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    HarvesteR

    0.23 Update News

    By HarvesteR, in Developer Articles,

    Hi,


    It’s time to talk about our goals for the next update. As you all know, we’re on a major push to develop Career Mode, but after a release as large as 0.22 was, we needed to have an update to catch up on all the stuff we’ve added, fix bugs and revisit some of the features in the last update. This is all so we can start off the next big thing on Career Mode with a game that’s as stable and polished as we can make it.



    So these are our main goals for 0.23:

    * All-Around Optimizations
    We’re going through each line of game code and making sure things are getting done as efficiently as possible. We’re also optimizing the asset loaders to reduce loading times, and upgrading to the latest version of Unity, to take advantage of all its new tweaks and fixes.

    * The Science Archives
    Collecting scientific data isn’t just about advancing the tech tree. The Science Archives will be a new section on the R&D Facility, which lets you review all the data you’ve accumulated to date. This is your library to view all the knowledge you’ve gathered for Kerbalkind. Also, this overview should help plan future missions.

    * Tweakables
    This long-awaited feature is finally coming with this update. Tweakables will allow you to open a context menu for each part during construction. This allows for unprecedented freedom in design and setup of a spacecraft. Want your wingtip control surfaces to act only as ailerons? Or your landing gear to start deployed or retracted, or to make some of them steerable? Tweakables will allow for all that, plus many other adjustments.

    * Science Revisited
    We too have been playing the newly-implemented Career Mode, and taking in all the feedback from the community. We are changing a few things to make Science much more interesting:
    * The Transmission logic is being redone, so no matter how many batteries you’ve got, you won’t be able to max out a subject by just using antennas.
    * We’re also changing the way experiments allow being reset, so don’t get too attached to those endlessly-repeatable experiments.

    * Science Lab Module
    If getting the data back to the labs is not an option, you’ll now be able to get the lab itself to the data instead. With antennas not able to max out a subject anymore, the Lab Module will allow you to increase the max amount of science you get from transmitting, by giving your crews a way to run tests and analyze the experiment results ‘in the field’, before beaming it back home. Don’t expect this to be a compact piece of equipment though. In fact, not many parts are larger than the Lab at the moment.

    * EVA Data Transport
    With new ways to process experiment data, we’re also going to need new ways to move it around. EVAs will now be able to collect and store not only their own experiments, but also collect data from other modules and data containers, including other Kerbals on EVA.

    * Quite a lot of other stuff
    Overhauled UIs, 3D Mouse Support, Monopropellant-powered EVAs, Steerable landing gear, Secondary propellants for engines, more Biomes, and of course, hunting down some of the most critical long-standing bugs… The list goes on.

    So these are our highlights. As always, these topics are our goals for the next release, and do not imply a commitment on our part to deliver them. If something doesn’t make it in time, we’ll push it back, and conversely, we could even end up adding stuff that’s not on this list, so the bottom line is, we aren’t writing this in stone.

    Stay tuned for more news as we develop them.

    Happy Launchings!

    Cheers

    Maxmaps
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    <td class="cms_table_td"><b>Developer Updates</b><br /><br /><ul>
    <li><b>Felipe (Harvester):</b> Working with everyone on planning the next update. We’ve got some pretty cool stuff coming, stay tuned for a dev post about the 0.23 highlights soon. Also fixed a few small details here and there with R&D, upgraded the build servers to use Unity v4.2.2, and added a new dev tool that lets us bypass the main menu when we’re testing, which should make life a lot easier for us. I’ve also been going over all the feedback we’re getting on the R&D systems, and I’m very happy to see such a warm response from everyone about it. We certainly have a few tweaks still to make, but for a first-time implementation, this was far beyond even our most optimistic expectations. <br />
    <li><b>Rob (N3X15):</b> Set up a test instance of Spaceport 2 for everyone else to play with. Still a lot to do, but fixed a few bugs and incompatibilities. Development on hold pending approval of some things by management. Otherwise, the usual fixing of issues and making sure the servers didn’t implode with 0.22.<br />
    <li><b>Chad(C7):</b> Worked with Felipe and Mike on planning the implementation of 0.23 this week. I’m also testing Unity 4.2.2 as an upgrade to the base engine of KSP, and working with the QA team to resolve any issues or regressions there.<br />
    <li><b>Alex (aLeXmOrA):</b> DevHrMx conference in Mexico City last Friday, fixing some Launcher bugs and issues with the new CDN implementation for downloads.<br />
    <li><b>Daniel (DanRosas):</b> Vacation time.<br />
    <li><b>Mike (Mu):</b> We’ve been planning the next update and I’ve been putting finishing touches to the performance enhancement branch. Implemented yet more speed boosts to a variety of systems.<br />
    <li><b>Marco (Samsonart):</b> Once the update was out it was mainly teaching people how to update, explaining the principles of career mode to those who didn’t get it and of course get ready for the DevHr conference we had on Friday.<br />
    <li><b>Miguel (Maxmaps):</b> After a small celebration with the release of 0.22, it's back to contacting people and letting them know about KSP. Had a blast at the DevHR conference down here in Mexico City. Video’s up for that but it’s in Spanish. <br />
    <li><b>Bob (Calisker):</b> While last week was getting everything ready for update 0.22 launch, this week is about trying to make sure people know what the update is about and setting up some Let’s Play videos and streams so both old and new players are getting their chance to experience the first iteration of Career Mode.
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    <td class="cms_table_td"><b>Through The Telescope</b><br /><br />We have some very talented people playing KSP. Many videos, images and stories pop up regularly, but this is certainly the first time I've come across a recomposition of the main KSP theme. <a href="http://forum.kerbalspaceprogram.com/members/74339-BahamutoD" target="_blank">BahamutoD</a> has shared his interpretation of the KSP theme in metal. The result is a whole new interpretation from <a href="
    " target="_blank">HarvesteR's original composition</a> while it maintains a very recognisable tune.<br /><br />Check out the <a href="http://forum.kerbalspaceprogram.com/threads/53047-Epic-KSP-Theme-song">thread</a>!</td>
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    <td class="cms_table_td"><b>YouTube Spotlight</b><br /><br />We are suckers for cinematic videos of Kerbal Space Program. This one has been floating on the Youtubes for a while now but we feel it deserves more views than it currently has. Enjoy.<br /><br /><iframe width="560" height="315" src="//www.youtube.com/embed/WTiyP2UuJUI" frameborder="0" allowfullscreen></iframe></td>
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    <td class="cms_table_td"><b>KSP Mod Spotlight</b><br /><br />What do landing a rover with a skycrane and fuel transfer options have in common? ... No? You can do both and a whole lot more with the help of the Kerbal Attachment System of course!<br /><br />Kerbal Attachment System (or KAS for short) is one of those mods that has a really large fanbase. KospY released version 4 this month, which has brought a massive amount of new functions to the mod.<br /><br />Kerbal Attachment System thread.</td>
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    <td class="cms_table_td"><b>Development snapshot of the week</b><br /><br />No development snapshot this week because work on 0.23 hasn't yielded anything to show yet. We'll be sharing snapshots as they become available throughout development!<br /><br />Meanwhile, Arthur from Poland shared this screenshot of a disappointed Kerbal.<br /><br /><img src="http://i.imgur.com/C59Nte9.jpg" /></td>
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    <td class="cms_table_td"><b>Editor's Notes</b><br /><br />This week has been amazing! KSP 0.22 was released and we've had an incredible community response. We were captivated by the involvement and passion the community shows on the Forums, Reddit, Facebook and many other places.</td>
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    <td class="cms_table_td" colspan="2"><p align="center"><font size="1"><b>Brought to you by the KSP Media Group</b><br />
    Author: KasperVld<br />
    Editor: Maxmaps</font></p></td>
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    HarvesteR
    Hi,

