Search the Community

Showing results for tags '1.2'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 60 results

  1. I'm starting a new career mode playthrough in 1.2 on YouTube, with the goal of making Kerbals a multiplanetary species! I'll be using a handful of mods, including Roverdude's USI Constellation. I'm hoping to post a few of these a week, so please check back on my channel!
  2. Hello everyone! We are incredibly excited and proud to officially announce Kerbal Space Program 1.2: “Loud and Clear”! This release is the result of innumerable work hours and the combined effort of a very dedicated and talented team of professionals that compose the Kerbal Space Program Development Team. This update includes a broad range of improvements and features that will enrich the overall game experience, such as the introduction of CommNet and KerbNet, a rewrite of the Stability Assist System (SAS) that makes your launches more accurate and fuel efficient, an engine change from Unity 5.2 to 5.4, new font rendering that basically makes them look much nicer, more tweakable options for many parts, a complete fuel system redesign, and much more! The update is now available on the KSP Store, Steam and will soon be available on GOG and other third party resellers. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.2. Some of the highlights of the update are listed below, but you may find plenty more improvements and new content when you play the game. Set up your own communications networks and have better control over your probes even when they cannot establish a direct connection. Link your probes back to Kerbin via an antenna to be completely autonomous and build relay networks for better science transmission! Use satellites for reconnaissance purposes, scan the terrain below you, find biomes and anomalies, and place custom waypoints with a targeting interface. The Fuelflow system has been rewritten and now you have total control over how the fuel flows through your vessels! The stability of Wheels has been greatly improved. Your rovers, wheeled vehicles will now turn and handle smoothly, making the overall driving experience more pleasant. Aircraft are also more stable, and all wheels have realistic load limits. =================================== v1.2.0 ============================================================ +++Unity 5.4 * Engine change from 5.2 to 5.4.0p4 +++Libraries and Packages * Implemented Text Mesh Pro, which basically vectorizes all of our fonts, making them look much better, especially at larger font sizes. Also has a lot of extra utility that we can leverage for various effects. * Upgraded Vectrosity to latest version. * Upgraded Vehicle Physics Pro to latest version. +++Code cleanup * Heavily reduced garbage generation caused by foreach loops, Linq usage, and various other things. * Made sure that all of our singleton classes properly clean themselves up. * Optimized KerbalEVA. * Rewrote CrewManifest and related crew handling (roster, vessel crew list, etc). * Optimized PartModules. * Optimize latitude/longitude/altitude calls to often use a combined get-all method. * Fix how some enumerator interfaces are declared in classes. * Optimized waypoint site name generation to generate a lot less garbage with its string lists. * Many part modules now cache parts instead of polling the entire vessel multiple times per frame. * Revised how most forces and torques are applied (see note on this subject below in Moddability). * Added DoubleCurve * ScenarioModules now awake and load during game load and so are valid in modules' OnStart. * Considerable work to Krakensbane and FloatingOrigin to improve precision and performance and lower garbage. * Various ISRU fixes and performance improvements. * Default KSPEvents and KSPActions to being nonpersistent in terms of state. This means all their fields won't be serialized/deserialized to and from the save game files. * Now always use g0 = 9.80665 and G (big G) = 6.67408e-11 for gravitational constants. +++Flow Overhaul * Rewrote resource flow entirely. Now just four flow modes. Can set per-tank priority for all but AllVessel and NoFlow. Surface crossfeed for rocket engines as well as jets. Fixed priority issues. Much faster. PartResources no longer MonoBehaviours. Can set crossfeed per attach node. Electric Charge now uses STAGE_PRI so can be prioritized. Resource transfer in flight can be set to require valid crossfeed for those resources which obey crossfeed. With Advanced Tweakables on, can see flow graph in VAB/SPH (right-click on a part). +++SAS * Fixed SAS unlocking for all ships in physics range when maneuvering the ship in focus. * The code for the older “Stability Assist” and somewhat newer “Pilot Steering” modes has been unified. * SAS now dynamically adjusts for the vessel’s mass properties and available control authority. * SAS uses a “stability decay” method to reduce oscillations (or twitching) when very near the target orientation. * Pilot Steering modes now include a “coast” and “stop” mode when transitioning between steering points. +++Wheels * WheelColliders are now properly handled by collision manager, and no longer require the wheel "blocking" workaround to clip into other parts. * Fix hill "sticking" force overcompensating, resulting in a not so slow drift uphill when parked on one with wheels or legs. * Wheel deployment modules now search along the animation timeline upon retraction for the time closest to where the wheel suspension is located, instead of starting from 100%. This fixes the hop when retracting landing legs. * Added tweakable that allows player to specify whether his wheels deploy while shielded in a cargo bay. * Fix landing legs being exported to the wrong collision layer. * Wheel gravity is now properly handled in a standard manner, which should fix a good deal of instability. * Fix EVA kerbals blowing up wheels on contact. They now go through them. * Fixed landing legs teleporting from a semi-deployed state to a semi-retracted state when retracted. * Wheel damage does not process damage for two seconds after a vessel loads, prevents spontaneous explosions. * Suspension colliders are no longer disabled for 0.5 seconds upon retract, causing them to fall through the ground momenarily, blowing up your engines. * Deployable landing gear and legs now have deployment sounds. +++Communications Networks * Additional functionality and gameplay components to the Antenna and Probe parts through a series of distinct but related mechanics. When CommNet is enabled, probes will require a connection back to Kerbin or to a control point to have full control, and crewed vessels lacking pilots will have slightly limited control without such a connection. Relays can extend the range of such connections and bounce signals around planets and moons that would otherwise occlude. Science transmission receives a bonus for high signal strength. New antenna parts allow building complex networks, which can be visualized in map view. See KSPedia for more details. +++KerbNet * Added KerbNet, which allows the player to see terrain under their satellite, and place custom waypoints with a targeting interface. Allows the player to see biomes and anomalies at higher levels. Scan field of view for KerbNet varies by part and smoothly changes between surface altitude and orbital altitude. * KerbNet allows all probes and labs manned by a scientist to map as long as they have a communications network connection that eventually bounces to Kerbin. * Gave KerbNet visibility modes to hide some of the interface around the map. * Gave KerbNet auto-refresh settings to allow it to refresh without player intervention. * Gave KerbNet enhanced mode, which activates on some vessels such as rovers to give them better sensors in certain situations. * Add game option that allows KerbNet to either orient to the orbit normal, preventing flipping when passing over the poles, or to orient to north, which is less disorienting for some players. * Many aspects of KerbNet given flavor and fluff. Scanning a sun results in yellow and white noise, scanning a gas giant is similar except hued based on that planet. Stars and scan static can appear in the background past the horizon of a scan. * Resources can specify a scientific abbreviation. Utilized in KerbNet for the mode icon. +++Debug Window * Completely overhauled the debug window to utilize new Unity GUI. * New debug console has syntax highlighting that highlights classes with persistent pastel colors if they bracket their names. [Bracket] your class names in debug logs modders. * New debug console has command input support which is moddable, type /help for a full listing of commands, and what they do. * Added new debug screen for creating kerbals with specific names, genders, skills, levels, and classes. * Debug options for displaying errors/exceptions as screen messages. * Added set orbit debug cheat screen. * Added rendezvous controls to set orbit debug cheat screen. +++Orbits * All anomalies (ObT, mean anomaly, eccentric anomaly, true anomaly) are now consistently negative when approaching the periapsis for both elliptical and hyperbolic trajectories (previously, only hyperbolic trajectories used negative anomalies). This means that eccentric anomaly and true anomaly are now in the range -pi..pi instead of 0..2pi for elliptical trajectories. * Reference frames instead of quaternions are used for calculating orbital position and velocity, leading to increased speed when rendering patched conics. * Improved precision in orbit calculations. * Rewrote orbit targeting / closest approach finding. * Fixed issues where objects jump when going on and off rails. * Fix target orientation markers when the target is on rails. * Refactored such that orbital position and velocity and vessel position and velocity are correct for the FixedUpdate cycle. * Made target relative velocity work for celestial bodies. * Trajectories that re-encounter a body just escaped are now detected. * Trajectories that encounter two bodies now correctly show the first encounter even if it is further out (eg, Mun stealing a Minmus