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  • Kerbal Space Program update 1.1 “Turbo Charged” is now available!


    KasperVld

    1.1 Turbo Charged

     

    Hello everyone!

     

    Kerbal Space Program is “Turbo Charged” by the release of patch 1.1!

     

    After almost a year of hard work our major update is finally here! In the package you’ll find a large boost in performance due to the upgrade to the Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you mod the game to ridiculous lengths, and the brand new KSPedia reference guide for all the information you need to play the game!

     

    That’s not all though, here are some of the highlights for this patch:
     

    All new user interface
    The user interface has been rewritten from the ground up to take full advantage of Unity 5’s new integrated systems. The ‘parallel’ UI systems have been removed and the game now uses only one system, adding to the performance bonus the update already brings. Almost all interface elements have been redesigned and tweaked but have retained the familiar feel for experienced players. The most notable tweaks can be found in the map view, staging, IVA portraits and the right-click part menus.
     

    Players can now search through parts by typing in text greatly reducing the time needed to find that one part needed to complete the rocket. The Tracking Station will inform the player of a craft’s next maneuver node time, helping players to maintain several active flights at any one time. The Space Center overview features buttons for all the buildings, making sure you don’t miss out on any part of the space program by overlooking mission control!
     

    KSPedia

    KSPedia will be the primary source for information on just about anything in the game. New players will find the basics of building and flying explained here, and more experienced players can take in information about more advanced concepts such as docking, in-situ resource utilisation and all the information they need to plan a successful mission to the next planet or moon.
     

    New tutorials and scenarios
    The tutorials have been extended and reworked from the ground up. The new tutorials will cover topics ranging from basic and advanced construction and flight, to docking and landing on Mun. Learn how to execute the perfect gravity turn, orbit Kerbin and land the Eagle.

    Not only tutorials have been reworked: we’ve extended the available pool of scenarios as well, increasing it by 150%! Use a spaceplane to re-enter the atmosphere and land it back on the runway at the Kerbal Space Center, return a craft without heat shield from Duna, or beat SpaceX at their own game by flying back the first stage of a rocket to the launch pad. These new scenarios will unlock these advanced topics for any player!
     

    A special thank you goes out to everyone involved in testing the QA, experimental and pre-release versions.

    Kerbal Space Program 1.1 is now available on the KSP Store and Steam, and will soon be available on other third party platforms.

     

     

    Edited by KasperVld


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    From what I saw browsing the 1.1 pre-release sub-forum just before the release, it doesn't look like the reliability is quite as good as it ought to be yet.  I really wish they would have taken 3-4 more days to squash a few more bugs before release (modders also would have had more time to port their mods during this time anyways, so for many players the delay would have meant little...)

    Still, I congratulate SQUAD on this achievement.  I just hope they will realize that KSP still isn't quite where it ought to be yet- only now is it finally nearing the point where I think they even should have released it as 1.0 in the first place (IMHO Unity 5 should have been a prerequisite for the 1.0 release), minus a few bugs...

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    4 hours ago, RYU AZUKU99 said:

    Yes it is a small difference but its a difference that I just cant unsee. It is essentially a slight fish eye kind of effect. Anyone have any fixes?

    What you are seeing appears to be the way that cameras and lenses work, when zoomed out. Wide fields of view. Objects in the center look better, with distortion / stretching at the edges. Narrower fields of view look better. I think correcting for edge distortion would require an overhaul of the camera system, and/or post-processing (would hurt FPS.)

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    4 hours ago, EwingKang said:

    Now let's grab our pitchfork and make squad start 128bit version.

    Minor problem, 126bit computers are really uncommon and there is no advantage over 64 bit except number sizes. Plus how do they compile it without a custom game engine?

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    Thank you Squad!

    Now, onto the next thing I demand to receive from you...

     

    ...Some pictures of the devs sipping cocktails on a sunny beach, because by the Kraken you deserve it. :P

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    21 minutes ago, Wardstone111 said:

    Minor problem, 126bit computers are really uncommon and there is no advantage over 64 bit except number sizes. Plus how do they compile it without a custom game engine?

    128bit? ALL THE MODS!!! No, actually, one could load all of the mods, you'd have enough memory for every single mod made for KSP. 

