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Found 9 results

  1. Brand new downloadable content for Kerbal Space Program is on its way! Filled with new content and features, Kerbal Space Program: Breaking Ground Expansion will give new meaning to the Kerbal scientific endeavours. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study the soaring plume of a cryovolcano on Vall, mysterious craters on Moho, and even more new features on all of the other moons and planets of the Solar System. Deploy experiments for the long-term study of Minmus and let them collect data while you explore further sights. Test your creativity with a new suite of robotics parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! These are the most significant features coming to Kerbal Space Program: Breaking Ground Expansion. Robotic Parts Brand new robotic will add a whole new level of creativity to your craft. These parts will include some new control mechanics and let you create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their Universe! Surface Features Scattered across the Kerbin System, you’ll find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features. Study them and collect valuable scientific data with a brand-new Rover Arm! Deployed Science Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty experiments for you to try out! New Space Suit Kerbals are also getting a fresh new space suit to wear for their scientific endeavors! This sleek futuristic suit will make your Kerbals look flashy while they explore the canyons of Duna, the shores of Laythe, or any other exotic destination. Kerbal Space Program: Breaking Ground Expansion will be released on May 30th for PC for $14.99 USD. And yes, we’re keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We’ll provide more details on how that will work before launch. Do you want to learn more about Breaking Ground? Then make sure to stay tuned for our next KSP Loading… where we’ll take a deep dive into the content and features of Kerbal Space Program: Breaking Ground Expansion! Happy launchings! P.S.: Click here to see the full High-Res screenshot album.
  2. Hello everyone! A new technology has arrived to the KSC and with it, Kerbals will only get more Room to Maneuver! We’re excited to release, Kerbal Space Program 1.7: Room to Maneuver, our newest content-filled update that will give players new features and wide variety of improvements to help Kerbals explore farther than ever before! This update includes two new useful navigation upgrades, the revamp of all of the small maneuvering motors, including new variants for the Twitch, Ant and Spider, as well as a brand new galaxy texture map to have our astronauts mesmerized by the beauty of the celestial vault. A great deal of bug fixes have also been packed into this update, not two mention a new 3.75 meter nose cone and a 5m one for those extra-large fuel tanks in the Making History Expansion! Let’s go through some of this update’s highlights: Maneuver Mode Probably the most impactful feature within this update, the Maneuver Mode is a new navigation tool that gives you access to useful orbital information in both Flight and Map mode that will also allow you to precisely and easily adjust maneuvers nodes, all to help you fine tune your interplanetary transfers. Altimeter mode toggle A long-requested quality-of-life feature that will allow you to toggle the altitude mode from Above Sea Level (ASL) to Above Ground Level (AGL) by simply clicking on the new icon to the altimeter. Hopefully this will improve the KSC’s survival rates… Part revamps This time around, small maneuvering engines were the focus of our revamping efforts. The Ant, Twitch, Puff, Place-Anywhere 7, RV-105 Thruster Block, and Vernor Engines now look better than ever, plus the Twitch, Ant and Spider include new stunning variants. On top of that, we’ve added new tuning values on some of those engines. Galaxy Texture Map Update The game’s galaxy cubemap has been updated in Room to Maneuver. This environment map has been carefully crafted to reflect a nicer color palette and more defined celestial objects. With double the resolution, it will be impossible not to enjoy the view while exploring Kerbin’s star system.  