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Found 19 results

  1. Originally designed by @Xaiier as an advanced successor to the popular Dynamic Warp mod, this mod gives you complete control of time in KSP by allowing you to slow down time to get those cool explosions on video(or find out why your rocket is blowing up on the pad), boost the rate of time to ridiculous levels without loss of precision to ease those long burns, set custom warp rates and per-planet custom altitude limits, utilize automatic warping, and monitor the physics engine and game performance. Now maintained and enhanced by @westamastaflash. Jun 25, 2021 - Version 2.11 (KSP 1.12). KSP 1.12 Recompile Note that in Low Kerbin Orbit, when using 'hyper-warp' you may sometimes find your Semi-Major axis changing without any force on your vessel. I think this has something to do with the interaction between the coordinate systems and floating point issues that I am not smart enough to figure out right now. It's small enough that usually it is not a problem when you are applying thrust to your vehicle. Also, there seems to be a problem with some engine sounds after using hyper warp. Download current release on GitHub. Curseforge Project Site Please add issues or enhancement requests to the issue tracker on GitHub! Full Changelong Available on Github Usage: The seven letters at the top of the window allow you to switch operation modes between details, quick warp, warp-to, rails editor, keybindings, slow-mo, and hyper warp. In the Space Center and Tracking Station, hyper warp and slow-mo are not available. Pictures of the GUI are in each spoiler below. QuickWarp: Warp-To UT: Slow-motion: Hyper warp: Rails editor: ? Details: Key Bindings Setup: Settings are now in the standard KSP settings window accessed in-flight or at the space center. Recommended Mods that go well with Time Control: Time Control will respect the years/days/hours/minutes that Kronometer sets up. Note that the quick-warp and warp-to quick +/- buttons won't make sense if your kerbal minute is 38 seconds long and kerbal hour is 17 kerbal-minutes. They will work correctly (+38 seconds / minute), but the multipliers wouldn't be that useful. Time Control has an integrated "Warp to next KAC Alarm" feature. My recommendation is to turn off KAC's built in warp-stopping functionality, as Time Control's is more precise and will get you to the alarm point very fast. Source Code also on Github. MIT License. In the past, this mod included version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. MiniAVC has been removed from the mod for some time, but a version file remains, if you choose to use KSP-AVC. Time Modding Notes (by Xaiier)
  2. Have you ever wanted to see your flight data in beautiful charts? Ever wanted to see a detailed log of your altitude, apoapsis, velocity, and much, much more? Well, KSP Data Export allows you to do that! This mod allows you to choose from 20 different values to log (even more are coming in future updates), and neatly puts them into a CSV file. You can then use this CSV file in programs such as Excel or Google Sheets to create beautiful looking charts and graphs. Data is logged by default every one second, but you are allowed to change to whatever you would like. I made this video to demonstrate some of the features: Current Values to Choose From: Vessel Surface Velocity G-Force Acceleration Thrust TWR Mass Position Altitude (Terrain) Altitude (Sea Level) Downrange Distance Latitude Longitude Orbit Apoapsis Periapsis Inclination Orbital Velocity Target Distance Target Velocity Resources Stage DeltaV Vessel DeltaV Science Air Pressure More values are coming soon! Screenshots The main GUI The GUI to choose which values to log Download This mod is available on CKAN, as well as SpaceDock and CurseForge. If you prefer to download it on GitHub, you can get it here. The source code is available here. License: MIT Thank you for reading, let me know your comments, feedback, and suggestions! (I am new the forums, so hopefully I didn't make any mistakes. This is also my first mod!)
  3. For the last few months, I've been playing the game with 100+ mods just fine with minimal lagging. I got back into playing it again after a long break and noticed it takes a lot longer to load, open saves, etc. I know the obvious answer would be to remove a bunch of the mods I'm using but it just seems strange that this is happening all of a sudden.