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    On 04/19/16 at 1:16 PM, basic.syntax said:

    What you are seeing is a new startup option... Steam will start the 64-bit version by default, on capable hardware.

    Every time i go to the VAB, nearly all of the parts are missing.

    Help.

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    4 minutes ago, Fredbear12returns said:

    Every time i go to the VAB, nearly all of the parts are missing.

    If you have mods installed, they may need to be updated for KSP v1.1. Temporarily remove all mods.  One way to do this is ...  assuming you are running KSP on Windows, in file explorer, look for C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData  Temporarily move any folders you see - (except \Squad ) - to another folder.

    Next, look for C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\settings.cfg   and rename this file to settings.cfg.old.   Restart KSP and it will be re-created, with default settings. 

    If this seems too risky or not helpful, take a look in the support topics over here, look for posts similar to your problem, or post a question in the appropriate folder. 

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    What's going on with the hosting server? I tried to download game twice so far, and both times it failed because of "Server migration" What the heck? I'd understand if server would die under the load of all users trying to download the update immediately after the release, but it's been 10 hours between both tries.

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    Woohoooo.

    Thats a small step for a Kerbal, a giant leap for all Kerbalized and Kerbalization :D.

    BIG THANKS to Squad, all Moddars and the Kommunity for all the work.

     

    And now?

    MULTIPLAYER!!!!! 

    (and Vulkan...?)

    Edited by Jansn67
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    Really Awesome!  Kinda miss not having the communications network though.  Also want the barn but thats ok lol

    I did notice a very minor bug.  When I right click a materials lab and run the observation the menu will jitter while the lab doors are opening.

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    6 hours ago, CaLVin-K said:

    128bit? ALL THE MODS!!! No, actually, one could load all of the mods, you'd have enough memory for every single mod made for KSP. 

    • Ignoring that different Operating Systems utilise the bits in memory addresses in interesting ways.
    • Ignoring that different hardware currently utilise differing numbers of physical lanes (AMD = 46? Intel = 42?)
    • Ignoring that cost of installing that much memory.
    • Ignoring how many mods you'd need to fill it.

    A medium sized system has 16GB, and a 64 bit architecture could address up to 16ExaBytes.  If miracles happen, we could optimistically double memory every 2 years.

    • That gives 60 years to get from 16GB to 16EB
      • Double ten times to go from GB to TB, another then times from TB to PB, and another ten times from PB to EB
      • 30 doubles, 2 years each, 60 years total
    • Only by then would we need a 128bit build

    By then I hope to be flying an actual SSTO craft to the Mün :wink:

    Edited by MatBailie
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    6 minutes ago, CattyNebulart said:

    Disappointed in the release it is very very buggy. That is fine for a pre-release but... You should have spent 2 more weeks ironing out some bugs.

    I haven't tried playing it yet, but if this is true it makes me very very sad.

    • I too would have preferred waiting two weeks for a truly stable release
      • I'd have preferred waiting Any number of weeks
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    Dear people sad about it's release in 1.1

    but think of all the people who have not bought it over steam, those that bought it from the shop or gog, they now can finally too come into the exclusive experience that is all the new 1.1 functions and mods more or less exclusively developed amongst that major version.

     

    As hard as it may be for all of you who bought a steam version that would haver rather waited a very long time, you can backup your folder since it's not saving in documents but is portable, that means you can keep the old 1.05 version as well as the 1.1

     

    All the other people were only able to have 1.05

     

    I'm glad 1.1 is out because that means that most or all major issues are solved and the rest will most likely not be mod breaking in the majority of cases.

     

    -- edit --

    also from my experience: the prerelease already blew 1.05 out of the water (especially performance but also stability, especially on x64), I don't know what people do to their ksp to have it extremely buggy might be the nature of physics sims and apparently I'm far from alone with this experience

    Edited by lude
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    So I just went to the store to download and got a server migration message.

    Server migration?

    Today?

    less than 20 hours after release?

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    5 minutes ago, John FX said:

    So I just went to the store to download and got a server migration message.

    Server migration?

    Today?

    less than 20 hours after release?

    Working fine here. Maybe try flushing your DNS cache?

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