct observations of the surface of Venus. Since the surface conditions on Venus are extreme, the probes only survived on the surface for durations varying between 23 minutes (initial probes) up to about two hours (final probes). Thanks to these and other missions, we were able to gather invaluable data from Earth’s not so identical twin as well as further expand our knowledge of the effects that a high concentration of carbon dioxide can have in the atmosphere. But you are here to read about KSP development, so let’s begin. For starters, the QA team is back with bughunting: confirming reported issues with the latest update and, consequently, the development team is getting busy fixing those pesky bugs which will be fixed by the time update 1.3.1 comes out. One example of these recent fixes is that compound parts, such as struts and fuel ducts, can now be adjusted symmetrically from both ends. Click here to see how it works. And yes, in case you were wondering, updates and support for the core game continues! In other news, the work on the upgraded version for consoles continues at full swing. This week the biggest highlight is the work on the new icons for the new radial menu system. Check them out! Meanwhile the work on the Making History Expansion advances vigorously. This week the devs were busy reviewing the code process for the Mission Briefing Dialog and in the meantime some have been working with the Vessel Start Situation for the mission’s parameters. The first sketch to persist the information is already in place, but we’re still figuring out how the Flight Global Vessels will access that data. Similarly, the art team has been mainly involved with content for the Expansion, including the modeling for the Vostok 1’s IVA, further work on the Mission Builder’s UI and, of course, new parts. Here’s our new 1.875 monopropellant tank. Two textures will be included - one with the traditional yellow markings used for other stack RCS tanks, and a plain white one that should blend better with historic rocket builds. So yes, we can confirm that stock texture switching will be a thing. Also, we will be using the introduction of a new monoprop tank as an opportunity to perform a long overdue balance pass on our existing monoprop tanks. We also want to invite you to read our latest Devblog: Enter the Shadows, where @JPLRepo goes into detail about how some long standing issues with the shadows were fixed, how these came to be, and a lot of insight about how shadows and the camera system work in the game. Don’t miss it. Finally, we encourage you to participate in our latest KSP Challenge - Place the groundstations! On this occasion we’ll assume that the communication groundstations are not yet built, so the challenge consists of placing them at the right coordinates. There are six groundstations but it’s up to you how many you’ll want to deliver and how. Are you up to the challenge? Check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  7. Book your seat in the next freight passenger vessel now! By DiscoSlelge #KSP
  8. A good way to start your week is watching TAPE Gaming and “the beast” a two stage plane! #KSP
  9. Welcome to KSP Weekly everyone. Earlier this week we shared the news of our involvement with Take-Two Interactive, publishers of great and highly acclaimed franchises, such as BioShock, Borderlands, Civilization, XCOM, and now, welcoming Kerbal Space Program to their family. This is fantastic news and a huge opportunity for KSP. Take-Two has reiterated their respect towards the game and its community, their commitment to keep an open dialogue, as well as their appreciation of the creative talent of its collaborators and teams. In a nutshell, the current KSP development team will continue to work on KSP and the upcoming content – this doesn’t change much for us, besides getting the best tools and Take-Two’s full support to realize our vision with the highest quality standards – which is great for everybody and, naturally, fills us with excitement! But you are here to read about KSP development, so let’s begin. This week we have had time to really dig into the post release tasks that we always do. Keeping up with the feedback, bugs and comments from our community, helping modders with their questions to get mods working and how to help our modding community with localization as that’s the point of 1.3. We also want to reassure our players that the work on the updated console version continues. Together with Blitworks and Take-Two’s production team who are now helping us out, we will deliver a console port of the highest quality. We’ll have more to share on that as development continues. Now let’s move on to the development advancements of the Making History expansion. This week we were deeply involved with work on the expansion´s UI and features. It’s looking promising and we’re very happy with the new code and implementation of the action pane (an area of the screen dedicated to allowing the mission creator the ability to modify settings for mission Nodes). It works great and has a lot of potential for modding. We’re also nearly done with the mission briefing dialog UI and logic. Similarly, persistence for each Mission’s properties, such as the