encounter). * Elliptical encounter trajectories no longer flicker. * Conic patch settings (draw mode and limit) are now exposed in the Video Settings. * Added game option for legacy orbit targeting. * Map node labels space themselves out nicely when cluttered. * Targeting info for moons in other SoIs now works. +++Contracts * Contracts are now also weighted by celestial body, so if the player starts declining contracts to Jool, they will see them less often. * Contracts now keep track of if they have been viewed. There are three states: unseen, seen but not clicked, and clicked and read. * Contract weighting now applies negative weight if a contract has been viewed when it expires. * Exploration contracts now always appear in Mission Control if there is not one currently available. * Explore contracts overhauled, they now utilize the same logic World Firsts used to use to select a "package" of related objectives. They can appear multiple times per planet now, and should have a much more logical progression than they used to. * Exploration contract progression slowed slightly, now requires science on a planet before allowing a fly by of the next one. Also, in the early game, return from orbit and return from fly by are required before advancing on the Muns of the homeworld. * Removed old single objective World First contracts, other than the initial four. * Waypoint captions for survey contracts now state the altitude band of each waypoint. * Fix contract orbits not cleaning up properly when their contracts are cancelled as opposed to completed. * Grand tour contracts now require a new vessel to complete, so they cannot be cheesed by keeping one around that has seen every planet. * Fix contextual surveys not properly bouncing the navigation waypoint. * Asteroid recovery objective reworded and given a note for clarity. * Asteroid side objectives in facility construction contracts will now not appear unless the same requirements for asteroid recovery contracts to appear are met. * Crew transfer progress tracking objective reworded to make it clear that it does not need to utilize existing crew. * Reworded objective to hold above a waypoint in stationary orbit contracts for clarity. * If Kerbal G limits are enabled, tourists can either require going unconscious or require not going unconscious during the trip. Check the parameter details! * Adjusted Exploration contract flavor text to work better in multi-objective scenarios. +++Biomes * Biomes for many bodies have been redesigned for clarity, beauty, and utility. And we've hidden a few extra surprises around as well! +++Easter Eggs * Added hidden fun stuff to almost every planet. * Mohole given an empty PQSCity, which allows it to appear in KerbNet. * Gave many easter eggs colliders. * Fix Duna's SSTV not playing. * Unburied Duna's MSL. +++Other Work * Advanced Tweakables option in Gameplay Settings. With it off, some advanced features are hidden. Defaults off. * Autostrutting available for all parts (AT). * Autostruts can be gated behind a technology in career and science mode defined in Physics.cfg, by default it is the same technology regular struts are on. * Add grandparent mode to auto-struts. * Parachutes can have automatic holding of deployment until safe (AT). * Actuation toggles now affect symmetry counterparts in editor (some other RCS/gimbal bits do too). Also hidden under Advanced Tweakables (AT). * Utilize HSV color space in more locations. * Quadrupled the amount of loading screen messages. You know, the important stuff. * Loads of new options in the difficulty settings. * Science data can be transferred by the part-part transfer mechanic (for certain probe cores). * Added physics easing for when landed/splashed vessels come off rails. * Certain probe cores (and the new science container part) can transfer data with no EVA required. * There is an additional drag curve whose function is to raise drag coefficient to a power based on the mach number. This leads to blunter things having (relatively) more drag supersonic than they did and pointier things having (relatively) less than they did. Pods will slow down better on steep reentries and planes will produce drag in better proportion to how streamlined they are (less overpowered airplane drag). * Fairings now include support for placing multiple payloads in them (and showing trusses for said payloads). * Tourist contracts work better with the Kerbal Gee Tolerance option. * Add a small negative contract weight for contracts that are read but not accepted. * Existing resource narrow band scanner ported to KerbNet interface, allowing it to zoom, among other things. * Removed biome readout information and flag rendering on narrow band scanner. * Added ellipsis to many text labels and fields, to prevent overflow while looking nice. * Input keys in the settings screen automatically expand with screen resolution. * Default parachute deployment mode set to "when safe" - players everywhere rejoice. * All tooltips cooked to a nice golden color. * Added Viewmatic Survey Satellite stock relay craft. * Added /b4d455 command, which starts a game off with basically everything. * Background ambiance in the space center scene now fades smoothly between birds by day and crickets by night. * Background ambiance in the space center scene now fades out when at max time warp. * Background ambiance in general no longer always starts at zero, it randomly seeks when the scene loads. Hence, loading a game no longer immediately plays the exact same bird trill. * Most stock planes given a look over based on player feedback. * Added editor part categories for ground, electrical, communication, thermal, payload, and coupling parts. * Screen message text given much higher visibility. * Facilities in the space center now have verbose context menus in sandbox mode, allowing you to see their upgrades. They always show the maximum level of upgrades. * "Require Complete" on antennae is now persistent and its state is saved. * Added community contest winner kerbal and unique waypoint names. * Camera can now be pointed at parts, not just vessel center of mass. * Added Plane and Relay vessel types/icons. * Airbrakes now have deployment limits. * Rebalance fairing panel mass downwards slightly. * Difficulty options for limiting part pressure and G-force tolerance. * Difficulty option for kerbal G-force tolerance. Kerbals go unconscious if their tolerance is exceeded. * Slight performance tweaks to some early 1.25m engines. * Swap around some early science parts in the tech tree. * Redid Eve's atmospheric pressure curve to smooth it out and remove errors. Eve's atmosphere thins out much faster now, so the high atmosphere is thinner. Also tweaked Jool's atmosphere so it rapidly goes from 15 atmospheres to 50 in the last few kilometers to achieve crushing pressures. * Can right-click on icons in the staging list to trigger the Part Action Window. * Support Rigid Attachment (non-bendy) option for part joints in cfg and in the PAW. * Added an "Action Groups Always Allowed" advanced difficulty option. * Add 0.625m heat shield. * Lift from capsules and heat shields better handled to make lifting reentries better (easier). * Restructured in-flight pause menu to better show all options. * Don't lock all controls when using Warp To, only some. * Fix terrain vanishing at 1000m depth. * Allow targeting of close vessels by double-clicking. * Angle the canopies of parachutes in symmetry away from each other. * Resource transfer rate when transferring between parts now based on ingame time (taking warp into account) not realtime. * Fix issues with TR-2L stats. * Show tooltips on kerbal portraits. * Fix scientist skill text. * Fix issue with ladders not being re-grab-able if you board a seat, retract a ladder, leave the seat, then extend the ladder. * Update maneuver node patches (for targeting) when the vessel target changes. * The runway lights now follow the day/night cycle. * Moved a low tech wheel to a lower tech tier. * Moved an atmospheric sensor down to the science tech branch. +++Misc Fixes and Changes * Fixed issue where disabled RCS would enable during staging. Mods need to set stagingEnabled=False in their ModuleRCS blocks (unless they want staging on). * Catch exceptions during part loading so the loading process doesn't come to a halt. * Fix some issues with decouple modules, allow specifying the ejection force vector. * Try/catch the other PartModule update loops so one bad module doesn't interrupt others. * Don't try to set constant KSPFields. * Null check when getting resource mass on unloaded vessels with removed resources. * Remove some debug spam when querying Science Subjects by ID. * Fix Resource Display to show all resources correctly. * Improve launch clamp stability on revert. * Fix an issue with ModuleTripLogger not applying to kerbals in non-root parts. * Ablative shields with Ablator tweaked down in the VAB no longer show up pre-scorched in flight. * Ablative shields no longer show solid black when reaching zero ablator. * Fix serious regression with flow multipliers in ModuleEnginesFX. * Fix a wrong rotation in Moment of Intertia calculations. * Correct stock temperature gauges to use gauge threshold. * Fixed currency symbols not displaying properly when UI scale is changed by using inline Text Mesh Pro sprites. * Probe cores now have a hibernate feature which offers only partial control when activated but draws much less electricity. Can be set to automatically hibernate in warp (advanced tweakable). * Added a game setting for default throttle (rather than keeping it in Physics.cfg). * Fix bug where space center view can be messed up on loading a save from the main menu if the game was switched away from during load (old workaround was clear the input locks). * Renamed Science Tech to Scanning Tech since that's what it's for. * Fixed where CoPOffset and CoLOffset had CoMOffset added to them during application. * Fixed where an exception during loading of parts would stop the game loading. * IVA navball works like normal navball (vectors hidden when velocity is too small, radial and normal cues show only