It has been a while, longer than we anticipated in any case, but we're now here with a new update for Kerbal Space Program: version 1.0.5!
This update features content, bugfixes and rebalances that were part of the upcoming monster update 1.1, which will feature such things as multithreaded physics calculations and 64 bit support for Windows and OSX. That update is taking longer than anticipated, and we came to a point where a lot of content was ready to go through testing and be released on its own merits. With these parts ready we wanted to get them to you as fast as possible, and I think we have succeeded in a speedy delivery of this patch.
Here are some of the highlights in this patch:
Contextual Contracts & Contract Changes
The contracts system has had a major overhaul with the goal of providing you with more varied and relevant contracts. Front and center in this overhaul are the contextual contracts, which adapt to your progress in the game. Contextual contracts will take your existing infrastructure consisting of bases, stations, satellites and rovers, and will challenge you to do things such as adding new modules, rotate crews, fly in a Kerbal with a specific skill, explore the surface around it, move the orbit and so on.
The goal of the integration of the contracts with your existing missions is to integrate them more in the natural gameplay. You will be asked to use what you have built already, alongside the existing contracts that mostly ask you to launch new items.
More changes can be found in the passive milestone rewards, which automatically reward you for any milestone you cross. These rewards are not only reflected in reputation gains, but also in funding and science bonuses. Higher rewards are still available to players who actively pursue a goal from a World's First contract they've accepted. New milestones are also available, targeting objectives such as space walks, crew transfer and atmospheric flights on alien worlds, and if you're not someone who spends a lot of time at mission control then a new strategy available from the Administration Building is right up your alley: leadership initiative increases the passive milestone rewards at the expense of contractual rewards, providing a boost to more independent players. Finally, the game now tracks manned and unmanned progress separately.
Update 1.0.5 features many improvements to the thermodynamic systems. The thermodynamics ('thermo') system has been reworked to correct the various issues encountered in 1.0.4. In addition the thermodynamics at high timewarp feature more customizability, and support differential skin-internal temperatures and non-instant changes. We've also corrected some issues with the atmospheres of other celestial bodies, and better tuned re-entry and aerobraking across the board. When loading a long-unloaded vessel, unloaded thermal changes will be applied, too.
The concept of core heat was also introduced, which in combination with various fixes should stop unexpected overheating of parts. Probably the best analogy of how this interacts with the rest of the thermal system (internal and skin temperature) would be to compare it to your computerÃ¢â‚¬â„¢s case temperature, the temperature inside of the case, and the temperature of your CPU. For example, the ISRU should be capable of smelting materials, yet not melt the rocket itÃ¢â‚¬â„¢s attached to. In game, this means that the ISRU works best with a core temperature of about 2000K, even if the part only has an internal temperature of 200-300K. This system allows us to be very expressive with the core temperature and simulate things such as warm-up time & overheating without it being directly coupled to the part temperature, which would become problematic as we enter analytics warp and temperatures equalize.
New buoyancy model
The water buoyancy has been completely reworked. Water is now less soupy and it's very possible to build seaplanes. In keeping with our commitment to make the game as moddable as possible all the physics values can be tweaked in config files. The density of oceans differs across celestials bodies, invoking new gameplay challenges. The impact speed not only depends on the speed of the craft when it hits the water, but also the angle at which it hits the water.
New rocket and spaceplane parts
A wide range of new and overhauled parts were introduced. The toroidal aerospike rocket engine has had an overhaul, as did the basic- and ramjet engines, the radial air intake and many mk.1 spaceplane parts. Among the new parts we find a complete working kit for mk.0 jet engines, the "Goliath" turbofan engine that would be a great fit on a large airliner and the "Vector" rocket engine, which mimics the Space Shuttle's main engines. The mk. 3 Cargo Ramp is a brand new part as well. This'll allow you to drive a payload into the back of an aircraft, or perhaps you want to create a docking bay on a space station with it! These are just some of the updated parts, we're hoping to see many new creations that incorporate them. We've also added new stock craft in the game for you to play around with.
Bugfixes & Tweaks
KSP 1.0.5 has seen a big focus on bugfixes. Over 100 issues were fixed, including launch clamps following you to orbit, . And good news for anyone with a fine eye for detail: the black stripes on the NASA tanks now line up perfectly! There were of course plenty more bugs on the 'fixed list', and a more comprehensive list is available below.
As always there is much more to discover in the update, and we hope that our fantastic people on the Media Group and KSPTV have given you a taster of what to look for.
=================================== v1.0.5 ============================================================
Hotfixed (build 1028+):
* Reduced engine heating: less explosive decoupling.
* Fixed NRE on Kerbal when the part it's on dies.
* Fixed IVA breaking on crew transfer.
* Fixed typo on Dynawing craft.
* IntakeAir resource is now fully hidden in Resources App.
* Fixed body lift (it now exists again).
* Fixed every instance of part name, so root parts can be detected in all contractual instances.
* Used Unity drag to avoid integration errors on splashdown.
* Clamped parachute radiation.
