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Found 22 results

  1. Hello everyone, Next week we will be releasing patch 1.4.3, which will include various bug fixes and a few improvements for both the base game and the Making History Expansion. You’ll be glad to hear that this patch will fix the contracts parameter completion log and SMS App firing in all cases. We are also eliminating the possibility of having two tourist/recovery contracts with Kerbals that share the same first name, something that was causing trouble for some of our players. The issues with the wheels and legs have also been reviewed for this patch. For instance, 1.4.3 fixes the suspension issue for wheels and legs that made them bounce uncontrollably, as well as the issue that caused legs to explode when these got in contact with the ground in some situations. There has also been a lot of work put into improving the ground positioning routines for landed vessels. Additionally, 1.4.3 will also include localization of the History Pack missions, plus 3 brand new stock missions for the Making History Expansion. What sort of missions you say? Let’s go into some details: Sally Hut 1 This mission takes inspiration from Salyut 1, the first space station of any kind, launched into low Earth orbit by the Soviet Union. So help Kerbals take their next major step in space exploration by launching the Sally Hut 1 into Kerbin orbit where it will become the first permanent space station! Just like its analogue, Sally Hut 1 will launch without a crew and will be later populated, but this time around, success lays in your hands. Acapello 13 In this mission you’ll have to reach the Mun, land, plant a flag, pick up a surface sample, and return safely to Kerbin, but space is a dangerous place, and your crew needs to be ready to tackle any obstacles they might face. Ziggy Kerman and the Spiders from Duna This mission does not only have a cool name, but its goal is to disprove some mysterious rumors about the nature of Duna, something that can only be accomplished by exploring Kerbin’s nearest neighbor. Be prepared to build an unmanned probe equipped with scientific instruments to explore the Red Planet, just like the Mariner and Viking missions did for humankind in the past. And that’s not all, we are including a brand new airfield and launchpad, which you’ll be able to use in all game modes as long as you have the expansion installed. And for mission creators, we are also adding the capability to place mobile launchpads on the surface of water bodies. Now you could try out some of those cool SpaceX missions, if you’re into that kind of thing! We hope you enjoy these new missions and updates in 1.4.3. We are committed to improving upon KSP, so please continue letting us know if you run into issues by submitting to the Bugtracker and/or the Technical Support Subforums. Happy launchings! [UPDATE] During the final testing stages of the patch 1.4.3 release we identified an unexpected issue that unfortunately has made us take the decision of holding the release until next week. The good news is that we already have a fix in the works, so we are confident that we’ll have the the patch ready by then.
  2. Simple RSS Patch RSS Patch [1.2.x] [1.3.x] download from SpaceDock latest version: v1.5 (14-05-2018) This patch is aimed at the stock KSP players, or lazy players like myself, that want an introduction to the huge scale of the Real Solar System (RSS) but who find extra mod packs like RO/Smurff too daunting for now. Simply install RSS, add this patch and you are good-to-go with the stock parts and other parts mods you have already installed. Fly around the massive Earth, explore the real planets and moons. A super simple patch that tunes engine thrust and ISP so that you can use stock parts in a bare install of Real Solar System without needing Realism Overhaul or other complicated setups. This does not re-scale your rockets to actual real-world size like RO does, but keeps all components as they are out of the box. Also comes with a patch to move the launch location to Alcântara in Brazil which is near the equator. Thanks to José Eduardo for the tip! note: SSTU is highly recommended to get a wide variety of engines and modular fuel tanks that scale up to anything you could need in RSS. SSRSS Patch [1.2.x] [1.3.x] Download file [v1.2 13-06-2017] * still fine-tuning this A simple patch for SSRSS to balance thrust/ISP so that you will need to build larger, more realistic, ships to do the things you would normally do. This will get rid of the short, chubby, gumby-looking ships in stock game play and requires you to use larger tanks and thus get more realistic looking rockets. Best used in combination with SSTU. Can be modified to run with stock system as well by removing the NEEDS[SSRSS] part.
  3. Hello everyone! Kerbal Space Program 1.4.2 is live! This patch includes improvements, bug fixes and more for both the base game and the Making History Expansion. Check out this patch's Changelog for further details: =================================== v1.4.2 ============================================================ 1.4.2 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * Variants now support multiple drag cubes. These are calculated automatically on a per-variant basis. * Updated the parachute model to more accurately reflect a real world ram air chute +++ Localization * KSPedia fixes: Fixed a wrong key binding in the English EVA controls page +++ Parts * The Mk1-3 Pod reaction wheel EC cost has been reduced for consistency with other parts. * Fix centering on the Rockomax Jumbo-64. * Tweaks to the EVA parachute shader and texture. +++ Bugfixes * Fix kerbals thinking they’re still on a ladder if they get knocked off at high speed. * Fix players not being able to quicksave when knocked off a ladder at high speed. * Fix parachute being loaded in at 1.25x the normal size when controlling a kerbal. * Fix player not being able to repack parachute if they rag dolled with the parachute deployed while hopping across the landscape. * Revised EVA parachute model and shader. * Fix kerbal being able to repack chute in the air while performing recovery maneuver. * Fix surface FX appearing when landing legs deployed even when not on the ground. * Fix LT-1 landing legs clipping the ground. * Fix to the loading screen getting stuck between scenes infinitely in some cases. * Fix contracts app icon to use it’s icon - not the new Missions app icon. * Fix switch editor button to check facility is open before switching. * Fix switch editor function to not load backup when all parts on existing vessel have been deleted by the user. * Fix switch editor symmetry setting. * Fix tourist contracts not completing correctly and messages for tourist contracts causing NRE and infinite rewards when failing. * Fix contract parameter completion to catch errors and contract parameters now log info messages when their state changes. * Fix UI layering for Debug menu. * Fix the camera IVA Overlay persistence between camera modes. * Fix NRE spam when vessel destroyed and gameobjects disappear while doing FX. * Fix icons in map overlapping over the Apps dialogs. * Fix NRE spam when launching a vessel on the Island Airfield. 