  4. This adds a SpaceX Droneship to land your rockets on! It includes a static for Kerbal Konstructs and a VAB part. This is a continuation of Space X Barge Lander, which only had a KK static. I added the VAB part. In the future, I hope to add more parts related to SpaceX's Fleet, such as tugs. It's not perfect yet, but I'm working on it. I want to thank @ColdJ for his continued help with this, my first part mod. Dependencies: KerbalKonstructs (if you want the static) ModuleManager Download from: SpaceDock CKAN Github License: MIT
  5. Hello everyone! Today we wear our party helmets to celebrate the 10th anniversary of the first publicly released version of Kerbal Space Program, as well as the launch of our most ambitious free update ever! Kerbal Space Program 1.12: On Final Approach is the last major update of what became one of the most influential space flight simulators ever, but it also marks the beginning of a new chapter in the Kerbal universe. Looking forward to the future, but proud of what KSP has achieved, we want to give players our most sincere thanks. The support you’ve given us throughout all these years has helped to excite and inspire us to bring you the ultimate KSP experience before KSP2 hits the shelves next year. Kerbal Space Program 1.12: On Final Approach is packed with a great deal of content including a brand new ‘Slim’ suit inspired by the feats of the private aerospace sector industry, on-demand disconnecting struts, and rotating docking port collars, just to name a few. This update also includes many new requested features & quality of life additions to improve the user experience of KSP, such as a huge revamp to craft and game save loading menu-system, a large amount of wheel and landing leg improvements, and much more! Rejoice and explore the Kerbal universe once more... you might even encounter some of the new easter eggs and unlockable launch sites scattered around the solar system. Are you ready? Let’s go through some of the update’s highlights below: Maneuver Creator App The Maneuver Creator app is an incredibly useful tool that enhances the accuracy of your space maneuvers by allowing you to quickly generate transfers to other celestial bodies, see upcoming transfer windows and get a good understanding of where you’re going and how much deltaV it will take to get there. Alarm Clock App Use the Alarm Clock app to set alarms for maneuvers, manual time alarms and alarms for various orbital positions, which will certainly come in handy for those long trips that require several burns to complete. New Solar Panels This update also includes 4 brand new photovoltaic panels, including enhanced versions of the SP and OX-4 series, but also two large circular retractable solar panels with very cool deployment methods. 10th Anniversary Fireworks! Celebrate KSP’s 10th anniversary with these highly configurable firework launchers to attach to your vehicles. Choose from different trail and burst types, but also tweak the force, duration, star size, launch velocity, explosion delay, and the colors of the fireworks at any given time. Let the party begin! And more! To learn more you can read the full Changelog here: =================================== v1.12.0 ============================================================ +++ Improvements * Upgrade project to Unity 2019.4.18f1 LTS. * All module filter buttons in advanced filter mode in the VAB/SPH now have icons. * Adjustment to Kerbal hiring formula to make it not prohibitive, while still making it cheaper if the player has lost most/all of their kerbals. * Wheel and landing leg suspension now spreads weight across all grounded wheels. * Wheels have new improved friction model with more realistic physics. * Wheel steering response is now modified to give lower response at higher speeds (less oversteer). * Add new stock Slim suit. * Color picker PAW field now shows current color to left of name. * Adjustments to PAW groups to let controls in groups fill the PAW better. * ChooseOption PAW field now marquees text for long value choices. * Revamp of Pol's terrain textures. * Implement new structural variants to Flag parts and ensure non-structural ones have no colliders. * Add limited rotation to Docking Port parts so they can now slightly rotate to help align both sides of the vessel. * Add Disconnect action for compound parts like fuel lines and struts, so you can disconnect these via the part menu, actions and controllers. * Add folder structure display and navigation for craft storage and the craft-load dialog. * Add middle mouse click handling to set lat, lon, alt when using the set position cheat from flight and map mode. * Add Maneuver Tool app to create inter-body transfer maneuver nodes. * Add file folder browser to craft load and save dialog. * Add ability to search games in load screen. * Add ability to search craft in vessel load dialog. * Add 10th Anniversary Patch to classic astronaut suits. * Add an alarm clock app to help players not miss important events. * Implement cheats - Ignore Kerbal EVA Construction Mass Limit, Ignore Kerbal Inventory Volume/Mass Limit and Fix repairable parts. * Change error message color and added Override safety check to the set Orbit cheat. * Command