in Orbit mode). * Fix an issue where prop requirement met (on engine menus) was not being intuitively correct. See note in Moddability, below, for how to update jet parts. * Fix kerbals sliding on ladders. * For EVA kerbals, 'SAS' light shows whether the kerbal will reorient when a translate key is pressed (as set in Input Settings). T toggles this behavior when in EVA mode. * Several dialogs (such as quicksave) now accept Escape and Enter keys for dismissing or accepting contents. Science reports accept Tab to cycle messages. * Quicksave and Quickload hotkeys (F5/F9) work in KSC view. * The VAB/SPH part search tool now clears when pressing Escape. * Crossfeed toggle module can now require a technology researched to enable itself. Radial decouplers now cannot toggle crossfeed until Fuel Systems. * Fixed loader info in saves to not contaminate a stock save if you load a modded save while playing pure stock. * Can toggle whether navball hides going into map view. * Can now use antenna's Start Transmission action in control groups. * Added ability to register credit for Kerbal experience gains in the MPL * When a Kerbal plants a flag, credit is given to all landed/splashed Kerbals in physics range. Prevents the need to have flag-planting parties with large crews. * Made celestial bodies rotate in the R&D archives again * Updated in flight Pause Menu to include Load, Save and Exit options * Updated in flight quickloads to show more detailed load dialog * Fix CBAttributeMapSO (biome detection) to use only nearby biomes as candidates, not all biomes. * Fix for vessels not retaining targets on quickload * Fix for targeting hanging up in limbo state when reverting to launch * Fix for losing targeting when switching vessels (such as when docking) * Targeting properly restores for individual parts (i.e. docking ports) during quickload and vessel switching * Fix for Tracking station list deselcting active vessel on list changes * Fix for Map filter hiding the current and/or targetted vessel * Fix an issue with stars fading in/out instantly. * Add lift and drag displays back to wings/control surfaces. * Fix some EVA state issues not updating correctly, leading to kerbals getting stuck 'floating'. * Retractable landing gear produce less drag than they used to when retracted and much more when extended. * Enable staging toggling on fairings. * Fix ModuleSAS in standalone mode using real time not game time for resource requests. * Properly format facility name in editor exit dialog. * Stopping near things no longer keeps EVA interaction messages open in map. * Corrected usage of the word "topology" in ScienceDefs. * Settings screen does not actually set the resolution unless the resolution actually changes. * Mark 2 docking port given the same tooltips as other docking ports. * World First speed, distance, and altitude records can no longer be set while in a prelaunch state. * Fix engineer report entries not updating when their icons change. * Fix Skywinder stock vessel having no description. * Fix typos in stock "SatelliteLauncher" craft file. * Fix early game progression cheat not unlocking the science progress node. * Manufacturer added to mystery goo. * Part search now splits search terms on dashes, fixing searches for several engine designations, and things like "Convert-O-Tron". * Version text made more visible in experimental builds. * Using curly braces in a vessel name no longer obliterates the universe. * Resource scanners now show "0%" rather than "Unknown" if the area is known, but the resource abundance is super low. * Remove roll torque on docking ports (by default). * Fix pod lights not being in Lights action group by default. * Fix some zeroed attachment vectors on parts leading to log spam. * Fix drag from struts and fuel lines. * Vessel G-force is now reported correctly when on rails. * Fix issue with ModuleDeployablePart (and solar panels, which derive from it) always reporting multiple drag cubes even when the animation isn't the panel's and it doesn't track the sun. * Fix long-standing bug with FlightLogger not logging Gs right. * Fix missing manufacturer for Mystery Goo. * Ion engine now has resource bars, and will leave a tiny bit of EC remaining when drawing EC so the vessel can still be controlled. * Fix issue with ladder tests in Engineer's Report. * Fix explosions moving with vessel. * Fix issue with command seat and docking port joints. * Fix vessel counts in vessel type filters. * Fix shielded docking ports to not be stageable. * Fix issue where parts would play their staging FX on load, not just on staging. * Fix an issue with zero drag area breaking physics. * Deactivate Lab if it is activated and no scientists are present. * Improve stars' fade-in-fade-out during dawn and dusk. * Fix issue where loading an unloaded vessel with a converter will lead to it not processing all ore. * Default to not logging (to flight logger or to the log file) when engine exhaust heats a part. * Show negative funds and negative altitudes (depth) by turning the widget red. * Fix issue with screen rotating when KSP is not the active application. * Ignore launch clamps when getting craft size for facility checks. * Fix CoP/CoL on two fins being off. * When finding first vessel control source, require crewed parts to also have the command module on them before they are valid candidates. * IVA radar altitude gauge shows height from seabed when underwater. * Fix initial rotation of LT-1 and LT-2 landing legs. * Don't allow docking port shields to be closed while docked. * RCS thrust forces array properly zeroed when RCS is not firing. * Fix Offset Gizmo issue for surface mounted parts with colliders that don't cover the entire visual model (like the LY-01). They will no longer jump when an offset is attempted. * Fix vessels/kerbals landed on other vessels teleporting to the ground on load. * Fix issue with a kerbal targeting a vessel and boarding it leading to maneuver node functionality being broken. * Fix wrong vessel being made dominant during docking if the docking is so fast as to skip the acquire phase. * Fix Aero FX being improperly applied to some explosion FX causing square particles and slowdown. * Fix planet orbits sometimes not responding to clicks (or responding when clicked off-orbit). * Empty science containers (or containers with limited capacity) may show experiment count/capacity. * Fix problems with sliding maneuver nodes. * Fix landing legs exploding when landing on Gilly. * Fix handling of mouse interaction with solar escape trajectories (for maneuver node placement). * Fix bad things happening when quickloading while warping. * Fix IVA overlay button not always responding. * Fix offset target markers when more than 200m away. * Tweaks to wheel autoboost to help with wheels. * Increased allowable gizmo offset when holding SHIFT. * Fix bug when transferring fuel from an empty to an empty tank (causing the universe to come unglued). * Added highlighter brightness factor to game settings. * Added settingsload and settingssave commands to debug console. * Added highlighter colors to settings.cfg so they can be edited as well. * Added in flight UI for highlighter setting. * Add Mouselook mapping to settings screen. * Add shielding status to parts. * Add Lights to MPL. * Fix occlusion shielding radius values for Cargo Bays. * Add version stamps to save files for version save created in and version last saved in. * Fix issue with WarpTo orbit jumping. * Add "Always show closest approach for target" markers option. * Fix AppLauncher not having global scale applied. +++Moddability API Docs: https://kerbalspaceprogram.com/api/index.html * Added FlightGlobals.VesselsLoaded and FlightGlobals.VesselsUnloaded which lets us iterate over a specific portion of Vessels without checking the entire list. * Added onVesselPartCountChanged event, fires any time a part is added or removed, the moment it happens, unlike onVesselModified. * Added onVesselStandardModification event, collects various vessel events and fires them off with a single one. (onVesselPartCountChanged, onVesselModified, docked, undocked, et al) * Added onScreenResolutionModified event, fires when the screen resolution is modified. * Added many accessors/setters. * Vessel control level can be clamped to a field in Vessel (so can be restricted to Partial even if otherwise would be Full). * GetModuleMass/Cost methods can now be passed the situation. * Fix where kerbal mass (if set to nonzero) was not applied in the editor. * Added two new dictionary-related classes (DictionaryValueList and ListDictionary). * Celestial bodies now cache all of their PQS Cities. * All game root nodes now generate a random persistent seed, which is different from game to game. * All forces on valid parts except wheel forces are now done via Part.AddForce/Torque/AddForceAtPosition. Note that the forcemode used is Force; to use a different forcemode, convert the force to the correct amount. It is the job of the Flight Integrator to then apply all these forces to actual rigidbodies (rather than all the disparate modules' job). * Use mass-weighted average angular velocity of parts for vessel angular velocity. * ITorqueProvider now reports two Vector3s, positive torque (that produced by control actuation 1,1,1) and negative torque (that produced by -1,-1,-1). * Added various accessors. * Node definitions can take an extra digit after size, either 0 or 1: that sets whether the node can crossfeed. Defaults to 1 (yes). NODE definitions can take crossfeed = True/False * ModuleEngines now supports `clampPropReceived = True`. This will clamp the ratio of propellant requested based on prior results, so if IntakeAir is listed first and less than the full requirement is returned, it will request only that ratio of further propellants. In this case the "Prop Req Met" display will show the minimum requirement-met ratio rather than the average. Engines that use IntakeAir (or other cases like that) need to have `clampPropReceived = True` in each of their MODULEs that do that, and need to have that PROPELLANT first and the other PROPELLANTs later. See stock jet cfgs