Jump to content
  • Developer Articles

    HarvesteR
    Hi again!

    We don't believe every player should have to be a tester. On the other hand, if we had to keep the game at an ever perfectly stable state, we'd never make any progress. So, we're doing something here that'll hopefully allow us to move forward, without forcing everyone to endure the inevitable bug or thousand that comes with a game that's still under heavy continued development.

    Enter "Previous Releases". It is now possible to roll back your game to the previous version at any time you want.

    Here's how it works:

    * If you have the game on the KSPStore, you'll now find two sets of buttons to download the game. One for the latest release, and another for the previous version. Download and install whichever one you prefer.

    * If you have the game on Steam, you'll find a Beta branch on your Steam Game Settings for KSP, called 'previous'. Opting in to that branch will downgrade your install to the previous version. Changing back to the default branch will upgrade you back to the latest version.


    This way, if you find a new update has made something incompatible, or if it's too buggy for you and you want to wait for a more stable patch, you can opt to keep the old version a while longer.



    So, here's a few probable FAQs:

    Q: Are Previous Versions bug-free?
    A: Most likely not. Keep in mind KSP is still a work-in-progress, so even though these are more stable builds, it does not by any means guarantee a bug-free experience.

    Q: Can I load saves from the latest version on the previous one?
    A: Reverting back to a previous build will break forward-compatibility with saves from the later versions. (You can't load a save from 0.20 in 0.19, for instance). Supporting this would require time travel. If you've got a working implementation of time travel however, do let us know.

    Q: Will mods for the newer versions work on the previous one?
    A: Maybe. Most likely not. It depends on the type of mod (part packs are usually more resistant to change than plugin-based mods), but really, if a mod had to be updated to be compatible with the new version, it probably won't work anymore on the old one.


    BTW, If you didn't see it already, the 0.20.1 patch is out!

    Happy Launchings!

    Cheers

    HarvesteR
    Hi,

    I'm happy to announce that the 0.20.1 patch is now available!

    This patch fixes most of the issues encountered on the 0.20 release. Here's the changelog:

    Bug Fixes and Tweaks:



    Tweaked the logic for part-to-part collisions. Things should be much less likely to explode on contact. Reverted the Mun's height values, so landmarks and bases shouldn't spawn below ground anymore (mind 20.0 saves though). Tweaked part components on EVA so they start up with the right values. Tweaked the suspension on the new Medium Rover Wheels, to fix jittering. Fixed the too-low resolution on planetary diffuse and normal maps. Fixed the screen resolution not being properly applied on game start. Fixed some situations where the 'Control From Here' selection would be lost on resuming a game save. Fixed a serious issue with the Cupola Pod that could cause spontaneous unplanned vessel disassembly. Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources. Fixed the scale of Gilly in the Tracking Station scene. Fixed a few issues with flags behaving weirdly after they were toppled down. Fixed the camera jitter when walking around on EVA.


    A note for Linux users:
    We're aware of the issue with the mouse wheel input. This seems to be a Unity bug however, introduced in the new 4.1 version (0.19 was built with an older version). We're in touch with Unity support on this matter, but unfortunately, there is nothing we can do on our end to fix this problem. We apologize for the inconvenience, and hope a fix will be released soon. More information here.


    You can find the new version as a full download on the KSPStore, or if you have the Steam version, you'll be updated automatically.



    Happy Launchings!