Pods are now allowed to be edited in EVA Construction Mode. +++ Localization * Move Action Group App heading text to correct localization files. * Italian only. Fixing incorrect tense used for verbs in three Mission Control strings. * KSPedia EVA Activities fix, in all 9 languages. * Fix KSPedia Parachute slide for all 9 languages. * Fix outdated translation on Kerbal parachute KSPedia page of one string in Chinese only. * Fix on grammatical error on Dzhanibekov effect EVA science experiment, for English only. * Fix translation in one string (#autoLOC_8003405) , only for Russian. * Fix for missing comma in SEQ-24 Cargo Storage Unit description, English only. * Fix for misspelled 'efficiency' in Construction training, English only. * Fix translation in game for one string to match cfg file (#autoLOC_309388) , only for French. * Fix translation in one string for Bepi Colombo, only for German. * Fix translation for several uses for 'crew' , only for Chinese. * Fix 'Ice Cream' is two words, English only. * Fix for apostrophe missing in 'comets' for one line in Rosetta mission. English only. * Fix for several part names showing untranslated in description, Japanese only. * Fix for using a capital C on the noun Comet for Rosetta mission summary, English only. * Fix for UI to show whole translation for KAL-1000 Controller details, Russian only. * Fix for spelling mistake in the part description window for the EVA Repair Kit, English only. * Fix for punctuation in Data from Science slide, French only. * Fix for spacing in Tools VAB/SPH KSPedia slide, Portuguese only. * Fix wheel stress PAW item text in Japanese. * Fix for typo issue in 'Dres' KSPedia slide, Portuguese only. * Updated text for OX-Stat-PD Photovoltaic Panel, 8 languages. +++ Parts * New solar panels! OX-10L 1x5, SP-10L 1x5, OX-10C and SP-10C Photovoltaic Panels. * Fix LV-N Nerv, Stayputnik, RA-15 Relay Antenna, LV-T45 Swivel, LV-T30 Reliant, Z-200 Rechargeable Battery, Girder Adapter and Z-4K Rechargeable Battery overlapping z-fighting issues. * Fix MK1-3's Kerbal hatch exit point. * Allow surface attachment to the PB-X50R Xenon Container, Stratus-V Cylindrified Monopropellant Tank and Stratus-V Roundified Monopropellant Tank. * Revamp all docking port parts. * Add a new set of parts. Fireworks dispensers! +++ Bugfixes * Fixed audio issue caused by too many sounds triggering at the same time. * Fix Part Loader handling of invalid animations in parts on load. * Fix the map icon for Deployable Ground Parts like Work Lamps to not show the unknown question mark. * Fix parts being tilted when taken from inventory in Construction mode, they now match the rotation in the editor. * Fix kerbals being able to walk and jump their way to orbit. * Fix null references occuring on part icons after the mission flag is changed after moving a cargo flag from cargo to a vessel. * Fix issue flag parts in cargo were changing their thumbnail when changing the mission flag while in the VAB/SPH and also when held over PAWs or EVA Construction Panel. * A new screen message will appear when a Kerbal attempts to pick up a deployed cargo part when it's carrying capacity limit would be exceeded. The part will not be picked up until the Kerbal has freed enough capacity in its inventory slots. * Fix potential game crash when attempting to attach a part created from an undo (crtl+z)in editor. * Decreased a height error check from 0.2m to 0.1m, in order to support smaller parts, and preventing them to sink into the ground. * Fix edge case where robotic pistons shoot off at high speeds when dropped in EVA Construction Mode. * Fix Mobile Launch sites where all the legs will now try to extend if one does not find a ground collision. * Fix Mobile Launch Sites could end up with a null reference for positionMobileLaunchsite. * Deployed science SFX is no longer interrupted while placing more than one instrument. * Fix the consistency of Extendable parts. When they are moved they should retain their state, when stored they are retracted into storage and need to be extended once attached from storage. * Fix key not found exception after an EVA Kerbal dies followed by staging a decoupler in flight. * Fix ability to review and transmit science experiments whilst resetting the experiment. * Fix NRE on closing Construction Mode while holding robotic parts after detaching it from vessel. * Fix flag parts not moving with the rest of the craft when manipulating the root part in editor. * Fix flickering Orbit lines in Mapview/Tracking station (really fixed this time). * Fix for UI to allow proper space for the word "Small" to display in a single row in the PAW. * Fix for UI to avoid misaligned column text in "Active Strategies" column, in the Administration Building. * Fix wheel stress tolerance not taking gravity into account. * Fix wheels not taking steering curve into consideration. * Fix landing legs violently decompressing when fully compressed. * Fix landing legs shaking on low gravity. * Fix light weight rovers using S2 wheels sliding everywhere. * Fix landing legs shaking when attached to parts placed horizontally. * Fix vessels moving across the surface with landing legs placed at >= 45 degrees. * Fix toggle wheel motor