    I'm very happy to announce that the 0.22 Update to KSP is now officially released!







    As you're all probably aware, this update introduces the long-awaited Career Mode which, while still under development, is now open. This update was one of, if not the largest update we've ever done in terms of amount of content and features.

    Here's the changelog:


    * Career Mode:
    - Career Mode is now open! Although still very much under development, you can now start new Career saves.
    - Sandbox mode, of course, is also available from the start.

    * Research and Development:
    - Added the Research & Development Facility to the Space Center.
    - R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode).

    * Science:
    - Researching requires Science, which must be earned by performing experiments during your missions.
    - You can now collect surface samples while on EVA, and process them to do Science.
    - Science experiments return results, which are different for each situation in which the experiment is performed.
    - Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System.
    - Added a new dialog to show the results of experiments when reviewing the collected data.
    - Added a new dialog to show a breakdown of all scientific progress made after recovering a mission.

    * Parts:
    - Added new scientific parts, like the Materials Bay and the Mystery Gooâ„¢ Canister. Also added experiments to many existing parts.
    - The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data.
    - The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option.
    - Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in.
    - Added a new deployable antenna, which is an intermediate model compared to the two original ones.
    - Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it.
    - Nose Cones now actually help with improving stability during atmospheric flight.
    - Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future.
    - Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions.

    * Editor:
    - Added a system to allow saving and loading of Sub-Assemblies.
    - Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used.

    * Space Center:
    - The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements.
    - Greatly improved the Island Airfield.
    - Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night.
    - Added a new backdrop and soundtrack for the Astronaut Complex Facility.
    - Added a new music track for the R&D Facility.

    * Flight:
    - It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter.
    - The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever.

    * Solar System:
    - Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments.
    - Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.

    * Launcher:
    - We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game.

    * Windows and OSX Installers:
    - The KSPStore version of the game can now also be downloaded as an installer wizard on Windows, and as a .dmg image on OSX.

    Bug Fixes and Tweaks:
    * Fixed an issue that caused a stream of errors to be thrown after planting a flag and opening the map.
    * Fixed several minor and not-so-minor issues with scene transitions.
    * Greatly improved the scene transition times. Loading delays between scenes should be significantly reduced.
    * The SAS indicator on the UI now changes colors to indicate when your input is overriding it.



    As always, you can get the new version on our KSPStore. But this time, not only can you download a zip file or use the Patcher tool, we've also got an Installer package for Windows and OSX, to make the installation process simpler.

    If you have the game on Steam, you should be automatically updated soon (It could take a few minutes for it to detect the new version, try restarting your Steam client if it takes too long).

    Happy Launchings!

    Cheers

    Maxmaps
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    <center><iframe width="640" height="480" src="//www.youtube.com/embed/orLHj_eJMOs" frameborder="0" allowfullscreen></iframe></iframe>
    <br />10.16.2013</center>
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    Maxmaps
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    <td class="cms_table_td"><b>Developer Updates</b><br /><br /><ul>
    <li><b>Felipe (Harvester):</b>We’re now in Experimentals! Huzzah! Not sure how to feel about it though, because on one hand, it does means we’ve made some form of progress, on the other, we now have a categorized list of everything we still have left to do, and it’s getting mighty big. In any case, work continues at a frantic pace to get everything lined up and ready to go.

    This week’s been largely about correcting issues and tweaking the design of the tech tree and the new gameplay aspects. I’ve also fixed a number of other issues which created possible exploits to gain “easy†science. We’re gradually dialing in the way the game lets you earn your science, and it’s been a new and interesting challenge to tackle. I think it’s coming together very nicely though.
    <br />
    <li><b>Rob (N3X15):</b> Debugging issues with the patcher for experimentals. Also working on subpages for Spaceport addons (screenshots, documentation, files, etc).<br />
    <li><b>Jim (Romfarer):</b> I’m doing the usual experimental phase stuff. Polish and fixing bugs.<br />
    <li><b>Chad(C7):</b> I’ve been working hard on testing and polishing up some areas of 0.22. We’ve started experimentals, which is pretty exciting indeed! It’s been a lot of fun to test the game with all the pieces finally coming together. I’ll be back at the bug fixing this week.
    <br />
    <li><b>Alex (aLeXmOrA):</b> Still working on the CDN implementation for game file downloads.<br />
    <li><b>Daniel (DanRosas):</b> Tried to use Irradiance Particles instead of Final Gather in the render. Turned out it was a problem, since Kerbals are low poly, and that got in the way of the way light was calculated in the scene. Right now I’m juggling between renders, light setup and polishing animation.<br />
    <li><b>Mike (Mu):</b> I’ve been sick the past week so been enduring and recovering. In other news i’ve been fixing bugs.<br />
    <li><b>Ted (Ted):</b> Find all the bugs! We've hit Experimentals this week with the 0.22 update, so it's been very busy here co-ordinating that and ensuring that the Testers have what they need to be breaking features and finding issues. Also had an interview with the Squadcast Team on Friday for KSP-TV, which I really enjoyed.
    <br />
    <li><b>Miguel (Maxmaps):</b> Event planning. DevHR down here in lovely Mexico City on October 18. Afterwards, KSP centric plans with Bob; no we’re still not quite ready to talk to you guys about it.
    <br />
    <li><b>Bob (Calisker):</b> Time to get ready for 0.22 update and all that comes with it. Hoping we have some pretty pictures to share with media, as well as details. Also, planning continues for something I’m not ready to talk about in public yet.
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    <td class="cms_table_td"><b>Through The Telescope</b><br /><br />
    Remember Harv / HOC Gaming, the guy from the "That's no Mun base?" series? He's back with a whole new series about space tourism in KSP! This time Harv is taking on the challenge of setting up a comfortable habitat in the Jool system for the tourists to enjoy. Will he succeed? Follow his program on
    !</td>
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    <td class="cms_table_td"><b>YouTube Spotlight</b><br /><br /><iframe width="560" height="315" src="//www.youtube.com/embed/lyjQuazcyP0" frameborder="0" allowfullscreen></iframe></td>
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    <td class="cms_table_td"><b>KSP Mod Spotlight</b><br /><br />
    Is space just a bit too quiet for your tastes? Do you feel the need to hear the voices of the crew down at Kerbin or just the booping of your command pod's controls as you navigate the vast nothingness of space? That's where Chatterer comes in. This spiffy little addon will add a variety of ambient noises to your missions.

