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The KSP 1.0 Grand Discussion Thread: Conquering Space Was Never This Easy!

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[TD]Welcome to the KSP 1.0 'Conquering space was never this easy' Grand Discussion Thread!

Greetings, Kerbonauts!

This is a special one! After four years in development, Kerbal Space Program 1.0 is now officially released!

Kerbal Space Program 1.0 is what we envisioned when development of the game started four years ago: we set out to make a game in which the player is given ultimate control over the exploration of space: from designing their rockets to launching and flying them to their destinations, in a universe that was modelled to have be as realistic as possible while remaining fun to play in.

However, our 1.0 release is more than just a new version number. It’s also the biggest update to the game we’ve ever done, and contains many new and updated features, plus improvements to just about every game system, which we’re sure will appeal to both newcomers and seasoned veterans.

The update is now available on the KSP Store, Steam and GOG.

As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well.

[CLICK HERE]

For the official release announcement for Kerbal Space Program 1.0.[/TD]

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The flight model has had a complete overhaul, meaning the lift is now calculated correctly to all lift-generating parts, which includes lifting bodies. The drag simulation has also been completely revised, and uses automatically pre-calculated data based on the each part’s geometry, to be finally applied based on not just the orientation of parts in flight, but also taking other parts into consideration. Stack mounted parts are now occluded from drag by neighboring parts, and lift induced drag is also properly simulated. Both the lift and drag are dependent on air density and the speed of sound, which are calculated from temperature and pressure. Be careful when flying aircraft in this new update: stalls are now properly simulated as well, and spontaneous craft disassembly during high-G maneuvers is now a very real thing.

A new heating simulation has been implemented together with the improved aerodynamics. Now, not only temperature but also energy flux is considered when making heat calculations, meaning radiative, conductive, and convective heating and cooling are all simulated and all parts have their individual thermal properties. Parts will emit a blackbody radiation glow if they get hot enough. Although part temperatures can now be affected by such things as being exposed to sunlight and hypersonic flight heating, they can be properly occluded from these effects as well. Atmospheric temperature (and density) takes into account latitude and the position of the Sun. Celestial bodies now accurately emit thermal radiation that makes nearby craft warmer. Finally, ablative heat shields (with a finite, editor-tweakable ablation material) have been added to protect the parts behind them from reentry heating.

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You can now add fairings to your rockets! Fairing construction starts with a base part which will allow you to procedurally create a fairing after you place it. The design of the fairing is left up to you: shape individual sections of fairing with an intuitive visual system which gives you total control over the shape of any fairing.

Once you've placed the fairings you can still edit your payload! Mousing over the fairing will make it transparent and will give you an exploded view, allow you to access anything that's inside. If you later want to edit a fairing, simply right-click the fairing base to modify it as needed.

Fairings will shield anything inside them from drag and heat, making them an ideal tool for making payloads survive even more aggressive aerodynamic stresses. Like cargo bays and service modules, they will also prevent wings from generating lift, as well as science experiments, solar panels and antennas from deploying, which means all these new parts should be a big part of your mission design.

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Mining for Resources is now a part of Kerbal Space Program: set out to find Ore, which can be found throughout the Solar system, including on asteroids. To do this you'll have access to several different scanners to map out and find the best places to mine, drills to extract it, specialised holding tanks to store it, and a processor / refinery unit to convert it into usable fuels. To help you find the Ore, new map overlays have been implemented on all celestial bodies, and new UI elements have been added to various pieces of equipment. Also, Kerbal engineers are particularly good at keeping those drills humming at peak efficiency.[/TD]

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[TD=align: left]Editor

  • The new Engineer's Report provides warnings and advice during construction, and notifies players of possible design issues.
  • The game now generates thumbnail previews for craft files in the launch dialog and craft browser screens
  • Added 'Merge' button to Load dialog, allowing ships to be loaded without replacing the current one
  • Added confirmation dialogs when overwriting a save, launching or leaving editor without saving.

Parts

  • 38 new parts have been added including fairings, heat shields, service bays, landing gear, wet wings, resources, air intakes and much much more.
  • Many old spaceplane parts have been overhauled to fit in with the artstyle more.
  • New IVA's added for the Mk1 inline cockpit, science lab, Mk3 cockpit, Mk3 passenger cabin and Mk2 passenger cabin.