1.1 Changelog - Making History DLC ONLY +++ Improvements * Show node type icon in the node header of all nodes in the Mission Builder. * Node category color defaults amended. * Improve CPU Load performance when placing nodes on canvas. * Awards display now doesn’t overflow with long texts and improved awards UI design. * Allow zoom in Mission Builder canvas to go down to 20% - can also be reduced more via settings.cfg. * Can now delete nodes and connectors in the builder canvas with the backspace key (in addition to the delete key). * Add mission difficulty setting to allow/disallow vessel recovery in a mission (default - disallow). * Add ability to go to vessels on LaunchPad/Runway when clicking the Launchpad or Runway in a mission game. * Add kerbal killed node. * Reordered Node parameters. * Upgrade difficulty setting for missions in the Briefing to a slider. * Stock missions improved (see missions section below). * Node expand/collapse button now only appears on Node headers when applicable. * Starting funds now has a text field and slider for setting the value. * Change vessel viewer in Mission Builder GAP to function like the VAB/SPH camera. Can be toggled via settings.cfg. * Change Filters in vessel viewer to completely hide/show parts rather than changing their opacity. * Change mission briefing dialog at start of mission to max-size the text. * Fix disabled shrouds on parts reappearing when changing vessels. +++ Localization * Mission meta files now support localization. This indirectly also solves an issue where the expansion folder was not being removed when uninstalling the expansion. * KSPedia fixes: Localized all images in the Making History section of the KSPedia. Added missing text to Chinese pages. * Fix localized text for resource name on vessel resource node. * Translations for GAP descriptions. * Fix for certain pinned nodes coming up unlocalized. * Fix missions not supporting non-ascii languages for mission names. +++ Parts * The Mk2 Pod reaction wheel EC cost has been increased for consistency with other parts. * The Wolfhound engine is now properly centered. * The truss sections of the 5m fairing and accompanying nodes are now scaled correctly. * Add IVA window cameras to new command pods. +++ Bugfixes * Fix revert to last build/editor session in missions not always saving and therefore not allowing revert. * Fix saving mission when entering mission difficulty settings. * Fix checking values on time control parameters. * Fix date handling greater than 235 years. * Fix orbit parameters when minimized in node display in the Mission Builder canvas. * Fix launch site being displayed when clicking on a vessel situation node with landed or orbit selected. * Fix spawning orbiting vessels in missions in some circumstances causing explosions. * Fix vessel restrictions not updating in Missions App in VAB/SPH when loading a new craft file. * Fix hovering the mouse on slider parameters in the SAP preventing the user to continue scrolling. * Fix copy-pasted nodes that spawn things not having unique IDs. * Fix handling of newline and tab in message nodes to display correctly when playing a mission. * Fix vessel resource amount node to work with unloaded vessels. * Fix Orbit Parameter and Orbit node value sliders and max values. * Fix Start Node activated time being always 0 UT, even when the mission was set to start at a different UT. * Fix Vessel Naming to set default type to be the parts default type. * Fix for vessel naming changes not updating ship name in editor scenes. * Fix node position not been saved when moving groups of nodes. * Fix mission not progressing when loading a create vessels node checkpoint when testing a mission. * Fix node name changes not being updated when loading checkpoints when testing a mission. * Fix music not playing after resuming a mission being played that was last closed in the VAB/SPH. * Fix arrange nodes function to rescale the canvas correctly so nodes do not go off the edge. * Scale node line connectors at low zoom levels so the lines can be seen. * Fix node connector lines not aligning correctly when parameters are pinned/unpinned. * Change key-combo for Copy Paste in the builder to Cmd-C, CMD-V for OS-X. * Fix import mission zip extract method for Unix based systems. * Fix Vessel text to correctly identify Active vs Any vessel. * Fix node connector pin buttons triggering drag. * Fix Orbit node to support correct accuracy testing. * Fix event node and objective hiding so these get hidden from players. * Fix end mission dialog coming up over a dialog message node that is set to pause the mission. * Fix vessel viewer filters in Mission Builder GAP to switch off colliders so player can select parts inside other parts. * Fix when selecting new or load mission in the Mission Builder with a node connector being selected breaking the Mission Builder. * Fix the Take Kerbal node not triggering correctly after switching vessel in some cases. * Fix the LAN orientation to match the Mission Editor in the Orbit node. * Fix the loading screen sometimes getting locked after transitioning between scenes. * Fix orbits sometimes getting rendered over the Mission Editor canvas after loading the tracking station or flight scenes. +++ Missions Dawn of the Space Age * Added missing end conditions. * Improved instructions with better hints. * Improvements in the objective lists in all launches. * Fix scoring for destroyed jebnik 1 in atmosphere. Trouble In The Void * Improved instructions. * Extra test for checking if the wrong kerbal has boarded. * Fix the explosion sequence. * Added failure condition. To The Mun Via Minmus * Improved instructions. * Removed time limit. * Fix a Time Since Node for the second Goo Experiment not working correctly. * Fix the objective list not updating correctly in the second launch. Meet Me In Zero G * Improved instructions. * Fix craft not exploding. * Low fuel message now appears in the second launch. * Fix orbit accuracy parameters having incorrect values. * Fix splash down not triggering successful mission. Blue Moon * Improved instructions. * Added 3 tons to the mass limit. * Changed the values for the fuel efficiency bonus. Munar 1 * Added failure conditions. Acapello 15 * Fix Time Since Node in splash test had an incorrect value causing a 5 min wait for the mission to complete. Happy launchings!
  4. Hello everyone! With the 1.4.2 (.2110) version of KSP, there is a problem with 5 meters fairing, it's bigger than 5m . I tested with an other save, the bug is still here... Other person have this issues ? (and sorry if my post is not in the right section, I'm new in this forum)
  5. Hello everyone! The first patch for Kerbal Space Program: Enhanced Edition is live! This patch includes fixes for over 90 different issues. With this first patch we hope to solve many of the problems that our players have been facing as we continue our commitment to improve the KSP console experience. If you want to continue helping us out by providing us with feedback and bug-reports, you can do so through our Bugtracker. Check out this patch's Changelog for further details: ========================= KSP Enhanced Edition Patch 1 ======================= * Fixed issue where controls are referred to as 'Keys' on the first page of KSPedia. * Fixed issue where analog throttle switching only works in Enhanced (Simplified). * Fixed issue where switching to or from map view can result in the screen rapidly switching between flight and map. * Fixed issue where editor tool buttons can be interacted with while holding parts on Simplified preset. * Fixed issue where gameplay resumes without closing Controls window if pause button is pressed while on the Controls window during a launch. * Fixed issue where debug content is accessible using a keyboard. * Fixed issue where tracking station Look Around function does not work while the list region is selected. * Fixed issue where undo is limited to two levels. * Fixed issue where tutorial text for 'Advanced Construction' is out of date. * Fixed issue where 'parts with crew capacity' scrolls to the bottom after seats are filled automatically. * Fixed issue where fine rotation (yaw) conflicts with Undo and Redo in Cursor. * Fixed issue where KerbNet Access' 'Move mode' icon cannot be highlighted in 'Simplified' preset and as a result it cannot be moved. * Fixed issue where misspelled word in the Warp to Maneuver section of The Mun Part 1 Training. * Fixed issue where 'KerbNet Access' 'Part Action Window' cannot be closed if the cursor clicked on the Cycle Display Mode' first in Radial preset. * Fixed issue where Kerbals on EVA appear with a permanent highlight. * Fixed issue where returning to KSC screen while flag is unfinished causes game input lock & slightly corrupted flag. * Fixed issue where toggling cursor mode with waypoint selected cause the dialog to spasm. * Fixed issue where make throttle control work in cursor mode. * Fixed