mission flag, mission title and description are all working correctly and the ability to add search/sorting tags for Missions is almost in place. On an art level, the UI design tasks keep on going and each day we are defining more and more elements. We are also starting to design a gizmo for the placeable items and creating texture maps for different props (buttons, bags…) to be used in the newest IVAs. This week we don’t have any new parts to show, but don’t despair, more are coming soon. Now, returning to this week’s big news, here are some of the thoughts some of the devs have regarding this new KSP age: “It’s great to be able to share the news about the Take-Two acquisition of our favorite green men and women, and looking forward to the opportunities this opens for them… and us too.” - TriggerAu “Just as the rest of the team, I am very excited to be working along with such an experienced company as Take-Two, they have been great and have shown passionate interest in the game. I’m sure that together we will be able to deliver something the community will gladly enjoy!” - Roy “I’m also incredibly excited about the Take-Two deal. I was lucky enough to be a part of the presentation in NYC, and I was really impressed with the team at Take-Two, their passion for KSP, and their respect for the community and for the game. I for one am absolutely confident that this partnership will be a great opportunity, and that the Kerbals we all know and love are in good hands. I’m looking forward to continuing work with Squad and Take-Two for a very long time.” - Roverdude “Super excited for the Take-Two Interactive deal and the future for both us, Squad, Take-Two, KSP and all its die-hard fans.” - JPLRepo Finally, we encourage you to participate in our latest KSP Challenge - Build and Fly an Mk2.5 Space Shuttle. On this occasion the challenge will include the use of two recently brought-back mods: ‘The Mk 2.5 Space Plane Parts’ and ‘Munar Industries - Modular Fuel Tank Expansion’. Participants have to build a shuttle/winged orbiter or SSTO which carries Kerbals to orbit and back and is capable of a horizontal landing. The orbiter must be lifted into space by a Launch System that decouples or un-docks once expended, allowing the Orbiter to land entirely under its own power. Participants will also get two special badges to show off their achievements! Are you up to the challenge? Check it out and share your creations! Oh, there’s a bonus: @Avera9eJoe made this 8k wallpaper over the weekend and he wanted to share it with the community, maybe some of you with multi-monitor displays will have good use for it. Click here to check it out. And if you are left with a hunger for more great wallpapers, check out this thread. That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  10. Hello everyone, We have very exciting news to share with the KSP community today: Take-Two Interactive has purchased Kerbal Space Program. The important thing to know is that this big news doesn’t change much for the KSP community. Squad and the current development team is still here and we’re hard at work on KSP and its future updates, but now we are fortunate enough to do so with the help of an experienced publisher like Take-Two, and we couldn’t be more excited and happy to see where our conjoint collaboration will take KSP forward. Right now, we’re still focused on the Kerbal Space Program: Making History Expansion and we’ll continue to keep you updated on our progress. And yes, we’re keeping our promise of free DLC for everyone who purchased KSP through April 2013! We’re continuing to work closely with Blitworks on the updated version of KSP for consoles, which will be available on the Xbox and PSN digital stores when it is complete. This will be a free update for anyone who already owns KSP on Xbox or PS4. We can’t wait for you to play what we’ve been working on in the coming months! This is a very exciting time for KSP and the Community, and we hope you’re as thrilled as we are. The team at Take-Two are big fans of KSP, who have been persistently knocking on our door trying to work with us for a long time. They share your passion for the game and we’re really eager to see what Squad and Take-Two can do together for Kerbal Space Program moving forward! Happy launchings! -The KSP Development Team
  11. Welcome to KSP Weekly everyone. This week has been incredibly busy, for the first time ever we had a release that needed to be announced in 5 different languages! We had lots of fun doing so though, and we’re very happy to see that many people have received it with so much excitement and enthusiasm. For a long time, we had been receiving innumerable requests from non-english speakers to localize the game in their language and being able to comply gives us lots of satisfaction. But this is only the beginning, we’re looking into the possibility of adding more languages in the future, too. But now let’s go through the activities that kept the team busy throughout this week. As expected, this week included a huge amount of work preparing the final details of Kerbal Space Program 1.3 Away with words. We hit the pre-release stage a couple of months ago and thanks to the amazing team of volunteers