    Cheers

    xPDxTV
    <div align="center" id="ksp_weekly">
    <div align="center" class="ksp_weekly_header bottom_border">
    <div class="ksp_weekly_masthead">
    <img src="http://i.imgur.com/Orlh8bn.png" alt="KSP Weekly" name="ksp_weekly_masthead" id="ksp_weekly_masthead" border="0" align="middle" />
    </div>
    <h2>May 28th, 2013</h2>
    </div>
    <div class="ksp_weekly_leftcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Headline</h3>
    <p>Last week Squad released the Cafepress for Kerbal Space Program Merchandise and is available HERE! T-shirts, mouse pads, bumper stickers and mugs with more planned later down the road! If you have not yet seen the 3D prints available on Shapeways I suggest you hurry on over and check out this LINK. Forever immortalize your favorite KSP pilots in 3D prints and show them off to the world!</p>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>.20 Patch Updates</h3>
    <p>Chad "C7" Jenkins has been my go to guy lately and has never disappointed me with the information given. We discussed many different issues being resolved. As always I have a plethora of information for you to digest. I've broken the information up into sections to make it easier to read.</p>
    <ul>
    <li>"We've changed the logic that controls part-to-part colliders so things like an eva Kerbal are a lot less likely to spontaneously explode."</li>
    <li>"The Mun was reverted back to its' original state so the landmarks shouldn't be floating any longer."</li>
    <li>"The rover suspension was adjusted so it doesn't bob in zero g anymore."</li>
    <li>"The planet normal maps and diffuse maps were increased in quality and resolution."</li>
    <li>"We fixed the cfg file loading, so people can use odd resolutions and edit the values outside of game again."</li>
    <li>"We've found the source of vessels randomly exploding as well, so that fix will be in. It was a really odd one, but pretty simple once we tracked it down. It could happen to any vessel with a lander can or cupola."</li>
    <li>"We've also fixed an issue with part scaling that would make mods load with the incorrect sizes / spacings."</li>
    <li>"The logging systems were also improved so we can get better bug testing data from people's reports."</li>
    </ul><br/>

    <p>Felipe "Harvester" Falanghe makes his first appearance on today's KSP Weekly with the following patch updates! This information was brought to me courtesy of "Maxmaps" and covers more of the bug fixes and changes currently underway with the patch.</p>
    <ul>
    <li>"Tweaked part components on EVA so they start up with the right values."</li>
    <li>"Fixed some situations where the 'Control From Here' selection would be lost on resuming a game save."</li>
    <li>"Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources."</li>
    <li>"Fixed the scale of Gilly in the Tracking Station scene."</li>
    </ul><br/>
    </div>

    <div class="ksp_weekly_item">
    <h3>Progress Updates</h3>
    <p>As always I do not have a deadline for when the patch may be released, however, it is well underway and it looks like the majority of major issues have been hammered out.</p>
    <br/>
    <br/>
    <br/>
    <br/>
    <br/>
    <br/>
    <br/>
    </div>


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

    <div class="ksp_weekly_item bottom_border">
    <h3>YouTuber Spotlight</h3>
    <p>This video is a tad on the older side but all of it's knowledge explained within is still very relevant. To this day I have not found anyone that explains Kerbal Space Program as well as he does. He reminds me of the YouTube channel Minute Physics. I hope <a href="http://www.youtube.com/user/wernhervonkerman">Wernher Von Kerman</a> comes back with more videos as KSP needs more tutorials like this!

    <iframe width="300" src="http://www.youtube.com/embed/Sx11dPA42SE" frameborder="0" allowfullscreen></iframe>

    </div>
    <div class="ksp_weekly_item bottom_border">
    <h3>Modding Spotlight</h3>
    <p>I really should have featured this Mod sooner! There are just so many awesome mods out there it's hard to choose which one to feature! SodiumEyes has been working hard on the Kerbal Live Feed mod for a while now. Recently updated to .20 this mod will give you that multiplayer taste you may have been wanting. This isn't exactly multiplayer but it will allow you to see orbital information and craft information of your fellow players.</p>
    <ul>
    <li>Quoted directly from the forum <a href="http://forum.kerbalspaceprogram.com/showthread.php/24926-0-20-Kerbal-LiveFeed-Passive-Multiplayer-Plugin-Client-Server-v0-6-5?highlight=kerbal+live+feed" class=" " title="" target=""> HERE </a> this sums up kerbal live feed in just one sentence. "Why play alone, when you can play alone together?"</li>
    <li>"Kerbal LiveFeed is a plugin, client and server that lets you see other players are doing while you play KSP. You can see their vessels and orbits in Map View, read live status updates of their ships, chat and share screenshots and craft files."</li>
    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>Community Spotlight</h3>
    <p>Kerbal Space Program is not just for fun? Indeed not and this high school physics class is using Kerbal Space Program as a teaching tool!</p>
    <p>
    </p>
    </div>