action group. * Fix max speed on M1. * Fix some contract craft not loading in career games. * Fix quicksave text input being too short and characters being cut off. * Fix deploying ground parts interrupting SFX on other parts. * Fix NRE occurring during repairing a part. * Fix Rover Construction, Satellite Upgrade and Vessel repair contracts losing track of the contract vessel. * Fix any vessel arriving at a rover repair contract from triggering the waypoint on the contract. * Fix Satellite upgrade contract asking for parts that are not usable in EVA Construction mode. * Fix Ap and Pe markers appearing in future patches in space not aligned to current patch rendering when in career games that have yet to have patched conics available. * Fix EVA kerbals on a ladder in Construction Mode holding a part from floating off the ladder. * Fix the banana pieces velocity when performing the EVA science experiment whilst wearing the default suit. * Fix physicsless root part on decoupled vessel creating havoc. * Fix a Key Not Found Exception error message is fired when a Grip Strip is removed from any vessel through EVA Construction Mode. * Fix held part keeps its position in the scene on closing Construction Mode instead of reaching the ground. * Fix Mk1-3 Pod's rcs' SFX volume. * Fix toggle of suspension auto spring and damper not resetting spring and damper when toggled from override to auto. * Fix the Protective Rocket Nose Cone Mk7?s collider. * Fix prebuilt craft qualification for contracts based on tech nodes as they are purchased. * Fix Non-retractable deployable parts having a Retract option when they cannot be retracted. * Inventory part tooltip panel no longer closes as soon as the mouse exits the inventory slot. It is therefore now possible to read all the information when the panel has many widgets. * Extended part information panel and inventory tooltip are now more clear about mass information. * Fix audio issue where sounds makes a pop sound when engines shut down. * Fix NREs when expanding a stage from a vessel marked as debris. * Fix audio issue where sounds differed between map view and flight view. * Fix the MenuNavigation on the CraftBroswer dialog so that when browsing with the up and down arrows, the scrollback focuses on the highlighted element. +++ Modding * Changes to Wheel and Landing Legs systems by default are not applied to old parts. ModuleWheelBase.useNewFrictionModel, ModuleWheelSteering.useNewModel, ModuleWheelSuspension.useDistributedMass must be set to true in the Part Modules cfg for each part that wants to use the new functionality. * Failed reflection calls to incompatible or otherwise invalid mods are now handled, so they don't stop the game from loading. * Custom suits now show the corresponding icon in all relevant screens. * Added an additional useCustomThreshold field to ModuleOrbitalSurveyor. Setting it to true will allow the module to recalculate the minimum and maximum altitudes beyond the stock values. * When multiple versions of the same assembly are present, KSP now makes sure only the most recent one is loaded. * Tuned the logic to calculate space object resource percentages based on the lowRange and highRange values, preventing space objects from always having > 80% resources regadless of the range values. * Add a GameEvent for revert to launch that returns the current FlightState. * Add ability for modders to be able to turn off the color changer UI. * Add ability to support multiple lights from the single ModuleLight instance. * Allow ModuleLight's toggle action to simultaneously toggle other animations. =================================== Making History 1.12.0 =================================== +++ Parts * Kerbodyne S3-S4 adapter's dark stripe now matches with the S3 and S4 tanks. * Add 1.25m Engine plate. * Fix SM-25 gap at bottom of the doors. +++ Bugfixes * Kerbodyne KE-1 Mastodon Liquid Fuel Engine's shroud clipping fix * Fix spacing in Mission Builder for 'Seed' field in the SAP. * Fix max speed on M1-F wheels. * Fix EP-12's preview attach nodes size. * Fix MEM's rcs' SFX volume. =================================== Breaking Ground 1.7.0 =================================== +++ Localization * Fix unnecessary colon for one string in Spanish only. * Fix for spelling mistake in Duna's stone objects, English only. Kerbal Space Program 1.12: On Final Approach is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.12: On Final Approach. Happy launchings! About the Ground Anchor: The Ground Anchor will be a brand new element in KSP, that when paired with EVA construction, will give players the ability to anchor their vessels to the ground or create a solid foundation for bases. Unfortunately we encountered a late bug for this feature, so it will not be included as part of the 1.12 update. We believe we have a fix for it, but it was too late and too risky to do at the last minute. As a result, this feature will be included with the 12.1 patch, so stay tuned.
  6. I've noticed when trying to enter the launchpad or runway from KSC that only crafts under the root directory of the craft folder system show up to be launched, and I can't see how to access the subfolders or search for craft in them. How can I do this?