and you all, who have been providing us with invaluable feedback and reports via the bugtracker, we achieved one of our smoothest releases, yet. Some of the work we had to do this week for this release included of course, time ironing out the final bugs. For example fixing one of the start contracts in Career Mode, which was not working properly, removing NullRef exceptions and mending some grammar issues encountered in some languages. We also worked on performance to mitigate the impact of the localization processing and, naturally, preparing for and doing all the release work, which is no small deed. This week the QA team was deeply involved with this release’s smoke testing, which basically is a sort of preliminary testing executed to reveal simple failures severe enough to reject a prospective release. Our team had to select and run a subset of test cases that covered the most important functionalities of the 1.3 update, to ascertain if all the crucial functions worked correctly. Also, it turns out a lot of people are modding the same copy that Steam is managing as well, and the update is breaking mods and making the game crash. Until mods are updated for v1.3, it’s best to opt into one of the “previous version” betas such as 1.2.2. Copy it somewhere else on your HDD so Steam can’t interfere with it, and leave v1.3 stock for now. Lastly on this topic, we had to prepare all the promotional assets for the release, which included localized trailers, image packages and announcements in all 5 languages, this gave us an idea of the workload we are going to deal with for all future releases. The work on the updated version of KSP for consoles continues at a steady pace and now we’ll have more hands to test the builds that Blitworks continuously provides us. One of the most palpable improvements with this version is performance. This is quite evident, for example, with the behaviour of shadows in the game, which had to be tuned down in the previous version, and now look much better. Here, take a look: This is how it looked before in the XboxOne version and this is how they look now. And don’t worry, release estimations in software development are a tricky and inaccurate science, but progress is being made and we’ll keep you updated. Meanwhile, there’s been lots of work on tweaking, improving, and finalizing various elements of the design for the Making History Expansion. Things are progressing very nicely and we hope to have something to show off fairly soon! While the design is being worked on we’ve also been implementing components of the new UI for the Mission Builder, as well as new functionality and visuals for the expansion. One example for you all is the Mission Briefing dialog; it’s now built and functional and the devs found an in-house use for it to leave each other “special” messages in the briefing screens between code commits :) This of course is not the intended function, but rather is meant to be the briefing that the mission creator writes for their mission . There’s also been further work on the CelestialBody interaction in the Mission Builder, and we thought we should clarify that a bit after last weeks comments. Part of mission planning can involve interactions with a planet - eg. placing a target for landing, selecting biomes, (and a few others, but hey we can’t let all the mysteries out of the bag) - this work gives the Mission Creator the ability to build their mission for these items interacting with the planet visually. Hopefully that explains this a bit better. Finally, to conclude this week’s issue, the artists spent this week continuing with new parts for the expansion, including a Voskhod-2 style expandable airlock, check it out! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  12. Kerbals are now polyglots! We are incredibly proud and excited to announce that Kerbal Space Program is now available in four more languages: Japanese, Simplified Chinese, Russian and Spanish. This means that more people will be able to enjoy the Kerbal experience in their native tongue. Each language was carefully localized so it keeps the humor and charm of the english version. Keyboard layouts, UI and textures were also modified to please local players of each region. To give you an idea of the scope of this endeavour, we had to carefully revise all lines of code to start cataloging all the aspects that needed to be localized and addressed. We translated more than 95,000 words, created 456 images for textures and UI, prepared 684 slides for the KSPedia and everything was carefully revised by a team of more than twenty dedicated volunteers. And that is not all, we are also including the integration of Asteroid Day mod into this update, which is now localized and its contracts are balanced for a career game play-through, too. Additionally, for 1.3 we have added the Ambient Light Adjustment feature - a Boost value to the ambient light setting (similar to the highlighter boost slider). This one brightens the render engine settings to bring light into the darkness. Something that will come in handy if you like to capture and share ingame footage. Kerbal Space Program 1.3: Away with words is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game.