    <div class="ksp_weekly_item">
    <h3>Author's Thoughts</h3>
    <p>The newest update brought key changes and additions that really gave some new life to Kerbal Space Program. The ability to actually feel like you can drive a rover with the new Kerbal Seats adds an atmosphere of immersion like no other update before. If your mission is a failure but just one kerbal makes it through alive you can mark that moment forever with a flag and plaque. Writing down the grim details and glorious victory that was your first Mun landing, or your first mission to another planetary body. </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: <a href="http://www.youtube.com/user/xpdxtv">xPDxTV</a><br/>
    Assisted By: Capt'n Skunky - KSP Community Manager<br/>
    Special Thanks: Chad "C7" Jenkins - KSP Developer<br/>
    Special Thanks: Felipe "Harvester" Falanghe - KSP Developer
    </p>
    </div>

    </div>

    <style type="text/css">
    div.ksp_weekly { width: 100%; padding: 0px; margin: 0px; }
    div.ksp_weekly_header { width: 100%; padding: 0px; margin: 0px; }
    div.ksp_weekly_masthead { width: 466px; height: 400px; }
    div.ksp_weekly_leftcol {
    width: 49%;
    float: left;
    border-right: 5px double;
    vertical-align: top;
    position: relative;
    padding: 0px 10px 0px 0px;
    margin: 0px;
    text-align: left;
    }
    div.ksp_weekly_rightcol {
    width: 49%; float: right;
    vertical-align: top;
    position: relative;
    padding: 0px;
    margin: 0px;
    text-align: left;
    }
    div.ksp_weekly_item { padding-left: 5px; padding-bottom: 10px; }
    div.bottom_border { border-bottom: 1px solid black; }
    div.ksp_weekly_footer {width: 100%; padding: 0px; margin: 0px;}
    div.ksp_weekly_footer p {
    border-top: 2px solid black;
    width: 100%;
    padding-top: 15px;
    vertical-align: text-bottom;
    text-align: center;
    font: normal 7pt Verdana, Geneva, Arial, Helvetica, sans-serif;
    }
    </style>

    Capt'n Skunky
    <p><div align="center"><img src="http://i.imgur.com/faNHVj0.jpg" alt="" border="0" width="768"></div></p>

    <h3>Strap on to your seat and strap your seat on to a rocket, 0.20 is here!</h3>

    <p>SQUAD is proud to announce the long awaited release of Kerbal Space Program update 0.20! Flags, seats, and a veritable truckload of bugs squashed, optimizations deployed and engine tweaks to make your space exploration better, faster and more uniquely yours than ever before.</p>


    <p><b>Debut Trailer:</b><br/>
    <div align="center"><iframe width="768" height="432" src="http://www.youtube.com/embed/hUjGW2htpR4" frameborder="0" allowfullscreen></iframe></div>
    </p>

    <b>Patchnotes:</b>
    <p>
    <ul>7 new Parts and 2 IVA Spaces
    <li>Cupola with IVA</li>
    <li>Small Lander with IVA</li>
    <li>2 new Probe cores</li>
    <li>New large docking clamp</li>
    <li>New Medium wheel</li>
    <li>Attachable command seats for kerbals</li>
    </ul></p>
    <br/>

    <p>Customizable Flags for your space program
    <ul>
    <li>Kerbals on Eva can plant flags with editable plaques</li>
    <li>23 Stock flags to choose from.</li>
    <li>Flags are Moddable, Make your own flag!</li>
    </ul></p>
    <br/>

    <p>Editor Improvements
    <ul>
    <li>Added Flag interface to editor</li>
    <li>The Editor no longer requires you to start with a command pod when building a ship.</li>
    <li>The Editor now allows deleting or replacing the first part of your ship.</li>
    </ul></p>
    <br/>