* Upgrade outdated instances of vessel situations in career saves
* Included layer 19 objects in potential enclosing colliders for cargo bays
* Added 'Juno' 0.625m jet engine
* Added 0.625m air intake
* Added 0.625m Liquid Fuel tank
* Added 'Panther' afterburning jet engine
* Added 'Goliath' giant turbofan engine
* Added S3 KS-25-1 'Vector' Rocket engine, with super-large gimballing range
* Added Mk3 size Cargo Ramp
* Added Mk3 engine mount piece
* Added Mk1 crew cabin, seats two
* Added new Mini-ISRU part
* Mk1 Cockpit model overhauled
* Mk1 Cockpit IVA space overhauled
* XM-G50 Air intake model overhauled
* Mk1 Fuel, Structural and Intake Fuselage parts overhauled
* T1 Toroidal Aerospike engine model overhauled
* J-33 'Wheesley' Jet engine model overhauled
* J-X4 'Whiplash' Jet engine model overhauled
* Engine Nacelle and Engine Precooler parts overhauled
* Added Station and Base Contextual Contracts, requiring you to modify/expand existing bases and stations
* Added Satellite Contextual Contracts, requiring maintenance operations to previously deployed satellites
* Added Survey Contextual Contracts, which target existing landed vessels to request (applicable) survey missions of them
* Part Test contract generation logic has been modified. Each part now has a much more specific set of constraints before it generates, to give it much more consistent and realistic altitudes, speeds, and envelopes.
* Passive Progress Rewards: gives a light reward automatically to any new achievement. These are given independently of accepted World-Firsts Contracts, but are not as substantial.
* Contract Decline Penalty: A small reputation penalty is incurred when a contract is declined, to prevent Mission Control from being abused as a slot machine.
* New early game part haul contracts - easier part tests that only require you to bring the payload to a designated location.
* Early game focused surveys balanced to be much more forgiving.
* New part tests added for fairings and heat shields.
* Many milestones added that involve the player doing hidden fun stuff.
* Added Leadership Initiative Strategy: increases passive rewards for achievements, at the cost of reduced contract rewards. Useful to boost self-driven playstyles.
* Added new World First contract types for space walking, crew transfers, and flight on atmospheric planets.
* There is also now a fourth record "track" for oceanic depth.
* Many progress nodes now track progress in separate manned and unmanned tracks. This allows several contracts to appear at more relevant times.
* Base and Station, plant flag, kerbal recoveries (rescues), crewed surveys, tourism, and some World Firsts contracts now require manned progress.
* Satellite contracts now require unmanned progress.
* The algorithm to choose planets for all contracts is now more reliable. Max CB "distance" has been reduced to two. This means you will no longer see contracts for Duna and Eve right after taking off from Kerbin.
Science and Comms:
* Science Transmission messages now show strategy changes to science, funds, and reputation.
* All antennae now cut a transmission that has been interrupted due to power loss to prevent severely devaluing the resulting science.
* Added an option to antenna context menus to manually enable partial transmissions.
* Interrupted transmissions no longer delete science data. The data will attempt to return to the container it came from.
* Transmission from orbital surveyors and science labs was tweaked slightly to look and behave more like standard science transmissions.
* The navball is now available on EVA to assist in surveys.
* The EVA NavBall follows the orientation of the camera, rather than that of the Kerbal. This allows looking around to get your bearings.
* The navball throttle and RCS lights are hooked up to the EVA jetpack.
* The IVA navball now functions with survey navigation.
* Survey navigation icon will now automatically target the next/closest adjacent waypoint in a survey upon completion of a targeted waypoint
* Introduced the concept of 'Core Heat'. Allowing part systems to work much more expressively with temperatures, reducing unwanted cross-talk between temp effects on internal logic and heat transfer to other parts.
* Radiators should have a significant impact on core heat, allowing ISRU modules to operate at peak efficiency.
* Incredibly hot cores should bleed off some of their heat to the parent part, with the vessel very slowly getting warmer over time.
* Parts should not explode from core overheating, but ISRU modules may shut down.
* Thermal efficiency should be consistent across all warp levels - no cheating!
* The mini-ISRU is balanced in that it cannot operate indefinitely. It will eventually shut down due to overheat and have to be allowed a cool-off period.
* The RTG is also part of this mechanic, making it a viable heater (Kerbals have the added advantage of not requiring any potatoes for unplanned long-duration stays on desolate planets).
* Fixed thermodynamics issues from 1.0.4 regarding unclamped conduction, shielded conduction, and other runaway cases.
* Reworked upper atmospheres of planets for better aerocapture experience. Added convection and shockwave temperature multipliers per body.
* EVA kerbals handled properly.
* Lowered max internal temperatures of crewed parts.
* Heating from engine exhaust rebalanced.
* Thermo at high warp is now no longer instantaneous, and is moddable via new interfaces.
* Unloaded vessels will have thermo applied for the unloaded time on reload.
Buoyancy and Water:
* Displacement is now calculated per part using dragcube information to estimate total actual volume of the part.
* Bodies now have an ocean density: Kerbin/Laythe is 1 tonne/m^3, Eve is 1.5.
* The lowest and highest points of parts are calculated with respect to the water, and a submerged fraction of volume is calculated to modify buoyancy force.
* Impact speed (tested against crashTolerance) depends on impact angle, with a configurable minimum multiplier.
* Drag in water uses drag cubes and an accurate dynamic pressure calculation.
* Drag scales from high on first vessel contact down to a lower value after a few seconds.
* Drag also ramps back up when the vessel is below a minimum velocity (to model the highly turbulent flow when starting from a stop, and to make sure vessels do come to a stop).
* Lift behaves similarly, starting near zero for the madly turbulent flow of initial contact or first movement, up to a reasonable value.
* Various hollow parts have their displacement tuned to account for hollowness.