for examples. * Added another crew transfer event. * Added more startup options for KSPAddon * Allow kerbals to have/save/load arbitrary experience points. * ResearchAndDevelopment.GetTechnologyTitle(string id) will convert a tech ID to a tech title and is available as soon as parts start loading (can be used in GetInfo() ). * Support max pressure (dynamic + static), `maxPressure`, and max G, `gTolerance`, for parts. * Added system to allow mods to add custom difficulty settings. * Added CelestialBody.hasSurface so mods that add a PQSController to gas giant don't cause silly things such as "Plant a flag on Jool" contracts. * Replaced all checks for experience traits (Pilot, Scientist, Engineer) with individual experience effects. They are now loaded before part loading so can be queried in GetInfo(). * Icons in TechTree.cfg can now use a relative path (allows mod icons to live outside the Squad directory). * Added KSPAssemblyDependencyEqualMajor as an attribute. Use instead of KSPAssemblyDependency if you want to force requiring the stated major version, not >= the major version, from your dependency. * If you are setting a vessel's position and/or changing its orbit, call Vessel.IgnoreGForces(framecount) on the vessel for the number of frames that g forces should be ignored (try 1, then 2 if that doesn't work, etc). * ModuleDeployablePart (covers antennas, solars, radiators) also has a gResistance (for Gs) as well as windResistance (for Q). * Crew transfer now derives from a generic abstract PartItemTransfer class. Classes can derive from it to implement any kind of (crew transfer-style) part-part transfer. Also we fire an event right before a crew transfer is created so mods can just kill it and easily create their own CrewTransfer-derived class and have that be called on that event. * Extended ModuleScienceContainer to allow sending and, (from ModuleScienceExperiment) receiving, experiment data. Also added support for a Collect All option to such containers. * ModuleColorChanger supports changing arbitrary shader colors and implements IScalarModule. ModuleAnimationSetter works similarly and is used to more directly link an animation to being set by IScalarModule. * PartModules now support upgrades. In a MODULE node, add an UPGRADE node. Inside that add one node per techID you wish to provide upgrades, in ascending order. Inside that place keys and nodes you wish to upgrade. e.g. `UPGRADES { basicRocketry { maxThrust = 250 } }` will change maxThrust to 250 once basicRocketry unlocks. Upgrades will never override persistent data. Further, by default they overwrite each other; to make a node apply on a clean slate (so you can, say, add two PROPELLANT nodes and not have them conflict due to the overwrite logic) set `IsExclusiveUpgrade__ = True` in the upgrade's node. That will clear the upgrade state and apply that upgrade fresh. Upgrades are applied only when you add a part to a craft in the VAB/SPH, they don't magically apply in flight. When a part on a craft is upgraded, a new option will appear in the PAW (when in VAB/SPH) where you can view the current stats of all those modules with upgrades. * ModuleEngines now supports alternate (RealFuels-style) throttling and rates. * ModuleEngines now supports throttle-Isp interactions. Turn on with useThrottleIspCurve = True and set the throttleIspCurve and throttleIspCurveAtmStrength curves. Final Isp = input Isp * Lerp(1, throttleIspCurve.Eval(throttle state), throttleIspCurveAtmStrength.Eval(atms of pressure)) * Support part upgrades, see docs. * Added events dealing with kerbals going on/off ladders on parts and added a new vessel field for accessing the vessel of the part of the ladder the kerbal is climbing (if all of those are valid). * CelestialBody now has thermo/atmo stats methods so FlightIntegrator's temperature calcs can be called from anywhere / any mod. * Events that throw an exception now print the full stack trace. * PartModuleUtil.PrintResourceSI() is now just KSPUtil.PrintSI(). * Add ModuleDragAreaModifier with field areaFactor. Note: this will also affect buoyancy and thermo. * Added ModuleHeatEffects and FXModuleThrottleEffects which can take any number of IScalarModules and are set by skin temp and throttle respectively. * AvailablePart.entryCost is now get-only and calls a static delegate so they can be * FindEngineNearby and FindEngineInterface are now PartModuleList methods instead of being duplicates in FXModuleAnimateThrottle and ModuleAlternator. * Many KerbalEVA, Kerbal, and KerbalExpressionSystem methods made virtual, and kerbal spawning in ProtoCrewMember and EVA spawning in FlightEVA made delegates. * Added IContractObjectiveModule, which allows mods to specify valid parts for contract objectives, rather than it being configuration based. * Waypoint captions on the map are now moddable. * Added game events for CommNet status changes both for the connection in general and the connection to KSC. * Added game event that fires when PQS starts, just before the sphere is started. * Added game event that fires when PQSCities start. * Added game event for orbital resource survey completion. * Added game event for vessel control state changing. * Orbit now has a constructor that clones another orbit. * Vessel now has a method to kill all parts in permanent ground contact (eg: launch clamps). * Added ModuleGenerator.isGroundFixture for launch clamps. * The "escape" progress milestone now uses standard World First award methods, which allows it to be disabled by mods properly. * Icon_Hidden tag now hides all children of the transform so tagged. * Add requiresFullControl to events, actions, and UI controls. If false, will work normally in full and partial control and refuse to work only with no control. If true, will work only with full control. * AssemblyLoader ignores abstract classes. * Support symbols in the font. * Made Kerbals and EVA kerbals more moddable. EVAs and the flag now have partial part cfgs which can be modded. All Kerbal and KerbalEVA methods are virtual and the FSM is opened up. New hooks added. * Made vessel load/unload/pack/unpack ranges changeable in Physics.cfg. * Support adding options to the game difficulty screen. * Vessel now has radarAltitude. Use it for min(altitude, heightFromTerrain) * add PartModule.OnIconCreate which runs just before the partmodule is stripped from the icon gameobject when the editor part icon is being created. * Particle systems can be registered with FloatingOrigin for handling origin/krakensbane offsetting natively. * ProtoPartResourceSnapshot no longer relies on strings, and its resourceValues node is now inaccessible. Instead, directly get / set the amount/maxAmount/flowState. * PartModules now come with a resHandler object (of type ModuleResourceHandler) for handling ModuleResource / RESOURCE nodes, so code need not be duplicated. * When a landed vessel goes off rails and is detected to be landed on parts, not the ground, it is offset up slightly, controlled by one static Vessel field HeightFromPartOffsetGlobal (default 0.5 meters) and one instance field heightFromPartOffsetLocal (default 0 meters). The vessel is offset upwards the sum of those two fields. * Fix OnVesselSwitching always sending a null reference, add OnVesselSwitchingUnloaded. * Allow reference to Kerbal's animator cache and renderer cache. * Add map toggle interface for mods. * OrbitTargeter opened up, delegate added for creating the on-click context menus so they can be modded. * Add delegates so KB apps can be modded. * Add currency-agnostic CanAfford method. * Add many more options to ModuleLiftingSurface and for customizing body lift. * ModuleAnimateGeneric now supports defaultActionGroup. * ConfigNode now formats float and double values such that no data is lost. * ConfigNode AddValue/SetValue now support most types. * Flag decals in IVAs (InternalFlagDecal module) * Add Crew counts to Vessels
  3. Sensible Tech Tree Version 1.0 Sensible Tech Tree is a mod similar to things like Historical Progression, and Unmanned before manned. The purpose of this mod is to completely rebuild the stock tech tree into something more sensible. Things such as planes from the start, probes before manned, and other such things that just flat make sense. Features - A whole new, more sensible tech tree has been built to replace the stock. - Most plane parts can be used from the start of a save, as before touching rocketry, we had planes for a long time. - Sounding rockets, are the first bit of rocketry you obtain, with probes as the only control option. - Survivability parts are unlocked, and tested before manned is even an option. - And many other re-arrangements of parts, and the tiers at which you unlock them. Supported Part Mods - None at the moment. Future Plans Past the first full release, I plan on working on support for mods such as KIS, KAS, Infernal Robotics, and many more, which will lead into the second version of the mod. After the Initial integration with some of the base mods that are planned, I plan to implement support for career's that require you to purchase parts from the unlocked nodes, though this is a lesser priority at the moment. Further down the line than even the part buying, is a contract pack. I plan on putting something together for contracts that will fit this mod better than stock in the future. Download Module Manager IS required for this mod to work. Version 1.0 - Spacedock Change Log License CC-BY-NC-SA (http://creativecommons.org/licenses/by-nc-sa/4.0/) Special Thanks @Pap1723, for helping with the initial bugs that i ran into CSA Community, for helping my motivation to complete the mod.
  4. Hey guys, I'm pretty new the forums as well as KSP. I have about 13 mods installed and have an aching suspicion that one of them is either out of date, or installed incorrectly: massive memory leak, when I go above the first layer of atmosphere, shadows and lighting get really buggy. What would be a suggestion from an experienced modder? Any advise would be appreciated. P.S. My apologies if this is not the correct place to post a topic such as this, as I said, I'm pretty new around here ...
