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  1. Image by Omega482 & Saybur Stuff Version 1.3.5 - Released 2020-04-23 Compatible with KSP 1.3.x - 1.10.x [ ] NOTICE TO CORVUS USERS This is the community continuation of @Orionkermin's fantastic 2-Kerbal Corvus Command Pod for a Size-1 (1.25m) launch stack (with adapter for the optional Size-1.5 (1.875m) launch stack). Translations: Corvus CF is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [Deutsch] [Español] Remaining: [Русский] [中文] [日本語] [Português] [Italiano] [Français] GitHub: Please see the feature/localisation Branch for current localisation work. Effort: ~23 lines / 400 words ABOUT Corvus is a small parts pack based around a 1.25m two-seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini and features a unique IVA. Included in the pack is an appropriately themed parachute/ docking port combo, a service module which features a monoprop generator, a heatshield, a slimline decoupler, and a small in-line monopropellant engine. It also contains an adapter featuring storage space and integrated decoupler to the non-standard but popular 1.875m size. PICTURES AND VIDEOS Imgur album link: http://imgur.com/a/nLqSL Fantastic review by @Kottabos on YouTube here. DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki. Spacedock Curseforge Installation Instructions Download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory. The Corvus Mod contains the following 2 folders for "GameData": Corvus - the mod itself HGR - a sub-set of the Home-Grown Rockets mod (also by OrionKermin) required for the IVA. Mod Recommendations Home Grown Rockets adds a complementary set of 1.875m parts, originally by @Orionkermin and currently maintained by @Kerbas_ad_astra. Animated Decouplers to have the Corvus Adapter shield its contents when using the Stock Aero. SUPPORT No logs, no support. Unless it's a feature-request, of course.. If you find a problem, try to reproduce it first with NO OTHER MODS installed. If the problem goes away, please try to identify which mod is causing the problem. If possible, please raise the issue on GitHub. CHANGELOG The full changelog is here. v1.3.5 Fix excessive drag on Corvus Nosecone when RealChute mod is installed. Add german translation. Add spanish translation - thanks to @fitiales. CONTRIBUTORS @Orionkermin - original author @Deimos Rast - many tweaks and fixes @fitiales - spanish translation LICENSE Corvus by @Orionkermin with Community Fixes by many is licensed under the Attribution-ShareAlike 4.0 license.
  2. Hello everyone! Kerbalkind has been exploring the vastness of the Kerbolar System for many years: they’ve explored the surfaces of planets and moons, encountered beautiful landscapes, interesting surface features, performed experiments, and even captured asteroids, all with ingenuity… and many explosions. However, sometimes it’s good to look back and appreciate the wonders of your own home-planet and realize that There’s No Place Like Home! Kerbal Space Program 1.9: There’s No Place Like Home draws its name from the substantial graphical overhaul we’ve given to Kerbin with improved textures and shaders, but that’s far from the only thing you’ll find in this update. Mainly focusing on performance improvements and bug fixes, 1.9 also includes some neat part revamps, a brand new drain valve, and several additions drawn directly from your feedback. Additionally, we’re including some cool stock crafts for the expansions, and advanced control improvements to the blades in the Breaking Ground Expansion. Let’s go through some of the update’s highlights below: Visual Revamps for Moho Dres and Kerbin Kerbin, Moho and Dres have received major visual improvements, with detailed high-quality texture maps. Since there’s no place like home, Kerbin also includes an Ultra Quality shader option for exceptionally sharp visuals. All in all, the Celestial Bodies in the Kerbolar System are looking better than ever. Drain Valve Kerbal Space Program 1.9: There’s No Place Like Home features the FTE-1 Drain Valve. A brand new part that, as the name suggests, is a release valve for parts with drainable resources, such as monopropellant, ore, liquid fuel, oxidizer or xenon. The Drain Valve also allows you to set the drainage over a specific amount of time. Part Revamps The "Thumper" Solid Fuel Booster, "Mainsail" and “Skipper" Liquid Fuel Engines have been given a new look. New geometry, textures and emissive maps make these parts look sharp and realistic. On top of that, the "Mainsail" and “Skipper" are getting a couple of sleek variants for you to choose from. Quality of Life Features Drawing from our players’ feedback, Kerbal Space Program 1.9: There’s No Place Like Home is packed with some useful quality of life features like an adjustment to the time warp system that removes restrictions on warping at certain altitudes; a new cheat menu option that allows you to place your craft above the surface of any celestial body; a search box for the R&D Tech Tree; and a new Screenshot Mode for paused shots, and several others! Blade improvements Breaking Ground players can now enjoy cyclic & collective deflection controls to the blade parts. This will help you build and pilot helicopters and other rotorcraft realistically. Check out this devblog to learn more about it. And more! To learn more you can read the full Changelog here: =================================== v1.9.0 ============================================================ 1.9.0 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Improvements * Added Camera mode (unlocked camera movement controls) when game is paused in flight and you hide the UI. * Adjust Kerbal ladder navigation to remove sliding and provide better automatic transition between ladders. * Part Mass and Cost now clamp their value to avoid negative numbers results from Mass/Cost Modifiers - configured per part via minimumMass and minimumCost in each parts cfg. * Revamped Kerbin scaled space planet. * Implement single camera system when running in DX11 for improved performance. * Add new part - FTE-1 Drain Valve to drain resources from attached parts. * Add new Cheat option in the Debug Menu - Set Position to teleport a vessel to a position relative to the surface of a celestial body. * Added medium and high Quality shader for Moho. * Adjust Wheel brake setting and auto-friction to take into account Gee. Helps with rovers flipping over. * Each KAL Window now persists its screen position with the KAL. * KSPedia slides and assets now load on demand and are released when the KSPedia window is closed. * Add handling for Ships folder in GameData/SquadExpansion where stock craft including DLC parts can be stored. * Added Ultra Quality shader for Kerbin. * Implement new Max Time Warp logic to allow faster warp rates when on rails. This is managed by gamesettings (ORBIT_WARP_MAXRATE_MODE = PeAltitude). * Implement Limit modifier for altitude based Max Time Warp logic so players can tune when the mode is set to (ORBIT_WARP_MAXRATE_MODE = VesselAltitude). * Change Default VesselSwitching Keys ( [ or ] ) to bypass debris and spaceobjects. * Add Mod + VesselSwitching Keys ( [ or ] ) to include debris and spaceobjects. * Add search box to career tech tree. * Added High Quality shader for Kerbin. * Created new textures with higher detail for Kerbin's low quality terrain shader. +++ Localization * Fix variant name in selector being cropped in some languages like Japanese * Fix missing font character affecting some KSPedia slides in Russian. * Fix missing font character affecting Orbit Info UI in Chinese. +++ Parts * Revamped Skipper engine. * Revamped Mainsail engine with silver variant. * BACC "Thumper" Solid Fuel Booster revamp. * RE-M3 Mainsail (New "Full", "Mid" and "Bare" variants). * RE-I5 Skipper (New "Shroud", "Truss Mount" and "Bare" variants). +++ Bugfixes * Fix tab key switching for columns in the settings screen, it will focus the first available item. * Fix part filter showing no parts after switching between subassemblies, variants and simple mode. * Fix renamed asteroids needing a scene change to update screen and kb info. * Fix NREs where Breaking Ground Science VesselType should not be available without the DLC. * Fix surface attach node handling on Part Variants. * Fix action sets input losing focus when renaming and moving the mouse away from the input field. * Fix errors EVAing in timewarp via crew hatch dialog. * Fix additional launchsite CommNet stations being active even when those launchsites are not active in the currently loaded save. * Fix shadows on KSC filler tiles when lights are shone on them. * Fix NREs and oxygen timeliness checks resulting in kerbals dying when they shouldn't when no helmet on. * Fix NRE pressing Ctrl-Z (undo) many times with symmetry part selected. * Fix audio FX fade when objects move away from player's camera. * Fix dV calcs for boosters with fuel flow priorities changed (specific use cases). * Fix Discontinuity in texture mapping on the Mun with high quality shader. * Fix Walkway textures around level 3 RnD building. * Fix issue where symmetry could break when restoring a held part on a vessel and immediately placing the held part again. * Fix Inputlock manager issue with MenuNavigation breaking single mouse clicks. * Fix SAS target mode misalignment when control point is not the vessel root * Fix NRE when deploying science experiments attached to debris when on EVA. * Fix reentry FX. * Fix target marker disappearing in the Ascent Tutorial. * Fix Terrain shader causing crashes on AMD GPUs. * Fix underwater fog. * Fix log spam when player attempts to drag maneuver nodes backwards through patched conics crossing SOIs. * Fix dV calcs on stages that have different tank priorities in the same stage. * Fix manipulating maneuver nodes unhiding the Navball throughout gameplay. * Fix NRE being generated when staging a service module inside of a fairing in liftoff during flight. * Fix Kerbodyne S3-14400, Kerbodyne S3-7200 and Kerbodyne S3-3600 colliders being visible during Place Mode. * Fix Rockomax Brand Adapter 02 being off-center. * Fix Mastodon and Skiff bottom attach nodes being backwards. * Fix issue with quicksaves loading active vessel about to crash causing the vessel to pass through the terrain. Quicksaves can no longer be made when the active vessel is about to crash into the ground (including EVA kerbals). * Fix contract generation issues in Editor when reputation changes by allowing contract generation in Editor scene. * Fix parachutes deploying on quicksave load or staging when set to only stage when safe and conditions are not safe. * Fixed texturing being broken on corner of Bop. * Fix part highlight remaining on parts when removed from action groups in the editor. * Fix error when manipulating servos that are part of an action group * Fix terrain texturing jitter on celestial body low quality shader when landing from Orbit. * Fix mirror attach on bicouplers. * Fix KSPedia Aircraft/Basics/Balancing act page slide missing in Chinese * Fix opening the In-Flight Action Sets Editor unlocking vessel functions without a Command Module present in flight during gameplay. * Fix the KAL-1000 curve starting below minValue for some parts. * Fix Flight UI mode being locked during Time Warp. * Kerbal Body collider adjusted to reduce collisions while on a ladder. +++ Mods * Add Per Kerbal PhysicMaterial Accessors for Modders so you can adjust each kerbals bounciness - SetPhysicMaterial, ResetPhysicMaterial. * Fix Issue for mods when copying parts that had modified resource lists. * Fix potential NRE in music player for mods. * Set the KSP Assembly version correctly on game start so KSPAssemblyDependency will work for KSP versions. * Added events for Action Groups in flight visibility changes so mods can handle any UI changes they need to in each mode * Added Pause/UnPause events when the action groups show/hide in flight. * Fix PQS.radiusmax not including some noise PQSMods in the calcs PQSMod_VertexHeightNoise and PQSMod_VertexPlanet. Should mean that radisumax is no longer below any vertex in most cases Making History 1.9.0 +++ Improvements * Added new stock vessels to be used in any game mode. Some of them are featured in stock missions. +++ Parts * Retuned Engine Plates mass and costs. +++ Bugfixes * Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions. * Fix in mission builder where an NRE is generated when a flag planted in a pod triggers a node to destroy the same pod. * Fix a truck collider in the Dessert Airfield. * Moved the mission status check from the physics loop to the main game clock to prevent physics simulation being out of sync with respect to UI. * The VAB and SPH should not be open in the stock Meet me in Zero G mission. * Fix missions getting stuck if they have a mission briefing and the player changes scenes before closing the mission briefing dialog box. * Fix scoring in Trouble in the Void stock mission. * Body collider adjusted to reduce collisions while on a ladder for vintage suits. Breaking Ground 1.4.0 +++ Improvements * Blade controls are no longer instantaneous. * Blades SAS support improved. * Added new stock vessels to be used in any game mode. * Add new kspedia slides. * Blades auto-detect cyclic vs collective control mode based on location of rotation axis relative to the vessel center of mass, per control axis. Mode indicated in Rotation Control State group in Advanced Tweakables. * Blade authority limiter default set to 3 degrees. * Blades auto-detect inoperable control axis (rotation axis within 5 degrees of control axis). * Blade rotation axis shown as green arrow in aero debug display. Length is logarithmically proportional to rotation velocity (vessel relative). +++ Bugfixes * Fix cargo part model getting stuck on screen when pressing altimeter buttons. * Fix deployed science power kerbal trait text in AC tooltips. * Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions. * Fix heaviest part autostrut for robotic parts attached in reverse depending on ship part order. * Fix potential NREs using rotate tool on robotic parts. * Fix robotic part animations stutter changing Auto-shift state playing through KAL-1000. * Fix robotic parts losing functionality when auto-restart is enabled. * Body collider adjusted to reduce collisions while on a ladder for futuristic suits. Kerbal Space Program 1.9: There’s No Place Like Home 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 1.9: There's No Place Like Home. Happy launchings!
  3. This a patch for BD FPS work in the lastest version of KSP. For those who dont know BD FPS is a very old mod that adds weapons to the game like m4, m16a4, etc... Disclaimer:use RCS when equipping a gun. Link:https://drive.google.com/open?id=1O1UFmrBjgbe-aqQyIjWSLGQ7q-fpz0tk
  4. So, basically what it says on the tin. Freshly installed KSP 1.9 with both expansions. Clicked play and I get a window called "Kerbal Space Program -Unity {NUMBERS}" with the KSP icon and a progressbar, but the window closes before the progressbar fills. Using Windows 7 Home pro. Anything else I need to specify?
  5. How do I remove a part from staging in KSP 1.9 Stock? I have a hardpoint pylon or whatever the heck they're called and I want to remove them from staging.
  6. So I'm running KSP 1.9 on Linux, no mods. Start a game, make a rover, and drive Jeb out to the KSC monolith. Have him stand by the long monolith side with the Squad logo, the side that's facing KSC. The monolith will slowly rotate with the planet away from him. You can see the surface texture move with the monolith. If you turn on any time warp, it stops. Is this just me? Edit: if you move him to the short side facing the mountains, it's even more obvious.
  7. Hello everyone! Kerbalkind has been exploring the vastness of the Kerbolar System for many years: they’ve explored the surfaces of planets and moons, encountered beautiful landscapes, interesting surface features, performed experiments, and even captured asteroids, all with ingenuity… and many explosions. However, sometimes it’s good to look back and appreciate the wonders of your own home-planet and realize that There’s No Place Like Home! Kerbal Space Program 1.9: There’s No Place Like Home draws its name from the substantial graphical overhaul we’ve given to Kerbin with improved textures and shaders, but that’s far from the only thing you’ll find in this update. Mainly focusing on performance improvements and bug fixes, 1.9 also includes some neat part revamps, a brand new drain valve, and several additions drawn directly from your feedback. Additionally, we’re including some cool stock crafts for the expansions, and advanced control improvements to the blades in the Breaking Ground Expansion. Let’s go through some of the update’s highlights below: Visual Revamps for Moho Dres and Kerbin Kerbin, Moho and Dres have received major visual improvements, with detailed high-quality texture maps. Since there’s no place like home, Kerbin also includes an Ultra Quality shader option for exceptionally sharp visuals. All in all, the Celestial Bodies in the Kerbolar System are looking better than ever. Drain Valve Kerbal Space Program 1.9: There’s No Place Like Home features the FTE-1 Drain Valve. A brand new part that, as the name suggests, is a release valve for parts with drainable resources, such as monopropellant, ore, liquid fuel, oxidizer or xenon. The Drain Valve also allows you to set the drainage over a specific amount of time. Part Revamps The "Thumper" Solid Fuel Booster, "Mainsail" and “Skipper" Liquid Fuel Engines have been given a new look. New geometry, textures and emissive maps make these parts look sharp and realistic. On top of that, the "Mainsail" and “Skipper" are getting a couple of sleek variants for you to choose from. Quality of Life Features Drawing from our players’ feedback, Kerbal Space Program 1.9: There’s No Place Like Home is packed with some useful quality of life features like an adjustment to the time warp system that removes restrictions on warping at certain altitudes; a new cheat menu option that allows you to place your craft above the surface of any celestial body; a search box for the R&D Tech Tree; and a new Screenshot Mode for paused shots, and several others! Blade improvements Breaking Ground players can now enjoy cyclic & collective deflection controls to the blade parts. This will help you build and pilot helicopters and other rotorcraft realistically. Check out this devblog to learn more about it. And more! To learn more you can read the full Changelog here: =================================== v1.9.0 ============================================================ 1.9.0 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Improvements * Added Camera mode (unlocked camera movement controls) when game is paused in flight and you hide the UI. * Adjust Kerbal ladder navigation to remove sliding and provide better automatic transition between ladders. * Part Mass and Cost now clamp their value to avoid negative numbers results from Mass/Cost Modifiers - configured per part via minimumMass and minimumCost in each parts cfg. * Revamped Kerbin scaled space planet. * Implement single camera system when running in DX11 for improved performance. * Add new part - FTE-1 Drain Valve to drain resources from attached parts. * Add new Cheat option in the Debug Menu - Set Position to teleport a vessel to a position relative to the surface of a celestial body. * Added medium and high Quality shader for Moho. * Adjust Wheel brake setting and auto-friction to take into account Gee. Helps with rovers flipping over. * Each KAL Window now persists its screen position with the KAL. * KSPedia slides and assets now load on demand and are released when the KSPedia window is closed. * Add handling for Ships folder in GameData/SquadExpansion where stock craft including DLC parts can be stored. * Added Ultra Quality shader for Kerbin. * Implement new Max Time Warp logic to allow faster warp rates when on rails. This is managed by gamesettings (ORBIT_WARP_MAXRATE_MODE = PeAltitude). * Implement Limit modifier for altitude based Max Time Warp logic so players can tune when the mode is set to (ORBIT_WARP_MAXRATE_MODE = VesselAltitude). * Change Default VesselSwitching Keys ( [ or ] ) to bypass debris and spaceobjects. * Add Mod + VesselSwitching Keys ( [ or ] ) to include debris and spaceobjects. * Add search box to career tech tree. * Added High Quality shader for Kerbin. * Created new textures with higher detail for Kerbin's low quality terrain shader. +++ Localization * Fix variant name in selector being cropped in some languages like Japanese * Fix missing font character affecting some KSPedia slides in Russian. * Fix missing font character affecting Orbit Info UI in Chinese. +++ Parts * Revamped Skipper engine. * Revamped Mainsail engine with silver variant. * BACC "Thumper" Solid Fuel Booster revamp. * RE-M3 Mainsail (New "Full", "Mid" and "Bare" variants). * RE-I5 Skipper (New "Shroud", "Truss Mount" and "Bare" variants). +++ Bugfixes * Fix tab key switching for columns in the settings screen, it will focus the first available item. * Fix part filter showing no parts after switching between subassemblies, variants and simple mode. * Fix renamed asteroids needing a scene change to update screen and kb info. * Fix NREs where Breaking Ground Science VesselType should not be available without the DLC. * Fix surface attach node handling on Part Variants. * Fix action sets input losing focus when renaming and moving the mouse away from the input field. * Fix errors EVAing in timewarp via crew hatch dialog. * Fix additional launchsite CommNet stations being active even when those launchsites are not active in the currently loaded save. * Fix shadows on KSC filler tiles when lights are shone on them. * Fix NREs and oxygen timeliness checks resulting in kerbals dying when they shouldn't when no helmet on. * Fix NRE pressing Ctrl-Z (undo) many times with symmetry part selected. * Fix audio FX fade when objects move away from player's camera. * Fix dV calcs for boosters with fuel flow priorities changed (specific use cases). * Fix Discontinuity in texture mapping on the Mun with high quality shader. * Fix Walkway textures around level 3 RnD building. * Fix issue where symmetry could break when restoring a held part on a vessel and immediately placing the held part again. * Fix Inputlock manager issue with MenuNavigation breaking single mouse clicks. * Fix SAS target mode misalignment when control point is not the vessel root * Fix NRE when deploying science experiments attached to debris when on EVA. * Fix reentry FX. * Fix target marker disappearing in the Ascent Tutorial. * Fix Terrain shader causing crashes on AMD GPUs. * Fix underwater fog. * Fix log spam when player attempts to drag maneuver nodes backwards through patched conics crossing SOIs. * Fix dV calcs on stages that have different tank priorities in the same stage. * Fix manipulating maneuver nodes unhiding the Navball throughout gameplay. * Fix NRE being generated when staging a service module inside of a fairing in liftoff during flight. * Fix Kerbodyne S3-14400, Kerbodyne S3-7200 and Kerbodyne S3-3600 colliders being visible during Place Mode. * Fix Rockomax Brand Adapter 02 being off-center. * Fix Mastodon and Skiff bottom attach nodes being backwards. * Fix issue with quicksaves loading active vessel about to crash causing the vessel to pass through the terrain. Quicksaves can no longer be made when the active vessel is about to crash into the ground (including EVA kerbals). * Fix contract generation issues in Editor when reputation changes by allowing contract generation in Editor scene. * Fix parachutes deploying on quicksave load or staging when set to only stage when safe and conditions are not safe. * Fixed texturing being broken on corner of Bop. * Fix part highlight remaining on parts when removed from action groups in the editor. * Fix error when manipulating servos that are part of an action group * Fix terrain texturing jitter on celestial body low quality shader when landing from Orbit. * Fix mirror attach on bicouplers. * Fix KSPedia Aircraft/Basics/Balancing act page slide missing in Chinese * Fix opening the In-Flight Action Sets Editor unlocking vessel functions without a Command Module present in flight during gameplay. * Fix the KAL-1000 curve starting below minValue for some parts. * Fix Flight UI mode being locked during Time Warp. * Kerbal Body collider adjusted to reduce collisions while on a ladder. +++ Mods * Add Per Kerbal PhysicMaterial Accessors for Modders so you can adjust each kerbals bounciness - SetPhysicMaterial, ResetPhysicMaterial. * Fix Issue for mods when copying parts that had modified resource lists. * Fix potential NRE in music player for mods. * Set the KSP Assembly version correctly on game start so KSPAssemblyDependency will work for KSP versions. * Added events for Action Groups in flight visibility changes so mods can handle any UI changes they need to in each mode * Added Pause/UnPause events when the action groups show/hide in flight. * Fix PQS.radiusmax not including some noise PQSMods in the calcs PQSMod_VertexHeightNoise and PQSMod_VertexPlanet. Should mean that radisumax is no longer below any vertex in most cases Making History 1.9.0 +++ Improvements * Added new stock vessels to be used in any game mode. Some of them are featured in stock missions. +++ Parts * Retuned Engine Plates mass and costs. +++ Bugfixes * Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions. * Fix in mission builder where an NRE is generated when a flag planted in a pod triggers a node to destroy the same pod. * Fix a truck collider in the Dessert Airfield. * Moved the mission status check from the physics loop to the main game clock to prevent physics simulation being out of sync with respect to UI. * The VAB and SPH should not be open in the stock Meet me in Zero G mission. * Fix missions getting stuck if they have a mission briefing and the player changes scenes before closing the mission briefing dialog box. * Fix scoring in Trouble in the Void stock mission. * Body collider adjusted to reduce collisions while on a ladder for vintage suits. Breaking Ground 1.4.0 +++ Improvements * Blade controls are no longer instantaneous. * Blades SAS support improved. * Added new stock vessels to be used in any game mode. * Add new kspedia slides. * Blades auto-detect cyclic vs collective control mode based on location of rotation axis relative to the vessel center of mass, per control axis. Mode indicated in Rotation Control State group in Advanced Tweakables. * Blade authority limiter default set to 3 degrees. * Blades auto-detect inoperable control axis (rotation axis within 5 degrees of control axis). * Blade rotation axis shown as green arrow in aero debug display. Length is logarithmically proportional to rotation velocity (vessel relative). +++ Bugfixes * Fix cargo part model getting stuck on screen when pressing altimeter buttons. * Fix deployed science power kerbal trait text in AC tooltips. * Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions. * Fix heaviest part autostrut for robotic parts attached in reverse depending on ship part order. * Fix potential NREs using rotate tool on robotic parts. * Fix robotic part animations stutter changing Auto-shift state playing through KAL-1000. * Fix robotic parts losing functionality when auto-restart is enabled. * Body collider adjusted to reduce collisions while on a ladder for futuristic suits. Kerbal Space Program 1.9: There’s No Place Like Home 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!
  8. In the current base game, a lot of the Contracts we see relate to testing out different parts. Yet, these parts are infallible no matter how much they are tested. I am proposing that all parts in Career mode exclusively be given a reliability rating, like 90, 80, or 70%. This value determines if a part is to fail, however, with increased testing and flight-proven success, that rating increases. What are your thoughts?