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  1. After successfully showing the KSP community my recreations of the Pegasus rocket from "Captain Earth", it's time for a mod for KSP! My own proposal is as follows: Hybrid Rockomax/Kebodyne tank with integrated adapter Large H-II-based upper stage (with minor modifications) Pegasus SRBs And finally, the aerodynamic boosters themselves. These are only fuel tanks for KSP (except for the SRBs) and require you to add 3 "Vector" engines on the core stage, 2 "Vector" engines for the aerodynamic boosters, and 1 "Skiff" engine (from the expansion pack) to make the mod work. BTW, if modders have seen episodes of Captain Earth, you must create a recreation of the Pegasus rocket as it looked in the anime. I hope everyone will get to recreate this rocket in KSP!
  2. To celebrate 10 years of KSP, we've added a special Limited Edition 10 Year Anniversary medal to the store. *While supplies last. http://bit.ly/kspmedal You asked, we delivered. Also featured in the store is the highly requested Jeb plush! https://bit.ly/kspjebplush
  3. We know everybody likes to start a new thread with his/her own excited opinion on announcements like this. But when each person starts his/her own feedback thread, forum traffic gets hectic and there tends to be a great deal of discussion repeated and scattered among mutliple threads. So for the next few days we will be merging most opinions, discussions, and questions about this subject into this master thread. Thank you for your understanding and patience.
  4. Over the past 10 years, Kerbal Space Program has become a launchpad for the next generation of space explorers. Learn more about those who have been influenced, inspired, and introduced to space exploration by KSP in our latest documentary video.
  5. Whether you're a Kerbonaut who's only been playing for a few weeks or for an entire decade, we want to hear from you!  Please complete this short KSP survey. ► https://bit.ly/kspsurvey1f
  6. Remember how creating fake mods was a thing back then? Now it's time to make even more fake KSP stuff! This time, it's fake celestial bodies, rocket/spaceplane parts, and manufacturers. Btw, you can do either or both, it's up to you. My examples: Fake Celestial Body - Gerris: A planet slightly larger than Kerbin but smaller than Eve, it has green oceans, a green atmosphere, and yellowish brown land. It has aliens living on its surface. Orbits between Kerbin and Duna. Fake Part - The AEM-293 Solid Rocket Booster: A SRB that was created because we always need more boosters. Manufactured by Boosterz Co. Fake Manufacturer - Boosterz Co: A solid rocket booster manufacturer. Nuff said. Have fun making whatever your heart desires!
  7. 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
  8. Here is something I made for you guys! It's an Arianespace-styled trailer for KSP! (I believe).
  9. seriously, ksp has added loads of features to make my space stations look cool but there is one thing missing, we could have spherical fuel tanks added into the next major update to make daedelus or Ares IV replicas, im surprised take two hasn't considered this yet but ill probably be the first to voice my opinion on this, what do you think you would do if take two would add spherical fuel tanks into the stock game
  10. Hello, I have a question. I have a total of 9 satellites around Kerbin. All have a Communotron 88-88 antenna. Can I built a functional network with it? Which are the best antennas for relais? -I can't even communicate with my space stations even though this was possible (100-400km) Regards, MarKu
  11. im gonna make a prediction here and say that 1.11 will have better optimisation, new science equiptment, and hopefully space station parts because oh my god if we do have space station parts then this update will be HUGE what do you think will be for ksp 1.11?
  12. The task is to add modules to the Kerbal XX space station in low orbit around Kerbin. Note that certain modules will already be added, such as the crew module and cupola. But other than that, start building! (Lucida Sans Unicode for LIFE) My module: Life support module (You obviously need that to survive!)
  13. So I opened up a new space program yesterday. I came up with a good plan for advancements, and I have worked on upgrading the space program until it is fully functional and is publicly open for use. Place your newest addition to the space program please. (the next person down the line may continue) Added a basic VAB.