* Solar panels lose flow rate underwater, rocket engines lose Isp.
* Added underwater fog and tint, fixed camera issues underwater.
* PhysicsGlobals now properly create the default values when Physics.cfg is removed. It includes many new values.
* Drag coefficient changes based on the same factors as turbulent convection (a Pseudo-Reynolds number). This means higher drag high up in the atmosphere, and slightly lower drag when going very fast very low.
* Asteroids have correct drag cubes now.
* Fixed issue with radiator dragcubes being incorrect when the panels rotate.
* Add missing drag cube overrides for hollow parts.
* Kerbal EVA drag cube can now be specified in Physics.cfg.
* Fix issues with override drag cubes and root parts during revert/quickload/vessel switch.
* Fixed issues with female kerbal ragdoll rigidbodies.
* Fixed a bug in calculating how solar flux diminishes in atmosphere.
* Jettisoned Fairing panels now exist in a new layer (L19) dedicated to non-part physical objects.
* Contact with L19 objects does not cause vessels to shift into 'landed' state.
* Kerbals are allowed to stand on L19 objects, regardless of their own landed state (similar to how they behave when on ladders).
* Contact with L19 objects only allows Kerbals to stand and walk while within a surface-level altitude/speed envelope. (contact with these objects in orbit has the same effect as bumping into anything else).
* Eve and Jool had upper atmosphere changes to thin the top band. Duna now shares the molar mass of Eve but has a lower presure than before, leading to the same density (and drag) at sea level but better physical characteristics.
* Fix surface horizontal velocity being incorrectly calculated.
* Launch clamps are now properly kept at the launch pad, they will not follow the current vessel.
* Fix an issue with localisation and settings.cfg. Fix an issue with plugging/unplugging controllers breaking/losing settings.
* Save and load kerbal trait in save games, trait is generated from name hash only if not specified in the save.
* Fix issue with solar day length not being calculated correctly when setting Kerbin's rotational period.
* Workaround for kerbals becoming debris added, to prevent serious issues.
* Sped up finding a given AvailablePart (especially relevant when populating the Load Craft menu).
* Sped up craft loading slightly.
* Sped up FlightIntegrator and in particular the Occlusion part.
* Fix some bugs in resource requests that would lower throttle or miss resources. Optimized resource calls.
* Jets now use a fuel mode that draws an equal percentage from all reachable parts (no-crossfeed parts will block crossfeed).
* Fixed an issue with camera pitch underwater.
* Fixed an issue with error spam from failed raycasts when >600m under water.
* Fix an issue with fast EVAing kerbals leading to NaNs.
* Fix an issue with compound parts and zero look rotation vector logspam, also slight speedup.
* Optimized several contract/progress parameters to not require any code running in update-loops (they're event-driven now)
* Fixed orientation of the sun light in IVA
* All older careers will have their contracts upgraded to new versions, maintaining compatibility.
* Many new career cheats added.
* Contracts.cfg now fully comments itself.
* Fix an issue where non-root parts spawned in the editor did not have their partInfo set correctly.
* Fix an issue where symmetry mode could be increased past its limits.
Part Class and Modules:
* Fixed some issues in RCS, made RCS toggleable in the editor and gave it a thrust percentage slider.
* Solar panels and radiators: fixed curve issue with solar panel efficiency where when at high temperatures the generated EC could go negative.
* Solar panels and radiators now use dynamic pressure instead of (linear) velocity when calculating breakage.
* Fix Solar panels and radiators to support sun tracking drag cube changes even if no extend/retract animation is specified, add support for an offset angle when tracking the sun.
* Solar panels can now extend and retract in the editor.
* Solar panels now respect aero shielding regarding EC generation.
* Parachutes: fixed exception spam in parachute module in the editor, fix where parachutes would cut on decouple.
* Parachutes now have a disarm option when armed and not yet deployed
* Parachute stack icon background shows red when unsafe and yellow when risky.
* Parachutes no longer flutter identically.
* Parachutes no longer instantly snap to the velocity vector.
* Parachute tooltip in the editor shows safe deployment speed near sea level on Kerbin.
* Allow alternators and FXAnimateThrottle to be bound to MultiModeEngine, to an indexed engine module, or to a named engine module.
* Fix some issues in ModuleAlternator, add support for a threshold below which no resource will be pushed/pulled.
* FXAnimateThrottle can now optionally depend on engine output or engine currentThrottle, not on the vessel/UI throttle state. Can also modify anim speed rather than time.
* Added support for layers to ModuleAnimateGeneric, ModuleAnimateHeat, and FXModuleAnimateThrottle.
* FXModuleAnimateThrottle can now weight its animation based on wether the engine is active or not (used with multimode engines).
* Allow MultiMode engines to share throttle state when switching and to have automatic switching be disabled (and the toggle for it not show up).
* Made ModuleAnimateHeat more tunable due to new thermo.
* Docking ports now have gendered as an option, and support limited docking angles.
* Docking ports crossfeed state is now persistent and can be toggled in the editor and by action group.
* Docking ports can have their 'decouple' mode set to stageable.
* Docking ports node type field supports comma-delimited lists of valid types.
* Fix an issue with shielded docking port orientation causing logspam in the editor.
* Various Claw bugs that could break games are fixed.
* Fix Airbrake action group persistence.
* Give airbrakes the same thermal tolerance as other airliner parts.