    The fact that no one can hear you scream shouldn't mean you can't hear yourself screaming. </td>
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    <td class="cms_table_td"><b>Development snapshot of the week</b><br /><br /><!-- here we have our development screenshot of the week! --><a href="http://i.imgur.com/uFvNSwH.png" target="_blank"><img src="http://i.imgur.com/QZlvsKZ.png" /></a></td>
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    <td class="cms_table_td"><b>Editor's Notes</b><br /><br />
    Experimentals are out! Work continues on 0.22, and we're happy to say you won't have to wait much longer to have it in your hands. KSP Weekly will continue as normal, except for an exciting move in the very near future.</td>
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    <td class="cms_table_td" colspan="2"><p align="center"><font size="1"><b>Brought to you by the KSP Media Group</b><br />
    Author / Editor: Maxmaps<br />
    With help from: KasperVld</font></p></td>
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    xPDxTV
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    <h2> October 1, 2013 </h2>
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    <h3>KSP Headline</h3>
    <p> R&D explained as developer Felipe 'Harvester' gives us more details. </p>
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    <li> Your weekly KSP Team update. </li>
    <li> Colour makes the world more interesting.</li>
    <li> Enhancing your nav ball experiences. </li>
    <li> Pleborian lays down his pen and ink to focus on his university studies. </li>
    <li> The Kethane Travelling Circus comes to town! </li>
    <li> Didn't get into the weekly? We are soon planning to share your items on our official Facebook / Twitter so don't forget to follow our social media! </li>

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    <div class="ksp_weekly_item bottom_border">
    <h4>KSP Team Updates</h4>
    <ul>
    <li><b>Felipe (Harvester)</b>: I've done a huge amount of work on R&D to get it all working. The main hurdles are mostly cleared now, so only the thousands of little details remain. Added new experiments for the old sensor parts, added surface sample collection for EVAs, and added a module to allow EVAs to store their experiments upon boarding the vessel. This was critical because otherwise, the data would be destroyed when the EVA character is removed. Once stored, the experiment data lives in the pod and can be recovered or transferred like any other experiment. Apart from that I’ve also continued work on the new Science UI to make it as intuitive as possible. All experiments can be reviewed once data is collected and the UI lets you choose what to do with the data (transmit, keep or dump). That’s working nicely now. Also added a system to award “recovery†data when recovering vessels that have been places. Makes sense that you’d learn something from reverse-engineering a vessel that didn’t explode. Lastly, got the R&D screen to appear from clicking the new R&D facility at KSC, got to play with the entire system for the first time. Lots of small things still left to take care of, but it’s finally starting to look like something.</li>

    <li><b>Rob (N3X15)</b>: Lots of work on Spaceport 2.0: Screenshot gallery support, documentation attachment support, added Markdown parsing to addon descriptions and changelog (we actually HAVE an addon description page now), fixed our database upgrade system breaking things, tag voting system is in and works beautifully (although it looks ugly at the moment), fixed our XSS filtering library being broken on PHP 5.3+, and adding missing templates. Also various other things this week, like forum issues, helping Alex with our new CDN, and figuring out what to do with Old Spaceport. Overnight update - Completed styling of tag entries.</li>

    <li><b>Jim (Romfarer)</b>: This week i had to update all 55 icons we use on the new R&D gui and upgrade those that were..., well, unfinished. As the R&D stuff enters the testing phase this week there has been a lot of things to do making it all work as Felipe mentioned. Since the tricky parts of my gui code was completed weeks ago i have mostly been assisting Felipe hooking it all up to the backend. </li>

    <li><b>Chad (C7)</b>: I’ve been spending my time helping out wherever I can with 0.22. Creating descriptions, experiments, and adding new art assets to the game.</li>

    <li><b>Alex (aLeXmOrA)</b>: Working on the setup of a new CDN network from where users will be downloading the game, instead of AWS. </li>

    <li><b>Daniel (danRosas)</b>: Guess what I’ve been doing? You’re right, animating! </li>

    <li><b>Mike (Mu)</b>: I finished off the tune up work i’ve been doing. The profiling for this branch looks really great and I’m looking forward to it giving you all some performance overhead. </li>

    <li><b>Ted (Ted)</b>: Continued Testing Artyom's R&D Facility and the rearrangement of the KSC. Additionally, we've - the QA Team and I - have been gearing up to test R&D itself. Additionally, Branch Testing has been proving to be a very efficient method of Testing 0.22 and its first run has been very painless - always a good thing. </li>

    <li><b>Artyom (Bac9)</b>: Not much to tell, all the content I did is going through the testing process, so most of the stuff that needs to be done consists of small and unexciting fixes. Last thing I did was an improved runway collider and an altered runway model with some decal fixes, for example. Made some tweaks to a few textures, added the updated island runway. </li>

    <li><b>Miguel (Maxmaps)</b>: Planning for a local event by the name of Devhr.MX, which is looking like a complete ton of fun, also working with Bob on some super sweet stuff we’re not quite ready to talk about yet.</li>

    <li><b>Bob (Calisker)</b>: Put together some pretty exciting plans that aren’t ready for primetime just yet but should be fun. Just need to tie up a few loose ends first! </li>
    </ul>
    </div>