  7. I run KSP via Steam, and today when I launched Steam I saw an auto update for KSP in progress. It's now at 1.12. After it completed I tried to launch KSP and it just sits at "Loading Part Upgrade" message, and the progress bar doesn't move, while the scenes and witty expressions change. All I can do is terminate the process via Task Manager. I've tried restarting my computer without success. Any suggestions on how to fix this? Either removing the update, or running KSP from another source? <next day> I uninstalled KSP entirely and reinstalled it, and it ran just fine. So I started/stopped it multiple times, each time adding a single mod. Here's what I came up with: The following three mods stop the load at the "Loading Part Upgrade" message I described originally: Surface Lights KIS Warp Plugin - even after downloading the latest version, I received multiple file errors while trying to install it. MechJeb2 didn't stop the load, but did generate the 'incompatible mod' warning. B9Switch didn't interfere with the game loading when I first added it, but after I added Station Parts Expansion Redux I received a fatal error message related to B9Switch while the game was loading, and the game stopped on it's own, rather than allowing to quit normally. I'd be curious if others are experiencing the same issues. I figure I just need to be patient for each of those mods to be updated before I can continue my career game.
  8. When I set an alarm for a ship's maneuver node, it only works while the ship is in focus! If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator... This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine! * Hope this is a bug, not a feature! ** I'm playing KSP 1.12.0 on Windows 10 x64 Thanks.
  9. I started a new career game after updating to 1.12 and discovered that parts are listed two or three times in the various nodes of the tech tree. They only appear one time in the VAB/SPH, but multiple times in R&D. I'm curious to know if anyone else is seeing the same thing.
  10. To celebrate our 10th Anniversary, we’ve scattered several easter eggs throughout the solar system in the 1.12 PC update. Throughout the next week we’ll be posting hints on where five (5) of these easter eggs can be located, and we’re challenging you to embark on a mission to find them all! To successfully participate in this contest, you’ll need to: Have the 1.12 PC update installed, then log in to Kerbal Space Program to find the five hidden “easter eggs” throughout the game. Keep an eye on our social media posts on Twitter, Facebook, and Instagram. We’ll post a total of five (5) #KSP10egghunt hints on which easter eggs you’ll need to find and where you’ll find them. Reply to this post with a screenshot* (or link to the screenshot) containing the easter egg you found along with a Kerbal and your unique custom flag. Instructions on how to make a custom flag can be found HERE. *Please mark your screenshots as spoilers. Your screenshot(s) should look something like this: As the contest progresses, edit your original post to include any additional easter eggs that you’ve found. Each post containing an easter egg, Kerbal and unique flag will receive one (1) entry into the Sweepstakes for a total of five (5) entries per person/account throughout the Sweepstakes Period. You have until July 2nd to submit your entries. Winners will be selected in a random drawing from all eligible entries received, and will be announced on July 5th. Twenty (20) random entrants will each receive one (1) Jeb squishy! Good luck, and let the hunt begin! NO PURCHASE NECESSARY. MUST BE AT LEAST 13 YEARS OF AGE. CONTEST BEGINS AT 9:00 AM PT ON JUNE 25, 2021 AND ENDS AT 11:59 PM PT ON JULY 2, 2021. VOID WHERE PROHIBITED SUBJECT TO THE OFFICIAL RULES LOCATED AT http://bit.ly/ksp10egghuntrules
  11. After updating to 1.12 I noticed that some parts no longer have the advanced tweakables that were available in 1.11. For instance, the multiport connectors from the StationPartsExpansion mod no longer offer the various configuration options (5-way; 4-way; 3-way; 2-way; 45 degree). I checked and made sure that 'advanced tweakables' were enabled at both the game and start menu levels. Am I missing some other setting?
  12. My problem is when start my game it goes to the loading screen but then at the bottom (where it says loading parts or that sort of thing) it just says loading part upgrades. The loading screen images are changing but the bottom text is stuck like that for 3 hours. I’ve closed the game a loaded it again but the same problem occurs. I’m wondering if anyone else is having this problem or anyone knows how I might be able to fix this.