  14. Causal KSP Missions Simple Missions that I want to do. No stories, no grinding, no mods. Technically played in Career mode. 5,000 starting science to have enough parts to make things look cool. Max Rep and Funds payouts. Default Science payout. Table of Contents Mission 1: Low Kerbin Orbit Science Satellite Mission 2: Lunch (Launch) and Assembly of the Orbital Science Station Mission 3: Delivery of the Station Crew and Satellite service Mission 4: Actually Science on the Orbital Science Station Mission 5: Mun Satellite Network and Munar Rover Mission 6: Minmus Satellite Network and Rover [Semi-Failure] Mission 7: Mun Scanning Satellite Mission 8: To Da Mun and Back Mission 9: It’s Probin' Time Mission 10: Minmus Mission 11: Probin’ the Red Planet ...
  15. Hello, I have a question about the containers where you can put things in the inventory. If I drag it into the inventory of the Kerbal I need tools to attach it. Which tool do I need to e.g. to attach to my space station? And how do I do that? Many thanks for the help
  16. Hello, I lost Jebediah Kerman on a mission. (K.I.A.) Now I wanted to ask if I can somehow revive Jebediah via a cheat/ command? Would it be possible. Or is there another option? thank you Greetings MarKu
  17. okay, i've kinda made quite a reputation for myself [snip] and i admit, i was just not rational but i did lose a space station that took me weeks to build [snip], but that's not the point here, i want to put people's crafts in orbit, when your rocket gets too big or too heavy, you can ask me if i want to put the craft in orbit for struggling players since i've been playing since 1.2 i have pretty much mastered KSP, i have a good reputation but everyone around me always has a excellent reputation so i want to get there, i want to help struggling players put thier crafts into orbit or maybe, take it anywhere they want me to take it, i don't know how this site works since i rarely visit the ksp forums but i feel like i need to visit this site more often since it has alot of amazing people there and i want to be just like them, so send me your craft files and lets see what i can do. Also btw im using restock, restock+ space station expansion parts redux and planetary base systems, im also on 1.9.1 the latest version and your ''craft'' can be no more than 700 parts since i don't have the best pc, i can just turn the graphics all the way down so i can extend the max parts to 1000 but only on rare occasions because my cpu hits 90 degrees celcius when im running crafts like this. Anyway, if you meet the requirement send in your save file and i can get your craft in orbit. oh and one more thing i live in the UK so the time as of writing this is nearly 6:00 AM so i had no sleep so im gonna be at least 10 hours late to dm's
  18. the title says it all, im looking for professionals who can build epic space stations to collab with me and other professionals who can take kerbals to every single planet in the kerbolar system, if you want to collab with me you will need, restock, restock+, space station expansion parts redux, and planetary base systems. The space station will take kerbals to everywhere and jebidiah will land on every single one of the kerbolar planets, i know this is quite a bit of a challenge as i can just do it myself with a ion powered craft but i want to explore the kerbolar system in style, think about this, would you rather go to laythe in a boring old cramped spacecraft or would you go in a gigantic mothership that has alot of space, and plenty of things to do for the kerbals, you can use visual mods like scatterer if you like but thats pretty much it, im hoping we can get into a group chat and once its done we could stream it live on twitch, invite your friends to come see, and it will be split into 4 parts and the final craft cant be more than 1200 parts if its more than 1200 parts then im gona ask someone else (with a better pc) to fly the craft anyways i hope we can get into a group chat and build the station of our dreams.
  19. So I checked on the ksp form on the official website saying it will work on vista I am using a pc with 8gb of ram a 1060 3 go and a core two quad at 2.44 gh. Sorry I have trash English please help I know that on gog it says it only supports 7+ but they don’t say vista below in a lot of games that sould work on win 2000 and Trearia worked fine (I misspelt it). Even with it saying only 7+. Plus trearia worked fine and installed fine. Please help and don’t say JuSt UpDaTe To WiNdOwS 7. I like vista and plus I am doing a vista for a week change.
  20. After many tedious hours on Microsoft Excel, I give you, the Full KSP Biome Science Checklist. Access it on imgur here or you can access the Google Doc. Using it is pretty simple, you can download it or print it out (I prefer the ladder) and check off each box as you perform an experiment in any biome/situation. I like to write the amount of science I will receive for returning the sample back to Kerbin. Each box is big enough to write in two values, one for when you transmit the experiment back to the KSC and one for when you recover the experiment on Kerbin. The eagle-eyed among you will notice that I neglected to include any Asteroid situations, and that is because I forgot when I was making it and I am too lazy to go back and redo it. Let's just say I wanted to keep it "Biomes only". I also neglected to include the mini biomes in the KSC, that is because there are far too many and you have to be really desperate if you are scrounging for those science points. It's like part clipping, use it, but don't abuse it. Have fun and happy science hunting!