    <div class="ksp_weekly_item">
    <h3>YouTube Spotlight</h3>
    <p> Until now I hadn't heard of Dentipus. With his video 'Colours' he exploded on to the scene from seemingly nowhere with brilliant camera work and attention to detail. In this video short you'll be traveling across the Kerbalverse with style.</p>
    <div align="center"><a href="http://www.youtube.com/user/Dentipus?feature=watch"_blank">Dentipus</a></div>
    <br/>
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    <h3>KSP Mod Spotlight</h3>
    <p> Today we spotlight EnhancedNavBall which in its original concept was a planned feature for .18 but due to time limitations was forced to be pushed back. Kitoban has recreated the original plan for this implementation with some changes requested from the community. So while not 100% what was intended for the stock game, it still remains a very useful tool. This mod doesn't add any unique windows but instead uses the stock nav ball location and makes the changes required.</p>
    <ul>
    <li><a href="http://forum.kerbalspaceprogram.com/threads/50524-0-21-Enhanced-Navball-1-2/" title="" target="_blank">EnhancedNavBall Forum Thread</a></li>
    <li><a href="http://kerbalspaceport.com/enhancednavball/" title="" target="_blank">EnhancedNavBall Spaceport</a></li>
    </ul>
    </div>


    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Mod Showcase</h3>
    <p> In this mod showcase we'll go over all the features you can expect to see in EnhancedNavBall to enhance your overall maneuvering experience. </p>
    <ul>
    <div align="center"><a href="http://www.youtube.com/user/xpdxtv?feature=watch'>http://www.youtube.com/user/xpdxtv?feature=watch"_blank">PD</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/iVui6Fr1vuA" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3> Through The Telescope </h3>
    <p>Community Spotlights By: <a href="http://www.youtube.com/user/xpdxtv" target="_blank"> Alex </a></p>
    <p>Geschosskopf and <a href="http://forum.kerbalspaceprogram.com/threads/43871-The-Kethane-Travelling-Circus-EPISODE-14-The-Flight-of-the-D-OH!" title="" target="_blank">The Kethane Traveling Circus</a> have quite a story to tell of their adventures. Using a variety of mods and story telling in the form of forum posts you can follow their adventures. Currently on Episode 14 there is quite a bit of story to catch up on if you haven't previously seen this story. It is a very interesting read complete with photographs of their exploits.</p>

    </div>

    <div class="ksp_weekly_item">
    <h3>Editor's Notes</h3>
    <p> For your chance to be featured in the next KSP Weekly or on Facebook / Twitter send xPDxTV a private forum message containing a link to the forums, imgur, youtube, spaceport or wherever you have your fan creations hidden away! We want to see your screenshots, animations, drawings, videos, cinematics , mods and everything else! Mod creators: to help give all of your mods justice; if you would like to appear on the mod showcase to talk about your mod please include that in your message.

    </div>
    </div>

    <br clear="all" style="clear: both;" />
    <div class="ksp_weekly_footer">
    <p>
    <b>Brought to you by the KSP Media Group</b><br/>
    Author / Editor: <a href="http://www.youtube.com/user/xpdxtv" target="_blank">xPDxTV</a><br/>
    </p>
    </div>

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    <h2> September 24, 2013 </h2>
    </div>
    <div class="ksp_weekly_leftcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Headline</h3>
    <p> Developer C7 shares with us one of his art assets for the upcoming patch! </p>
    <ul>
    <li> Your weekly KSP Team update. </li>
    <li> Next stop, Duna.</li>
    <li> LEGOs revived? </li>
    <li> Pleborian MIA assumed eaten by space monkeys! </li>
    <li> New R&D Assets sneek peak from C7. </li>
    </ul>
    </div>

    <div class="ksp_weekly_item">
    <h4>KSP Team Updates</h4>
    <ul>
    <li><b>Felipe (Harvester)</b>: Big advancements with R&D. Added a system to allow experiments to output different results based on where you are on the planet (currently only available on Kerbin), so an experiment run on a desert will have different results than the same one done at the ice caps. There is enough to talk about there for a full dev blog entry, so stay tuned for something later. Also had a second pass at the tech tree design with Chad the other day, and we finished assigning all stock parts to their tech nodes. We also repurposed the old avionics nose cone part to be an atmospheric sensor array experiment (it had become obsolete after the SAS revision), and revised the efficiency of charging batteries by running the engines. Transmitting data requires mad amounts of power. Today I’m focusing on improvements to the UI texts that provide feedback when transmitting data, to make it as informative and intuitive as possible.</li>

    <li><b>Rob (N3X15)</b>: Reworking front page and plugin listing formatting so it looks less wonky, dealing with attacks on forums, helping Alex with server migration and discovering the sun again after cycling back into a regular sleep schedule. Building up resolve to tackle the mod details page.</li>

    <li><b>Chad (C7)</b>: I’m working on new art assets for the R&D update (see below for a sample). In order to transmit data back to Kerbin, you’ll need some nice, and powerful antennas. I’ve been busy modelling, and animating the new parts. I’ve finished a deployable panel based dish, and I’m working on an upgraded radial dish today.</li>

    <li><b>Alex (aLeXmOrA)</b>: Worked on the Forums migration to a new server. It took a little bit, but we wanted to make sure everything was working fine. However, we got hacked and we had to restore everything. Now it seems to be working smoothly and without any issues. </li>

    <li><b>Marco (Samssonart)</b>: I integrated the launcher workflow with the main game, now there will be a show/hide toggle for the launcher in the game’s settings screen too. A few bugs have started surfacing though.</li>

    <li><b>Daniel (DanRosas)</b>: I’ve been animating.</li>

    <li><b>Mike (Mu)</b>: I’ve been doing more optimisation work, a lil bug fixing and assisting with the implementation of the new buildings at KSC. </li>

    <li><b>Ted (Ted)</b>: I've been continuing with Branch Testing - Chad's new module has run through the process and looks awesome. Additionally, we've been Testing out Artyom's outstanding revisions to the KSC, not to mention the extensive R&D building! </li>

    <li><b>Miguel (Maxmaps)</b>: Dealt with the info regarding the migration, did Squadcast episode 2 and started work on episode 3 to air this Friday. Also planning our content calendar with a whole bunch of events we’ll talk about once we’re a bit closer to them.</li>

    <li><b>Bob (Calisker)</b>: Holiday planning as well as trying to finalize dates for a trip to D.F. Also, working on something Linux related for an upcoming story on Linux gaming, since you know Valve apparently likes Linux too these days.</li>
    </ul>
    </div>
    <div align="center"><a href="http://i.imgur.com/G8wA1d2.png"><img src="http://i.imgur.com/dSAfjRz.png" alt="C7 Art Assest" /></a></div>
    <div align="center"><a href="http://i.imgur.com/XIokZnA.png"><img src="http://i.imgur.com/EXyf58D.png" alt="C7 Art Assest" /></a></div>