issue where VAB look at camera constraint makes craft and part selection low to the floor too difficult. * Fixed issue where initial position of vessel and camera in SPH is too high/wrong. * Fixed issue where pressing "X" to switch to Basic filtering produces no effect when in the Subassembly tab while in the Spaceplane Hangar. * Fixed issue where achievements and trophies can be easily unlocked when using the enhanced sandbox utility menu. * Fixed issue where button prompts overlap with UI when changing control scheme while holding a part in the Vehicle Assembly. * Fixed issue where in the 3 presets, opening a Pause menu on top of the enhanced sandbox utility menu works differently. * Fixed issue where reordered grid positions of PAWs when one is removed and KerbNet is visible. * Fixed issue where stage stack is corrupted when player switch to another vessel. * Fixed issue where players lose control of their vehicles after toggling the 'Stage View' under the 'Resources' menu. * Fixed issue where title becomes unresponsive when suspending the title while the enhanced sandbox utility menu is open in the runway. * Fixed issue where selection breaks after clicking in the empty space of the message button with the cursor. * Fixed issue where Circle/B to close PAW after storing experiments in a pod isn't working. * Fixed issue where root part assignment requires two attempts for floating assemblies. * Fixed issue where players lose control of their vehicles after toggling any button within the App when the 'Resources' App is pinned. * Fixed issue where extended part info is not working in R&D. * Fixed issue where entry cost button in Editors is non-functional. * Fixed issue where entry cost button in R&D is missing. * Fixed issue where application fails to load properly then crashes during gameplay when suspended or constrained during the initial loading screen. * Fixed issue where title loses functionality when selecting 'Load Save' from the pause menu during a Hard mode Career. * Fixed issue where 'Getting Started and Basic Construction' dialog has grammatical errors. * Fixed issue where there are three misspelled words in To the Mun Part 1 tutorial. * Fixed issue where there is a typographical error in the description of the vessel 'ComSat Lx'. * Fixed issue where there is a spelling error in the dialogue for Basic Flight tutorial. * Fixed issue where advanced construction tutorial is missing period and space. * Fixed issue where sentences are missing a space after the period in descriptions in the Scenarios section. * Fixed issue where 'FL-T100 Fuel Tank' spelling is inconsistent in tutorial Intermediate Construction. * Fixed issue where text for Brake Group in controls should be "Toggle Brake Group". * Fixed issue where [ENH] Misspelled word "attachement" in Controls App text. * Fixed issue where [LEG] Misspelled word "symmmetry" in Controls App text. * Fixed issue where cross button not displayed on the last step of Docking tutorial. * Fixed issue where last step of Docking tutorial can't be dismissed. * Fixed issue where unlocking staging in the Radial preset activates stages. * Fixed issue where saving a satellite under reserved IO names fails. * Fixed issue where no controls listed for how to focus PAW with controller in the Editor. * Fixed issue where it is possible for a player to delete their persistent save file. * Fixed issue where bringing up a prompt in the action group tab with a part selected results in it being inoperable and cannot be dismissed. * Fixed issue to warn player that achievements/trophies are disabled when opening enhanced sandbox utility menu. * Fixed issue where broken input when using time warp while planting a flag. * Fixed issue where "Recover Vessel" button can be pressed at any moment using Simplified controls preset. * Fixed issue where enhanced sandbox settings were not resetting when switching games. * Fixed issue with invisible selector after disabling SAS. * Fixed issue where SAS mode Radial In/Out are transposed. * Fixed issue where partial loss of functionality occurs when disconnecting the controller in the front end 'Settings' menu. * Fixed issue where pressing 'LB + [Rotate]' does not perform a 'Fast 5 degree rotate' when in the VAB with the 'Cursor' preset. * Fixed issue where pressing 'B' does not dismiss the pause menu when returning from suspension with the KSPedia open during a launch. * Fixed issue where target markers are offset from the actual target when viewed from a distance. * Fixed issue where Part Action Windows (PAWs) overlap the KSPedia scroll bars. * Fixed issue where exception message appeared while trying a Mun landing. * Fixed issue where the title soft locks when saving after completing an asteroid capture contract. * Fixed issue where 'Restart Time' function is triggered when dismissing the prompt after reconnecting the controller with the KSPedia open. * Fixed issue where partial loss of functionality occurs when reconnecting the controller with both the KSPedia and 'Flight Results' windows open. * Fixed issue where there is no practical way to cancel a 'Warp To'. * Fixed issue where save data corrupts when terminating the title on the loading screen after launching a vessel with over 70 saved vehicles. * Fixed issue where the "Mun Rover, Mun Rover" achievement is rewarded upon entering orbit with the mun. * Fixed issue where Square/X is not working well to open PAWs in in a career game. * Fixed issue where time scale isn't reset when user exits to main menu. * Fixed issue to reset camera when preset is changed. * Fixed issue where part selection is broken when user leaves App region. * Fixed caption on Editor > Place Tool with SIMPLIFIED preset. * Fixed Gamepad issues during main menu in Xbox. * Fixed being able to recover vessel when it's not landed (or splashed) in Kerbin. * Fixed Look Around on Map. * Fixed multiple windows added when KerbNet button is pressed. * Close PAW's when EVA Report is opened. * Avoid moving the camera while pause menu is opened. * Force hide part tooltip when user switch between editor panels. * Avoid detach stage when if pilot seat is not selected. * Changes on R&D are ignored when user exit quickly. * Added a delay to avoid ignore changes when player changes between facilities quickly. * Improved part list caption refresh when a category or subcategory is selected. * Fixed “IndexOutOfRangeException when 5 PAWs are opened with a KerbNet. * Research button can't be pressed in R&D. * Fixed problem saving with vessel destroyed. * Fixed several save pipeline issues. Thank you and happy launchings!
  6. Hello everyone! The first patch for Kerbal Space Program: Enhanced Edition is live! This patch includes fixes for over 90 different issues. With this first patch we hope to solve many of the problems that our players have been facing as we continue our commitment to improve the KSP console experience. If you want to continue helping us out by providing us with feedback and bug-reports, you can do so through our Bugtracker. Check out this patch's Changelog for further details: ========================= KSP Enhanced Edition Patch 1 ======================= * Fixed issue where controls are referred to as 'Keys' on the first page of KSPedia. * Fixed issue where analog throttle switching only works in Enhanced (Simplified). * Fixed issue where switching to or from map view can result in the screen rapidly switching between flight and map. * Fixed issue where editor tool buttons can be interacted with while holding parts on Simplified preset. * Fixed issue where gameplay resumes without closing Controls window if pause button is pressed while on the Controls window during a launch. * Fixed issue where debug content is accessible using a keyboard. * Fixed issue where tracking station Look Around function does not work while the list region is selected. * Fixed issue where undo is limited to two levels. * Fixed issue where tutorial text for 'Advanced Construction' is out of date. * Fixed issue where 'parts with crew capacity' scrolls to the bottom after seats are filled automatically. * Fixed