    <p>Optimizations and New Features
    <ul>
    <li>Vessel Filtering for the tracking station</li>
    <li>Added Kerbal Knowledge base for vessel and planetary information</li>
    <li>Upgraded scene loader and refresh logic</li>
    <li>Added Game Database and repogrammed part loaders.</li>
    <li>Mods and stock parts can now have their own folders for organization</li>
    <li>New Loading Screens</li>
    <li>Optimization of Memory Usage (Approximately 30% average reduction in usage)</li>
    <li>Upgraded debug menu allows parts and cfg files to be reloaded while the game</li>
    <li>Bug Fixes!</li>
    </ul></p>

    xPDxTV
    <div align="center" id="ksp_weekly">
    <div align="center" class="ksp_weekly_header bottom_border">
    <div class="ksp_weekly_masthead">
    <img src="http://i.imgur.com/Orlh8bn.png" alt="KSP Weekly" name="ksp_weekly_masthead" id="ksp_weekly_masthead" border="0" align="middle" />
    </div>
    <h2>May 21st, 2013</h2>
    </div>
    <div class="ksp_weekly_leftcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>KSP Headline</h3>
    <p>I like swag, you like swag, we all like swag! But what does it mean? Is swag going to be something to look out for? That's right very soon we are going to be looking at Kerbal swag including T-shirts, mugs, mousepads and more. I don't have all the details but I do have one thing to say, "Take my money now!"</p>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>Development Updates</h3>
    <img src="http://i.imgur.com/LLaM4pG.jpg"" style="float:right; margin-right: 5px;" />
    <p>What is the best part about a video game in development? I personally think it's watching how it changes as the game starts to mature. What you are looking at is how light now affects planet surfaces now that they are normal maps. The light projected onto planets will now accurately depict how light should be shown and that is rather breathtaking.</p>

    <img src="http://i.imgur.com/FITyArC.jpg"" style="float:right; margin-right: 5px;" />
    <p>This is the same light on the normalized maps but from the view of Kerbal Space Center. As you can see this is quite impressive and you can literally see the game looking better as if maturing. This update has certainly shown us some impressive features, parts, improvements and overhauls.</p>
    </div>

    <div class="ksp_weekly_item">
    <h3>Progress Updates</h3>
    <p>Today's discussion with Chad "C7" Jenkins had information that was geared more for our modding community and is a bit complicated for the average user. Our conversation covered quite a bit in terms of how the new modding setup will work for KSP. Let me break it down for you. "So in order to actually use the new file structures the mods will need to make some changes. All the parts need to have a part module definition. It works like this, at the top of the CFG file. PART { then the Contents of the original CFG and at the last line } So, you're just enclosing everything in a PART {} bracket like any other module. That way the game database knows what it is loading. You can organize your mods as well Stock Parts are like this now KSP\GameData\Squad\Parts .\Internals .\Resources .\Sounds and even sub foldering so KSP\GameData\Squad\Parts\Aero\winglet\part.cfg"</p>

    <p>I was also told that there would be backward compatibility for mods, however, this was on a case by case basis but in theory should work for the majority of older mods.</p>
    </div>


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

    <div class="ksp_weekly_item bottom_border">
    <h3>YouTuber Spotlight</h3>
    <p>Freddie W and the crew at Node had a LAN party with Kerbal Space Program. I have never seen this many KSP newbs in one location and it gloriously funny.</p>

    <iframe width="300" src="http://www.youtube.com/embed/SEUPYutqvkA" frameborder="0" allowfullscreen></iframe>
    <br/>

    <p>In other YouTube news either love him or hate him Nerd³ also revisted KSP. There are moments where you might just find your stomach hurting from laughter.</p>

    <iframe width="300" src="http://www.youtube.com/embed/AFX5kZMulu0" frameborder="0" allowfullscreen></iframe>