Tutorials


    [*=left]All tutorials have been either revised, expanded or completely rewritten to explain most game features.
    [*=left]Three new tutorials have been added: return from Mun, R&D and docking

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Kerbals


    [*=left]Female Kerbals have been added to the game, including female names. Valentina has been added to the standard crew.
    [*=left]Kerbals can now clamber onto ledges.
    [*=left]Tourist Kerbals are now available. They cannot pilot vessels but can be transported to certain places in exchange for lucrative payments.

Graphics & Cameras


    [*=left]Smoke effects have been added to the launchpad.
    [*=left]Surface effects were added whenever rocket engines fire near the terrain or water.
    [*=left]Added Camera wobble/vibration effects during flight (engine vibration, explosions, ground roll, G-force, and many more)
    [*=left]TrackIR support added to all game views. FreeTrack is also reported to work.
    [*=left]Added FOV control to main flight camera. (Hold ModKey and zoom).

Contracts & Strategies


    [*=left]Added contracts for space tourism, ISRU resource extraction and grand tours.
    [*=left]The rescue contracts have been replaced with all new recovery contracts, which can ask the player to recover parts, Kerbals or both. These targets can also spawn on the surface, and with props nearby them.
    [*=left]Two new strategies have been added, allowing you to convert existing reputation and science into funds.

Timewarp


    [*=left]'Warp To' action added to orbit context menu. Allows warping to a specific spot along your trajectory.
    [*=left]'Warp to next morning' button added to KSC toolbar.

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Editor


    [*=left]Fixed several issues with editor attachments, attachment node orientation and symmetry.
    [*=left]Shift+Clicking a 'frozen' part in the editor will detach it from its parent.
    [*=left]Fixed several bugs with cloned parts and persistence.
    [*=left]The editor no longer requires a full scene reload to load new craft files.

Simulation


    [*=left]Fixed 'infiniglide' bug.
    [*=left]Switching SOIs no longer causes the next orbit to change at high time warp rates.
    [*=left]Added a warp speed limit when approaching an SOI transition.
    [*=left]Kerbal EVAs should no longer fly off when disembarking in space.
    [*=left]SAS now disengages autopilot modes automatically (and falls back to stability assist) in cases where the target vectors would change very rapidly.
    [*=left]Parachute deployment should no longer cause vessel disassembly at high physics warp rates.
    [*=left]Deployed parachute sway now actually has an effect on the vessel.

Tech tree & Science


    [*=left]The tech tree has been revised completely: new nodes have been added and parts have been reassigned for a smoother progression in career and science gamemodes.
    [*=left]The science lab has been repurposed to provide long term research on experiment data for increased total yield.
    [*=left]Sensor Experiment Modules are now able to perform experiments in all situations.

Kerbals

  • Hiring crew now cost money in career mode.
  • Scientists can now reset inoperable experiment modules. A lab is no longer required for this.
  • Kerbals now properly receive experience for suborbital flights.

User interface


    [*=left]The KnowledgeBase panel for Vessels now shows 'Max Accel' and 'Estimated burn time to 0m/s' (as shown on navball) fields.
    [*=left]Several part context menu actions now properly apply to symmetry counterparts automatically.
    [*=left]Added new custom cursors.

Graphics & Cameras


    [*=left]Revised all part shaders for improved rendering of lighting effects and shadows.
    [*=left]Main Flight UI can now be made transparent.
    [*=left]New 'Chase' camera mode added, old camera is now called 'Locked'.

Contracts


    [*=left]World First contract line now extends all the way out to Eeloo, and is dependent on player progression.
    [*=left]Record contracts are now always active, and will complete in order even over the course of a single mission.
    [*=left]All contracts other than World Firsts or Records are halted until the player reaches space.
    [*=left]Prevent “stacking” of various contract types.
    [*=left]Resource parts added into satellite, station, and outpost contracts.
    [*=left]Prose of contracts involving kerbals re-evaluated with gender appropriate text.
    [*=left]All contracts in career given balanced income for all three currencies.
    [*=left]Science and reputation no longer scale with the celestial body of a contract, and are handed out more conservatively in general.
    [*=left]Part Test contracts now request much saner flight parameters.
    [*=left]Survey contracts choose much saner locations to survey.

Strategies


    [*=left]All strategies in career given equivalent exchange rates.
    [*=left]Aggressive Negotiations strategy given a discount on building repair/upgrade.
    [*=left]Recovery Transponder strategy now lowers maximum recovery rate, while raising minimum recovery rate.

Universe


    [*=left]Asteroids can now be found orbiting near Dres.