  13. So i got this strange bug when using debug menu to cheat myself to duna (To test a lander) and this happened: (Game thinks im in every scene at once) Screenshot: Log: https://drive.google.com/file/d/1AoK93F4aDDUr6RVwxxMQLF_8bbYt-VpJ/view?usp=sharing
  14. So, I've actually had this game for 7 years, and still don't know how to update reliably without creating 2 different installs then having to move the saves folders and whatnot over into the new KSP version. A few times, I downloaded not another copy of KSP, but something else that updated my existing install to the new version. Where can I get that something else? Thanks
  15. Could someone help me find the courdanates of all of the new launch sites? Please put them in Latitude and logitude Thanks. If you do not want to know where the locations are, don’t click on the spoiler tab below This should help too. https://ksp.deringenieur.net/ This might help: https://wiki.kerbalspaceprogram.com/wiki/List_of_bases_on_Kerbin PUT THE CORDADINTES IN A SPOILER TAB
  16. I dont know if sombody made one already but just in case no one has here is one. COUNTDOWN TO 10 YEARS AND UPDATE: ITS HERE PARTY CONFIRMED RELASE TIME: UPDATES HERE
  17. Hello everyone! Today we wear our party helmets to celebrate the 10th anniversary of the first publicly released version of Kerbal Space Program, as well as the launch of our most ambitious free update ever! Kerbal Space Program 1.12: On Final Approach is the last major update of what became one of the most influential space flight simulators ever, but it also marks the beginning of a new chapter in the Kerbal universe. Looking forward to the future, but proud of what KSP has achieved, we want to give players our most sincere thanks. The support you’ve given us throughout all these years has helped to excite and inspire us to bring you the ultimate KSP experience before KSP2 hits the shelves next year. Kerbal Space Program 1.12: On Final Approach is packed with a great deal of content including a brand new ‘Slim’ suit inspired by the feats of the private aerospace sector industry, on-demand disconnecting struts, and rotating docking port collars, just to name a few. This update also includes many new requested features & quality of life additions to improve the user experience of KSP, such as a huge revamp to craft and game save loading menu-system, a large amount of wheel and landing leg improvements, and much more! Rejoice and explore the Kerbal universe once more... you might even encounter some of the new easter eggs and unlockable launch sites scattered around the solar system. Are you ready? Let’s go through some of the update’s highlights below: Maneuver Creator App The Maneuver Creator app is an incredibly useful tool that enhances the accuracy of your space maneuvers by allowing you to quickly generate transfers to other celestial bodies, see upcoming transfer windows and get a good understanding of where you’re going and how much deltaV it will take to get there. Alarm Clock App Use the Alarm Clock app to set alarms for maneuvers, manual time alarms and alarms for various orbital positions, which will certainly come in handy for those long trips that require several burns to complete. New Solar Panels This update also includes 4 brand new photovoltaic panels, including enhanced versions of the SP and OX-4 series, but also two large circular retractable solar panels with very cool deployment methods. 10th Anniversary Fireworks! Celebrate KSP’s 10th anniversary with these highly configurable firework launchers to attach to your vehicles. Choose from different trail and burst types, but also tweak the force, duration, star size, launch velocity, explosion delay, and the colors of the fireworks at any given time. Let the party begin! And more! To learn more you can read the full Changelog here: =================================== v1.12.0 ============================================================ +++ Improvements * Upgrade project to Unity 2019.4.18f1 LTS. * All module filter buttons in advanced filter mode in the VAB/SPH now have icons. * Adjustment to Kerbal hiring formula to make it not prohibitive, while still making it cheaper if the player has lost most/all of their kerbals. * Wheel and landing leg suspension now spreads weight across all grounded wheels. * Wheels have new improved friction model with more realistic physics. * Wheel steering response is now modified to give lower response at higher speeds (less oversteer). * Add new stock Slim suit. * Color picker PAW field now shows current color to left of name. * Adjustments to PAW groups to let controls in groups fill the PAW better. * ChooseOption PAW field now marquees text for long value choices. * Revamp of Pol's terrain textures. * Implement new structural variants to Flag parts and ensure non-structural ones have no colliders. * Add limited rotation to Docking Port parts so they can now slightly rotate to help align both sides of the vessel. * Add Disconnect action for compound parts like fuel lines and struts, so you can disconnect these via the part menu, actions and controllers. * Add folder structure display and navigation for craft storage and the craft-load dialog. * Add middle mouse click handling to set lat, lon, alt when using the set position cheat from flight and map mode. * Add Maneuver Tool app to create inter-body transfer maneuver nodes. * Add file folder browser to craft load and save dialog. * Add ability to search games in load screen. * Add ability to search craft in vessel load