issue where fine rotation (yaw) conflicts with Undo and Redo in Cursor. * Fixed issue where KerbNet Access' 'Move mode' icon cannot be highlighted in 'Simplified' preset and as a result it cannot be moved. * Fixed issue where misspelled word in the Warp to Maneuver section of The Mun Part 1 Training. * Fixed issue where 'KerbNet Access' 'Part Action Window' cannot be closed if the cursor clicked on the Cycle Display Mode' first in Radial preset. * Fixed issue where Kerbals on EVA appear with a permanent highlight. * Fixed issue where returning to KSC screen while flag is unfinished causes game input lock & slightly corrupted flag. * Fixed issue where toggling cursor mode with waypoint selected cause the dialog to spasm. * Fixed issue where make throttle control work in cursor mode. * Fixed issue where VAB look at camera constraint makes craft and part selection low to the floor too difficult. * Fixed issue where initial position of vessel and camera in SPH is too high/wrong. * Fixed issue where pressing "X" to switch to Basic filtering produces no effect when in the Subassembly tab while in the Spaceplane Hangar. * Fixed issue where achievements and trophies can be easily unlocked when using the enhanced sandbox utility menu. * Fixed issue where button prompts overlap with UI when changing control scheme while holding a part in the Vehicle Assembly. * Fixed issue where in the 3 presets, opening a Pause menu on top of the enhanced sandbox utility menu works differently. * Fixed issue where reordered grid positions of PAWs when one is removed and KerbNet is visible. * Fixed issue where stage stack is corrupted when player switch to another vessel. * Fixed issue where players lose control of their vehicles after toggling the 'Stage View' under the 'Resources' menu. * Fixed issue where title becomes unresponsive when suspending the title while the enhanced sandbox utility menu is open in the runway. * Fixed issue where selection breaks after clicking in the empty space of the message button with the cursor. * Fixed issue where Circle/B to close PAW after storing experiments in a pod isn't working. * Fixed issue where root part assignment requires two attempts for floating assemblies. * Fixed issue where players lose control of their vehicles after toggling any button within the App when the 'Resources' App is pinned. * Fixed issue where extended part info is not working in R&D. * Fixed issue where entry cost button in Editors is non-functional. * Fixed issue where entry cost button in R&D is missing. * Fixed issue where application fails to load properly then crashes during gameplay when suspended or constrained during the initial loading screen. * Fixed issue where title loses functionality when selecting 'Load Save' from the pause menu during a Hard mode Career. * Fixed issue where 'Getting Started and Basic Construction' dialog has grammatical errors. * Fixed issue where there are three misspelled words in To the Mun Part 1 tutorial. * Fixed issue where there is a typographical error in the description of the vessel 'ComSat Lx'. * Fixed issue where there is a spelling error in the dialogue for Basic Flight tutorial. * Fixed issue where advanced construction tutorial is missing period and space. * Fixed issue where sentences are missing a space after the period in descriptions in the Scenarios section. * Fixed issue where 'FL-T100 Fuel Tank' spelling is inconsistent in tutorial Intermediate Construction. * Fixed issue where text for Brake Group in controls should be "Toggle Brake Group". * Fixed issue where [ENH] Misspelled word "attachement" in Controls App text. * Fixed issue where [LEG] Misspelled word "symmmetry" in Controls App text. * Fixed issue where cross button not displayed on the last step of Docking tutorial. * Fixed issue where last step of Docking tutorial can't be dismissed. * Fixed issue where unlocking staging in the Radial preset activates stages. * Fixed issue where saving a satellite under reserved IO names fails. * Fixed issue where no controls listed for how to focus PAW with controller in the Editor. * Fixed issue where it is possible for a player to delete their persistent save file. * Fixed issue where bringing up a prompt in the action group tab with a part selected results in it being inoperable and cannot be dismissed. * Fixed issue to warn player that achievements/trophies are disabled when opening enhanced sandbox utility menu. * Fixed issue where broken input when using time warp while planting a flag. * Fixed issue where "Recover Vessel" button can be pressed at any moment using Simplified controls preset. * Fixed issue where enhanced sandbox settings were not resetting when switching games. * Fixed issue with invisible selector after disabling SAS. * Fixed issue where SAS mode Radial In/Out are transposed. * Fixed issue where partial loss of functionality occurs when disconnecting the controller in the front end 'Settings' menu. * Fixed issue where pressing 'LB + [Rotate]' does not perform a 'Fast 5 degree rotate' when in the VAB with the 'Cursor' preset. * Fixed issue where pressing 'B' does not dismiss the pause menu when returning from suspension with the KSPedia open during a launch. * Fixed issue where target markers are offset from the actual target when viewed from a distance. * Fixed issue where Part Action Windows (PAWs) overlap the KSPedia scroll bars. * Fixed issue where exception message appeared while trying a Mun landing. * Fixed issue where the title soft locks when saving after completing an asteroid capture contract. * Fixed issue where 'Restart Time' function is triggered when dismissing the prompt after reconnecting the controller with the KSPedia open. * Fixed issue where partial loss of functionality occurs when reconnecting the controller with both the KSPedia and 'Flight Results' windows open. * Fixed issue where there is no practical way to cancel a 'Warp To'. * Fixed issue where save data corrupts when terminating the title on the loading screen after launching a vessel with over 70 saved vehicles. * Fixed issue where the "Mun Rover, Mun Rover" achievement is rewarded upon entering orbit with the mun. * Fixed issue where Square/X is not working well to open PAWs in in a career game. * Fixed issue where time scale isn't reset when user exits to main menu. * Fixed issue to reset camera when preset is changed. * Fixed issue where part selection is broken when user leaves App region. * Fixed caption on Editor > Place Tool with SIMPLIFIED preset. * Fixed Gamepad issues during main menu in Xbox. * Fixed being able to recover vessel when it's not landed (or splashed) in Kerbin. * Fixed Look Around on Map. * Fixed multiple windows added when KerbNet button is pressed. * Close PAW's when EVA Report is opened. * Avoid moving the camera while pause menu is opened. * Force hide part tooltip when user switch between editor panels. * Avoid detach stage when if pilot seat is not selected. * Changes on R&D are ignored when user exit quickly. * Added a delay to avoid ignore changes when player changes between facilities quickly. * Improved part list caption refresh when a category or subcategory is selected. * Fixed “IndexOutOfRangeException when 5 PAWs are opened with a KerbNet. * Research button can't be pressed in R&D. * Fixed problem saving with vessel destroyed. * Fixed several save pipeline issues. Thank you and happy launchings! [Click here to enter the discussion thread]
  7. So I’m not necessarily asking for a release date, but considering the past console port, lack of support and transparency, I have to ask: Will it be days, weeks, months or years before we finally get a fully working product? I love you guys and I think I can speak for most of us console players when I say that you guys sincerely broke our hearts and threw it in a blender when you gave us that first tease of a port and then left it for dead. I absolutely adore KSP and it’s torture not knowing when I can play the game without worrying if it’s all going to be for nothing. With all that being said, when can the hype train for the big patch leave the station?