    </div>
    <div class="ksp_weekly_rightcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>YouTube Spotlight</h3>
    <p> Using a bit of 'movie magic' Hizuk1 chugs along for his most recent trip in KSP. A frequent submitter to the KSP weekly this is one of those builds that you just don't see all too often. The last one I can personally recall seeing was the monorail train on a track from quite a long time ago.</p>
    <div align="center"><a href="http://www.youtube.com/user/Hizuk1?feature=watch"_blank">Hizuk1</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/4yIepsTBXJc" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Mod Spotlight</h3>
    <p> Today's mod spotlight is going to be focusing on a mod revival from a pack that was discontinued by Keptin. Roboto brings back BrickMod with a few added parts on top of it. Playing with LEGOs never felt so explosive! You'll get just about one of every different part needed to build a fully fledged rocket.</p>
    <ul>
    <li><a href="http://forum.kerbalspaceprogram.com/threads/50287-Updated-LEGO-BrickMod-to-work-with-new-KSP" title="" target="_blank">BrickMod Forum Thread</a></li>
    <li><a href="http://kerbalspaceport.com/brickmod-revived/" title="" target="_blank">BrickMod Spaceport</a></li>
    </ul>
    </div>


    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Mod Showcase</h3>
    <p> While BrickMod doesn't have the super high part count of a pack like B9 Aerospace; it is rather unique in the fact it exploits the 'LEGO' style feel of building in KSP and takes it to a whole new level. </p>
    <ul>
    <div align="center"><a href="http://www.youtube.com/user/xpdxtv?feature=watch'>http://www.youtube.com/user/xpdxtv?feature=watch"_blank">PD</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/FyrlL4uXMuM" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3> Through The Telescope </h3>
    <p>By: <a href="http://www.youtube.com/user/xpdxtv" target="_blank"> PD </a></p>
    <div align="center"><a href="http://forum.kerbalspaceprogram.com/threads/24534-Zokesia-Skunkworks-(High-Quality-Craft!)"><img src="http://i.imgur.com/yM6mgy1.png" alt="Zokesia Skunkworks" /></a></div>
    <p>With Pleborian still MIA from his recent migration to university 'we assume he was eaten by space monkeys' I took a look through all the recent fan submissions last week and came across <a href="http://forum.kerbalspaceprogram.com/threads/24534-Zokesia-Skunkworks-(High-Quality-Craft!)" title="" target="_blank">Zokesia Skunkworks</a>. So what is Zokesia Skunkworks? In short it is a collection of craft from a bunch creators consolidated into one easy to access area. Interestingly enough it seems to be set up like a business with over a dozen subsidiaries and 13 partner companies with a couple dozen workers. From boats, planes and rockets there is surely something in here that may catch your interest.</p>

    </div>

    <div class="ksp_weekly_item">
    <h3>Editor's Notes</h3>
    <p> For your chance to be featured in the next KSP Weekly send xPDxTV a private message containing a link to the forums, imgur, youtube, spaceport or wherever you have your fan creations hidden away! We want to see your screenshots, animations, drawings, videos, cinematics , mods and everything else! Mod creators: to help give all of your mods justice; if you would like to appear on the mod showcase to talk about your mod please include that in your message.

    </div>
    </div>

    <br clear="all" style="clear: both;" />
    <div class="ksp_weekly_footer">
    <p>
    <b>Brought to you by the KSP Media Group</b><br/>
    Author / Editor: <a href="http://www.youtube.com/user/xpdxtv" target="_blank">xPDxTV</a><br/>
    Reporter: <a href="http://www.youtube.com/user/pleborianlives" target="_blank">Pleborian</a><br/>
    </p>
    </div>

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    xPDxTV
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    <h2> September 17, 2013 </h2>
    </div>
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    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Headline</h3>
    <p> Later this week the forums will begin a server migration so the forums will be closed for a brief period during that time. Follow us on our social media to receive up to date information about the migration. </p>
    <ul>

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    <li> Your weekly KSP Team update. </li>
    <li> Streetlamps brings us 'Antlia'.</li>
    <li> KerbPaint and Decal Letters and Numbers; Rocket Customization? </li>
    <li> Pleborian heads off to University! </li>
    <li> KSC .22 Sneak Peek Photos! </li>

    </ul>
    </div>

    <div class="ksp_weekly_item">
    <h4>KSP Team Updates</h4>
    <ul>
    <li><b>Felipe (Harvester)</b>: Creating a new dialog to display results of experiments. Now, instead of each experiment popping up one of those standard dialogs we have, like we showed in the preview video last week, there is a new bespoke dialog to show results, that collects results from multiple sources if you happen to run several experiments at once. Then, it lets you decide what to do with them one by one (Options are Discard, Keep Stored, or Transmit). This improved the overall feel of the experiments system tremendously. Last week I set up a new system to have functional part modules such as experiments talk to “effect†modules, such as animation controllers. This is a generic interface that made it a lot easier to set up the deploy/retract animations for the experiments and transmitter parts. It also means we can easily set up new animation controllers in the future using this same system. Next up after this is setting up the R&D scene to be accessible from KSC through the new facility (it’s still in a test scene). Lots of work still left to do, but taking shape nicely now. </li>

    <li><b>Rob (N3X15)</b>: THUNDERSTORMS, THUNDERSTORMS EVERYWHERE. Thankfully nothing got fried (yet), so I managed to fix some problems on the front page of Spaceport and add support for a header image on each addon page. Now to add all the fun image size/type validation stuff!</li>

    <li><b>Jim (Romfarer)</b>: I’m working on graphical elements for the results dialog which will be used together with the experiments system Felipe is putting together. </li>

    <li><b>Chad (C7)</b>: I had a lot of fun testing out the new module I’ve been developing. Once I’ve got that fully finished it’s back to work on more content! The QA team has been doing a great job, and I’m liking the new approach to testing.</li>

    <li><b>Alex (aLeXmOrA)</b>: I finished fixing some Launcher bugs last week and had a nice Mexican Independence Day holiday. Now I’m preparing everything to do the Forums migration to a different server.</li>

    <li><b>Daniel (DanRosas)</b>: I've been animating. I also did the Mexican Independence picture.</li>

    <li><b>Ted (Ted)</b>: The QA Team and I been testing out Chad's new module, which is looking excellent. Additionally, we've been testing out all that has been merged into the Develop Branch thus far, which looks equally fantastic.
    </li>