* Fix issue where the airbrake had no orientation vector set, thus resulting in continues "Look rotation vector is zero" messages when trying to attach in the editor.
* Lower some out-of-norm crash tolerances for aero parts.
* Ladders now properly have multiple drag cubes (due to their animations).
* Fixed ladder extend/retract failing after a load in the editor.
* Shrouds no longer glow on revert and can be set to only detach when the node opens, not just when the part is activated by staging.
* Shrouds can be toggled off in the editor.
* Control surfaces deploy state is now properly persistent.
* Offset cargo bay interior nodes so the inside and outside nodes do not precisely overlap, to aid in part placement.
* Procedural fairings set part mass in the editor as well as in flight, properly offset CoL, CoP, CoM depending on fairing state, properly reset drag cube after deploying.
* Fixed issues with intake logic and display airspeed. Intakes can now have mach curves which can affect their efficiency at different mach numbers.
* IntakeAir is no longer displayed, since it was confusing, instead engines show whether their current requirements are being met.
* Engine modules support new curves for modify Isp based on air density and current mach number, so multFlow no longer exists as a toggle.
* Fixed an issue where throttle was not reset to zero on flameout.
* Engine modules now show percentage of their current propellant requirements being met.
* Fix flow cap not being used in tooltip info.
* Corrected an issue with the 'fuel flow' display.
* ModuleAnimateGeneric events and action can be independently enabled/disabled per scene.
* Make hatch obstruction check distance tunable per part.
* Allow no-activation-when-shielded to be toggleable in cfg for engines and RCS.
* Fix bandwidth calculation typo for ModuleDataTransmitter.
* Activate gimbals when an engine activates, not only when an engine activates from staging the part.
* Fix Brake Torque tweakable on wheels to have fuller range, allow adjusting stiffness in cfg.
* Fix flow cap not being set in jet engine cfgs.
* Intakes and engines can be set in their MODULE config to be disabled when under water (disableUnderwater).
* Decouplers can have their staging and their crossfeed toggleable.
* Fixed several edge cases where CargoBays would not update the shielded status of contained parts correctly.
* Connected cargo bays now propagate any state updates to all bays in the connected space, ensuring all bays refresh when any of them does.
* Units have been added to various part tooltips and Thermal Data, and the part tooltip has more and better information shown.
* Thermal Data shows when skin temp shown is the exposed temperature only or the unified skin temperature.
* Heatshields now show data when Thermal Data is enabled.
* Fixed temperature gauges bug where it was using internal max temperature, not skin max temperature, despite comparing that against the current skin temperature.
* Made edge highlight separately toggleable from the gauges.
* The settings menu now shows the various settings, and F10 toggles through all four possible arrangements.
* Flags no longer count as active flights on the Resume Game interface in the Main Menu.
* Fix issues with FlightLogger's values not accounting for reference shifts.
* If a part on a vessel is targeted, display the vessel label over the part, not the center of the vessel.
* Fix Center of Thrust marker in the editor (was not properly calculating direction).
* Fix an issue where loading a save via the Load Save menu would not properly clear, nor load, AppLauncher messages.
* Fix an issue where an unreadable agent texture would break agent loading (and contracts generally).
* Made crew transfer available from the part right-click menu.
* Made 'rename vessel' available in flight for a vessel whether or not it is under command (though a ModuleCommand still must be present for renaming in the flight scene).
* Fix issues where partname not part title was used.
* Fix vector to target (on navball) to calculate from current control-from-here transform to target transform, rather than vessel root transform to target transform.
* Fix an issue where a tweakable being open might spam OnVesselModified events in the editor. This also lowers memory leaks.
* Double-tapping RMB now enables a mouselook-toggle mode, similar to RMB behaviour in IVA views.
* Added independent key binding [backslash] for mouselook toggle
* Mouselook mode can be cancelled by double-tapping LMB, MMB, or by tapping RMB or Esc.
* Mouselook mode will also self-cancel on any scene changes, but persists through camera mode changes, for uninterrupted panning through multiple view modes.
* Tapping ModKey no longer releases mouselook in IVA.
* AeroFX now tuned better (and more tunable), leading to mach effects down low without flaming rockets at mid-altitude.
* The glow parts make when they heat too much (not the same as the highlighting they get when near maximum temperature) has been tuned.
* Fix issues with flags resetting to default, flags never changing for first two Pad tiers.
* Fix Val's missing visor in the main menu scene.
* Add RenderType to some PQS and Scaled shaders to aid in visual modding.
* Allow eye position offsets specified for seats in IVA, both for normal view and for the portrait view (different variables).
* Allow IVA and IVA-kerbal rescaling.
* Credits scene now has column bars on screen aspects wider than 16:9 (clamping max aspect ratio to 16:9)
* Support having KSPEvents available even when the vessel is not under command (defaults to false, can be set true for an event).
* Fix an issue with VesselModule / PartModule instantiation order differing for fresh and loaded vessels.
* Fix an issue where VesselModule order could not be set, they now can override GetOrder, by which all VesselModules are sorted.
* VesselModules default to order = 999 but FlightIntegrator has order 0 (this will allow easy setting of some modules to run before FlightIntegrator and some afterwards, 0 is a good delimeter).
* GameVariables are now aware whether they are called from the rocket (VAB/Pad) or spaceplane (SPH/runway) side.
* Catch errors during ScenarioModule and Contract loading, preventing breakage when mods throw exceptions during these times.
* Fix an issue in assembly dependency version checking.