  13. Do you have plans for this summer? You could enjoy a trip to Duna ! #KSP By DiscoSlelge
  14. Welcome to KSP Weekly everyone. Tomorrow, May 20, is the 511th anniversary of the death of one of the most important figures in human history; the genovese, Christopher Columbus. Even though he never knew he had arrived at an uncharted continent and most likely wasn’t the first European to reach American shores (vikings), it is undeniable that his arrival to the island of Guanahani, called San Salvador by Columbus and located in what is now part of the Bahamas on October 12, 1492, would change the world forever. Credited for opening up the Americas to European colonization, Columbus’ voyages reminds us of the consequences that the clash between alien civilizations and pathogens can have. If we ever encounter life beyond earth, we will have to ask ourselves the ethical implications of making contact could have. Let’s hope that we will be able to deal with such dilemma in the best way possible if that day ever comes. Maybe that is also why we haven’t been contacted so far… But we’re here to talk about everything Kerbal, so let’s begin! This week has seen more fine detail tweaks to Update 1.3 along with a few more fixes that need to be checked over by QA. We’ve started looking at optimizing some things and early results are looking good. For example, we have made several improvements on performance and optimization for the Localization Format calls & KSP clocks. Similarly, we have been able to reduce and some cases eliminate several GC (Garbage Collection) spikes reported in the Unity profiler; Whether caused by string concatenation, implicit numeric casting, misusage of StringBuilders, or other variations of string manipulation within the Update and FixedUpdate critical methods. But the devs haven’t finished yet and more optimizations are still being found and applied. There has also been a lot of in-game testing on the pre-release, while trying to catch up with the bug reports that have been filed on the tracker. Consequently, devs fixed icon shaders for part icons to fix unlit (lights) and flags, as well as some localization texts and UI bugs. Additionally, the sun glare jittering around in Mapview/Tracking station, which was caused by last week’s sun shadows fix, was fixed, coupled with a refactor of units of measurement in the game. These and other fixes can be seen in this week’s Pre-Release build. And hopefully pleasing the modding community, we have completed the Modders Notes regarding KSPedia and static files replacement processes for modders. And to wrap up the Update 1.3 section of this week’s issue, we were able to finish some trailers and promotional images we’ll use for the official release and some KSPedia corrections for the Spanish version of the game. In other news, progress on KSP for Consoles continues. Blitworks keeps sending us new builds and consequently keeping our QA team busy. We even had to get new test-kits to help share the load in that regard. All in all, the builds are looking good and, slowly but surely, we’re getting close to our objective of delivering solid KSP versions to console players. Moving on to the Making History expansion, where steady progress has not been a stranger, we have been working on creating a basic node structure using the config node format and handling the loading thereof, so that everyone and anyone can create new nodes to add to the Mission Builder. Likewise, some devs are working on a window to visualize and manipulate PQS celestial bodies in the MB. Furthermore, the work on new IVA and the UI design continues, here’s a sneak peak (it is blurred since it is still a prototype). Not to mention new parts for the expansion, too! This week was spent working on decouplers and stack separators to support the new stack sizes, as well as some more Russian parts. Here’s an image of the new 5m decoupler and separator. The interior color differences should make it easier to tell these apart in the VAB tool box while keeping the exterior colors clean and consistent with the new rocket parts they support. As an added bonus for those players that enjoy more ‘creative’ uses for our parts - all of the new separators and decouplers will be set up with hollow collider configurations (in this case, four mesh colliders). Finally, we encourage you to participate in our latest KSP Challenge - Taking the scenic route! This time around the challenge consists of launching a craft to orbit with turned off overlays (Press ‘F2’ before launching) and then land safely. Are you up to the challenge? Check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  15. After doing some down-to-Gael science, Tyler Raiz aims to fulfill the two lingering high orbit satellite contracts, make a fly-by of Iota, and then a fly-by of Niven! Enjoy! #KSP