  8. Hello everyone! Kerbal Space Program 1.3.1 is live! This patch includes a few localization corrections, bug fixes and the implementation of a few enhancements. Check out this patch's Changelog for further details: =================================== v1.3.1 ============================================================ +++ Localization * Localization Texts updated. * KSPedia Localization texts and graphics updated. * Fix KerbNet localization strings. * Fix Number and time displays for localization. * Fix Lingoona library for Ubuntu Linux. * Localization Performance improvements. * Fix localization of Tutorials and Scenarios. * Fix localization of planet names in Science Reports. * Resource names on Mining contracts localized. * Removed lingoona Gender tags on Biome filters in RnD archives screen. * Texture update opening scene for Chinese. * Fix Profanity filter for Kerbal Names in Russian. * Fix Custom Category filters in SPH/VAB and localized some missing texts. * Fix tooltip for custom Category filters. * Fix incorrect text on engineer report for Antenna check. * Fix RnD archive biome filter for mini biomes showing lingoona gender tags. * Fix failed file deletion message when overwriting saves. * Fix grammar To the Mun P2 Tutorial for English. * Fix keyboard layouts overwriting EVA Light key from ‘U’ to ‘L’. Now U in all cases and G for Dvorak. * Fix key binding display on settings input dialog. * Fix locked facility dialog headings. * Fix format of MET display all languages. * Fix Flag naming dialog text positioning. * Add noun gender indicators to resource names in Russian. * Add localization for shielded parts PAWs in stock saves. * Fix Keyboard layout confirmation dialog to show correct punctuation keys when binding. A reset may be required for exisiting custom layouts. * Fix labels on settings menu for languages to fit. * Fix use of Lastly (all languages) for contract parameters. * Fix Engineers Report text alignment all languages. * Log Celestial Body periods in English in the game logs. * Fix punctuation position on Japanese and Chinese fonts. +++ Enhancements * Default setting for NavBall in Mapmode (default is not to autohide). * Default throttle setting to 0%. * Add ability to tweak endpoints of symmetry struts and fuel lines. * Improvements to symmetry tweaking in the editor scenes. * Add game clock to all KSC Facility Menus. * Game clock in all screens now shows the time in Gray when time is paused. * Add action groups for wheel motors and wheel steering. * Add the shadow fade fix from KSC scene to the editor scenes. * Change the near clipping pane on game camera so it doesn’t clip when zoomed in as much. * Add ‘Control from here’ to External Seat. * Add action group for ‘Control from here’ to ModuleCommand and ModuleDockingNode, External Seat and Grapple. * Exclude wheels from part recovery contracts as some are too hard to grapple. +++ Bug fixes * Fix the deploy/retract actions not showing for drills on custom action groups. * Fix UT/MET display in flight. * Fix control command persistence when changing to map view. * Fix delta time Part Thermal Flux calculations. * Timewarp indicator in all screens now shows no green arrows when time is paused. * Fix MK3 size 2 adapter collider. * Fix issue with compound parts inside fairings causing launched vessels to explode. * Change Settings UI text alignments to be centered. * Fix texture on VAB level 3 floor near the outer door. * FIx the tweakable end of compound parts not getting mirrored when moved. * Fix an incorrect text when a station contract gets completed. * Fix the toggles in the UI at the Main Menu stretching as much as they could. * Fix Flag on Sentinel Telescope Icon in VAB/SPH. * Fix Sun (stepping) movement in Flight whilst retaining sun shadows fix. * Fix opacity issue in editor scenes for unconnected parts. * Jetpack translation is no longer affected when an EVA Kerbal’s PAW is open and being dragged. * Kerbals can no longer EVA from inside fairings (but can from interstage fairings) to avoid exploding vessels. * Fix quicksaveload dialog when enter is used in the filename input box. * Fix Grab interaction msg for EVA kerbals when ladders are retracted. * Fix NREs on craft thumbnail creation - added filename sanitizing. * Fix Part highlighting in VAB/SPH interacting with Light Animations on parts. * Fix destructible building on Tracking Station Level 2 dish. * Fix Part highlighting for new and dropped parts in VAB/SPH. * Replace TrackIR with new implementation. * Fix Flight camera issues when active vessel crashes into the ground. * Fix Destructible Building error messages in log. * Disable Save on PauseMenu when active vessel is dead to avoid invalid save files. * Shadow tweak on buildings in KSC scene. * Fix issue with being able to add maneuver nodes to vessels without control. * Remove ability to create maneuver nodes with EVA Kerbals. * Fix an issue where an atmospheric resource harvester would not properly activate. * Fix Loading Scene picture swapping feature. * Fix Grass texture on level 3 RnD building. * Fix MPL cleaning experiments screen messages. * Fix Restart Warning text on main Settings Screen. * Fix Cannot Deploy while stowed messages. * Fix "Toggle Display" button on scientific devices. * Fix floor decal alignment level 2 SPH. * Fix Difficulty settings dialog height for all tabs. * Fix icon visuals on Contracts App when pausing during flight. * Fix empty craft name save expection in VAB/SPH. * Fix Tour contract kerbal gender log messages. * Fix RnD Archives Biome filtering. * Fix rotate and offset on compount parts in VAB/SPH. * Fix drill action groups. * Fix drill disable and mining when lost ground contact. * Improve vessel ground collision checks for landed vessels coming off rails (includes recovery contract parts that are landed). * Reduce stutter when flying fast and low over a planet. * Fix kerbal heading calculations - fixes swimming animation jitters. * Fix Duna Rock allows kerbals to climb and plant flags (no more ragdoll). * Turn on Goliath and Wheesley Exhaust damage. * Fix fairing shader not set correctly and overlaying engine FX. * Fix external command seat ejection. * Fix PAW actions and events ordering on pinned PAWs. * Fix NRE on Navball in IVA when doing scenarios and training. * Fix black line low over terrain (unfortunately re-introduces green line low over ocean). * Fix presence of .DS_Store file no longer marks save games as modded. +++ Modding * Restore CelestialBody.theName methods (marked as deprecated). * Fix Part Filter category names capitalization for mods. * Add property to CustomParameterUI to support Localization. * ModuleDeployablePart now finds all animations. * CelestialBody GetRelSurfacePosition now calling correct methods. Happy launchings!
  9. RepairByImpact

    Heat Patch for Convert-O-Tron 125

    This is a little mod that allows the Convert-O-Tron 125 to reach 100% efficiency without using excessive heat control methods. I have been frustrated many times by my inability to heat control the COT 125 and I read about many others who have been as well. I did some searching and found that the overheating of the COT 125 might be a feature of the part. Since a small object has a higher surface area to volume ratio, it should be easier to control high core temperatures than a similar object of larger size. It is my first patch and this is my first post so please go gently. I have only posted this to CurseForge here The image below is slightly different than the one on the Curse page. This one represents the patch better by showing only one active radiator holding it at 100% at 1000 K If you take the radiator off or inactivate it, the heat will climb rapidly. Requires Module Manager. I tested it on MM 2.8.1 and 3.0.1. CC-BY License - See file or Creative Commons for details
  10. KSP: 1.3.1 Windows 10, 64bit Problem: I updated to soon. Mods installed: Way too many. Reproduction steps: Update do 1.3.1 without thinking it through. See that all the mods you need for missions you were actively working on are as suited to version 1.3.1 as mercury-thermometers are to commercial airliners. Log: Not really necessary, nor useful. Okay, to put my question, as elaborated above, as simply as I can: How can I revert to 1.3? Technically, I actually know. Get the 1.3 installer, backup the "ships", "saves" and "gamedata" folders, install it all fresh and dandy, dump my bloated backup in there, load it up, and smile like the clumsy oaf that I am. Problem: the Download site on kerbalspaceprogram.com offers many flavors of installers and patches. Even the installer for ya olde version 1.2.2. But not, as of this writing, an installer for 1.3. Anyone. Please. Where can I find ye older v1.3(x64) installer, for Windows? I don't even need some official place. If anyone just happens to still have it, and would put it on Google Drive or some other file-host for me to download, I would be most grateful. I might name one of my ships after you! Pleasepleaseplease, help a guy out!
  11. UomoCapra

    Pre-release 1.3.1 is live!

    Hello everyone! We're happy to announce the launch of the Public Pre-release of Update 1.3.1. This ‘pre-release’ test build is for everyone to have a go before we officially release the update, and you’ll be able to opt-in to get the Pre-release builds via the Steam betas and through the KSP Store for those who bought the game there. Naturally, you’ll need to own a copy of the game beforehand in order to access these builds. This opt-in branch will run for a minimum of two full weeks before the release date of the final update (the final release date hasn’t been closed, so changes may occur). Here's a link to the changelog for further details. To facilitate discussions of the Pre-release branch we’ll be opening up a temporary sub-forum for feedback. Additionally, a Pre-release project has been made available on the bug tracker to report bugs on. Remember that reporting a problem on the forum does not count as a bug report, unfortunately. We rely on a particular format and certain information that allows us to get to the problem as quickly as possible. So if you choose to help out, please read the wiki on the bug tracker where a guide to reporting bugs can be found. Attached logs are most important, and instructions detailing where these can be found on your platform are also in our wiki. Thank you and happy launchings!