* Added a new interface IActivateOnDecouple that will call the stated method when the part decouples on the stated node.
* ConfigNodes/values support comments (which will be serialized on write).
* Add fallback tech tree URL in case the main URL fails to find a valid tech tree.
* PartModules can toggle their part being in the staging list or not.
* Decouplers (and docking ports, but it defaults unstaged) have it on by default. This is part of the base PartModule so all that is needed to implement is add some settings to the MODULE.
* Resources now have an isVisible flag, which determines whether the resource is visible on the right-click menu. Applied it (as false) to IntakeAir.
* KerbalEVA now uses the rotPower member.
* Fix enum parsing in BaseFields (i.e. KSPFields). It should now work.
* Support tagging models with Drag_Hidden (like Icon_Hidden) so they will not be rendered when rendering drag cubes.
* Added OnFlightUIModeChanged event, fired from FlightUIModeManager. (notifies of changing between Staging, Docking and Map modes in flight)
* High-warp (analytic) thermo supports three interfaces, IAnalyticTemperatureModifier, IAnalyticPreview, and IAnalyticOverheatModule for better customization, and uses new fields in Part for tuning.
The update is now available on the KSP Store, Steam and will soon be available on GOG. We hope you will enjoy Kerbal Space Program 1.0.5 as much as we enjoyed making it.
Update November 11th
As announced in the devnotes today we have published a 'silent' patch for 1.0.5. This quick patch brings a few fixes to issues that popped up in the update:
- Reduced engine heating: less explosive decoupling.
- Fixed NRE on Kerbal when the part it's on dies.
- Fixed IVA breaking on crew transfer.
- Fixed typo on Dynawing craft.
- IntakeAir resource is now fully hidden in Resources App.
- Fixed body lift (it now exists again).
- Fixed every instance of part name, so root parts can be detected in all contractual instances.
- Used Unity drag to avoid integration errors on splashdown.
- Clamped parachute radiation.
- Upgrade outdated instances of vessel situations in career saves.
- Included layer 19 objects in potential enclosing colliders for cargo bays. (fixes some occlusion errors)
Steam users will not have to do anything to have this patch applied to their game, those of you who have downloaded it through the KSP store can redownload the game, and finally if you've bought the game through GOG the patch is currently in their approval process, we'll update this thread once it's available. The build number in the main menu will jump from 1024 to 1028 after the patch is applied.
The update is now available for download.
As with any release we have asked a group of YouTubers to share their vision on the upcoming update. Here are the results.
Update 1.0.5 is coming very, very soon. And as is customary, KSPTV will be livestreaming late experimental builds to give everyone a taste of whats to come. [PRBREAK][/PRBREAK] Livestreams will start at noon UTC on Saturday November 7th. The schedule is currently as follows, but is subject to change.
Join our streamers and some of the developers who worked the update starting tomorrow, as they show off all the new features!
12:00 - 15:00
7 AM - 10 AM
NewbiusMaximus streaming Newb's Adequate Space Adventures
15:00 - 18:00
10 AM - 1 PM
MatoroIgnika streaming Contractual Obligations on a Maturday Morning!
18:00 - 21:00
1 PM - 4 PM
EJ_SA streaming The Joy of Rocketry with special guest Ted
21:00 - 23:00
4 PM - 6 PM
Akinesis Gaming streaming Aki's Awesome Assessment
23:00 - 02:00 (Sunday)
6 PM - 9 PM
kofeyh streaming The Weekly Grind with special guest Nathankell
02:00 - 05:00 (Sunday)
9 PM - 12 AM
ShimmyTheJJ streaming Shimmy's Space Quest with special guest NathanKell
05:00 - 07:00
12 AM - 2 AM
1stGhostLive streaming Serious Space
It's always a pleasure to bring you good news. We're in a pretty fantastic position where we have developers working to create and develop features, and a behemoth of an engine update going on at the same time. After assessing the work that the team have completed so far, in terms of features, the engine upgrade, tweaks and fixes, we've decided to plan a 1.0.5 update for KSP.
We're including the further development of the contracts that Arsonide/Brian has been working on, Porkjet's fantastic new (and overhauled) parts, refinements to the Thermal system that Nathan and RoverDude/Bob have been working on as well as a rather large number of fixes and tweaks that the team overall have been working on. Of course, the pace that we did those fixes and tweaks have been massively sped up by the ever invaluable work of the QA Team in triaging, reproducing and fix-testing bugs. 1.0.5 won't be built off of Unity 5, instead using Unity 4.6.4 which is the same as 1.0.4.
We're including the following work in 1.0.5:
Arsonide's Contextual Contracts
The contracts in KSP up until now have been pretty self-contained and independent of much of the player's actions, and the rest of the game. Contextual contracts aims to remedy that with a new system that detects and creates contracts for existing vessels. Satellites, for instance can be tagged in a contract to adjust orbits into an already existing satellite network. The chance for these to appear increases as the player builds and places more assets, causing these missions to show up more often in place of contracts requiring new vessels.
RoverDude's Thermal Improvements
Radiators, the ISRU and RTGs are all getting a bit of attention from RoverDude! Notably, the radiators can now be hotter than the parts they're cooling, allowing for active refrigeration, the ISRU's core now heats separately from its skin and the RTGs now generate appropriate amounts of heat.PorkJet's New, and Overhauled Parts
We've showcased a few of the parts that Porkjet has been working on in the past, namely he's been working on a Space Shuttle Main Engine (SSME) analogue, an overhauled Mk1 Cockpit, overhauled versions of the Basic Jet Engine, Turbo Jet Engine, Mk1 Fuselage, Mk1 Structural Fuselage and Mk1 Intake. You can view these parts in this album, though for now we haven't made a final decision on the Mk3 ramp yet, as it requires a bit more coding.