    </div>
    <br clear="all" style="clear: both;" />
    <div class="ksp_weekly_item bottom_border">
    <h3>Modding Spotlight</h3>
    <p>Today's modding spotlight features a mod developer who has been around the block a time or two. DYJ has worked on several projects in his career and this next one surely does not disappoint.</p>
    <ul>
    <li>DYJ has been working on a mod he has been calling procedural dynamics procedural wing. Click HERE to head on over to the forum thread.</li>
    <li>A quote from DYJ taken from his forum post reads as follows "The procedural dynamics procedural wing (pWing for short) is a wing piece that the user can procedurally manipulate, the wing automatically generates colliders and set its .cfg parameters accordingly."</li>
    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>Community Spotlight</h3>
    <img src="http://i.imgur.com/mwk2dbX.png" alt="" align="middle" />
    <p>Modular style bases whether on Kerbin, Mun or Duna have been of popular style for quite a while now. Easy to move and re-assemble with their wheeled designs and powered cars acting as tugs. Forum member Parkaboy did a great job with demonstrating a great way of using parts to create modular bases.</p>
    <p>Click HERE for the forum thread.</p>
    </div>

    <div class="ksp_weekly_item">
    <h3>Kerbal Comics</h3>
    <p>If you haven't had a chance to see the fantastic work of SordidDreams you certainly have been missing out. Sordid has the skills and the humour to bring Kerbals to the comic scene. Check out all of the comic strips HERE.</p>
    <img src="http://i.imgur.com/zAjEns1.jpg"" style="float:right; margin-right: 5px;" />
    <p>If you haven't already seen his latest work it has definitely been heavily inspired by update sneak peeks, enjoy!.</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: <a href="http://www.youtube.com/user/xpdxtv">xPDxTV</a><br/>
    Assisted By: Capt'n Skunky - KSP Community Manager<br/>
    Special Thanks: Chad "C7" Jenkins - KSP Developer<br/>
    </p>
    </div>

    </div>

    <style type="text/css">
    div.ksp_weekly { width: 100%; padding: 0px; margin: 0px; }
    div.ksp_weekly_header { width: 100%; padding: 0px; margin: 0px; }
    div.ksp_weekly_masthead { width: 466px; height: 400px; }
    div.ksp_weekly_leftcol {
    width: 49%;
    float: left;
    border-right: 5px double;
    vertical-align: top;
    position: relative;
    padding: 0px 10px 0px 0px;
    margin: 0px;
    text-align: left;
    }
    div.ksp_weekly_rightcol {
    width: 49%; float: right;
    vertical-align: top;
    position: relative;
    padding: 0px;
    margin: 0px;
    text-align: left;
    }
    div.ksp_weekly_item { padding-left: 5px; padding-bottom: 10px; }
    div.bottom_border { border-bottom: 1px solid black; }
    div.ksp_weekly_footer {width: 100%; padding: 0px; margin: 0px;}
    div.ksp_weekly_footer p {
    border-top: 2px solid black;
    width: 100%;
    padding-top: 15px;
    vertical-align: text-bottom;
    text-align: center;
    font: normal 7pt Verdana, Geneva, Arial, Helvetica, sans-serif;
    }
    </style>

    xPDxTV
    <div align="center" id="ksp_weekly">
    <div align="center" class="ksp_weekly_header bottom_border">
    <div class="ksp_weekly_masthead">
    <img src="http://i.imgur.com/Orlh8bn.png" alt="KSP Weekly" name="ksp_weekly_masthead" id="ksp_weekly_masthead" border="0" align="middle" />
    </div>
    <h2>May 14th, 2013</h2>
    </div>
    <div class="ksp_weekly_leftcol">

    <div class="ksp_weekly_item bottom_border">
    <h3>New Team Members</h3>
    <p>I would like to extend our warmest welcome the newest members at Team Squad Artyom "Bac9" Zuev and Miguel Piña. Artyom having shown his prowess with the B9 Aerospace Pack as of May 13th, 2013 is officially a content developer. Leading up Kerbal-Human relations Miguel Piña has taken a formal position on the team.</p>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>Developement Updates</h3>
    <img src="http://i.imgur.com/PZNwS1e.jpg" alt="" style="float:right; margin-right: 5px;" />
    <p>I have another awesome sneak peek for you today! I sat down once again with developer Chad "C7" Jenkins to discuss some of the new development coming down the pipeline. This IVA was modeled after the International Space Station's Cupola Module. Claira Lyrae has been hard at work and boy does it show! Check out this very detailed IVA of the module down to the sticky note "B.K." left.</p>
    <img src="http://i.imgur.com/sfbz0ln.jpg" alt="" style="float:right; margin-right: 5px;" />
    <p>Here is another teaser IVA for you. Developer Claira has been flexing her creative muscles and these IVAs look absolutely splendid!</p>
    </div>