  12. Hello! The release of the console ports has been a bumpy road to say the least. Porting pc games to consoles is an enormously complex task and although we've encountered many issues while doing so, we've learned a lot in the way. We are aware of the frustration that many players encountered when acquiring the console ports of our game and apologies are not enough to amend this. We have to prove ourselves to the community by taking action and solving these issues, so that the players get the game that they deserve. We're glad to announce that we've taken a step forward in the right direction and we've finally released an Xbox One patch that solves the save file issue that players have been experiencing. We also want to let players know that we haven't forgotten about the PS4 port and its european release. We're focusing our efforts to solve the issues as soon as possible. Right now we have a QA team dedicated to test the latest PS4 patch that Flying Tiger has been developing. Unfortunately, this patch isn’t ready for certification yet, but we will keep you informed about any advancement regarding its release. Thanks for your comprehension and support! The KSP Dev Team
  13. Hello everyone! Kerbal Space Program 1.2.2 is live! Here's the changelog for this patch: =================================== v1.2.2 ============================================================ +++ Bug Fixes * Fix crash to desktop when using Aero Overlay display and Part highlighting in Flight. * Fix one final GUI flickering issue regarding the Parts List Scrollbar. * Fix CommNet occlusion multiplier GUI setting. * Fix to prevent kerbals with existing name being created. * Fix MPL(Science lab) ladder sliding. * Fix Grass textures around Research and Development Facility. * Fix for corrupt save files breaking the resume menu. * Fix where some science experiments only trigger once on action groups. * Fix part action menus remaining on screen when switching to the Astronaut complex. * Fix Building Picker Lines in Space Center not being cleared when application loses focus. * Fix null reference exception when overwriting SubAssemblies in VAB/SPH. * Fix resource converters load percentage display not updating after start/stop. * Fix for several issues with the KSC flagpole outside the Administration Centre. * Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC. * Model fixes to the large drill part. * Fix some more Text overflows in GUI. * Fix where Fairings Disappears After using settings in flight. * Fix for strut connectors attaching below surface on SRB-KD25k. * Fix edge smoothing on Mk1 Inline. * Fix particle effects on drills. * Fix asteroid drill mass calculations. * Fix for selecting/focusing craft that are very late for maneuver nodes. * Fix for contracts app showing the wrong number of contracts. +++Modding Stuff * Add a common base class to all gameevents to allow mods to register and fire their own gameevents. * Add method for searching for gameevents and mods can register to other mods gameevents. * Add title to ResourceInfo so we can have a displayname that's not the key. +++LoadGameDialog When a game is saved it now creates an associated metadata file - called .loadmeta alongside the .sfs. This file contains a hash of the sfs save. When the loadgame dialog opens it will compare the hash in the .loadmeta file with the hash of the savegame, and if so it will use the data in the .loadmeta file for the load dialog details instead of parsing the whole save file. +++Miscellaneous Stuff * Biome refresh for Ike, Moho and Dres. * Add Right-Shift as a default secondary binding for editor scroll when not OSX. * Stop inactive aero/thermal data being shown in the editor scenes. * Add display format to difficulty options values. * Vessels now remember active navigation (Waypoints) when loading save games. * Apply Engineer bonuses to drills and ISRU correctly. * Update more details in DOxygen api docs. Cheers!
  14. When I updated to this version in steam, all of my save files were gone and replaced with old ones. What happened?
  15. Hello everyone! Kerbal Space Program 1.2.1 is live! Here's the changelog for this patch: =================================== v1.2.1 ============================================================ +++ Bug Fixes * Fix Maneuver Nodes not showing dV when target changes. * Fix highlighter chewing memory every frame. * Fix CBs being in different places in 1.2 by adjusting GeeASL. * Fix engine glow not originating from engine thrust location. * Fix for non-resettable experiments listing a reset cost. * Fix KSPedia inaccuracy about reentry friction. * Fix for drills shutting down when you approach. * Fix "Mammoth" collider pushing away parts on stage. * Fix for MysteryGoo container having collider too large. * Fix for ModuleRCSFX KSPField. * Fix for contract weights getting messed up in save files. * Fix for Gas bursts on decouplers being in the wrong place. * Fix for EVA orientation on lab hatches. * Removed duplicate "Lowlands" biomes from Mun. * Fix for revert deleting Messages. * Removed writing from Mk3->Mk2 adapter. * Fix for text overflow, etc for flag plaque. * Miscellaneous KSPedia text tweaks. * Fix for Subassembly DropZone tooltip not closing. * Fix for StackGraph not following links across decouplers if one of the decouplers is a root part (Fuel crossfeed issue). * Fix for ladder slide on Mk1 Inline. * Fix for ScientistBonus in ModuleScienceConverter being broken. * Fix loop using wrong iterator in GetModulesImplementingInterface. +++UI Fixes * Fix UI Flickering in Editor when lots of parts loaded. * Fix UI Flickering in MC when lots of Contracts listed. * Fix for Mapnode text not updating when controls locked. * Fix for UIScaling applying incorrectly to the AppLancher and apps. * Fix for asteroid KB Info text wrapping. * Fix for text missing against some Action Menu items for wheel actions. +++Miscellaneous Stuff * Update to Biome Maps for Bop, Gilly and Pol. * Adjust minimum FoV for enhanced mode on Roverbody and NDS to allow more zoom when landed. * Add Reset All Settings option to settings. * Add customizable binding for Editor Scroll Modifier for Zoom - default to left-command for OSX instead of left-shift. * Add new default binding for precision control of "Return" for OSX instead of capslock. * Change default camera reset binding to not clash with Abort Action group. * Change default eva light binding to not clash with translate left. * Allow mods to circumvent contract weight limits Cheers!
  16. This patch is for use with ModuleManager 2.6.24, available here: https://ksp.sarbian.com/jenkins/job/ModuleManager/113/artifact/ModuleManager.2.6.24.dll Patch file here: http://wikisend.com/download/269118/112GearFixer.cfg ModuleManager dll goes into the KSP/GameData folder. My config patch will work anywhere within KSP or it's sub- folders. What it does: LY-01 Fixed gear * Dramatically reduces sloppiness by increasing spring tension and damper. * Maintains the ability to construct science carts without jittering * Reduces tendency to overload and explode during spawning and landing. * (Nearly) eliminates tendency to wallow during takeoff * Increases brake strength * Increased durability for rough field takeoffs and landings LY-05 Steerable gear * Adds braking ability (default on) so they can be used as main gear * Increases spring tension, travel, offset, and damper * Eliminates clipping, reducing tendency to initiate oscillations, skitter, and explode on spawning/ landing * Increased durability for rough field takeoffs and landings This adjustment should make the entry level landing gear useful again. Feel free to post any questions, comments below! -Slashy
  17. maculator

    [1.2]ModuleManager Patches

    Since 1.2 is about to start and I'm playing the pre for some time now I made some patches to enhance my gameplay a bit. This is mostly personal prefered stuff but in case someone likes it I thought I'll post it here so people can use it if they so desire. It's in AddonDevelopment because it's not a real mod or something I'd want to release and maintain, for now. Maybe later. It's just some patches with functionallity I don't want to miss. 1. ISRU and MiniISRU enhanced with the ability to convert Lf+Ox into EC. The rate stays roughly the same (900EC per 1Lf and Ox in the usual relation) as the one for FuelCells, but the EC/s is increased. 2. Crewreports for the MobileProcessingLab. 3. LaunchClamps with 1000EC/s powergeneration. 4. Start with empty MonoPropellant tanks on CommandPods. 5. Jettison fuel from ANY tank. 6. ALL science parts and basic RoverWheels at the start of career. Theyre all available as .ZIP via my GitHub. and need ModuleManager to work. Credit for some patches go back to the guys in this thread wich I started some time ago. And somehow this is a logical continuation/addition to it.