  5. Mk-X Spaceplane Parts v1.0 (for KSP 1.2) (and none of the other versions of KSP don't ask for 1.1.3 support or I will riot) I don't really have time to manage any larger mods right now, so I've created this very small (4 parts!) mod pack that emulates the X-37b spaceplane in a very simplistic way. The parts are 1.875m wide and the cargo bay has space for 1.25m probes/payloads. Still needs some balance so all feedback welcome! Planned parts are winglets, adapters, an engine mount and possibly a dedicated engine and some crewed parts! SCREENSHOTS It goes into space! It deploys satellites! It re-enters! It lands on the ground! Includes four parts currently: drone core, RCS slice, cargo bay (in 1.2 only) (2 are stacked together here to make the X-37b) and an LFO tank. The integrated RCS currently only covers roll and pitch so you will need a few additional thrusters to fully balance it for docking. DOWNLOAD IT FROM THE GITHUB (I've never used GitHub before so tell me if I've done anything wrong) (please tell me) (don't let me suffer in silence) The cargo bay doesn't show up in 1.1.3 and I have no desire to add support for it so stop asking
  6. Release - IFI Life Support. 10-2-2016 : Release VER 3,21 for 1.2 (on Curse of Github) (ModuleManager no longer required for this Mod) or Project Page on curse Source Code available at GitHub Released Under GPL3 License. Author : Stavell Bugs can be submitted in this thread or at GitHub. If plug-in seems not to be working right you can enable Debugging log entries via the right click menu on any pod (recommended to be left off unless you are experiencing problems.) Released Under GPL3 License. I know that there are a few Life support mods in development. They are too intense for my tastes. SO I designed my own. GOALS I have for my plug-in: Tracks life support use even when ships are not loaded into scene. Based on Realistic Life Support values on use and weight. based on information from Life Support Systems at wiki.org Low overhead and play-ability with KSP. Life support tracked and used on EVA. Use only one new resource to simulate O2-Food-CO2 Scrubbers and recyclers, and emergency power ( LS resource use figures in Waste recycling based on Tech tree advances) Currently the MOD is working with no game breaking bugs found yet. therealcrow999 - Thank you for contributing the nice Logo and Flag for Interstellar Flight Inc. Universal Storage - Has Created a wedge that holds Interstellar Flight Life Support Resource more info can be found here spiritplumber - Has created a Part cfg for using a greenhouse part for use with the system Can be found here Sandworm - Created Modmanager file for HGR Parts -Thread is here Akinesis - Created more tanks for use with the mod Thread is here maxrsp - Has made a video featuring IFILS, thank you. Video Here Current Working Features: Kerbal going on Eva takes Life Support from pod/vessel. Boarding a pod returns unused Life support to pod/vessel. Running out of Life Support can kill crew All pods have LS Resource and plug-in installed using Module Manager. 2 Custom parts a radial and a inline tank for Life-support resource storage. Universal Storage has created a wedge to hold Life-support giving you 3 options for extra LS storage. Plug-in Operation Info: Currently there are several Status LS system can be in: Pod Standby - No demand for LS and no resources consumed. Life Support tag for days / hours of LS remaining is hidden. Active - Demand for LS and resources consumed. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Visor - Kerbal on EVA breathing outside air decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again (fixing). Intake Air - Pod using air intakes to provide O2 to crew - decreased Resource consumption. Life Support tag for days / hours of LS remaining will read how much LS remains once active again. CAUTION - Less than 2 days pod or 1 hour EVA of LS remaining. Life Support tag for days / hours of LS remaining will read how long LS will last for whole vessel. Warning! - LS at 0. Kerbals will start dying if immediate action not taken. Life Support tag for days / hours of LS remaining will read 0. Each unit of Life-Support should provide 1 Kerbin Day (6 hours) of Life support for 1 Kerbal. In Career and Scince game modes this goes up and down based on Tech tree. Mod uses the time as set in settings menu so it will track 6 or 24 hour days depending on setting in main menu. Days remaining on RT click menu are accurate based on this setting. Only change in mod is that if not using kerbin time each Kerbal requires 4 units of LS per day. Screen Shots Crew Pod Life Support Eva Life Support: Parts for system
  7. Continuation of economy challenge 1.2 with rules changed. Categories There are 3 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Reliable Disposables II. REUSABLE ROCKETS - Reusable Vertical Launch Vehicles III. SPACEPLANES - Cargo Planes got to orbit Scoring Score is given by {Expense} / {Payload mass} for the mission, for given Payload mass. - Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories II and III. - All lifters listed will be the most efficient one among lifters with the same or lighter payload, in terms of the score given above. - i.e. a lifter won't be listed when it haul heavier payload than another lifter, and has worse score than that. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, only balanced mods are allowed. 3. You must launch from launchpad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. II. REUSABLE ROCKETS 1. You should recover at least one part of your lifter. 2. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. SPACEPLANES 1. Feel free with recovery - you can either recover or dispose any parts. 2. The craft should fly horizontally to orbit. Perform horizontal flight (pitch < 30deg) at least once before reaching stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Payload mass and cost should be presented clearly. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. Leaderboard Stock: I) - 1.77t in 1720/t (3046 funds), @WanderingKid, with Thumper on the first stage and Terrier on the second stage. 3.2km/s to orbit! - 61.87t in 589.8/t (36488 funds), @maccollo, with Skipper augmented with Kickbacks. II) - 1.770t in 811.86/t (1437 funds) , @WanderingKid, with recoverable rocket SSTO powered by Skipper. Protective Fairing Included to protect the payload. - 3.280t in 756.10/t (2480 funds), @Abastro, with fully recoverable TSTO with Nerv on the second stage. - 13.42t in 378.32/t (5077 funds), @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) - 140.1t in 290.94/t (40761 funds), @Abastro,with fully recoverable TSTO w/o boostback. (Rhino&PoodlesX4 on the second stage, Mammoth&TwinboarsX4 on the first stage) III) - 7.000t in 159.29/t (1115 funds), @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. - 10.50t in 69.00/t (725 funds), @OHara, with mk1 spaceplane with the payload between docking ports. Powered by 1 R.A.P.I.E.R and Shock Cone Intake. Suboptimal Entries: Modded:
  8. Proton-M / Breeze-M A realistic and highly detailed parts pack for Kerbal Space Program. See more images of the Proton M with Breeze-M Proton Medium, Proton Light and 5 Meter Fairings for Proton M+ (included) See more images of the Proton Medium, Light and 5 Meter Fairings Proton launch pad (included) See more images of the Proton Launch Pad Features Proton-M booster Proton Medium Variant (new) Proton Light Variant (new) 5 Meter Fairings for Proton M+ Variant Breeze-M upper stage Proton launch pad Procedural and and fixed size fairings in different sizes and style Payload adapters for various TKS and DOS payloads Supported Mods Realplume Firespitter Core Realfuels stockalike Realism Overhaul OldscoolFairings Filter Extension Tantares (as Payloads) Fairing Logo Template Download the Template as a .psd file. Qestions and Answers Changes License Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
  9. Colonists! for 1.2 Colonists! Introduces a new kind of Kerbals the (tadadadaaaa) colonist. (A mashup between Engineers and Scientists). The intention to create them was to have some kind of kerbal wich can be dropped off on a planet with a rover and do some science without mystery goo or materials bay getting useless after the first use and without them and their rover getting stuck because a wheel suddenly broke. Without coding it is just possible to decide wich abilities to copy from a kerbal and wich not. So the possibilities for me are limited. This is exactly what I took/left: Taken from Scientists: Ability to execute experiments in EVA and reset them. Difference to scientists: Scientists can process data in laboratories and provide a science bonus for recovered experiments/vessels. Taken from Engineers: Ability to repair stuff. Difference to Engineers: Engineers boost drilling/converting resources. Taken from Pilots: Ability to provide basic vessel control (activate stuff, steer, etc.) even without connection back to the KSC Difference to Pilots: Pilots provide SAS! Here is what he will learn in detail: Level 0 Reset experiments, Perform experiments in EVA, Full vessel Control Level 1 Repack parachutes Level 2 Repair lander legs Level 3 Repair wheels They will spwan like any other type of kerbal and you can recruit or rescue them. Here you see Jesvie and her description: Hope they come in handy for some of you! Published under MIT License, see source for details. Download (Spacedock): LINK Zip contains the "Colonists"-folder, just drop this in GameData Source (Github): LINK I do love it, but would appreciate some feedback. "Changelog": Deleted the pilot abilities because it was not possible to make the vessel uncontrollable if connection is lost. Without this drawback they would've been too overpowered! Added the "FullVesselControl" parameter to the colonists abilities. So no more pilot stuff but control of the vessel everywhere, hope that is more balanced!