    <li><b>Artyom (Bac9)</b>: Spent the majority of my time on the new grid system for the KSC, which allows us to assemble KSC in different ways without any additional modeling of stuff like roads. Remodeled every single ground plane for that. Optimized building materials to improve performance in the KSC scene and remodeled the launch pad and runway ground and matched them the other structures better. Added the sprite-based lights to the runway to improve visibility at night. Added fancy-looking red VAB flare that I painted onto the old 0.21 teaser image and added it to the SPH tower. Updated the time of day animation to make all that stuff turn on at night and off during the day. Tinkered with the R&D model some more, adding a few additional details, including an aerodynamic tunnel, which has been suggested!</li>

    <li><b>Marco (Samssonart)</b>: Did more work on the installers, the Mac one gave a little trouble to be automatizable (and thus fit within the Jenkins workflow we have for releases) but it’s all done now. </li>

    <li><b>Miguel (Maxmaps)</b>: Been finding my feet as co-host of Squadcast with PD, trying to find more ways to bring the development team closer to the fanbase via transparency and involvement. Also answered enough emails to be thankful about the fact that society has left paper-mail behind, otherwise the entire amazon rain forest would have been spent in my inbox. </li>

    <li><b>Bob (Calisker)</b>: Starting to do some holiday planning, as well as having a few different discussions with some excellent folks interested in KSP’s story. Also, thinking about community events after digesting PAX Prime. </li>
    </ul>
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    <h3>YouTube Spotlight</h3>
    <p> StreetLampPro blasts off on his newest mission 'Antlia' to discover what lies beyond. Streetlamp has been creating KSP cinematics for quite a long time now so if you aren't already subscribed I would recommend doing so. This is his newest series so make sure you keep an eye out for his next video sure to come down the pipeline soon!</p>
    <div align="center"><a href="http://www.youtube.com/user/StreetlampPro?feature=watch"_blank">StreetLampPro</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/i5rpopo5Yqw" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
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    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Mod Spotlight 1</h3>
    <p> Unfortunately I've been sick over the last week so to make up for the lack in video we'll be doing a double mod spotlight and it fits quite nicely since the mods go hand in hand. Our first spotlight will cover KerbPaint. KerbPaint is a shader replacement add-on that adds alternate versions of all of KSP's built in shaders designed to permit the re-coloring of select parts.</p>
    <ul>
    <li><a href="http://forum.kerbalspaceprogram.com/showthread.php/50008-0-21-x-KerbPaint-Paint-layering-for-parts" title="" target="_blank">KerbPaint Forum Thread</a></li>
    </ul>
    </div>


    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Mod Spotlight 2</h3>
    <p> Bringing up another very cool part customization tool is Decal Letters and Numbers and while not the most creative mod name it will allow you to slap your logo or custom text onto a craft giving it that touch of personality.</p>
    <ul>
    <li><a href="http://forum.kerbalspaceprogram.com/showthread.php/49658-Decal-Letters-and-Numbers" title="" target="_blank">Decal Letters and Numbers Forum Thread</a></li>
    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3> Through The Telescope </h3>
    <p>By: <a href="http://www.youtube.com/user/pleborianlives" target="_blank"> Pleborian </a></p>
    <p>Pleborian is on his way to university and we wish him all the best and hope he'll bring us more amazing fan works when he settles into his new location.</p>

    </div>

    <div class="ksp_weekly_item">
    <h3>Editor's Notes</h3>
    <p> For your chance to be featured in the next KSP Weekly send xPDxTV a private message containing a link to the forums, imgur, youtube, spaceport or wherever you have your fan creations hidden away! We want to see your screenshots, animations, drawings, videos, cinematics , mods and everything else! Mod creators: to help give all of your mods justice; if you would like to appear on the mod showcase to talk about your mod please include that in your message. Want a sneak peek look at KSC in the upcoming .22 update? I think it's pretty darn awesome and you will too! Check out this album put together just for the community by clicking on the thumbnail!</p>
    <p><div align="center"><a href="http://imgur.com/a/WNLsl#0"><img src="http://i.imgur.com/5bVst91.png" alt="KSC .22 Sneak Peek" /></a></div></p>

    </div>
    </div>

    <br clear="all" style="clear: both;" />
    <div class="ksp_weekly_footer">
    <p>
    <b>Brought to you by the KSP Media Group</b><br/>
    Author / Editor: <a href="http://www.youtube.com/user/xpdxtv" target="_blank">xPDxTV</a><br/>
    Reporter: <a href="http://www.youtube.com/user/pleborianlives" target="_blank">Pleborian</a><br/>
    </p>
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    xPDxTV
    <div align="center" id="ksp_weekly">
    <div align="center" class="ksp_weekly_header bottom_border">
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    <img src="http://i.imgur.com/Orlh8bn.png" id="ksp_weekly_masthead" name="ksp_weekly_masthead" alt="KSP Weekly" border="0" align="middle" />
    </div>
    <h2> September 10, 2013 </h2>
    </div>
    <div class="ksp_weekly_leftcol">
    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Headline</h3>
    <p> More information about how R&D is going to function! </p>
    <ul>
    <li> Your weekly KSP Team update. </li>
    <li> Sometimes the simplest of ideas are all too 'amusing'.</li>
    <li> kOS: the operating system for Kerbals? </li>
    <li> Bob never seems to do things quite right... </li>
    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h4>KSP Team Updates</h4>
    <ul>
    <li><b>Felipe (Harvester)</b>: Now mostly recovered from the Unite/PAX trip (was awesome btw), made big strides here today on how the gathering and transmitting of science experiments is going to work out. The recovery-vs-transmission value of the data for an experiment is now defined in the experiment itself and not in the transmitter, which makes a lot more sense. A beamed-over crew report is just as valuable as a recovered one, but a physical sample from Mun is vastly more interesting than a picture of it. I'm also working on the UI for displaying the experiment results. There’s going to be more to it than what was shown in the preview video. Also made transmitters require power now, and went over their parameters. Things are looking pretty interesting.</li>

    <li><b>Rob (N3X15)</b>: Spessport: Trying to get the front page styling to not look so odd. Javascript gallery slider is still being a pain. Optimizing SQL code for tagging and searching, catching up with code documentation. Plus the usual borkages on current sites.</li>

    <li><b>Jim (Romfarer)</b>: I’ve been working on some enhancements for the Astronaut Complex this week, along with some gui elements for the subassembly interface. </li>