  18. *Keeping this question active!* After updating to the Xbox One patch v x.x.x.1180 patch, I followed the save conversion instructions & deleted the local copies (required by the game), and now my save list is blank. I noticed that even after a complete uninstall and reinstall that the game won't pull (sync) my saves from the Xbox Cloud. Anyone else have anything to add? Thanks, Floby XboxLive: Floby
  19. So, theres been now Close too 3 weeks since release. And even tho this game was released With what i'd Call gamebraking bugs, theres still no News... or even a Word from anyone (Squad or FT) about any upcomming patch. A patch that probably been a hotfix patch. Its not that im expecting the first patch too be upgraded from 1.0.1, but beeing able too save the game, without Extreme limits would be Nice. There are other, what i'd Call gamebraking bugs too, but not beeing able too progress at all, means this Product as it is, is broken. So any News on a Patch yet? And Yeah "blabla console systems are harder becouse of this and that blabla" but trust u me, there Isnt many games out, With these kinds of bugs (wich seriously i'd expect from the betatimes of Kerbal on PC, not a GOLD Console 1.0.1 Version), that would have either left the game unthouched for so long or maybe given theyr custumers a Word.
  20. I'm trying to create a sound mod for KSP, aptly named JetSounds, which replaces stock jet engine sounds with that of some real-life counterparts. In addition, I'm trying learn the ropes of creating a proper ModuleManager patch while I'm at it. I've created custom soundfiles for my mod in Audacity, exported them as .wav files, and placed them into my JetSounds folder in GameData. The folder arrangement looks like this: GameData/JetSounds/Sounds/(soundfiles). Afterwards, I threw together a quick ModuleManager patch to integrate these soundfiles ingame. So far, I've only worked on the J-X4 "Whiplash" engine. Here's the code for my patch: //J-X4 "Whiplash" Sound Rework Patch for "JetSounds" @PART[turboFanEngine]:NEEDS[JetSounds] { @EFFECTS { @running_thrust { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Running_High volume = 0.0 0.0 volume = 0.3 0.2 volume = 0.5 0.4 volume = 0.7 0.9 volume = 1.0 1.1 pitch = 0.0 0.8 pitch = 1.0 1.4 loop = true } } @running_turbine { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Running_Low volume = 0.0 0.7 volume = 0.5 1.0 volume = 0.7 0.7 //Point at which the afterburner crackle starts to set in. volume = 0.8 0.3 volume = 1.0 0.2 pitch = 0.0 0.8 pitch = 0.05 0.8 pitch = 1.0 1.2 loop = true } } @engage { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Startup volume = 2.0 pitch = 2.0 } } @disengage { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Shutdown volume = 2.0 pitch = 2.0 } } } } My problem is that the new soundfiles for "running_turbine" and "running_thrust" are clearly audible ingame, yet the soundfiles for "engage" and "disengage" won't play. It's not that they're too quiet to hear ingame: I've tried turning up their respective volumes, both in Audacity and in the patch above, but to no avail. I'd also like to mention that I'm using vanilla KSP, aside from ModuleManager and my JetSounds mod. What can I do to fix this? Am I doing something wrong with the arrangement of folders in JetSounds, or is there a flaw in my patch? Any help would be greatly appreciated.
  21. Stock configs had never been real, or even close if at all. Some people grab RO as they want more challenges, while some others had to stuck with what stock game has. You may have changed some stuff here or there already, while you still want something that covers a wider spectrum of parts. There you go. WAST Studio is proud to present you the Stock Realism Rebalances, or SRR for short. It puts the difficulty between stock game and RO, and specs making as much senses as possible. For example, big turbofans with high bypass ratio are not supposed to work at full thrust at 1.5 Mach, nor should any turbofan go up to 3 Mach at all. The table of contents is dead. Goto command doesn't exist anymore. RIP Table of Contents. Some pictures for dynamic Isp for jets! No pics no clicks. Below: RAPIER burning precooledLOX, thrust curve for S1 KD-25k SRB, and the turbo part for the jets – FEATURES – Rebalances Reduced jets' specific impulses Reduced most jets' operating speed Reduced altitude of operations of jets Increased some jets' thrust Jets now will change their Isp according to their speeds! (NEW IN 0.2.2!) Splitted JX-4 Turbo Ramjet into two different engine modules (turbofan and ramjet) Reduced ion thruster's specific impulse Many engines now have the capabilities of combusting LH2 Engine Precoolers now produces PrecooledLOX from intakeAir Air breathing mode of the RAPIER engine uses PrecoooledLOX as oxidizer instead of intakeAir The Mk2 Scramjet in OPT now uses LH2 as fuel, also oxygen-rich combustion will be available (not released yet, more testings to be done) S1 KD-25k Kickback SRB now has a thrust curve relative to fuel level and a gimbal has been added More to come Parts Added a small SRB mimicking the IUS Components of an active liquid-cooling cycle (not yet) An Mk2 sized engine precooler (needs more testings) Tweaks & Extras Added an Anti-Engine-Cannot-Be-Activated-While-Stowed Patch (shieldedCanActivate = true for all) – WIP FEATURES – More LF-OX engine rebalances Battery rebalances Supports for mods – UPCOMING FEATURES (AKA ComingSoon™) – PB-NUK RTG now uses 238Pu properly Patches for ALL B9 Aerospace engines Mostly jet reconfigs, HX engines aren't going to be rebuilt for this time Overhauled resources Science labs now uses ScienceMaterials as a comsumable resource – PLANNED FEATURES – Supports for mod parts Possible career tweaks – DOWNLOADS – Secondary: GitHub – DEPENDENCIES – Module Manager (Included) Community Resource Pack (Included) Interstellar Fuel Switch (Or stuff with similar functions. IFS is included) Engine Thrust Control v2 (Included) IFS Patches stolen taken from Cryogenic Engines – NOT DEPENDENT BUT HIGHLY RECOMMENDED – Kerbin 365 (3.2x Kerbin, 6.4x orbital distances. Since I tweaked up most engines' Isp, it will help make the game more balanced) Ferram Aerospace Research (Aero improvements, you know the deal) Kerbal Joints Reinforcement (Better joints. Helps when you make huge rockets with lots of boosters) RealChute – COMPATIBILITY – Works under KSP v1.0.5 DOES NOT WORK WITH: Realism Overhaul (why would you want this if you have RO?) PROBABLY DOESN'T WORK WELL WITH: HotRockets! RealPlumes (including RP Stock Configs) Because I've messed around with the FX a little bit, the next update will (maybe) included a modified HotRockets patch (partially done) – INSTALLATION – 1. Hit a download button somewhere 2. Unzip 3. Dump the content into GameData folder like you always do (Do NOT replace Cryogenic Engines if you already have it) 4. ??? 