UomoCapra 4,467 Posted November 25, 2020 Share Posted November 25, 2020 Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be! And now, let’s talk about everything KSP! Kerbal Space Program Update 1.11 on PC Kerbal Space Program 1.11: Some Reassembly Required is being released this winter (well, winter in some parts of the planet). With it we are not only including a number of quality-of-life features, the Joolian moons visual enhancements, and some new parts - as we talked about in the past issue of KSP Loading - but also some more significant and game changing elements that give this update its name. Buckle up and let’s get into the details of Some Reassembly Required! EVA Construction Mode EVA Construction Mode is the main feature included in Kerbal Space Program 1.11: Some Reassembly Required. This allows Kerbal engineers to adjust many parts on a craft while on EVA. The tools at your disposal while in this mode are similar to what you find in the VAB/SPH, such as place, rotate, and move. You can also visualize the center of mass, center of thrust, and the center of lift for a vessel. However, there are of course some limitations: An engineer will only be able to adjust parts that are within their range, whether these are on a vessel, inside nearby storage containers, laying around in their proximity, or in their own inventory slots. Only parts below a certain weight threshold will be able to be manipulated, but constructing in lower gravity allows a Kerbal to build bigger! Kerbals can only manipulate one part at a time and only construct with attachable parts; for example, a deployable experiment will not be able to be attached to a vehicle in this mode. Finally, some parts are just too bulky to build with and will stay right where you left them. Another key consideration is that during Construction mode, the game is not paused, so you’ll be able to move your Kerbal around, and you’ll have to mind your surroundings - maybe attempting to reassemble your spaceship during re-entry is not a great idea. Inventory System Changes Back in 2019, in update 1.7, we introduced cargo parts and inventory to the game in order to allow Kerbals to carry and deploy science equipment in the Breaking Ground expansion. The base game, however, did not make much use of this feature, until now... With update 1.11 we are expanding upon the inventory system and giving it deeper meaning and functionality! These changes include the option to carry and stack various parts in your craft’s inventory and expand upon the ability of Kerbals to carry an inventory of their own. Let’s go into greater detail on each of these functions. New Inventory Functionality We’re extending the inventory functionality with a few new tweaks: players can now stack small parts in an inventory slot, inventories measure the volume of all parts - as a limit on how many parts can fit in an inventory, and many more parts can now be put into an inventory, to support the construction feature. Cargo Mode in the VAB/SPH Cargo mode makes it easier to get access to all of the inventories on a craft. Available in the VAB/SPH, Cargo Mode opens a panel showing the different inventories available in a craft and what’s been assigned to each, and quickly places items in any inventory on the craft. The part toolbox is also filtered down to just parts that can go into an inventory. Kerbals & Inventory With this update each Kerbal will have two inventory slots. Moreover, Parachutes and EVA jetpacks are now inventory items, giving more flexibility on how you equip your Kerbals. If a Kerbal is not carrying the jetpack or the parachute, these won’t appear on their back. Kerbal mass & crewed parts have been adjusted to account for all of these changes. Cargo App in Flight While in flight, the Cargo App gives access to all inventory slots on the craft. Clicking the app icon will open a panel that shows all craft inventories. Part Repairs We are adding repair kits, a new cargo part which engineers use to repair breakable parts on site, including deployable solar panels, antenna, wheels, radiators, robot arms, etc. EVA Science Experiment Kit While on EVA, a crew member can use the EVA Science Experiment Kit to run some fun situation-based experiments by accessing the Kerbals part action window. If the right conditions are met the Kerbal will play one of three pretty cool animations and collect science for that science experiment, including testing the bizarre Dzhanibekov Effect! New contracts We are including three new contract types to make use of the new features within Career Mode. For example, you can take on a contract where you’ll be asked to find and assemble a damaged rover and then drive it to a designated waypoint. Remember, you can share and download craft and missions on Curse, KerbalX, the KSP Forum and the KSP Steam Workshop. That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings and happy Thanksgiving! Quote Link to post Share on other sites
snkiz 64 Posted November 25, 2020 Share Posted November 25, 2020 H MY GD! Quote Link to post Share on other sites
wookiee_goldberg 56 Posted November 25, 2020 Share Posted November 25, 2020 7 minutes ago, snkiz said: H MY GD! I couldn't have said it any better myself. Quote Link to post Share on other sites
shdwlrd 851 Posted November 25, 2020 Share Posted November 25, 2020 A stock version of KAS... never thought it would happen. Thanks Squad for this. Quote Link to post Share on other sites
sh1pman 3,901 Posted November 25, 2020 Share Posted November 25, 2020 49 minutes ago, UomoCapra said: Finally, some parts are just too bulky to build with and will stay right where you left them. How bulky are we talking? Can I reattach a Mainsail engine? Quote Link to post Share on other sites
Ahres 90 Posted November 25, 2020 Share Posted November 25, 2020 (edited) Incredible. I’ve been hoping for a DLC3, this is just as good and it’s free. Edited November 25, 2020 by Ahres Quote Link to post Share on other sites
Kaerbanogue 89 Posted November 25, 2020 Share Posted November 25, 2020 (edited) Quote Parachutes and EVA jetpacks are now inventory items, giving more flexibility on how you equip your Kerbals. If a Kerbal is not carrying the jetpack or the parachute, these won’t appear on their back. This Edited November 25, 2020 by Kaerbanogue Quote Link to post Share on other sites