dialog. * Add 10th Anniversary Patch to classic astronaut suits. * Add an alarm clock app to help players not miss important events. * Implement cheats - Ignore Kerbal EVA Construction Mass Limit, Ignore Kerbal Inventory Volume/Mass Limit and Fix repairable parts. * Change error message color and added Override safety check to the set Orbit cheat. * Command Pods are now allowed to be edited in EVA Construction Mode. +++ Localization * Move Action Group App heading text to correct localization files. * Italian only. Fixing incorrect tense used for verbs in three Mission Control strings. * KSPedia EVA Activities fix, in all 9 languages. * Fix KSPedia Parachute slide for all 9 languages. * Fix outdated translation on Kerbal parachute KSPedia page of one string in Chinese only. * Fix on grammatical error on Dzhanibekov effect EVA science experiment, for English only. * Fix translation in one string (#autoLOC_8003405) , only for Russian. * Fix for missing comma in SEQ-24 Cargo Storage Unit description, English only. * Fix for misspelled 'efficiency' in Construction training, English only. * Fix translation in game for one string to match cfg file (#autoLOC_309388) , only for French. * Fix translation in one string for Bepi Colombo, only for German. * Fix translation for several uses for 'crew' , only for Chinese. * Fix 'Ice Cream' is two words, English only. * Fix for apostrophe missing in 'comets' for one line in Rosetta mission. English only. * Fix for several part names showing untranslated in description, Japanese only. * Fix for using a capital C on the noun Comet for Rosetta mission summary, English only. * Fix for UI to show whole translation for KAL-1000 Controller details, Russian only. * Fix for spelling mistake in the part description window for the EVA Repair Kit, English only. * Fix for punctuation in Data from Science slide, French only. * Fix for spacing in Tools VAB/SPH KSPedia slide, Portuguese only. * Fix wheel stress PAW item text in Japanese. * Fix for typo issue in 'Dres' KSPedia slide, Portuguese only. * Updated text for OX-Stat-PD Photovoltaic Panel, 8 languages. +++ Parts * New solar panels! OX-10L 1x5, SP-10L 1x5, OX-10C and SP-10C Photovoltaic Panels. * Fix LV-N Nerv, Stayputnik, RA-15 Relay Antenna, LV-T45 Swivel, LV-T30 Reliant, Z-200 Rechargeable Battery, Girder Adapter and Z-4K Rechargeable Battery overlapping z-fighting issues. * Fix MK1-3's Kerbal hatch exit point. * Allow surface attachment to the PB-X50R Xenon Container, Stratus-V Cylindrified Monopropellant Tank and Stratus-V Roundified Monopropellant Tank. * Revamp all docking port parts. * Add a new set of parts. Fireworks dispensers! +++ Bugfixes * Fixed audio issue caused by too many sounds triggering at the same time. * Fix Part Loader handling of invalid animations in parts on load. * Fix the map icon for Deployable Ground Parts like Work Lamps to not show the unknown question mark. * Fix parts being tilted when taken from inventory in Construction mode, they now match the rotation in the editor. * Fix kerbals being able to walk and jump their way to orbit. * Fix null references occuring on part icons after the mission flag is changed after moving a cargo flag from cargo to a vessel. * Fix issue flag parts in cargo were changing their thumbnail when changing the mission flag while in the VAB/SPH and also when held over PAWs or EVA Construction Panel. * A new screen message will appear when a Kerbal attempts to pick up a deployed cargo part when it's carrying capacity limit would be exceeded. The part will not be picked up until the Kerbal has freed enough capacity in its inventory slots. * Fix potential game crash when attempting to attach a part created from an undo (crtl+z)in editor. * Decreased a height error check from 0.2m to 0.1m, in order to support smaller parts, and preventing them to sink into the ground. * Fix edge case where robotic pistons shoot off at high speeds when dropped in EVA Construction Mode. * Fix Mobile Launch sites where all the legs will now try to extend if one does not find a ground collision. * Fix Mobile Launch Sites could end up with a null reference for positionMobileLaunchsite. * Deployed science SFX is no longer interrupted while placing more than one instrument. * Fix the consistency of Extendable parts. When they are moved they should retain their state, when stored they are retracted into storage and need to be extended once attached from storage. * Fix key not found exception after an EVA Kerbal dies followed by staging a decoupler in flight. * Fix ability to review and transmit science experiments whilst resetting the experiment. * Fix NRE on closing Construction Mode while holding robotic parts after detaching it from vessel. * Fix flag parts not moving with the rest of the craft when manipulating the root part in editor. * Fix flickering Orbit lines in Mapview/Tracking station (really fixed this time). * Fix for UI to allow proper space for the word "Small" to display in a single row in the PAW. * Fix for UI to avoid misaligned column text in "Active Strategies" column, in the Administration Building. * Fix wheel stress tolerance not taking gravity into account. * Fix wheels not taking steering curve into consideration. * Fix landing legs violently decompressing when fully compressed. * Fix landing legs shaking on low gravity. * Fix light weight rovers using S2 wheels sliding everywhere. * Fix landing legs shaking when attached to parts placed horizontally. * Fix vessels moving across the surface with landing legs placed at >= 