  10. This is a thing I'm working on. Long story short: 1. Exterminate the ability to transmitt science 2. Set the science transmission to always 100% 3. "Clear out" the large crewed lab (no converting science anymore) 4. Give the now useless lab the only transmitter wich can actually transmitt science I never used the lab. And when I gave it a shot it seemed to be highly overpowered. I also think not beeing able to transmitt science form wherever you want and get 100% is a good idea, but I thought having a "base" from wich you could transfer your science back home with no loss would be really nice too. So I came up with this idea. Probably needs some testing and balancing (especially the transmitter). Here is the code, not that much: //Disable Sciencetransmisson for EVERY antenna @PART[*]:HAS[@MODULE[ModuleDataTransmitter]] { @MODULE[ModuleDataTransmitter] { %packetInterval = 0 %packetSize = 0 %packetResourceCost = 0 } } //Delete ScienceLab and ScienceConverter, add Datatransmitter @PART[Large_Crewed_Lab]:FINAL { !MODULE[ModuleScienceConverter]{} !MODULE[ModuleScienceLab]{} %MODULE[ModuleDataTransmitter] { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.1 packetSize = 5 packetResourceCost = 40 requiredResource = ElectricCharge antennaPower = 500000 antennaCombinable = False } } //Set EVERY experiment to be 100% transmittable @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } If you'd like to check it out, test it, improve it, nag about it, print it ... here is the LINK, it also needs ModuleManager of course
  11. Hello, since today i have a strange issue with KSP. I subscribed to the 1.2 Beta and then later switched back to the 1.1.3-Version. Now, everytime i start KSP it opens at the wrong display (i have two). When i try to unset fullscreen it doesn't react. I have to force it with alt+enter to exit fullscreen-mode. Now the fullscreen-setting reacts but also fullscreens at the wrong display, regardless of where i place the window with fullscreen switched off. I changed nothing in the system, just switched to 1.2 beta and back and now this occurs. I'm using steam and started it there and with CKAN, same Problem. Every other game starts normal. Is there any known help? Thanks. I tried the launcher-settings, the start-settings of steam, switched which display is the main, i deleted and reinstalled the game and worked inb the config-sfc... nothing works. switching again to the beta the game opens at the right display, switching back to 1.1.3 its the same issue...
  12. This is reboot of @tseitsei89's economy challenge, which was for 1.1. Categories There is 4 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Recovery doesn't count IIa. REUSABLE ROCKETS - No airbreathers IIb. VERTICAL LAUNCHED VEHICLES - Vertical Launch with airbreathers III. GENERAL - Anything is allowed Score Score is given by {Expense for the Mission} / {Payload mass(t)}. Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories IIa, IIb and III. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, basically only stock-balanced mods are allowed. However, you can request adding new category for mods you want. It will be accepted if it's resonable for this challenge. 3. You must launch from launch pad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. 2. You can use ANY parts you like. IIa. REUSABLE ROCKETS 1. You can use any parts except airbreathing engines. (This includes any kind of scooping) 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. IIb. VERTICAL LAUNCHED VEHICLES 1. You can use any parts, and at least one airbreather should be used in lifter. 2. You can recover any parts of your lifter that you can for a refund. 3. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 4. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 5. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. GENERAL 1. You can use any parts. 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. - Up to 5 entries will be listed on the leaderboard. Leaderboards Stock: I) 1. 589.8/t, @maccollo, with Skipper augmented with Kickbacks. IIa) 1. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) 2. 394.99/t, @Nefrums, with Shuttle second stage on SpaceX style first stage. (Rhino on the second stage, Mammoths&Vectors on the first stage) 3. 484.231/t (Craft file), @Avo4Dayz, with simplistic recoverable rocket SSTO powered by single Twin-Boar. 4. 756.10/t, @Abastro, with fully recoverable TSTO with Nerv on the second stage. III), 1. 88.46/t, @Wanderfound, with improved version of 'kerbotruck' - more boosters! (8 R.A.P.I.E.Rs and 4 Shock Cone Intakes) 2. 106.57/t, @OHara, with improved version of @NightshineRecorralis and giving it more cargo. 3. 109.02/t (Craft file), @Wanderfound, with mk3 cargo bus 'kerbotruck' powered by 6 R.A.P.I.E.Rs and 3 Shock Cone Intakes. with few wings - I guess, it's just not wingless 4. 113.69/t, @Clancy, with mk1-2 spaceplane powered by 2 RAPIERs supplied by and 1 NERV. (Just enough Oxidizer to push through the 30-40km, where the NERV can take its time getting to orbit.) 5. 159.29/t, @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. 6. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) Modded: - Stock-Balanced - with FAR&AJE
  13. Haystack Continued Now you can find that lost ship you were looking for! Now updated for KSP 1.2 Version 0.5.2.1 Updated to be compatible with new Contract Configurator changes. Celestial bodies filter button state is now saved like the other filter buttons. Vessel type icons for plane and relay have been added. Main Features: Allows you to quickly see all of your vessels You can quickly search for vessels without scrolling through the entire map You can view your vessels grouped by the celestial body that they are orbiting Works in Flight Map View and in the Tracking Center. New in 0.3.1.0: You can now display a list of docking ports for the nearby ships (i.e., loaded in physics range) and target them. The list only displays available docking ports (i.e., the docking port must not have a ship docked and must have a free attach node) New in 0.3.1.0: The docking port list includes support for the Docking Port Alignment Indicator mod's named port feature. If it detects this mod it will use the name of the docking port that has been set in the display. If the mod is not detected it will default to using the name of the part. New in 0.3.3.0: Support for blizzy toolbar New in 0.4.0.0: A new button that allows you to set vessels to be hidden from the list. The hidden vessels are saved in the save game file and will be saved whenever the game is saved. New in 0.5.0.0: Added support so Haystack displays in the Space Center. New in 0.5.1.0: Extended vessel and celestial body information window. New in 0.5.1.0: Nearby button that makes managing bases and space stations easier. New in 0.5.1.0: Sort ordering, orders sorts. New in 0.5.1.0: Rename vessel from the extended vessel information window. (Click on the R button next to the ship's name). Some screenshots: Downloads: GitHub and Spacedock Known issues: There might be an issue with the settings saving and the 64bit version as several people have reported problems. I've not been able to duplicate anything at this time. This may just be the general 64bit bugginess. Change log: This is a continuation of the wonderful Haystack plugin. Authors: Current maintainer: Qberticus With thanks to the previous authors: hermes-jr and enamelizer Mini-AVC Notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. License: Source code released under The MIT License (MIT) Other materials licensed under the Creative Commons Attribution-ShareAlike 4.0 International License Source: https://github.com/qberticus/HaystackContinued
  14. INTRODUCTION: The stock communications system in 1.2 is like a cross between RemoteTech and AntennaRange. It has (optional) control issues similar to RT but the network itself links up pretty much like AR. If you've never played with either of those mods, then hopefully this tutorial will demystify the whole communications network thing. It's really not that complicated. If you're used to playing with AR, then you'll find stock pretty much the same except for the new antennae and the different performances of the old ones. If you're used to playing with RT, then you'll probably welcome the vast reduction (to nearly zero) of the micromanagement, but might have to learn new habits depending on how you did RT. GENERAL STOCK NETWORK FACTOIDS: Stuff to understand before you get started. 1. No Perfect Networks There is no such thing as a network that allows 100% uninterrupted coverage to every square inch of every planetary surface. So don't lose any sleep over that. No matter what you do, something will always get in the way periodically. The best you can do is make something that works everywhere most of the time, and then time your activities to happen when you've got a link, waiting the minutes to hours when you sometimes don't. 2. You Don't Need Perfection You really only need the network in 2 situations: 1) when you're trying to control a ship/probe without a Kerbal pilot aboard (assuming you selected that option); and 2) when you're transmitting science. The rest of the time, the network doesn't matter. Thus, you only need to design the network to handle these situations. This means you need a network to allow landing on the far side of Mun/Minmus, to cover the mid-course tweaks of interplanetary trips, and to land on other planets. Once you're on the ground, you can wait a bit if necessary to transmit your science and take off again. That's all you really need, so don't sweat trying to do more unless you just want to. Also keep in mind the duration of the mission. Are you ever going back to this planet again, or is your main focus elsewhere and you're just here for some quick science? There's no point in getting too elaborate for a 1-and-done mission. 