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Found 14 results

  1. 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 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!
  2. 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!
  3. 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!
  4. When I updated to this version in steam, all of my save files were gone and replaced with old ones. What happened?
  5. 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!
  6. 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!
  7. [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.
  8. *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
  9. 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
  10. 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.
  11. 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.
  12. This patch is for use with ModuleManager 2.6.24, available here: Patch file here: 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
  13. 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......
  14. 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.