45 degrees. * Fix toggle wheel motor action group. * Fix max speed on M1. * Fix some contract craft not loading in career games. * Fix quicksave text input being too short and characters being cut off. * Fix deploying ground parts interrupting SFX on other parts. * Fix NRE occurring during repairing a part. * Fix Rover Construction, Satellite Upgrade and Vessel repair contracts losing track of the contract vessel. * Fix any vessel arriving at a rover repair contract from triggering the waypoint on the contract. * Fix Satellite upgrade contract asking for parts that are not usable in EVA Construction mode. * Fix Ap and Pe markers appearing in future patches in space not aligned to current patch rendering when in career games that have yet to have patched conics available. * Fix EVA kerbals on a ladder in Construction Mode holding a part from floating off the ladder. * Fix the banana pieces velocity when performing the EVA science experiment whilst wearing the default suit. * Fix physicsless root part on decoupled vessel creating havoc. * Fix a Key Not Found Exception error message is fired when a Grip Strip is removed from any vessel through EVA Construction Mode. * Fix held part keeps its position in the scene on closing Construction Mode instead of reaching the ground. * Fix Mk1-3 Pod's rcs' SFX volume. * Fix toggle of suspension auto spring and damper not resetting spring and damper when toggled from override to auto. * Fix the Protective Rocket Nose Cone Mk7?s collider. * Fix prebuilt craft qualification for contracts based on tech nodes as they are purchased. * Fix Non-retractable deployable parts having a Retract option when they cannot be retracted. * Inventory part tooltip panel no longer closes as soon as the mouse exits the inventory slot. It is therefore now possible to read all the information when the panel has many widgets. * Extended part information panel and inventory tooltip are now more clear about mass information. * Fix audio issue where sounds makes a pop sound when engines shut down. * Fix NREs when expanding a stage from a vessel marked as debris. * Fix audio issue where sounds differed between map view and flight view. * Fix the MenuNavigation on the CraftBroswer dialog so that when browsing with the up and down arrows, the scrollback focuses on the highlighted element. +++ Modding * Changes to Wheel and Landing Legs systems by default are not applied to old parts. ModuleWheelBase.useNewFrictionModel, ModuleWheelSteering.useNewModel, ModuleWheelSuspension.useDistributedMass must be set to true in the Part Modules cfg for each part that wants to use the new functionality. * Failed reflection calls to incompatible or otherwise invalid mods are now handled, so they don't stop the game from loading. * Custom suits now show the corresponding icon in all relevant screens. * Added an additional useCustomThreshold field to ModuleOrbitalSurveyor. Setting it to true will allow the module to recalculate the minimum and maximum altitudes beyond the stock values. * When multiple versions of the same assembly are present, KSP now makes sure only the most recent one is loaded. * Tuned the logic to calculate space object resource percentages based on the lowRange and highRange values, preventing space objects from always having > 80% resources regadless of the range values. * Add a GameEvent for revert to launch that returns the current FlightState. * Add ability for modders to be able to turn off the color changer UI. * Add ability to support multiple lights from the single ModuleLight instance. * Allow ModuleLight's toggle action to simultaneously toggle other animations. =================================== Making History 1.12.0 =================================== +++ Parts * Kerbodyne S3-S4 adapter's dark stripe now matches with the S3 and S4 tanks. * Add 1.25m Engine plate. * Fix SM-25 gap at bottom of the doors. +++ Bugfixes * Kerbodyne KE-1 Mastodon Liquid Fuel Engine's shroud clipping fix * Fix spacing in Mission Builder for 'Seed' field in the SAP. * Fix max speed on M1-F wheels. * Fix EP-12's preview attach nodes size. * Fix MEM's rcs' SFX volume. =================================== Breaking Ground 1.7.0 =================================== +++ Localization * Fix unnecessary colon for one string in Spanish only. * Fix for spelling mistake in Duna's stone objects, English only. Kerbal Space Program 1.12: On Final Approach is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. Click here to enter the Grand Discussion Thread for this release. Happy launchings! About the Ground Anchor: The Ground Anchor will be a brand new element in KSP, that when paired with EVA construction, will give players the ability to anchor their vessels to the ground or create a solid foundation for bases. Unfortunately we encountered a late bug for this feature, so it will not be included as part of the 1.12 update. We believe we have a fix for it, but it was too late and too risky to do at the last minute. As a result, this feature will be included with the 12.1 patch, so stay tuned.
  18. So I started playing KSP since 1.3 and it’s one of the best game I’ve ever played. Of course I started way too late for any KerbalKon. Still, since 1.12 is going to be the last major update for KSP1 and also its 10th anniversary. I am thinking about having one last Kerbalkon as and remembrance ceremony to the game we all love. So the first question is what do you guys think. Then the second question is can anyone host it.
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