    <li><b>Chad (C7)</b>: Back in the office now after PAX. I had a really great time and met a lot of awesome people. I spent a good bit of last week recovering from jet lag and light case of PAX pox. I’m back to work on modules now and I hope to get as much done as possible. I’ll hopefully have more for next weeks update.</li>

    <li><b>Alex (aLeXmOrA)</b>: Fixing Launcher bugs and now I’m trying to set up a little stats system in it that will help us to know if the Launcher is being useful or if we need to change something. </li>

    <li><b>Marco (Samssonart)</b>: This week, aside from Launcher bugs, I’ve been researching the possibility of creating Windows and Mac installers for KSP, Windows is easy and there doesn’t seem to be anything that could prevent a KSP Windows installer, for the Mac version I’m still researching.</li>

    <li><b>Daniel (DanRosas)</b>: Helped Max with the 0.22 release update video and I finally have an animatic! </li>

    <li><b>Mike (Mu)</b>: Been working on a major optimisation package which sees the scene transition lag greatly reduced and also some optimizations in the core code which help with larger number of ships and parts. </li>

    <li><b>Ted (Ted)</b>: This past week I've been testing out Mike's Sub-assembly Feature with the QA Team. It's looking pretty excellent! Additionally, I've been getting more excited than I should be about R&D. </li>

    <li><b>Artyom (Bac9)</b>: Worked on re-sizing the Space Plane Hangar. </li>

    <li><b>Miguel (Maxmaps)</b>: Answered a veritable truckload of emails while dealing with the remaining PAX business and organised Episode Zero of Squadcast, also did the voice-over for the awesome 0.22 video which Dan Rosas made. </li>

    <li><b>Bob (Bob)</b>: Still following up with some great people we met at PAX and sharing the new update 0.22 video that Max narrated with everybody. </li>
    </ul>
    </div>

    <div class="ksp_weekly_item">
    <h3>YouTube Spotlight</h3>
    <p> MrTinyPirate takes custom mechanical parts to the max in this quirky yet strangely entertaining take on theme parks. Have you wondered what it might be like if Jeb created his own theme park? Check out MrTinyPirates take on what it could look like.</p>
    <div align="center"><a href="http://www.youtube.com/user/MrTinyPirate?feature=watch"_blank">MrTinyPirate</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/Ww90wuVg3U0" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    </div>

    </div>
    <div class="ksp_weekly_rightcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Mod Spotlight</h3>
    <p> Today we take a look at kOS Scriptable Autopilot System from creator Kevin Laity. Unlike traditional autopilot systems this one in particular is very interesting: you can't just plug in a few values and launch a rocket; you will have to write a full script in order for this mod to function properly. Now don't let this detour you from checking it out as the programming language is relatively simple. I'll put all the tutorial videos so you can get started quickly in the links section !</p>
    <ul>
    <li><a href="http://forum.kerbalspaceprogram.com/showthread.php/47399-kOS-Scriptable-Autopilot-System-0-34" title="" target="_blank">kOS Forum Thread</a></li>
    <li><a href="http://kerbalspaceport.com/kos/" title="" target="_blank">kOS Spaceport Download</a></li>
    <li><a href="
    " title="" target="_blank">Video Tutorial #1</a></li>
    <li><a href=" " title="" target="_blank">Video Tutorial #2</a></li>
    <li><a href=" " title="" target="_blank">Video Tutorial #3</a></li>
    <li><a href=" " title="" target="_blank">Video Tutorial #4</a></li>
    <li><a href=" " title="" target="_blank">Video Tutorial #5</a></li>
    <li><a href="http://kosdev.blogspot.ca/" title="" target="_blank">Kevin's Dev Blog</a></li>
    </ul>
    </div>


    <div class="ksp_weekly_item bottom_border">
    <h3>Mod Showcase</h3>
    <p> In our mod showcase today we'll be joined by a special guest. Kevin the creator of kOS has graciously joined me in todays mod showcase to help go over the basics of his mod and what its intended purpose was. I do honestly think that this is the solution to so many people having issues with auto piloting simply because you have to do all the programming. I think it's a very good balance between the two and won't get much closer as programming your own code does take testing unless you are already super familiar with the project.</p>
    <div align="center"><a href="http://www.youtube.com/user/xPDxTV?feature=watch" target="_blank">PD</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/zVGPjUmYHmI" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3> Through The Telescope </h3>
    <p>By: <a href="http://www.youtube.com/user/pleborianlives" target="_blank"> Pleborian </a></p>
    <p>I love a great fan created video and so should you! I can barely describe how awesome this really is. Nassault blows yet another one out of the water with his video 'Bob'. Truly another awe inspiring creation with top notch camera work. Don't take my word for it just watch it for yourselves.
    <div align="center"><a href="http://www.youtube.com/user/Nassault630" target="_blank">Nassault</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/fs_DrVoNEhY" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    </div>

    <div class="ksp_weekly_item">
    <h3>Editor's Notes</h3>
    <p> For your chance to be featured in the next KSP Weekly send xPDxTV a private message containing a link to the forums, imgur, youtube, spaceport or wherever you have your fan creations hidden away! We want to see your screenshots, animations, drawings, videos, cinematics , mods and everything else! Mod creators: to help give all of your mods justice; if you would like to appear on the mod showcase to talk about your mod please include that in your message.</p>
    </div>

    </div>

    <br clear="all" style="clear: both;" />
    <div class="ksp_weekly_footer">
    <p>
    <b>Brought to you by the KSP Media Group</b><br/>
    Author / Editor: <a href="http://www.youtube.com/user/xpdxtv" target="_blank">xPDxTV</a><br/>
    Reporter: <a href="http://www.youtube.com/user/pleborianlives" target="_blank">Pleborian</a><br/>
    </p>
    </div>

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    xPDxTV
    <div align="center" id="ksp_weekly">
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    <img src="http://i.imgur.com/Orlh8bn.png" id="ksp_weekly_masthead" name="ksp_weekly_masthead" alt="KSP Weekly" border="0" align="middle" />
    </div>
    <h2> September 3rd, 2013 </h2>
    </div>
    <div class="ksp_weekly_leftcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Headline</h3>
    <p> PAX and Unite have finally come to a close so it's time to get back to normal scheduling! </p>
    <ul>

    <li>I would like to give a very warm send off to TommyGunYeah who is leaving KSPTV to focus on his last year of college. Best of luck to you Tommy in your future career!</li>
    <li> Your weekly developer update. </li>
    <li> Kerbal National Defense strategies? </li>
    <li> Navyfish brings out the precision tools to make docking easy! </li>
    <li> Pleborian brings you a double community feature!</li>