3. Getting Acceptable Coverage To do this, you have to minimize the impact of the 2 things that break links: 1) celestial bodies in the way; and 2) distance in excess of antenna range. You can pretty much eliminate the 1st problem with the network design described below. The distance thing is another matter. Right now, the biggest stock relay antennae barely work between Kerbin and Jool when they're on the same side of the sun, and only hit Eeloo when it's at or inside Jool's orbit. You can reduce this problem somewhat by using intermediate relays at Eve, Duna and/or Dres, although certain planetary alignments over time will still be problematic. And that's just with the stock solar system. If you use something like the Outer Planets Mod, where the closest new planet is twice as far from the sun as Jool (as in, just as bad a link from as from Kerbin to Jool) and the distances between the rest get worse from there on out,, the stock communications system just flat won't work much if at all. So for that you'll need a mod. Surely somebody will make a bigger mod relay antenna to work with OPM, or you can use a ModuleManager patch to change the stats of the stock antennae for longer range. Thus, this tutorial will just worry about the stock solar system, where distance isn't THAT much of a problem (except for Eeloo) most of the time. Then it's just a matter of avoiding blocking by celestial bodies, which is relatively easy. 4. Forget Geostationary Networks Kerbin now has a number of communications centers scattered all around its surface and your network can link back to any one of them, not just KSC. IOW, as in AR, your distant ships essentially talk to Kerbin as a whole, not just 1 spot on its surface. This also means that Kerbin by itself covers the near sides of both Mun and Minmus, plus anything within Kerbin's SOI not blocked by Mun or Minmus. The only reason anybody ever built a geostationary network before was because in RT, you could only talk to KSC itself, so you needed the geostationary constellation to handle the 50% of the time when KSC was facing away from your ship, which happened even in LKO. Because in the stock system you can talk to Kerbin regardless of which way KSC is facing, you don't need a geostationary network. You can build one if you want, but it's really just a waste of time and money. And FWIW, you can't build a geostationary network at most other planets and moons anyway because the required altitude is beyond their SOIs. So just ignore geostationary networks as the archaic "back in the day" things they are and move on. 5. Redundancy is Good It's a good idea to provide multiple possible link paths between any 2 points. That way, if one path is blocked, hopefully another will be open. It's easy to go overboard with this, but it can be done with a fairly minimalist approach. This tutorial will show how to do that. AVOIDING BLOCKING BY CELESTIAL BODIES: There are 3 types of blocking by celestial bodies. 1. Blocking by the Planet/Moon You're At This happens whether you're in orbit or landed. This is the most troublesome type of blocking because it will happen the most often (like 30-50% of the time), and you can't do much about it without going to a lot of trouble and expense. Often, this is more trouble than it's worth because, as mentioned above, it's actually pretty easy to make a simple network that provides coverage when you actually need it. Normally, there will be some time (minutes to hours, perhaps a few days even at very tiny moonlets) when you have to wait for a satellite to pass over before you have a link, but the wait shouldn't ever be long so long as to cause a real problem. Just warp through it. Going beyond a minimalist approach doesn't really gain you anything that's actually useful in real game terms, although you might want to for purely role-playing purposes. 2. Blocking by an Intervening Planet/Moon: Statistically, this happens quite infrequently. It's also the easiest type of blocking to overcome, to the point where it'll never be a factor. Just put your relays in highly eccentric polar orbits so they talk across interplanetary distances well above or below Kerbin's ecliptic and you're golden. That's the method recommended here (detailed below). 3. Blocking by the Sun: This is only a problem on interplanetary missions, but it is certain to happen during them at some point, usually between arrival and waiting for the return window. In purely game terms (ignoring the role-playing aspect of needing to phone home every day), this is only a problem if you're still wandering around in the system doing science when the sun gets in the way. And that's usually only an issue at Jool because the system is so large it takes months to explore it all. Problem is, the sun is too big to talk over/under with your highly elliptical relays, so you have to talk around it. You do that by creating relays at all planets except Moho. Eve is especially important because it's far enough from the sun usually to have an LOS from Kerbin to Eve to wherever, and it move faster than Kerbin so will provide these links more often. When Kerbin is opposite the sun from wherever your ship is, Eve is often placed to bounce a signal around the sun. This is especially important for communications with Jool . Anyway, as mentioned above, you need redundancy and multiple possible paths, and Eve is often a key step in that alternate path. Moho, not so much because it's so close to the sun that most of the time it can't provide a bank shot around it. Also, it's way expensive to get to Moho compared to Eve. NETWORK DESIGN: OK, so that's the underlying principles and realistic objectives. Now, how do you accomplish all this? Finally, we get into the nuts and bolts of the network. 1. Relay System: The basic unit of the system is a set of 2 long-range relay satellites in highly elliptical polar orbits around the central planet. One goes up, the other goes down, and they're 180^ out of phase with each other, so that when one of them is at Pe, the other is at Ap. Because their orbits are highly elliptical (like 2000m/s worth above low orbit), the relay satellites will spend the bulk of their time high enough above or below the ecliptic to be able to talk over or under any intervening body except the sun. Putting a pair like this at each planet (except Moho) will then provide a path around the sun to any other planet ALMOST all the time. These relays also cover nearly all the surface of the central planet most of the time. One will get most of the northern hemisphere, the other most of the southern. There will be a blind spot centered on the equator on the opposite side from where the satellites are (both orbit in the same direction so will both be on the same side of the polar axis most of the time), but central planets all rotate fast enough that a ship on the ground in the blind area will rotate into coverage soon enough. Every week or 2, there will be a few minutes when both satellites are over the same pole, one at Ap and the other at Pe, so that the whole opposite hemisphere is blind, but this won't last long because the one at Pe will be moving so fast, so don't sweat it. For most of the time, these relays will also cover much of any moons of the central planet. There will be a gap on the far side, however, wider than on the central planet, which you fill with other component of the network, the moonsat. The relay satellites should always have the biggest relay antennae you have. This is so they can provide alternate paths around the sun in as many ways as possible. As you unlock the bigger antennae, you might have to replace some of your early relays. Kerbin should definitely always have the biggest available. 2. Moonsats For each moon of the central planet, you'll need something in equatorial orbit. The purpose of a moonsat is to cover the gap on the far side of the moon left by the relay sats. The "moonsat" MAY be a dedicated commsat if you're doing something long-term on the far side, but for a 1-and-done mission, you can do things Apollo-style so that the ship left in orbit serves fills this role. The moonsat should orbit at a conveniently low orbit so that it passes over a ship landed on the far side often enough that blackouts aren't a bother, and for long enough that it can land while still in contact. But it also must be high enough that the relays can see over/under the moon to it most of the time. If being high enough for this makes the moonsat's orbital period (and thus blackouts for farside landers) longer than desired, you can use multiple moonsats spaced more or less evenly around the moon's equator. But most of the time you'll only need 1 for gameplay purposes. Munsats need an antenna big enough to reach the local relays at their Aps. 3. Modular System So, putting this together, for each planet, you have 2 relays satellites in highly elliptical polar orbits and for each moon you care about, you have (at least) 1 satellite in a relatively low equatorial orbit. It looks like this: CREATING THE NETWORK Setting up this sort of network is pretty simple. At Kerbin, you can launch each relay on a separate rocket but everywhere else, it's best to send them both out on the same carrier vehicle. If you want multiple moonsats somewhere, they should always go out on 1 ship. Using 1 ship to carry multiple satellites facilitates spacing them out evenly. Thus, this description will always use single ships even at Kerbin. The mechanics go like this: 1. The Kerbin Relays These have to be set up first because they're the essential link from other planets and the farside of Mun/Minus. Design a probe with the biggest relay antenna you have, enough juice to run it, and about 2000m/s dV in its own little tank. Save this as a subassembly. Then start the carrier vehicle. Make it so you can mount 2 of these relay probes under the same fairing and then add the subassembly probes. Launch into a polar orbit of about 150km. This will be the Pe altitude of the relays, high enough to avoid stuff in 80-100km parking orbits but low enough to whip by Pe in no time. Detach one of the probes and switch to it. Plot a maneuver node for when the probe is directly over one of Kerbin's poles, burning all or most of the probe's fuel to reach an Ap out near the edge of Kerbin's SOI, then do this burn. You should have a few hundred m/s left in the tank to tweak the orbit later if needed and to deorbit the relay when it needs replacing. Then you wait about a week for the 1st relay to reach its Ap. When it's starting to get close, switch back tot the carrier vehicle, detach the 2nd relay, and switch to it. Plot a similar burn for it, but located above the other pole so this relay will go in the opposite direction as the 1st. Adjust the number of orbits into the future when you actually