    <div class="ksp_weekly_item">
    <h3>Progress Updates</h3>
    <p>Here is a big recap of my conversation with Chad "C7" Jenkins about progress updates. "Right now we've stopped adding features and we're in the QA phase of testing. So far we've knocked out over 23 major issues. We're going to be moving to the Experimental phase once we've got the major issues completely fixed."</p>

    <p>Traditionally there have never been deadlines given for updates, however, we do know that things are starting to wrap up for the next update. That leaves me very excited and you should be as well!</p>
    </div>


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

    <div class="ksp_weekly_item bottom_border">
    <h3>YouTuber Spotlight</h3>
    <p>I would like to welcome <a href="http://www.youtube.com/user/maceydean">Macey Dean</a> and <a href="http://www.youtube.com/user/suestragaminghd">SuestraGamingHD</a> to the KSP Media Group. Macey and Suestra are exceptional content creators and I am excited to see what kind of work they will bring to the table. I encourage you all to head on over to their channels and check them out. Simply click on their names to be forwarded.</p>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>Modding Spotlight</h3>
    <p>There are plenty of awesome mods out there, however, we cannot show them all. This week we feature Romfarer's Lazor System v26 and Innsewerants' ISA Map Sat 3.3.4.</p>
    <ul>
    <li>Romfarer's Lazor System v26. Released late April Romfarer's Lazor System is definitely in the cutting edge of mod technology with remote transfers of Kerbals and resources, lazer guided flight, docking cameras, after burners and more. There is a great deal of utility to be found within this mod.</li>
    <li>Innsewerants' ISA Map Sat 3.3.4. ISA Map Sat is getting a bit dated but is still very useful in .19.1 and will allow you to map planets, moons and more.</li>
    </ul>
    </div>

    <div class="ksp_weekly_item bottom_border">
    <h3>Community Spotlight</h3>
    <img src="http://i.imgur.com/he48vkD.png" alt="" style="float:right; margin-right: 5px;" />
    <p>Last week I was given some information about flags and more specifically their dimensions. The community had a field day over this idea and posted a "megathread" about flags and the designs users wanted for their space programs. Forum user MacBernick was among the more creative and took the design "inside" of the box and created a custom shape that uses transparency. </p>
    <p>Not to leave anyone out you can click HERE for the entire thread. At the time of writing there was an astounding 11 pages of flag designs created in just a few short days. Head on over to the thread and see how your design compares with the rest of the community.</p>
    </div>

    <div class="ksp_weekly_item">
    <h3>KSP Thank Yous</h3>
    <p>

    </p>
    <p>
    </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: <a href="http://www.youtube.com/user/xpdxtv">xPDxTV</a><br/>
    Assisted By: Capt'n Skunky - KSP Community Manager<br/>
    Special Thanks: Chad "C7" Jenkins<br/>
    </p>
    </div>

    </div>
    <style type="text/css">
    div.ksp_weekly { width: 100%; padding: 0px; margin: 0px; }
    div.ksp_weekly_header { width: 100%; padding: 0px; margin: 0px; }
    div.ksp_weekly_masthead { width: 466px; height: 400px; }
    div.ksp_weekly_leftcol {
    width: 49%;
    float: left;
    border-right: 5px double;
    vertical-align: top;
    position: relative;
    padding: 0px 10px 0px 0px;
    margin: 0px;
    text-align: left;
    }
    div.ksp_weekly_rightcol {
    width: 49%; float: right;
    vertical-align: top;
    position: relative;
    padding: 0px;
    margin: 0px;
    text-align: left;
    }
    div.ksp_weekly_item { padding-left: 5px; padding-bottom: 10px; }
    div.bottom_border { border-bottom: 1px solid black; }
    div.ksp_weekly_footer {width: 100%; padding: 0px; margin: 0px;}
    div.ksp_weekly_footer p {
    border-top: 2px solid black;
    width: 100%;
    padding-top: 15px;
    vertical-align: text-bottom;
    text-align: center;
    font: normal 7pt Verdana, Geneva, Arial, Helvetica, sans-serif;
    }
    </style>