5. PROFIT!!! Please, DO delete your previous SRR folder ( \KSP Root\GameData\WAST\ ) before updating. It's highly recommended to delete it manually, even though your machine will probably tell you if you want to replace it or not. – RECOMMENDED HARDWARE SETUP – Recommended: PC w/ Windows 7 x64 or higher Intel Core i5 4210M (2C4T, BF 2.60GHz, Turbo Boost 3.20GHz - 3.10GHz) Intel HD Graphics 4600 (20EU at 200MHz - 1350MHz, 1GB Shared), Preferrebly highter 6GB DDR3-1333 5400RPM SATA3 HDD Or if you are a Mac user: (which, PCs are better. Fact, not opinion.) MacBook Pro Late 2013 w/ Retina Screen Intel Core i5 4258U (2C4T, BF 2.40GHz, Turbo Boost 2.90GHz - 2.80GHz) Intel Iris Graphics 5100 (40EU at 200MHz - 1200MHz, 1.7GB Shared) 8GB DDR3-1600 Apple SSD If you are able to run the stock game at a reasonable framerate, you should be fine with this – KNOWN ISSUES – If RealPlumes or HotRockets are installed, no FX are displayed for Whiplash and RAPIER (maybe Panther as well), but otherwise they function just fine Please comment if you find any. – FREQUENTLY ASKED QUESTIONS – Q: Will this pack cause my computer to blow up? A: No. (If this happens to you, first of all, sorry about that, secondly, you've got problems. Seriously.) Q: Do you support installations with the Community Windows x64 Workaround? A: Yes. We. Do. As long as it's within our abilities, we will provide as much support as we do to the x86-32 stock builds. Q: How is this DIFFERENT from Realism Overhaul and its components? A: This just gave you a basic (-ish) idea of how rockets work (mostly). I'm being very loose on mixture ratios, all LH2/LOX has 10:1, and all LF/OX has 9:11. The real world doesn't work like that, and that's the main different between SRR and Real Fuels. RO is also stricter on other parameters, like mass. Besides, SRR has mostly rocket-centered patches, while RO also supports more stuff, like thermals. In terms of AJE, it's more automatic (though frankly more buggy). Q: (some sort of bugs, instabilities and whatnot) happened! What the %$#@& is wrong with this! A: Please refer back to the known issue section. This mod is still in heavy development phase, and as I've said above, use at your own risk. Nearly all pre-released stuff are buggy, and do expect that when using it. We're working hard to debug, though there are some beyond our ability or it takes longer to fix. Please, do backup your install before using this mod. Q: My jet is not working in (some conditions) A: If your craft is built and flown correctly, then I'll say it probably shouldn't work that way. No turbofan or turbojet engines are supposed to work at 3 Mach. Don't talk to me about SR-71. That thing goes to afterburner-ramjet mode after Mach 3, and its fuel flow into the turbine starts to decrease around Mach 2.8. Q: My plane went too fast and exploded! A: Too bad. If you have the Whiplash engine, well, that's how ramjets are. Live with it. It is a little bit overpowered considering its wide range of operation. I may or may not change that in the future. Q: Will you add (this and that) A: Probably not. But feel free to comment if you find something you want and it's not in the WIP Features list. We may add it to that if it's good. – CONTRIBUTORS – Wavechaser (Project lead) – SPECIAL THANKS – NathanKell (A loooooooooot of help and goodies) AkanoLoki (Researches on info of some KSP parts' realworld counterparts) This product has not been tested on animals, including humans. – CHANGELOG – This will be in the spoiler until somehow I can ever make it take a reasonable amount space instead of being a ginormous block v0.3.1.22Y Dev Preview, Latest Version - Readjusted a lot of stock jets - Added full KW support and some B9 Engine support - Cuts all fuel tanks (except for jet tanks as I don't quite want to break your planes) mass to 50% - Added minThrust limit to most of all engines (pretty sure it's this release) - Cut back all stock reaction wheels (including those in command modules) - Made all command modules (manned or not) consume a good amount of E/c - Made solar panels somewhat more powerful, and batteries a lot more capaci-tious - The RTG now consumes 238Pu as fuel - Other minor fixes v0.2.2.20X Not released - a bunch of debugging - still fighting with some patches not loaded/not working issue - rebalanced all electrical components - rebalanced all reaction wheels/SAS/ASAS parts - rebalanced all command pods and probe cores - added KW support - all liquid fuelled engines are configured against their realworld conterparts if any - lowered heatProduction for all - all SRBs recieved a ETC thrust curve - added B9 support (partial) - small rebalances that I can't remember v0.2.2.19Y Dev Preview - added velCurveIsp to all jets, now their Isp changes according to speed - added a HotRockets config for S1 KD25k Kickback SRB - adjusted Whiplash's velCurve for Turbojet mode - attempted to simulate cryogenic fuels' loss due to evaporation, disabled by default - (not in release) attempted to make a liquid-cooled cycle - added an Anti-Engine-Cannot-Be-Activated-While-Stowed patch - overhauled code v0.2.1.15X Not released - added HotRockets FX for S1 KD25k Kickback SRB - tweaked HotRockets FX for stock engines - added a module to simulate loss of LH2 due to evaporation - PB-NUK RTG now actually uses 238Pu v0.2.0.13Y Dev Preview - finished patching ALL stock engines (yay) - tweaked KR-1x2 to RS-68A engines (mostly Isp and mass) - reorganizations of directories v0.2.0.12Y Dev Preview - tweaked KR-1x2, KR-2L+, and KS-25x4 engines. They now all burn LH2/OX as well - realigned KS-25x4 with KS-25 Vector engine, so they share the same characteristics - tweaked O-10 Puff - (finally) rebalanced Whiplash's ramjet engine velCurve - added Readme.txt - added License.txt v0.1.2.11X Not released - added gimbal and Engine Thrust Control modules to S1 KD-25k Kickback SRB - tweaked S3 KS-25 Vector engine, it now burns LH2/OX - tweaked RE-I5 Skipper engine, it now burns LH2/LOX as well - tweaks on Poodle, Thud, Mainsail, LV T-45 Swivel, LV T-30 Reliant v0.1.2.10X Not released - fixed RAPIER's vastly-overpowered-ness - general overhaul according to NathanKell's suggestions - Wheesley's thrust decreased from 150kN to 100kN max - increased Wheesley's heat production to 150% stock - cutbacks on Goliath's thrust and increased its mass - small tweaks on Whiplash, major overhaul WIP - tweaked LV-N's Isp to 380s - 825s (ASL-vac) v0.1.0.08Y Dev Preview - Initial release as a dev preview Our versioning scheme: License: CC BY-NC-SA 4.0 International Module Manager is released and redistributed under CC BY-SA 4.0 license. Original author is ialdabaoth, currently maintained by Sarbian. Interstellar Fuel Switch is released and redistributed under CC BY-NC 4.0 license. Original author is FreeThinker. Cryogenic Engines is released and redistributed under CC BY-NC-SA 4.0 license. Original author is Nertea. Engine Thrust Control v2 does not have a license. Original author is HoneyFox. Other legal stuff: This mod is provided "as is", and we are not responsible in any way for any damages caused by using of this mod. If you don't feel like it, you can totally not download this mod and pretend you've never been here. By downloading and using this mod, you have agreed to that you are fully responsible for any damages caused by it. This mod could potentially break your system if KSP glitches out really really wildly, although it is not supposed to happen and it has never happened according to our knowledge. You can and you are encouraged to backup your current KSP installation in case of any damages to the saves and current mods you have ever occurs. I mean, backing up your KSP is a good idea anyway as Kraken can come any time. Warranties of any kind are not provided.
  22. Caleb Kam

    SEVERE Problems with 1.1.1

    Significant problem with 1.1.1 update: SAS: For some cases, it will start spinning out of control, and other cases, just flex like heck. Joints: Significantly weaker, despite Kerbal Joints Reinforcement Vehicle/Gimbal: Vehicle body wobbles a LOT with SAS/RCS off. Gimbal tends to over do autocorrections when not necessary. Hope 1.1.2 will solve those things as well......