Controls


    [*=left]Completely revised Input Mapping system.
    [*=left]Flight input bindings is now much more straightforward and more flexible as well.
    [*=left]Duplicate control bindings for Docking/Staging modes now replaced by a much more robust system based on secondary key bindings.
    [*=left]Joystick Axes are now consistently enumerated and persist across sessions.
    [*=left]Up to 10 joysticks with 20 axes each now supported.
    [*=left]Added secondary channels for Axis Bindings.

Audio


    [*=left]Much improved flight ambience sounds for Kerbin and other bodies with atmospheres
    [*=left]Added new sound effect when pulling high G forces.
    [*=left]Eliminated audible gaps on several looping clips.

Effects

  • Improved sound/particle effects for all Air-Breathing engines
  • Splashdown effects no longer spawn underwater.

Parts


    [*=left]LV-N “Nerv” Engine now runs solely on Liquid Fuel and has no gimbal.
    [*=left]OSCAR-B tank can now be surface attached
    [*=left]Air-breathing engines now drain fuel evenly from all tanks in a vessel.
    [*=left]Fixed radial decouplers not applying ejection forces correctly.
    [*=left]Parachutes no longer cause massive G spikes when opening.
    [*=left]Control Surfaces can now be deployed as flaps, controllable via context menus and Action Groups.
    [*=left]Stats of Antennas revised for a proper progression with the more advanced models.
    [*=left]Added nicknames to all engine parts.
    [*=left]Revised and balanced part costs.
    [*=left]Balanced fuel amounts for Mk2 and Mk3 tanks.
    [*=left]Balanced engines (Isp/thrust/mass) in line with the new aerodynamics.
    [*=left]Added fuel gauge to LV-1 “Ant” engine.
    [*=left]Materials Bay now faces away from the part it’s radially attached to.
    [*=left]RoveMate rover body is now a probe body as well.
    [*=left]The unshrouded solar panels are now non-retractable.
    [*=left]Balanced probes electric charge usage, mass and crash tolerance.
    [*=left]Lowered crash tolerance of the Structural Pylon to 70 from 999!
    [*=left]All parts given ‘bulkhead profile’ tags in cfg files. Profile tags inferred automatically for parts missing this field.
    [*=left]Cargo bays now properly detect enclosed parts, and can be grouped to make larger bays.
    [*=left]Experiment Modules, Solar Panels, Antennas and such will not deploy while stowed inside a fairing or cargo bay.
    [*=left]RCS thrusters will not function if stowed inside a closed cargo area (or fairing).
    [*=left]Lifting surfaces will not generate lift if stowed inside a closed cargo area (or fairing).

Miscellaneous


    [*=left]Engine thrust now varies according to Isp and throttle setting, instead of the other way around.
    [*=left]You can now order parts lists by cross-section profile
    [*=left]All part textures converted to DDS format, load times are now 3x faster.
    [*=left]Fixed a serious persistence bug which prevented Scenario/Training saves from updating scenario modules properly.
    [*=left]Fixed persistence bugs which caused state data from Upgradeable Facilities to carry over to other saves.
    [*=left]Fixed an issue which caused Kerbals to not be generated randomly enough, which led to slowdowns with larger Crew Rosters.
    [*=left]Fixed issues with the terrain during scene switching making scene load times faster.
    [*=left]Fixed terrain scatter generation which was causing memory leaks.
    [*=left]‘Elon Kerman’ added to name pool.
    [*=left]Crew name generator can now output 10,000+ female names
    [*=left]Fixed an issue with markers in the KSC scene potentially causing the game to lock up.
    [*=left]Restructured GameData folder, integrated the NASA folder into the Squad one.
    [*=left]Valentina Kerman added to Main Menu’s Space scene.
    [*=left]The R&D Tech tree is now defined in a cfg-file.
    [*=left]The cfg file for the Tech Tree is defined separately for each save.
    [*=left]GameVariables methods are now all virtual and can be overwritten by mods.
    [*=left]Added a new set of debug tools to tweak Physics parameters.
    [*=left]Added a new set of debug tools to tweak R&D tech tree nodes and part assignments.
    [*=left]Facility upgrade costs re-evaluated, lowered by about a quarter overall.

... and many more[/TD]

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Nice riding the hypetrain with you guys! A pleasure being your nose cone! (until i melted)

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Grins at non-steam noobs

I'm not a noob, I just can't install Steam everywhere I want to play the game!

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Grins at non-steam noobs

Uh... No. I simply wanted all of my money to go to the developer.

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Steam isn't updating for me, I'll try closing down Steam and reopening it a bunch of times.

EDIT: It's here for me! :D

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