    xPDxTV
    May 07, 2013

    [table=width: 100%, class: outer_border, align: center]
    [tr][td]
    [table=width: 100%, align: left]
    [tr][td]


    **Game Development and Progress Updates**


    Giving us a sneak peek into the next update I was given the opportunity to sit down with Developer Chad "C7" Jenkins and was greeted with some great material. I know you are all as excited as I am to see what is in store so let's get right down to it.


    [/td][/tr][tr][td]

    ~Chad "C7" Jenkins

    I sat down with Chad to discuss some of the upcoming features. Chad had this to say:

    "Mu and I are still working on the Game Database implementation. We've done some heavy optimization of the game's memory usage. We're seeing anywhere from 20-40% decrease in RAM usage. It's a bit hard to put in exact terms, but it's fairly major."

    Something we have all been waiting for and should be a crowd pleaser, is the optimization of the game at its core meaning greater accessibility to lower end computers.

    I was also given a sneak peek into some of the details behind flags and how they will work.

    "Flags are 256 x 160 pixels and are PNG files and they'll work on EVA flags and the ones that are in the space center. Additionally they should keep in mind that the textures are going to be square in memory. So that flag is 256 x 256 from a memory perspective."

    If you have not seen the pictures of the flags you are in for a pleasant surprise.

    [/td][/tr][tr][td]



    and...



    [/td][/tr][tr][td]

    I know a lot of you are curious about the new Kerbal seats, and this next bit shall not disappoint!

    When questioned about the new Kerbal seats C7 replied with this.

    "So, that's actually one of the seats mounted on a tiny probe body. It has the controls and a little harness for the EVA backpacks. If the vehicle gets wrecked or the pilot's chair takes a hard enough hit, the kerbal will go flying out ragdoll style and the seat will no longer provide control."



    Although I couldn't get any more juicy information Chad did have this to say:

    "There's some awesome stuff coming down the road!"

    [/td][/tr][/table]
    [/td][td][table=width: 100%, align: left][tr][td]

    **YouTuber Spotlight**

    Taking stock to a whole new level OperationDx1 has an airforce to make a Kerbal proud!





    [/td][/tr][tr][td]

    **Modding Spotlight**

    R4m0n creator of Mechjeb has his newest version ready for testing in its pre-release state.
    Mechjeb Version 2.0 will cover a wide variety of User Interface overhauls including custom windows and more information than you can shake a stick at.
    "Soon: New modules in development."
    Click HERE for forum thread.

    If you're just in it for the parts you should definitely check out bac9 and his new release of the B9 Aerospace 2.5 now compatible with Ferram Aerospace Research.
    "The set is influenced by futuristic shapes, UAV designs, some believable hard sci-fi ideas, DARPA & NASA aerospace research, and by asymmetrical shapes and faceted designs that are nowadays common everywhere from automotive industry to military aircraft."
    Click HERE for Kerbal Spaceport download.



    [/td][/tr][tr][td]

    **Community Spotlight**

    Ever wanted to drive a freakin' tank? Well forum member Zekes did and he did just that.




    Brought to you by the KSP Media Group


    Written By: xPDxTV

    Assisted By: Pleborian

    Assisted By: Capt'n Skunky
    KSP Community Manager

    Special Thanks: Chad "C7" Jenkins
    KSP Developer

    [/td][/tr][/table][/td][/tr][/table]

    HarvesteR
    Hello again,

    It's been a while since we've had a proper one of these. Sorry about the delay with writing it (I said I would do it yesterday), but things have a way of heaping up on us, don't they?

    Anyhow, here are the highlights for the 0.20 release:

    * Flags!
    Not just planting flags on EVA, but a full implementation allowing you to select from a mod-friendly collection of flags, which also supports having flag decals on just about anything (more on that later).
    Assigned to: HarvesteR, Dan
    Status: Under Development.

    * Kerbal Seats
    External seat parts which allow Kerbals on EVA to approach and sit on them. From Munar buggies to seats on solid rocket boosters, and anything in between and beyond.
    Assigned to: HarvesteR, Dan
    Status: Design Phase

    * New GameDatabase Loader
    A complete overhaul of the game's asset loading system, allowing for much better handling and usage of loaded assets, and also creating a new folder structure where mods can have their separate folders, regardless of what they add.
    Assigned to: Chad, Mike
    Status: QA Testing


    * Loading Buffer Scene
    This is a trick we've picked up from the Unity guys at the GDC. To better clear off memory when switching scenes, we first switch to a blank 'buffer' scene, to ensure unused assets are properly unloaded before switching to the next one. This should improve crashes when switching back and forth, especially to and from flight.
    Assigned to: Chad
    Status: QA Testing

    * On-Demand Terrain Assets
    This might be the most significant optimization we've done so far. Instead of having all PQS maps for every planet and moon loaded when the flight scene start, we now only load the ones needed for the current celestial body. Those maps are pretty huge, and there are quite a lot of them. Memory usage should be significantly improved.
    Assigned to: Mike
    Status: QA Testing


    * The Kerbal Knowledge Base
    This is the first iteration of a new game system that'll be a big thing later on. The Knowledge Base will show all known information about anything you can focus on the map. Be it celestial bodies, ships, or Kerbals floating around.
    Assigned to: Jim (Romfarer)
    Status: Under Development.


    * Map Filtering
    Too many vessels and debris cluttering up the Tracking Station will be a thing of the past now, with the new Map Filtering tabs. Just click on them to view only a specific vessel type on the map and sidebar list on the Tracking Station view, or right-click to combine multiple tabs.
    Assigned to: HarvesteR
    Status: QA Testing


    * More Parts
    Always more parts. More on that later.
    Assigned to: Claira, Chad
    Status: Under Development.


    There's still more to come than what's on that list, but those are the highlights. The full changelog will get posted when the update is released.


    At this point you're probably also wondering, what happened to the resource gathering thing? Well, resources proved to be far too large a set of features to implement in one go. We've still got a long way to go with that, and right now, we decided there were more important things that needed implementing first. The Knowledge Base is the first step towards the full resources implementation, but we're pushing the rest of those features to a later update (yes, update, not expansion.).

    Anyhow, this is what our update is looking like so far. As ever, there is no public release date, so please don't ask if we're there yet. There's still some ways to go with this one.


    That's about it for now I guess. More news as they develop.

    Cheers

    adnonimon
    Hello everyone, I wanted to let you know that as of today (May 1st, 2013), Anthony Keeton will be leaving Squad as Community Manager.

    Kerbal Space Program and it’s community owe a great deal of their success to the helmsmanship of Anthony. He has helped us grow and mature to the lively community we have today. He’s been instrumental in growing from an ad-hoc group of people testing to large organized testing teams. He brought KSP to social media and saw the creation of our presence online. His efforts in promoting KSP via Twitch live streaming proved an invaluable tool in expanding the user-base of KSP.

    Squad would like to thank Anthony for his hard work and dedication and wish him all the best in his future endeavors.

    Thank you, Anthony!

    aLeXmOrA
    Hello everyone,

    Just to let you know that next Monday, April 29th we will be doing some maintenance to our Forums and SpacePort Server... Well, it is more like an upgrade.

    We realized that the Server is working at high loads of traffic and it can't handle the requests as smoothly as it should do it. That's why we need to do an upgrade to its hardware and help it work easier, so both Forums and Spaceport are loaded without problems.

    The upgrade will take at most 4 hours and it will start at Monday morning.

    Please, bear with us while we are working on the upgrade.

    Thank you
    - Alex

×
×
  • Create New...