do this burn as needed until it's as close as possible to when the 1st relay reaches Ap. It doesn't have to be exact, just close enough. Do this burn, then switch back to the carrier vehicle and de-orbit it. NOTE: It could be that the 1st relay won't have its own link back to Kerbin's surface when it's time for it to burn. This could require putting a "0th" relay in equatorial orbit first, if nothing you already have in Kerbin orbit can do this. 2. Munsats and Minmussats Until you have the Kerbin relays up, you'll need at least 2, unevenly spaced (or 3 evenly spaced) commsats in Munar orbit to talk to the farside. Minmus isn't tidelocked but rotates slowly, and orbital velocity is pretty slow, too, so you might want the same there to avoid long blackouts. By unevenly spaced, I mean 120^ apart, like a formation of 3 with a missing satellite. Having 2 spaced like this will give farside coverage 2/3 of the time---3 will give full-time coverage. But remember, you'll be putting relays up, at which point you only need 1 moonsat to give farside coverage 50% of the time, so don't spend money you don't need to. The basic technique is the same whether you drop 2 or 3 moonsats off the same carrier vehicle. The basic method for spacing multiple moonsats is as follows: First, decide on the altitude you want the moonsat to be so it can usually talk over/under the moon to one of the relays. Use math to determine what the orbital period is for a circular orbit at that altitude at that moon. Send the carrier vehicle to the moon and capture into an elliptical orbit with this altitude for the Pe. As for its Ap, again use the math to determine what altitude would give the carrier vehicle in an elliptical orbit an orbital period 1.33 (or some whole multiple of that number) times as long as for the circular orbit at Pe altitude. The idea is, every time the carrier vehicle reaches Pe, it will be 1/3 of a circular orbit behind any moonsat previously released. The carrier vehicle thus makes 1 elliptical orbit for every moonsat carried. Each time it reaches Ap, it releases a probe. You switch to the probe and plot a burn to circularize its orbit at its Pe. Tweak the probe's orbit as needed with RCS to fine-tune its orbital period to be within 1 second on the calculated circular period. Once all the moonsats are in position, de-orbit the carrier vehicle. NOTE: Generally, you'll need a mod like KER or MJ that will give you a display of your orbital period. As mentioned, using a tiny amount of RCS prograde or retrograde as required will allow for very fine control of your orbital period. 3. Expanding the Network Repeat the above process with the relays for every other planet. Send at least 1 moonsat to every moon you expect to visit regularly, but those can wait until you actually send out such expeditions. The relays are the important thing, to be able to talk around the sun and to give a better connection out to Jool, and should be set up as soon as you have the antenna to make them worthwhile. NOTE: Relays require a lot of EC/sec, but only when you're actually using them. Solar power is practically useless at Jool for any purpose other than slowly recharging batteries between widely separated uses. RTGs aren't any more powerful and are quite expensive, while fuel cells run out of fuel. Thus, relays for Jool, Eeloo, and even Dres should have rather huge battery capacity to cover their periods of infrequent activity. It might also be a good idea to have a fuel cell for emergency instances of prolonged or frequent use, remembering to turn them off as soon as possible afterwards.
  15. What is the current theoretical limit of the cost efficiency to orbit? For stock 1.2 without cheats, in terms of cost per ton, for these cases: 1. Without any recovery 2. Including recovery, without airplane flight path 3. Including recovery, with airplane flight path Practically, there was an orbiter capable of 600/t without any recovery a few versions ago (AFAIK). For the reusable case, I got 500/t with TSTO rocket in 1.1.3 and 1.2, and there should be better one. Here's a challenge to find the practical limit of the cost efficiency to orbit. Here's a spreadsheet with optimal cost efficiency for each engines
  16. Hello. Today I installed Kerbal Space Program 1.2, but I immediately realised something was wrong. The game was really laggy, especially when building in the VAB. I've never had any lag issues in previous versions of KSP. Worth to note is that the same problem occurred while testing out the Pre-Release. General Info OS X El Capitan 10.11.6 Steam Client on Fresh Install No add-ons Kerbal Space Program 1.2.0 2560 x 1440 Resolution, Full Screen Specifications iMac OS X El Capitan 10.11.6 3,4 GHz Intel Core i7 16 GB 1600 MHz DDR3 NVIDIA GeForce GTX 675MX 1024 MB Are you missing something, please let me know. Thanks in advance.
  17. Internal antennas aren't combinable and can't be used for transmitting science (or relaying signals) - their only purpose is to provide short-range control to unmanned craft. It makes sense that probe cores would include an internal antenna, but why command pods? If you have a command pod with a kerbal inside, then the kerbal provides control and the pod's antenna provides no benefit. If you have a command pod without a kerbal inside, then you're not going to have control even though you have an internal antenna - unless you have a probe core as well, in which case you can just use the probe core's internal antenna. Either way, the pod's antenna still provides no benefit. So why include the antenna module in command pods at all? Is there any circumstance in which it would have any meaningful functionality?
  18. I'm cross-posting this here to give this mod a bit more visibility again. The main thread to discuss this unofficial build remains the "Unofficial Development Thread" linked below. I've recompiled and fixed up @N3h3mia's excellent collection of Science Mods for KSP 1.x as he is currently not able to update his mods. THIS IS AN UNOFFICIAL AND EXPERIMENTAL BUILD Do NOT raise bug reports for this build directly to @N3h3mia, nor to his official threads! NB: This release is (probably) NOT backwards-compatible with existing OMS saves! Official Thread (out-of-date)- overview and tutorial videos Unofficial Development Thread- unofficial revision history, source code, bug reports, feature requests, help and support, ... The Mod is available via Github (please do NOT request to have this added to CKAN or hosted elsewhere; remember, this is an unofficial build). Link to Latest Version (KSP1.2) Link to last KSP1.1.x Version Overview This set of mods consists of 4 main components: Kemini - early-game orbital science experiments in the Mk1 pod requires ModuleManager KEES - later early-game orbital science experiments for basic orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods OMS/KLS - full-station experiments, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KEES and Kemini are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run other missions in the meantime. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials Kemini KEES OMS / KLS
  19. Enjoy! Pics: http://imgur.com/gallery/gK267 Download: https://www.dropbox.com/s/2ex1yywz74jw0nd/F-16 Fighting Falcon.craft?dl=0
  20. I discovered this when trying to build rotor bearing and the rotor just fell on the ground. Basicaly the fairings dont colide with ground, buildings or other spacecraft until the fairings themselfs are decoupled (staged), olny then they start to colide. Separated fairing segments also seem to ignore gravity as (when staged on the ground) they endlessly spin and float up after bouncing of the ground.
  21. Hey, there's a launch window for Duna coming up fairly soon and I'm looking for inspiration for my first ever Duna Base. Looking around on line there are lots of nice looking configurations, but they mostly make use of mods. As I play on an aging laptop, I like to keep things stock (apart from Better Burn Time) to keep performance up. I'd be grateful if you could post some pics of your stock missions to Duna, especially those including a base, so I can steal get some new ideas. Cheers, Clipper.
  22. The Linux install of KSP 1.2 appears to react badly to some configuration data that may be stored elsewhere by earlier versions of KSP. If you get a blank screen rather than the initial menu, this may be a cause 1: The data involved is stored in one or more subfolders of ~/.config/unity3d/ (This is on an Ubuntu-derived Linux, but I would expect it to be universal. This is a hidden folder and you might need to change a setting to be able to see it.) 2: On my system I found ~/.config/unity3d/SQUAD/ and ~/.config/unity3d/Squad/ , timestamped about three weeks apart in June 2016. They contained different sets of files. I made archives of both and deleted them. Both were related to Kerbal Space Program. 3: Deleting these files led to a normal startup of KSP, in a window rather than full-screen. 4: If you have an in-progress career or science game from an earlier version of KSP, I would not be at all surprised if you need to restore from the archives you made so as to run the earlier KSP version. 5: I am told Steam does things differently. I don't even know whether or not Steam supports Linux.
  23. Hi everyone, I've got some, i think, problem. I see in every screenshot or video of 1.2 version this "part" of HUD and those green lines (the connections between relays) But in my game I got none. My version of KSP is updated but i do not have that part of HUD. Am i doing something wrong? EDIT: I already launched some relays in orbit around Duna and Kerbin to test it, even the stock Relay. The Surface scanner btw works well.
  24. I understand the two types and what they do. But I have a question about combining them. For the sake of clarity, lets say we have two made-up antennas with these properties: Antenna 1 Type: Direct Range: 99999999km Antenna 2 Type: Relay Range: 5 meters My question would be, if I put both onto a satellite, would I then be able to Relay at 99999999km? Or would my relay capabilities still be 5 meters, irregardless of the direct antenna? TLDR: If I have both relay and direct antennas and the direct antenna has a greater range, will the relay antenna adopt the direct antennas range? Or they are both totally separate?