    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Team Updates</h3>
    <ul>

    <li><b>Felipe (Harvester)</b>: Currently out of the office because of PAX.</li>

    <li><b>Rob (N3X15)</b>: More Spaceport 2, mostly concentrating on presenting addons and adding in statistics tracking. Somewhat hampered by vB4 breaking and a DDoS on Sunday on top of relatives visiting, but got quite a bit done.</li>

    <li><b>Jim (Romfarer)</b>: This week my main focus has been on the R&D tech tree icons. There’s 42, lets say 42 icons and they all look different now. </li>

    <li><b>Chad (C7)</b>: Currently out of the office because of PAX.</li>

    <li><b>Alex (aLeXmOrA)</b>: I attended Unite 2013 in Vancouver, Canada last week. I learned a lot from the conferences and also watched Felipe and Mike’s talk of KSP at the event. Now I’m back in Mexico fixing some Launcher bugs. </li>

    <li><b>Marco (Samssonart)</b>: I squashed a whole lot of Launcher bugs, there are still some left, but we’re getting there</li>

    <li><b>Daniel (DanRosas)</b>: Finished modeling the environment for the new animation. </li>

    <li><b>Mike (Mu)</b>: I went to Unite in Vancouver to give the aforementioned talk with Felipe. Arrived back yesterday. Slept. </li>

    <li><b>Ted (Ted)</b>: I've been continuing to test the Launcher with the QA Team, as well as some other fixes here and there. I've also done a bit of work on a blog which I'll hopefully have ready for viewing soon. </li>

    <li><b>Artyom (Bac9)</b>: Finished the work on R&D and worked on optimizing some of the buildings. </li>

    </ul>

    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>YouTube Spotlight</h3>
    <p> Today we look at user Hizuk1 and his ballistic approach to national defense. This isn't the first time he's been featured and he does create some quality material. He may even be worth a subscription. </p>
    <div align="center"><a href="https://www.youtube.com/user/Hizuk1?feature=watch" target="_blank">Hizuk1</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/5fJNDjA1J_k" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>

    </div>

    <div class="ksp_weekly_item">
    <h3>KSP Mod Spotlight</h3>
    <p> Today we feature Navyfish and his Docking Port Alignment Indicator mod. This is a very intuitive docking mod that will allow you to precisely line up to the 1/10th of a degree in roll rotation and allow those precise alignments for those that are picky with alignments. One of the best parts is you no longer have to be pointing directly at the docking port, but instead you can line up directly from the start so you never have to move your "docking" orientation but instead just translate in the direction you need to go without worrying if you lined up correctly or not.</p>
    <ul>
    <li><a href="http://forum.kerbalspaceprogram.com/showthread.php/43901-0-21-Docking-Port-Alignment-Indicator-%28Version-2-1-Updated-8-17-13%29%29" title="" target="_blank">Docking Port Alignment Indicator Forum Thread</a></li>
    <li><a href="http://kerbalspaceport.com/dock-align-indicator/" title="" target="_blank">Docking Port Alignment Indicator Spaceport Download</a></li>
    </li>
    </ul>
    </div>

    </div>

    <div class="ksp_weekly_rightcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Mod Showcase</h3>
    <p> So let's get down to the nitty gritty and go over some of the basic functions to expect out of Navyfish's docking mod.</p>
    <ul>
    <li>Automatically pops-up when you target a docking port.</li>
    <li>Requires no special parts. Use it on existing ships with ease.</li>
    <li>Provides orientation indicators for yaw, pitch and roll.</li>
    <li>Displays a 'Turn Towards' arrow when alignment is too far off.</li>
    <li>Displays 'Course Deviation' from your target’s approach centerline.</li>
    <li>Displays distance to target and closure velocity.</li>
    <li>Visually depicts translational movement with respect to centerline.</li>
    <li>Easy-to-read, simple gauge. No numbers or head-scratching.</li>
    <div align="center"><a href="https://www.youtube.com/user/xpdxtv?feature=watch" target="_blank">PD</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/MK6a7PRus7o" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    </ul>

    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3> Through The Telescope </h3>
    <p>By: <a href="http://www.youtube.com/user/pleborianlives" target="_blank"> Pleborian </a></p>
    <p>This weeks Through The Telescope certainly has an Apollo feel to it, with a look at not one but two pieces of community gold. First up is a creation by forum user Check who has created a perfect replica of the Apollo/Saturn V rocket using the <a href="http://kerbalspaceport.com/procedural-fairings/">Procedural Fairings</a> and <a href="http://kerbalspaceport.com/stretchytanks/">Stretchy Tanks</a> mods.
    <div align="center"><a href="http://i.imgur.com/ZCEC4cr.jpg"><img src="http://i.imgur.com/m9hWDdh.png" alt="Saturn V Replica" /></a></div>
    <p>As you can see, this is one rocket you don't want to leave at home. Why not create your own using <a href="http://forum.kerbalspaceprogram.com/showthread.php/47273-Saturn-V-Apollo-using-the-Stretchy-Tanks-Procedural-Fairings-mods">Checks detailed post</a> as a guide?</p>
    <p>Secondly, for this week only, I leave you with something I found so amazing I couldn't not feature it: this is a short movie created by Youtube user BarryDennen12 and is simply entitled 'In the shadow of the Mun'.</p>
    <div align="center"><a href="http://www.youtube.com/user/BarryDennen12?feature=watch" target="_blank">BarryDennen12</a></div>
    <br/>
    <div align="center"><iframe width="350" src="http://www.youtube.com/embed/8bnhUPbUnNQ" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
    <p>Special thanks to PD for letting me have a double feature this week </p>
    </div>

    <div class="ksp_weekly_item">
    <h3>Editor's Notes</h3>
    <p> Don't forget to keep sending in your fan creations! We love to see them all; from mods, pictures and spacecraft to videos and animations or anything else you have created! You name it we want to see and feature it! Send xPDxTV a personal message on the forums with your link to imgur, the forums, spaceport or youtube for a chance to be featured in the KSP Weekly.</p>

    </div>

    </div>

    <br clear="all" style="clear: both;" />
    <div class="ksp_weekly_footer">
    <p>
    <b>Brought to you by the KSP Media Group</b><br/>
    Author / Editor: <a href="http://www.youtube.com/user/xpdxtv" target="_blank">xPDxTV</a><br/>
    Reporter: <a href="http://www.youtube.com/user/pleborianlives" target="_blank">Pleborian</a><br/>
    </p>
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