NathanKell's Thermal Tweaks and Fixes
EVA kerbals now handled properly.
Energy neither created nor destroyed when exposed area changes.
Physics constants and ablation tweaked.
Ablation rate is now based on the maxAmount always, not the current amount.
Heating from engine exhaust improved and rebalanced.
Fix engines not resetting throttle on flameout.
Add missing drag cube overrides for hollow parts.
Flags no longer count as active flights on the Resume Game interface in the Main Menu.
Fixed issue with flag resetting to default.
Fixed issues where parachutes would cut on decouple.
Make crossfeed toggling on docking ports persistent and also available in the editor (and as actions).
FXAnimateThrottle can now optionally depend on engine output, not throttle state.
Fixed issues with FlightLogger's values not accounting for reference shifts.
Fixed Airbrake action group persistence.
Ladders now properly have multiple drag cubes (due to their animations).
Kerbal EVA drag cube can now be specified in Physics.cfg.
If a part on a vessel is targeted, display the vessel label over the part, not the center of the vessel.
Make control surface deploy state properly persistent; fix an issue in the editor update method for them.
Fixed an issue with localisation and settings.cfg.
Offset cargo bay interior nodes so the inside and outside nodes do not precisely overlap, to aid in part placement.
Fixed ladder extend/retract failing after a load in the editor.
Procedural fairings set part mass in the editor as well as in flight.
Fixed issues with intake logic and display airspeed.
Work is still progressing just as quickly as it was on Unity 5, with 1.0.5 serving as our way of releasing the work we've been doing around that to you all. Felipe and Jim continue with their UI tasks, Mike and Dave plow on with KSPedia, Bob continues with the Probe/Antenna Relay feature (he took some time out to improve the ISRU, radiator and thermal features) and much much more that you can read about in this week's Dev Notes!
Good afternoon from Mexico!
Last night at Unite Boston - for those of you who donÃ¢â‚¬â„¢t know - the Unity Awards ceremony took place, and Kerbal Space Program was awarded not one, but two awards: Best Gameplay and Community Choice! It's an amazing honor and weÃ¢â‚¬â„¢re very glad the KSP community supported us in such a major way. We want to thank you from the bottom of our hearts.
Being part of such a strong lineup of games, and walking away with two awards is something we never saw coming, but there are also many games that were nominated, or won awards, that you really should check out:
First and foremost: the winner of the Golden Cube, Cities Skylines. This game is a fantastic city builder with a great developer and publisher behind it. The first expansion pack, which is right around the corner, also looks very promising.
Endless Legend walked away with the award for best 3D experience, and this 4X turn based fantasy game should definitely be on your list if youÃ¢â‚¬â„¢re into the genre.
Ori and the Blind Forest is a stunning looker. In this 2D platformer you explore a deeply emotional story about love and sacrifice. Did we say itÃ¢â‚¬â„¢s a beautiful already? It took the award for best 2D experience!
Probably the only riot training program weÃ¢â‚¬â„¢ve ever seen: Anarcute won best student project! In this game your goal is to escape the police, gather a group of friends and destroy literally everything. ItÃ¢â‚¬â„¢s only a matter of time until Danny2462 gets his hands on this, weÃ¢â‚¬â„¢re sure.
Apart from making games, the Unity engine is often used to create a wide range of tools, art and virtual reality programs. In these categories the winners were Parachute Training Simulator (best visual simulation), UEFA Champions League Nissan Orchestra (best of non game), and Tilt Brush (best VR experience). Finally, Chronos - Time Control walked away with the best store asset award.
Unfortunately the list would grow a bit long if we mentioned all the nominees, but rest assured theyÃ¢â‚¬â„¢re all amazing in their own way. A full list is available at the Unity website.
Thank you to Unity and you all for the awards and a massive congratulations to all the winners on behalf of all of us here at Squad!
[TABLE=width: 965, align: center] [TR] [TD]In 2011, during the earliest days of Kerbal Space Program lead developer Felipe Falanghe stated that we'd bring the game to as many platforms as we could make it compatible with. Today, we're holding true to that statement by announcing that Kerbal Space Program will be coming to the Wii U platform.
Kerbal Space Program for Wii U will be ported by Flying Tiger Entertainment alongside the already announced ports to Playstation 4 and Xbox One. The Wii U is a unique platform that will allow us to include millions of Wii U owners worldwide in our passion for space and our game. We'd also like to thank Nintendo for giving us the chance to do so.
While the news has been slow on our side for the past few weeks weÃ¢â‚¬â„¢ve been discussing update 1.1 and we have some exciting news to share. Now that the Unity 5 update is nearly complete we put it through internal testing and found that we had made enough major changes that we wanted to share these with you a bit more quickly than we originally intended, so weÃ¢â‚¬â„¢ve moved the 1.1 update forward.