  21. Salut à tous, petit topic pour vous dire que je lance un serveur discord KSP ouvert à tous le monde (de préférence francophone). Le Serveur vous permettra de rencontrer d'autres joueurs KSP, d'échanger des vaisseaux, de jouer en ligne (mods), mais aussi de partager sa liste de mods.... Bref j'espere vous revoir de l'autre coté ^^ Le lien : https://discord.gg/E7GMFVF
  22. so ive been playing this game for about a year now and i now just got a glitch that ive never seen before btw im using a mod pack if that helps with the answers the glitch is that when i have thrust going and i hit x it doesnt stop all the way it lowers the thrust but goes for a few seconds before stopping im wondering how can i fix this that would be cool to know Thanks!
  23. Hello! I updated to the new KSP version 1.7 and am getting so bad performance. I still have KSP 1.6 installed with better time warp, Kerbal engineer and restock mods installed and I'm getting higher performance overall. Meanwhile in KSP 1.7 I have only better time warp installed and the performance is bad. How can I increase my FPS without making the graphics looking pixelated (DO NOT TELL ME TO UPGRADE, THAT'S NOT AN OPTION!!!) My laptop specs: MODEL - Asus X540SA OS - Windows 10 Home 64bit CPU - Intel Pentium n3700 1.6GHz up to 2.4GHz boosted. GPU - Intel HD graphics 548MB VRAM RAM - 4GB DDR3 HDD - 500GB 5700
  24. Hello everyone, We have very exciting news to share with the KSP community today: Take-Two Interactive has purchased Kerbal Space Program. The important thing to know is that this big news doesn’t change much for the KSP community. Squad and the current development team is still here and we’re hard at work on KSP and its future updates, but now we are fortunate enough to do so with the help of an experienced publisher like Take-Two, and we couldn’t be more excited and happy to see where our conjoint collaboration will take KSP forward. Right now, we’re still focused on the Kerbal Space Program: Making History Expansion and we’ll continue to keep you updated on our progress. And yes, we’re keeping our promise of free DLC for everyone who purchased KSP through April 2013! We’re continuing to work closely with Blitworks on the updated version of KSP for consoles, which will be available on the Xbox and PSN digital stores when it is complete. This will be a free update for anyone who already owns KSP on Xbox or PS4. We can’t wait for you to play what we’ve been working on in the coming months! This is a very exciting time for KSP and the Community, and we hope you’re as thrilled as we are. The team at Take-Two are big fans of KSP, who have been persistently knocking on our door trying to work with us for a long time. They share your passion for the game and we’re really eager to see what Squad and Take-Two can do together for Kerbal Space Program moving forward! Happy launchings! -The KSP Development Team
  25. Hello everyone! Kerbal Space Program 1.6: To Vee or not To Vee has launched and unlike Hamlet we know the answer - it is definitely to ΔVee... This update has a great deal of awesome things for you, including new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We also have added some fun new idle animations for Kerbals, dynamic cube maps that will make shiny parts reflect their environment. We rebalanced and fined tuned various Making History parts, and much more! With Kerbal Space Program 1.6: To Vee or not To Vee we continue the endeavor of optimizing resources, improving performance, and making KSP the best game it can be through continuous support and meaningful updates. Let’s go through some of this update’s highlights: Delta-v per Stage and Delta-v Tool App Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope. Part revamps To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful! Navigation Icons to Launch Sites A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites. Helmets Off! You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel… Click here to see an animated gif showcasing this feature. And much more! To learn more you can read the full Changelog here: =================================== v1.6.0 ============================================================ 1.6 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option. * Stock and mobile launch sites are now navigable in all game modes. * Performance improvements for DV calculations that are used by Burn Indicator. * Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red. * Performance improvements for craft browser menus. * Craft browser menus now check for craft compatibility. * Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key. * Generate reflections of the environment to be displayed on shiny parts. * Improved part search in the editors to give more relevant results with short search terms. * Adjusted shadows from The Sun to be more precise. * Add new idle animations when the kerbal is standing in the ground. * The command parts now have an option to change their 'forward' direction in the PAW. * Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere. * Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN. * Allow wheel spring and damper advanced tweakables to be set up to a value of 3. +++ Localization * Localize the phrase “Advanced Message App:” in the Mini-Settings dialog. * Some Community feedback for localization strings applied. +++ Parts Updated Parts (reskinned): * Mk2 Lander Can * 48-7S Spark * RE-L10 Poodle * LV-909 Terrier * FL-A10 * FL-A5 * ADTP-2-3 * Rockomax Brand Adapter * Rockomax Brand Adapter 02 * TVR-200 Stack Bi-Coupler * TVR-1180C MK1 Stack Tri-Coupler * TVR-2160C Mk2 Stack Quad-Coupler * TVR-200L Stack Bi-Adapter * TVR-300L Stack Tri-Adapter * TVR-400L Stack Quad-Adapter * Small Nose Cone * Aerodynamic Nose Cone * Advanced Nose Cone - Type B * Advanced Nose Cone - Type A * Protective Rocket Nose Cone MK7 Color Variants: * Mk2 Lander Can (New “Lander” and “Rover” color variants) * 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants) * LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants) * FL-A10 (New “White” and “Orange” color variants) * FL-A5 (New “White” and “Orange” color variants) * ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants) * Rockomax Brand Adapter (New “Black and White” and “Orange” color variants) * Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants) * TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants) * TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants) * TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants) * TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants) * TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants) * TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants) * Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants) * Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants) * Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants) * Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants) Other Part changes: * Fixed the normals maps on the Stayputnik. * Fixed the normals maps on the Okto. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant. +++ Bugfixes * Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes. * Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator. * Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator. * Fix flashing Burn Indicator and display of DV when vessel are prelaunch. * Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report. * Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips. * Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH). * Fix fuel being drained from tanks when fuel availability icon is double-clicked. * Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters. * Fix double quotes in stock craft descriptions. * Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode. * Fix Drills can operate and generate ore only when deployed and proper surface contact. * Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default). * Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH). * Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly. * Removed unnecessary horizontal slider in the mini settings UI. * Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range. * Fix flickering of fairings in editor scene. * Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario. * Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel. * Fix NRE is no longer generated when rockets crash on the Launchpad. * Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX. * Fix cost of fairings shells now is included with initial vessel load. * Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship. * Fix last part of interstage fairings not having correct variant applied when vessel is loaded. * Assigned the correct category to the cfg of all engines. * Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT * Fix Vessel without name cannot be saved in the editor and no longer generates an error. * Fix part hover highlighting no longers shows from inside IVA or Internal camera. * Fix inverted interstage fairings not being able to activate when a decoupler below them has activated. * Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars. * Fix potential NRE when completing an orbital survey. * Fix Words no longer duplicate on contracts. * Fix Burn Bar and Orbit stays the same when a new target is selected. * Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves. +++ Mods * Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene. * Variants can now disable animations and events. * Alternative control point orientations can be configured on ModuleCommand. * Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet * Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE +++Miscellaneous * Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists. * Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher. * Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel. * The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals. 1.6 Changelog - Making History DLC ONLY +++ Improvements * Open mission menus now check for craft file compatibility. +++ Localization +++ Parts * The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat. * The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50 * The following Structural Tubes were rebalanced: T-25, T-37, T-50 +++ Bugfixes * Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog. * Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left. * Fix Kerbals now appear swimming in the correct position on the water when spawning. * Fix undo function will no longer ignore copied nodes in mission builder. * Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator. * Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE. * Fix Localization description of craft Valkshod 2 on trouble in the Void mission. * Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission. * Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission. * Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned. +++ Missions +++Miscellaneous Kerbal Space Program 1.6: To Vee or not To Vee 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! PS: Ask and you shall receive Oh... and if you like, you can download wallpapers of the To Vee or not To Vee art here: 1080x1920p (Most Phones) 1080x2220p (Galaxy S9) 1125x2436p (iPhone X) Desktop 1920x1080p Desktop 2048x1080p Desktop 2560x1440p
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