BigFatStupidHead 162 Posted November 25, 2020 Share Posted November 25, 2020 Wow wow wow. Amazing! Quote Link to post Share on other sites
RealKerbal3x 5,429 Posted November 25, 2020 Share Posted November 25, 2020 STOCK KIS! YAAAAAAAAS Quote Link to post Share on other sites
SovietLoaf 0 Posted November 25, 2020 Share Posted November 25, 2020 This is amazing Quote Link to post Share on other sites
KPD87 11 Posted November 25, 2020 Share Posted November 25, 2020 Sweeeeeet! I like the new additions and even more those new contracts. I'm playing pretty much only career mode and that's why it feels so good to have something new there too. Quote Link to post Share on other sites
Just a random person 19 Posted November 25, 2020 Share Posted November 25, 2020 Okay its happening, everybody stay calm, its happening Quote Link to post Share on other sites
The Doodling Astronaut 2,119 Posted November 25, 2020 Share Posted November 25, 2020 It looks nice, when the update comes out there has to be some guide to this! Quote Link to post Share on other sites
Just a random person 19 Posted November 25, 2020 Share Posted November 25, 2020 I was wrong about this at first, this going to be a HUGE update! Quote Link to post Share on other sites
Poodmund 3,372 Posted November 25, 2020 Share Posted November 25, 2020 This looks very cool. One little question I'm sure a lot of people are thinking... will any small parts that have node attach be able to attach to other parts via an open/free node? Quote Link to post Share on other sites
benjee10 3,600 Posted November 25, 2020 Share Posted November 25, 2020 1 hour ago, UomoCapra said: With this update each Kerbal will have two inventory slots. Moreover, Parachutes and EVA jetpacks are now inventory items, giving more flexibility on how you equip your Kerbals. If a Kerbal is not carrying the jetpack or the parachute, these won’t appear on their back. I am very happy about this - EVAing in orbit on the Mun always felt weird with the Kerbal wearing a WWI parachute pack! Any chance we could get helmets turned into inventory items (perhaps in a future update?) Then you could mix and match helmets from the different suit types, and modders could even add their own custom helmets (this is something I’ve been dying to do for ages!) Quote Link to post Share on other sites
Shamash 53 Posted November 25, 2020 Share Posted November 25, 2020 (edited) Well this is exciting. Question, though, will we be able to place "compound parts", ie struts and fuel lines, and then run them with this new system? I notice at about 1:10, there is what looks like a strut in the inventory of what I'm assuming is a new 2.5 m diameter container, so I'm assuming that might be a yes, but figured it wouldn't hurt to ask. I'm also assuming the limitations about fuel lines and struts, being only able to run between parts that are in the same vessel, still holds, so we couldn't use this to, say, manually link up ships on a surface to refuel, is that accurate as well? Edited November 25, 2020 by Shamash Quote Link to post Share on other sites
KeaKaka 294 Posted November 25, 2020 Share Posted November 25, 2020 (edited) I never realized but I have been waiting for more stuff to do on EVA! The fact that jetpacks are now an item means that recreating historical missions will be more accurate. Spoiler Astronaut Kerbonaut tethers? Edited November 25, 2020 by KeaKaka Quote Link to post Share on other sites
Lewie 1,498 Posted November 25, 2020 Share Posted November 25, 2020 *sharp inhale* It’s beautiful....thanks Squad! Quote Link to post Share on other sites
Rocketology 500 Posted November 25, 2020 Share Posted November 25, 2020 (edited) Can we get pipes, winches, and connectors to go ahead and round out the KIS/ KAS replacement? Edited November 25, 2020 by Rocketology Wenches are not for this type of game!!!!....lul Quote Link to post Share on other sites
Beale 18,744 Posted November 25, 2020 Share Posted November 25, 2020 This is brilliant, such a great update. I have to second @Poodmund's question. That would be a game changer, Quote Link to post Share on other sites
pmborg 336 Posted November 25, 2020 Share Posted November 25, 2020 The steam become odd, without the previous builds numbering system, appears to be miss configured: How can we now setup an old version!? Quote Link to post Share on other sites
Terensky 19 Posted November 25, 2020 Share Posted November 25, 2020 (edited) Can we detach parts too? For example detaching some parts to gain a little delta-V? And then, will, from now on, kerbal's weight be taken into account for calculating delta-V? That is, if I stuff a ship with 20 Kerbals, will it have less delta-V than if only one kerbal is on that same ship? Edited November 25, 2020 by Terensky grammar Quote Link to post Share on other sites
Maxsimal 943 Posted November 25, 2020 Share Posted November 25, 2020 31 minutes ago, Poodmund said: This looks very cool. One little question I'm sure a lot of people are thinking... will any small parts that have node attach be able to attach to other parts via an open/free node? You can node-attach parts, similar to the editor. 22 minutes ago, Shamash said: Well this is exciting. Question, though, will we be able to place "compound parts", ie struts and fuel lines, and then run them with this new system? I notice at about 1:10, there is what looks like a strut in the inventory of what I'm assuming is a new 2.5 m diameter container, so I'm assuming that might be a yes, but figured it wouldn't hurt to ask. I'm also assuming the limitations about fuel lines and struts, being only able to run between parts that are in the same vessel, still holds, so we couldn't use this to, say, manually link up ships on a surface to refuel, is that accurate as well? Yes, you can use compound parts, and yes only between parts on the same vessel Quote Link to post Share on other sites
RealKerbal3x 5,429 Posted November 25, 2020 Share Posted November 25, 2020 2 minutes ago, Maxsimal said: Yes, you can use compound parts, and yes only between parts on the same vessel Nice, I can reinforce my giant interplanetary ships! Quote Link to post Share on other sites
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