This means that the scope of the update will be reduced slightly in favor of speeding up the release schedule. The Unity 5 update in itself brings major changes to many game systems, and delivers a very solid performance boost, via the new version of PhysX being able to multithread across your processor cores. Perhaps more importantly the Unity 5 update has proven to make the game far more stable on 64 bit platforms, meaning a 64 bit client for Windows and possibly Mac OSX is something weÃ¢â‚¬â„¢re looking into very seriously for this update. Also part of the engine update are the overhauls of the UI, wheels and various other systems that youÃ¢â‚¬â„¢ve been reading about in the dev notes.
Helping us accomplish this is modder extraordinaire NathanKell, who is new on the team and will be working closely with the existing developers to polish existing systems and implement new ones:
Aside from a new developer, performance increases, reworked systems and new platform support weÃ¢â‚¬â„¢ll be adding new content to the game as well. Porkjet, RoverDude, Arsonide and NathanKell have been working on a number of features.
The Mk1 cockpit has been reworked, not redesigned from the ground up, keeping the original style that we all enjoy and incorporating in real-life counterpart cockpit designs. The Mk1 parts that received an overhaul a while back are also being slightly reworked to bring them closer in style to the rest of the beautiful spaceplane parts that Porkjet has modeled.
It doesnÃ¢â‚¬â„¢t stop there with the spaceplane parts though, Porkjet has also been working on 0.625m jets and associated parts, as well as spicing up the Basic Jet Engine and Turbo Jet Engine. YouÃ¢â‚¬â„¢ll all be seeing more of that at a later date, as well as a few parts that are currently still being designed and developed.
Porkjet made an album with his work so far.
Click this link!
Antenna Diversity and Probes
A feature weÃ¢â‚¬â„¢re sure youÃ¢â‚¬â„¢re all familiar with by now, if not you should
read this article. RoverDude is still hard at work further refining this feature and incorporating the feedback we received from you, the community. Onwards to QA from there!
Having Contracts that set full missions for you is great fun, but the real sense of achievement comes from watching something take shape and evolve over time. With Contextual Contracts, weÃ¢â‚¬â„¢re hoping to provide the contracts KSP give you with a level of continuation from where you currently are in your space program. Therefore, instead of receiving endless contracts to build a base, you receive an initial contract and then additional ones to add a lab, for instance, or adjust a satellite to meet new requirements. WeÃ¢â‚¬â„¢re talking adding depth, not breadth to the contracts system, something weÃ¢â‚¬â„¢re hoping improves the gameplay dynamic and furthers the potential that Career Mode allows players to have.
Lastly, weÃ¢â‚¬â„¢re planning on adding the framework for localisation into the next update, paving the way for implementing localised versions of KSP. But more on that later!
Of course, a major engine update and these new features all require extensive QA testing. To bring this all together we will be focussing two or three weeks in QA purely on the engine update, after which the new features will also undergo testing and weÃ¢â‚¬â„¢ll have a final part of testing focus on bugs in general to make sure we catch as many bugs as possible, both new and existing ones. All in all it will take us a while to finalize testing still, but weÃ¢â‚¬â„¢re very happy to move forward and spend this time to provide a more stable and fluid experience for everyone.
Keep an eye on our usual development news channels (Devnote Tuesdays and Squadcasts) in the near future. WeÃ¢â‚¬â„¢ll be keeping you up to date on any developments we can share![/TD] [/TR] [/TABLE]
[TABLE=width: 965, align: center] [TR] [TD]WeÃ¢â‚¬â„¢re very excited to announce that Kerbal Space Program is coming to Xbox One! The Xbox version of the game will be developed by the developers at Flying Tiger.
Flying Tiger's development team has proven invaluable in the implementation of Unity 5, bringing a fresh viewpoint and years of experience that have deeply simplified the upgrade process for us. Furthermore, this cooperation has given us the opportunity to keep focussing on the PC version and the upcoming update, while reaching out to millions of console gamers at the same time.
We'll be posting an update on the development of the KSP 1.1 patch on the forums tomorrow![/TD] [/TR] [/TABLE]
Up until now, and including 1.0, KSP development was for the most part horizontal, predominantly adding in features for sandbox and then post-0.18 adding in Career mode features. While there was vertical development in a number of major areas: the VAB/SPH editor, parts, contracts, etcetera, we are now at a point where that becomes the sole focus of KSP development. In other words, we're at a point in KSP's development where we're building upon already existing features to give them even more depth!
This brings us to update 1.1. While there is still a fair chunk of 1.1 to design and plan, we do have a good idea of what we want it to include. While HarvesteR, Mu and Romfarer continue to work on the Unity 5 upgrade, RoverDude, Arsonide and Porkjet have already started planning, designing and developing a few of KSP 1.1's new features.
RoverDude, specifically, has been working on two features that we've been quite eager to tell you all about. Note that these features are still in development and are pending QA playtesting, balancing and feedback as well as community feedback. Additionally, the more challenging aspects of these features will be off or reduced on the lower difficulties in KSP.
The first feature is probe telemetry. With this, a probe must establish a connection back to Kerbin or another 'control point' via an antenna part in order to operate - be controlled by the player, or active in any way. These control points are the planet Kerbin, or a craft with an antenna, a pilot Kerbal, and optionally a large probe core.
An example of using pilots as a control point would be a mission over Duna where a piloted command module serves as the remote control point for a landed, unmanned rover. If the player has a non-pilot Kerbal on board, they can still fly the ship, but they would lose access to the probe's piloting capabilities (i.e. a ship where a player uses a probe core for control, and crews it with a non-pilot).
