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  1. Hey folks, So as we all know, KSP is moving to Unity5 and that's going to mean that probably all mods will cease to work. I don't want to get the pre-release, since I want to play a little more with my current saves anyway. Now, I've made two mods, none has been like hugely popular, but one of them had some success, as it has had about 30,000+ downloads between curse and kerbalstuff, since august last year, so I think it would be nice of me to re-work it for 1.1 with some beautification and some new parts. So my question is, is there any documentation on how are .mu files and .cfg files supposed to work in unity5 or anything that would help me get working on updating the mod for the release? I've tried looking elsewhere on the internet but I haven't found anything yet. Any help would be greatly appreaciated
  2. Currently under Development. Avionix's Planet Pack is a proposed mod that will add two or three star systems. Work in progress. I will continually update this page about what is proposed. This mod can be used with Avionix's Visual Pack. This is what we have so far: Version 1.0: Blue Star - Lumiere Hot Planet - Eden Venus like planet - Arion Rocky planet with no atmosphere - Vakishka, Moon - Artemis Gas giant - Idepus, Moon - Sar, Moon - Jana, Habitable moon, Ice moon - Powhatan, Cracked moon - Galba Ice planet - Irby Red dwarf - Pohlia Scorched rock incredibly close to Pohilia - Palacios Odepius - Tidally locked planet with lush jungles at borders. --- Binary system: Oxolok - Barren, desert world. Hox - Watery world, with a few sandy islands. --- Gas giant - Gehenna with messy ring system - maybe clouds of dust, volcanically active moon - blazano, Ice moon - Koilia, Rock on extremely eccentric orbit - Skabarus Ice world - Plore, Moon with cryovolcano - Spudoe Bloated Red Giant - Esmuedis Scorched, rocky, molten world - Ofroinus Scorched gas giant - Frade, tidally locked, scorched moon - Shufropa, almost complete obliterated moon - Preon Barren, Desert World - Duater World that looks like it once had water - Slecilia Planet that glows blue in some places - Autov Black hole - S50014+81 - 3.6 x 10^16 Gs of gravity. Update 0.1: Moved Kerbol Around Black Hole S50014+81 Added Black Hole Update 0.2: Added Stars Update 0.3: We will see...
  3. Scott Manley made a 1.1 preview video! Obviously not by me
  4. Share what mods you are planning to get for 1.1, with 64 bit allowing infinite RAM usage! I went slightly overboard with the mods; my list has exactly 100 mods.
  5. Don't get me wrong, I am super hyped about 1.1, but I'm wondering if it will solve the stability and bug issues. I think those two issues are the main problem in the fantastic game that is KSP, for example if you go to the negative reviews on Steam, (almost) the only thing you will see is that the game isn't stable, especially with mods. My question is will 1.1 make the performance of KSP significantly better? A read people saying that it the improvents will be huge and compare it with Besieged (that also recently updated to Unity 5 with a huge performance boost). And I also read about that you probably can't make bigger ships or that you barely get more FPS... Jonatan
  6. We are all very excited for the 64-bit upgrade included in KSP v1.1! But will it last? What will happen if the 32-bit edition is seen as more stable or as less buggy? If users and modders make the mass exodus back to 32-bit, I worry that 64-bit will not get the attention it needs. Modders may drop support 64-bit. Squad may mark 64-bit as "experimental" or "unstable". The universe as we know it may collapse into a singularity. Or I might be worrying too much and none of these things will be an issue. What do you think? Either way, think about taking the 64-bit pledge: Pledge to stay on 64-bit KSP v1.1: Pledge to hang on during the rough times. Pledge to report the bugs and provide useful information to help Squad iron out the issues. Pledge to support 64-bit in your mods. Or don't take the pledge, that's up to you
  7. In 1.1 each vessel will have 1 CPU thread to play with. In most cases, this won't load your CPU very heavily. I'm gonna cut to the case here, what if you could have multiple vessels rigidly connected, but not considered a single merged vessel according to the physics engine? I'm proposing a type of decoupler or docking port. This could be used for: 1. Dividing space stations 2. Dividing large interplanetary ships (i.e. propulsion stage and lander) 3. (My fav) Dividing payloads from their launch vehicles. Problems/solutions: P: Any time the ships are on rails they will drift apart. S: Don't allow time warp until the part re-connects all vessels. (This could be done in the background) P: Resource/crew transfer will be impossible S: Allow the vessels to be connected temporarily through the part's right click menu, although framerates will plummet. I have no idea how this would be coded, I do know it's possible to some extent through KAS's pipes, perhaps a variant of that could be used? Discuss! (I'm writing this on my phone, later today I'll probably update this with more info)
  8. Joe (Dr Turkey) announced on Squadcast today that 1.1 will not have the new 'antenna-range like' comms system included. Personally, I don't have a problem with this. There's enough important stuff under the hood in 1.1 that I'm not stressed over the absence pushing back of this feature to the following release. Happy landings!
  9. I have decided to drive the hype train because I have not seen anyone else do it anyways Let us all share our hype for KSP. I am hoping for multithreading because I have an 8 core cpu.
  10. I was wondering, will 1.1 break my savegame? This would be good to know since it would make me play a bit sandbox and stop pushing my career mode. I mean craft breaking is okay. The thing I'm worried about is alle the science I gathered (almost all in the SOI of kerbin).
  11. Hi master developers Do we have a release date for 1.1?
  12. I think this is in the right place... I am about to launch a long-term project and construct it in Kerbin orbit. I know that the comms parts will be changing, and I am wondering if they will break ships with current comms parts on them. Should I wait until 1.1 comes out?
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