Click here to see high res images. Scrollable PAW Another small quality-of-life feature we’re adding to the game is the addition of a scrollbar to the Part-Action-Window. This will keep the PAW within the bounds of the screen when they get too big, something that might come in handy for players who use mods and fill those up And more! To learn more you can read the full Changelog here: =============================================== v1.7.0 ======================================== +++ Improvements * Upgraded Galaxy Textures. * Add new flight UI mode that includes in-depth orbital information. * Add advanced maneuver node editor, allowing player to edit maneuver nodes more precisely. * Add an Altitude toggle function to the Altimeter. The altitude modes can be switched between AGL and ASL. * Part Action Windows (PAW)s now generate scrollbars and keep themselves within the bounds of the screen when there is more data than will fit the screen. * Automatic AGL/ASL toggle values when in orbit. The altimeter value is set as ASL while in orbit, the AGL/ASL setting is preserved. * The altimeter AGL behaviour when underwater calculates the vessel altitude from the sea floor. * Update Addons and Mods external site link from Main Menu. +++ Localization * A localization tag is no longer displayed in the status section of the PAW of the Advanced Grabbing unit in the Asteroid Redirect Mission, Part 2 tutorial. +++ Parts Updated Parts (reskinned): * 24-77 Twitch * LV-1 Ant * LV-1R Spider * O-10 Puff * Place-Anywhere 7 * RV-105 Thruster Block * Vernor Engine Color Variants: * 24-77 Twitch (New "Orange" and "Gray and Orange" color variants) * LV-1 Ant (New "Shrouded " and "Bare" variants) * LV-1R Spider (New "Shrouded " and "Bare" variants) Other Part changes: * Add a 3.75 nose cone. * Rebalanced the following engines: Twitch, Spark, Place-Anywhere 7, RV-105 RCS,Vernor. * Fix IVA external cameras in Mk1 Command Pod, MK2 Lander Can, Mk2 Command Pod. * Fix EVA range on Cupola, HECS2, RC-001S, RC-L01 science containers. * Previously Revamped Parts moved to zDeprecated. Parts revamped in 1.4: - TR-2V Stack Decoupler -> TD-06 Decoupler - TR-18A Stack Decoupler -> TD-12 Decoupler - Rockomax brand decoupler -> TD-25 Decoupler - TR-38-D -> TD-37 Decoupler - TR-2C Stack Separator -> TS-06 Stack Separator - TR-18D Stack Separator -> TS-12 Stack Separator - TR-XL Stack Separator -> TS-25 Stack Separator - ROUND-8 Toroidal Fuel Tank -> R-12 'Doughnut' External Tank - Rockomax X200-8 Fuel Tank -> same name - Rockomax X200-16 Fuel Tank -> same name - Rockomax X200-32 Fuel Tank -> same name - Rockomax Jumbo-64 Fuel Tank -> same name - Mk 1-2 Pod -> Mk 1-3 Pod +++ Bugfixes * Fix PQS normals, stops planets from having mismatched seams when seen from orbit. * Fix bug where symmetry would break animations on some parts. * Fix input locks on Return to KSC button at top of altimeter in flight scene. * Fix typographical error in the description of the vessel 'ComSat Lx'. * Fix typographical error in the Suborbital Flight training tutorial description. * Fix UI issue for purchase button on part tooltips. * Fix vessel default name in rename vessel dialog displaying as an autoloc. * Fix manufacturer localization on the Kerbodyne S4-512 Fuel Tank. * Fix jitter in heading readout on Navball for vessels in prelaunch state. * Fix "Learn More" text exceeding size of window in the Asteroid Redirect scenario descriptions. * Fix flag decal on Male Kerbals Jetpack being off-center. * Fix Kerbal falling off the launchpad flagpole causing the flagpole to explode. * Fix bulkhead profile part filtering on MK-0, 2 & 3 fuel tanks, J-90 "Goliath", Communotron 16-S, RA-2, RA-15, and RA-100 relay antenna. * Fix thermal overlay rendering on parts that have lights. * Fix Debug tool saying LPE for orbit param when its applying Arg of Periapsis. * Fix Atmosphere line appearing from the surface of planets. * Fix Flags and Kerbals loading above terrain (flying) and flags being removed from game. * Fix NaN bug in DV calcs when in orbit around CBs with no atmosphere. * Fix site node waypoints duplicating every scene change. * Fix service bays unable to click parts inside after jettison when part loads. * Fix allow staging of interstage fairings after they are decoupled. * Fix Mk3 cargo bay registering collisions and blowing up parts of vessels inside them. * Fix Engine Plate handling in dV calculations. * Fixed UI scale issue where setting high scale in UI, navball and altimeter would clip off some elements. * Fix Kerbal helmet shadow rendering in "Simple" rendering setting. * Fix decouple node function on docking ports in space. * Fix shrouds being left attached to docking nodes when decoupled (now becomes separate debris). * Fix Responsiveness audio setting appearing in red text in settings menu. * Fix NRE on interstage procedural fairing in editor scenes. * Fix AOORE when Kerbal leaves a command seat on a vessel that has an active ISRU. * Fix issue where Delta-V app menu could become unresponsive in editor scenes. * Fix Navball, funds, science and reputation gauges disappearing when UI scale set > 170% on some resolution settings. * Fix NRE in resources app that could occur when moving the mouse over resources in the app. +++ Mods * Changed Animation behavior of ModuleDeployablePart, ModuleDeployableRadiator, ModuleDeployableAntenna and ModuleDeployableSolarPanel to be WrapMode.ClampForever instead of WrapMode. * ModuleDecouple and ModuleAnchoredDecoupler rebased to a common class - ModuleDecouple. * Add FXModuleAnimateRCS - handles emissives on RCS part modules. * Add EmissiveBumpedSpecularMapped part shader. * Make class DoubleCurve annotate Serializable. * Fix version dependency checking for mods. +++Miscellaneous * None at this time. ========================= Making History v1.7.0 - Requires KSP v1.7.0 ========================= +++ Parts * Added a 5m nose cone. +++ Bugfixes * Fix cursor disappearing behind Gilly while moving the camera around the planet in Mission Builder GAP. * Fix export filename not updating when mission is renamed and re-exported. * Fix user being able to select nodes from the left hand toolbox in the Mission builder even when that panel is hidden. * Fix the Steam Select Craft to Load dialog window which generated NREs when using Menu Navigation on the Steam tab and launching in the VAB. * Fix message dialog in Meet Me in Zero G stock mission. +++ Missions * The "Craft incompatible" text is no longer shown in the stock missions. Kerbal Space Program 1.7: Room to Maneuver 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! BTW... You can download wallpapers of the Room to Maneuver art here: 1080x1920p (Most Phones) 1080x2220p (Galaxy S9) 1125x2436p (iPhone X) Desktop 1920x1080p Desktop 2048x1080p Desktop 2560x1440p
  3. 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
  4. Hello everyone! Kerbal Space Program 1.5 Dressed for Success has launched and with it we bring new content that brings your game experience forward. We are driven to continue with our never-ending quest of making KSP the best game it can be through continuous support and substantial updates. Kerbal Space Program 1.5: Dressed for Success has something for everyone, as both the base game and the expansion are getting their share of enhancements. With that in mind, a key aspect in this update is the optimization and fresh makeover of various parts, as well as the classic EVA and IVA Space Suit. Additionally, players will find a number of brand new features, as well as good ol’ bug sweeping. Let’s go through some of this update’s highlights: New Suits Both the recruit and veteran classic EVA and IVA Space Suits have been given a well-deserved overhaul. We knew that such an iconic element of the game needed to stay true to its identity, so we are keeping its style, while also giving it a sleeker look. Revamped Parts Many parts have been given a fresh new look in an effort to have a more cohesive parts catalog. While staying true to the game’s original essence, the geometry and texture maps of these parts were completely redone. Some of these parts also include new texture variants for you to choose at will, and others have a new shader that makes their metallic bits interact better with light. Improved Burn Time information We improved the burn time indicator by recalculating based on dV and not acceleration. Additionally, we’ve added a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. Go to the advanced settings to turn on this exciting new feature. ... Update 1.5 has also a few improvements exclusive to the Making History Expansion: The Part Count Node This node makes a comparison between the state of a vessel in two separate moments and by defining the number of parts itself; with it you’ll be able to test whether a vessel has or hasn’t lost parts (destroyed or decoupled) during any point on a mission. Underwater Fly Through Nodes With Dressed for Success you’ll be able to place Fly Through Nodes underwater, expanding mission creation possibilities. And much more! To learn more you can read the full Changelog here =================================== v1.5.0 ============================================================ 1.5 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements *Optimized the game for 4K resolution and increased the UI scale to 200% * Added higher impact tolerance to retracted solar panels. * Deployable parts now use separate value for their impact resistance when retracted. * Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits. * Revised the behaviour of asteroids within Kerbin's SOI and gave them better VFX. * Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog). * Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver. * Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes. * Kerbals can now be placed in external command seats in the VAB/SPH. * Wheel suspension now has auto spring/damper to combat bouncing wheels. This can be turned on and off via Advanced Tweakables per wheel (in symmetry). * Added a Burn Time Indicator slide to KSPedia. * In editor (VAB/SPH) switch symmetry mode back to what it was set to after hovering over a node. * Allow pinning of PAWs and resource transfer for highlighted parts from Resources App. +++ Localization * Fix lingoona gender tags in resource names in PAWs. * Localization of bulkhead size and other automatic search string tags. * Fix community localization feedback for the Fly Through? Node pt.2 * Fix Community localization feedback for fly through Node pt. 2 in Japanese. * Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung" * Did a general grammar and lexical pass on KSPedia. * Localized Debug menu UI titles. +++ Parts Updated Parts (reskinned): * Mk1 Command Pod * HECS * HECS2 * OKTO * OKTO2 * QBE * RoveMate * Stayputnik * FL-T100 * FL-T200 * FL-T400 * FL-T800 * RT-5 "Flea" Solid Fuel Booster * RT-10 "Hammer" Solid Fuel Booster Color Variants: * Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants) * RoveMate (New "White", "Silver" and "Gold" color variants) * FL-T100 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T200 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T400 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T800 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * RT-5 Flea (New “White”, “Orange” and “Yellow and White” variants) * RT-10 Hammer (New “White”, “Orange” and “Yellow and White” variants) Other Part changes: * Some parts now take advantage of the new "Bumped Specular (Mapped)" shader which achieves significantly better metallic reflections. * Fix issue where engine shrouds were becoming offset on vessel focus. * Improved OKTO and OKTO2 mesh colliders to fit them better. * Improved Stayputnik attach node positions to make better contact with other parts. * Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides. * HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part. * Fixed Rockomax Jumbo-64 Fuel Tank normal map alignment issue. +++ Bugfixes * Fix issue where incorrect tooltip icons were being displayed in the R&D scene. * Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings. * Fix mini-biomes persisting after touching one and then moving vessel away from it. * Fix mini-biome structure detection around the KSC. * Fix log spam and messages related to stock launch sites if Making History DLC is not installed. * Fix issues with decouplers in symmetry being staged via the Part Action Window. * Fix issues with decouplers in symmetry being staged separately. * Fix transparent materials in Part Picker Icons. * Fix Gigantor XL panel when using Undo in editor. * Fix transparent materials showing in part highlighting in editor. * FIx for ship orbit line not rendering when burning straight from a physics bounce on flight load. * Music volume settings are now applied as soon as the player leaves the settings menu in the KSC. * Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting. * Fix music problems when switching between VAB and SPH. * Remove Gender on Resource displayName in PAW. * The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name. * Fix for Kerbal EVA's clipping through vessel model when forcefully dismounted from an external command seat. * Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over'd. * The sun flare no longer shines through Jool. * Fix for reentry VFX disappearing when the camera is far from the vessel. * Fix for asteroids not displaying reentry VFX. * Fix bug where kerbal parachute lifting surfaces weren't active when loading a quicksave. * Fix camera positioning on entering editor scene/loading vessel to show vessel correctly. * Fix bulkhead filter strings to work for all valid sizes. * Fix when a part is selected and the user attempts to write a ship description the hotkeys will still trigger. * Fix In the editor-based tutorials, Werhner's window overlaps the ship so you can't place parts. * Fix hard points reporting the wrong stage to the StageManager. * Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes. * Fix wheel suspension bouncing. * Fix exploding landing legs when docking/undocking. * Fix landing legs applying massive spring setting when fully compressed. * Fix Engine plates for all engine plates now show short on their first variant choice. * Fix Stations in orbit now complete contracts as they should. * Fix Map nodes, Maneuver nodes and other elements display correctly when changing the UI Scale while playing. * Fix Part filters with size 1.5 not being filtered when selecting size 1. * Fix double carets displaying in some Scenario text descriptions. * Fix log error removing wheel debris. * Fix error in docking tutorial when player unsets target vessel. * Fix jetpack rotates correctly in all scenes +++ Mods * ModuleDeployablePart now has KSPField impactResistanceRetracted. * ModuleWheelSuspension now has KSPField maximumLoad. * Added IsUIShowing property to UIMasterController. +++Miscellaneous 1.5 Changelog - Making History DLC ONLY +++ Improvements * Improved the Builder canvas system and connectors for speed and performance. * Fly through node volumes can now be set with negative values for the volume to work with submarines. +++ Localization * English grammar, spelling, and punctuation fixes. +++ Parts Updated Parts (reskinned): * SM-18 Service Module. Color Variants: * Structural Panels (Improved "Gold" variant and added a new "Silver" variant). Other Part changes: * SM-18 bottom lid uses the new "Bumped Specular (Mapped) shader". * Fix issue where engine shrouds were becoming offset on vessel focus. * Fix size 1.5 items showing in size 1 sort filter in VAB/SPH. +++ Bugfixes * Fix Updating Steam Workshop Missions were creating duplicated workshop items. * Fix for NRE when saving a mission where the craft files used in vessel situations have been deleted * Fix Kerbals Exploding when resuming a test mission checkpoint taken on a Kerbal EVA node * Fix issues with connector lines in Builder when changing planets in the GAP * Fix where when boarding the EAS command seats were not triggering when a kerbal boarded for the node to pass. * Fix when a vessel is spawned in an orbit, the orbit was getting the reference of the celestial bodies rotation, giving different results like a rotated orbit with the same orbit values on another node. * Fix connector lines when in some cases they were badly rendered. * "Selected part" option now appears when selecting one part in the repair node. * Don't reset available and unavailable part lists when changing the part filter and update the list to handle the required parts nicely. * Fix weights and costs of all the engine plate variants being the same. * Solved discrepancy between the start mission time in the Mission editor and in the actual mission. * Fixed GAP parts filter on some nodes so they work similar to the part restrictions on Vessel Spawn Node. * Fixed normal map on mobile launchpads, Woomerang and Dessert launchpad. * Fix for localization tags for localized vessel and node names coming up in various parts of the UI. * Fix for incorrect information about docked nodes order of evaluation in intermediate tutorial. * Fix mission Builder banners appear in low resolution with the 'Texture Quality' setting lowered. * Fix Clicking “Stay on Editor” in the Mission Builder, no longer auto-fills empty pod seats with available kerbals. *Fix *Clicking “Stay on Editor” in the Mission Builder, no longer removes the assigned kerbal on the EAS-1 Command Chair. * Fix Assigned crew dragged and dropped on the VAB and SPH, updates the crew count correctly. * Fix NRE when "Kerbal Rescued" node with "Any Crew/Tourist" option is activated during Missions. +++ Missions * Removed erroneous info about event node processing order from intermediate tutorial. * Added the Part Count node, so player can check a vessel's part count, even if the vessel is unloaded. +++Miscellaneous * Implemented new text for agent descriptions and mentality. Kerbal Space Program 1.5: Dressed for Success 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!
  5. Grand Ship Builder

    KERBSPEX Announcement!

    Hello all! Today is a very exciting day, as I announce, KERBSPEX! This new thingie will hopefully not be a complete failure. Questions and answers: So what is KERBSPEX? KERBSPEX is a new private-government comp-allaboration (portmanteau of company and collaboration) thingie. Basically, it's a kerbalized NASA but better. What does KERBSPEX do? Make rockets, explore space, fund other things, make snacks, basically everything NASA does, but also a semi-merger of other companies. What does KERBSPEX mean, and why is it capitalized? It's sort of a combination of many space companies' names, with kerbal in it. (Companies may include, but may not be limited to: NASA, SpaceX, Arianespace, ESA, ULA, Virgin Galactic, and maybe other things.) We have no idea what it stands for, but it might stand for something. You decide. We take suggestions. Is KERBSPEX a private or government company? Sort of a mix of both. It can function on it's own, but the government and other companies can be involved. How do I say and write KERBSPEX? You can write and say it however way you want. Can my company join? Yeah, you and your company can join kerbspex, if you have good intentions and we accept. Companies/agencies/whatevers involved: The Kerbal Government The KSC Everything affiliated with the KSC Maybe you. Who's involved: Me Everyone else mentioned above. Please let this not be a failure.
  6. Kerbals are now polyglots! We are incredibly proud and excited to announce that Kerbal Space Program is now available in four more languages: Japanese, Simplified Chinese, Russian and Spanish. This means that more people will be able to enjoy the Kerbal experience in their native tongue. Each language was carefully localized so it keeps the humor and charm of the english version. Keyboard layouts, UI and textures were also modified to please local players of each region. To give you an idea of the scope of this endeavour, we had to carefully revise all lines of code to start cataloging all the aspects that needed to be localized and addressed. We translated more than 95,000 words, created 456 images for textures and UI, prepared 684 slides for the KSPedia and everything was carefully revised by a team of more than twenty dedicated volunteers. And that is not all, we are also including the integration of Asteroid Day mod into this update, which is now localized and its contracts are balanced for a career game play-through, too. Additionally, for 1.3 we have added the Ambient Light Adjustment feature - a Boost value to the ambient light setting (similar to the highlighter boost slider). This one brightens the render engine settings to bring light into the darkness. Something that will come in handy if you like to capture and share ingame footage. Kerbal Space Program 1.3: Away with words 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. Changelog: =================================== v1.3.0 ============================================================ +++ Localization * Keyboard layouts for foreign keyboards in Settings Menu. * Localization of all text in game to Spanish, Russian, Japanese, Chinese-Simplified. * KSP now reads the language from buildID.txt * Debug menu option to log missing Language tags (which is persisted in settings). * All fonts are loaded regardless of selected language to assist in save file language switching and sharing. * Resize PAW menus to fit languages. * Resize Tutorial dialogs to fit languages. * Add ability to scroll KSC facility upgrade stats when hovering over the upgrade button. * Add new debug tool to show Localization tags instead of translations. * Add Resource name display in staging, PAW and Resource App will change to Abbreviations if too long. * Add Resource name tooltips to staging, PAW and Resource App for abbreviated resource icons. * Add scroll sections to KSC Facility Upgrade stats in Facility pop-up windows. * Add button to reload the Localization texts dictionary in the debug menu. * Add hibernation info page to KSPedia. +++ Enhancements * Compound parts can be selected from both ends. * Updated the strut model so the connector does not intersect with the mesh. * Contract back stories have been changed/enhanced. * GUI control for changing Local/Absolute attachment and editing reference. * GUI control for changing symmetry mode. * Change Science Containers to pull from experiments before other science containers. * Increased the size of the PAW title bar and pin button. * Ambient light adjustment. * Asteroid Day Mod merged into stock. * IVAOverlay now has keyboard shortcut - Modifier + ChangeCamera (Alt+C in windows). * Upgraded TMPro. * New PAW pin icon. +++ Bug fixes * Fix logic error in craft list dialog in editor scene. * Fix grammar error in FL-R25 RCS Fuel Tank description. * Fix MPL functions to only work with Scientist trait. * Fix Runway Seams T2 and T3. * Flatten the T1 Runway out. * Fix Flagpole to Astronaut Center and remove upgrade/downgrade/destroy errors. * Fix the math on the ShipConstruct Stage Count. * Fix to highlighter Brightness not getting set on entering flight scene. * Docking mode indicators corrected. * Fix From The Mun tutorial: heatshield on RV jettison via staging. * Fix Terrain seams issue (parity with 1.1.3). * Fix Radiators on Asteroids. * Fix Drill status on Asteroids. * Add Craft name limit to VAB to prevent save issues with file name. Configurable via VAB_CRAFTNAME_CHAR_LIMIT * Fix RnDTechTree refresh not updating un-purchases nodes after purchasing. * Fix Aero GUI window NREs on scene change. * Fix costs for Upgrade nodes being applied in TechTree. * Fix upgraded parts to now display upgraded stats in TechTree and Parts picker in VAB/SPH. * Fix upgrade modules not displaying correctly in expanded part tooltips in TechTree and Part picker. * Fix number of kerbals counter in KSC vessel markers. * Fix Tree shaders - shadows. * Fix an issue where resource system catch-up mechanics would not work due to physics causing vessels to ‘hop’. * Fix an issue where overriding a converter’s AutoShutdown property was not working. * Fix to the way vessels were named on Kerbal Rescue contracts. * Fix launch site blocked dialog not clearing on vessel spawn dialog. * Fix green line appearing in water. * Fix shadows of buildings in KSC scene. * Fix manuever node errors for some situations where node is in the past and conics become invalid. * Fix gaps in shadows on KSC buildings. * Improved flickering Sun shadows in flight mode on all objects. * Fix cases for old maneuver nodes with invalid patched conics. * Fix part highlighters showing landing lights flares. * Fix part icons to exclude flags and include lights. * Fix Launchpad tower light to shine on correct Unity Layers. * Fix Currency Widgets disappearing at large scales. * Fix for StageLock persisting between games. * Fix floor decals in level 2 VAB. * Fix to wait for physics easing before updating vessel status. +++ Modding * Localization class added for Localization string processing. * Fix reflected KSPModule attribute on PartModule. * Added GameEvent onCommandSeatInteractionEnter which fires before a Kerbal enters/leaves external command seat. * Added a mod hook in for science values. * Add public accessors to MapView MapNodes for modders. * Event for Kerbal name change (to match with type/status change events). * Some object renames for clashes with Unity classes * Add public accessor to instance of tutorial dialog * Propellent.displayName added for localization. * Resource definitions now have displayName field. * FlightGlobals.GetHomeBodyDisplayName() is the localized equivalent of FlightGlobals.GetHomeBodyName() * Vessel & Protovessel displaylandedAt is the localized equivalent of landedAt string. * Vessel.SetLandedAt() - added two new optional input variables. * CustomParameterNode.LocalizedSection added. * Added displayseatName and displayseatIndex to InternalSeat Node. * CelestialBody has had several variables added and removed for localization. * CBAttributeMaps have also had variables added for localization. * ResearchAndDevelopment.GetExperimentSubject has a new optional displaybiomeID. * ResearchAndDevelopment.GetBiomeTagsLocalized added. * ScienceData.displaytitle added for localization. * Vessel.displaylandedAt field added for localization. * Add an extra parameter on the GenericAppFrame method to receive a displayName separated from the logic. * Add GameEvent onFairingsDeployed when fairings deploy. * Add IscalarModule to ModuleJettison and public Enumerator for DragCubeSystem. * Atmospheric and Exospheric harvesters can now make use of an optional Intake Transform (this can be set via the ‘intakeTransformName’ field. * Add GetExperimentBodyName to ScienceUtils to API for mods.
  7. This is a continuation of the 'What are the devs working on?' thread; I just made a new one for this official announcement. Now, down to business; What feature/update (other than the localisation update) are the devs going to announce? what's the Huge, Top-Secret Project that they won't tell the moderators about and that they've been mentioning vaguely for months? My Money (And my hopes) are on an Enhanced IVA experience (Being able to walk around/ float around INSIDE your ship). Post Your Theories Below!
  8. UomoCapra

    Devnotes are moved to Friday

    Hello everyone! Devnotes will be moved to Fridays from now on. We'll be giving more details this Friday. Thank you and keep tuned! The KSP Dev Team
  9. Hi everyone! Our webhost will be performing maintenance on their entire network which means that the KSP website, forum, wiki, bugtracker and other web-based services will be down for a short amount of time on Wednesday. This is not related to a forum update, which is also scheduled to take place somewhere in the coming two weeks which will cause another small amount of downtime for the forums but will not affect other services. The maintenance is scheduled to take place in the following timeslot: PST: 22:00-03:00 (starting Tuesday night!) EST: 1:00-7:00 UTC: 6:00-11:00 CET: 7:00-12:00 ACST: 15:30-20:30 If you're looking for a place to discuss KSP at that time I feel comfortable pointing you to our IRC chat, the KSP Subreddit or our social media pages