However, given the length of time a player would have to spend on simulating a relay network around Kerbin in order to ensure that the KSC is always reachable would be significant, we felt it would be better to have Kerbin simulating a Deep Space Network. It's a ground-based network of relay stations that attempt for complete coverage of Earth. In KSP this is translated to the Tracking Station. As a player upgrades their tracking station, the range of Kerbin's Deep Space Network will increase, eventually allowing it to receive signals all the way from Eeloo's closest approach to Kerbin - similar to New Horizon's range. In this design, the player then only has to send the signal to Kerbin, saving the triviality of waiting for the KSC to be on the facing side and breaking gameplay flow.
At this point, you may be wondering what the second feature is, you may have forgotten about it or you may have figured it out. If it's the last one, well done! RoverDude's second feature for 1.1 is antenna relay networks. It extends to range, network pathfinding and soft occlusion of celestial bodies.
In gameplay terms, this means that if you want to send data back to Kerbin, or control your probe while you're out of range from your control point, the probe will attempt to use relay satellites you've set up to communicate with a control point and the pathfinding model will simulate celestial bodies being in the way. Additionally, there's no direct pointing of antennas, meaning you won't need to have it pointing at the control point for a connection. The occlusion is slightly fuzzed or 'soft' to make it a bit more forgiving, for example Minmus won't stop you from being able to control your probe around Duna as it passes between you and Kerbin.
To go along with this we've also modeled three new advanced antenna parts to serve as relay dishes. They're heavier than existing antennas, but offer the feature of automated network relaying.
However, relays are not always required due to the nature of the Kerbin Deep Space Network we mentioned earlier. In the current design, it will be completely possible to shoot a signal directly from, say, Duna to Kerbin - with a sufficiently large antenna on your vessel. Though you will likely want to set up relays to deal with occlusion issues mentioned below. One possible use is that you may want to set up a relay network in a Duna polar orbit to allow continuous control to a landed rover.
The relay/signal occlusion is present only for celestial bodies - not vessels or asteroids - and is implemented via analytic geometry. A probe in a low Munar orbit would be blocked while on the far side of the Mun, but a probe sending a signal from Jool would likely not be blocked by Minmus - the soft occlusion angle is fully configurable on an antenna by antenna basis for modders.
We've focused on designing these features to be simple and approachable, using inspiration from some of the plugins that have implemented similar features. For example, we opted to have no flight computer, signal delay or antenna pointing. However, there is a clear distinction between the lightweight antennas used for direct communication, and the heavier, more complex antennas used for building up relay networks - the extra mass comes from the hardware required to store and forward data onto the relay network.Another area we've made more approachable is the default implementation of a built-in deep space network, where Kerbin has an ever-increasing inferred relay network, similar to what we have on Earth. The range of this network will be decreased if the player is on 'Hard' mode, effectively requiring the player to set up their own deep space network. On 'Easy' mode, relay, and antennas operate as they do today, with your only limitation being the power constraints and packet size of the antennas themselves. Furthermore, the settings will be exposed in the difficulty settings so they can be toggled in Custom Difficulty.
Of course, science will also be subject to the antenna transmission and relay rules as well, using the same pathfinding rules and access to Kerbin's Deep Space Network as probes. With the exception that science must trace a control path all the way back to Kerbin.
And there we have it! That's two of the principal features for 1.1 that will change the way you play KSP, but how much so is very dependent on how you play, what difficulty you play on and your game mode. We're pretty excited about these features and looking forward telling you more about 1.1 as development progresses; hopefully you are too!
Please feel free to leave comments on any questions and the like that you may have.
We are happy to announce that Valentina Kerman is now available at our Shapeways Store!
As part of the announcement IÃ¢â‚¬â„¢m going to explain to you how I prepare a Kerbal for 3D printing. First of all, I need to find the file with Valentina and the rig used in the game animations. Next step is to pose Val to match the rest of the crew available at Shapeways.
Next up, the model needs to be adjusted for 3D printing. You can find the requirements and technical specifications at the Shapeways Materials page. So the easiest thing to do at this point is to separate the model into different parts (here IÃ¢â‚¬â„¢m talking about internal parts, at the end one single mesh will be exported) and start closing holes.
One of the requirements for 3D printing at Shapeways is that all meshes should be watertight. That means there shouldnÃ¢â‚¬â„¢t be any Ã¢â‚¬Å“open facesÃ¢â‚¬Â. So an optimized model for the game should not work for printing. Some parts of the model, like the body of our Kerbal, work with an empty space on the interior. It should be a walled structure, with an escape hole for the excess of material. That makes the model less expensive, because it will use less 3d printed material.
Next step is to extrude the faces of the model of the sections that need support walls. For example, the head and the body. Those two have empty interiors. To extrude the faces I need to be working with mm inside of Maya for the sake of convenience. I only need to push the faces 2 units and most of the times this works just fine. Some parts, like the neck, need to be relaxed, so that faces wonÃ¢â‚¬â„¢t intersect with each other.
Now that we have a watertight model, with support walls to have an empty interior, I need to combine all the shapes into one single mesh, and export the model. Valentina is ready to be uploaded to our Shapeways account, and see if the automated tests send any problems. As you can see, the tweaking process of a model is not extremely complicated, but it needs patience, to be careful about the small details and to always have an eye at the Maya units.
Once everything is OK, we send the print to Shapeways!
Our friends at Shapeways have sent us some pictures of the printing process of Valentina at the lab. You can find over here a detailed video of the process: