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SQUAD

KSP2 Alumni
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  1. 各位坎巴拉宇航员,大家好! 为了分享我们对太空的热爱并将《坎巴拉太空计划》带给更多的玩家,我们很高兴在此宣布通过中华人民共和国国家新闻出版署审批的《坎巴拉太空计划》即将登陆国区,并于2021年2月2日在WeGame平台正式发售。为庆祝正式发布,我们届时将于限定期间内以首发折扣价25人民币(即二五折价格)出售这款游戏。 请前往WeGame观看官方预告片 在发布后的数周内,我们将会推出补丁,为游戏整合加入UserSpace,提供查看与分享游戏内及WeGame平台上模组文件的功能。请放心,我们正在持续探索在WeGame平台上进一步提供《坎巴拉太空计划》更新版本的可能性;若有消息,我们会尽快通知大家。 我们非常高兴能够目睹《坎巴拉太空计划》大家庭的成长,以及全球太空探索者和狂热科学迷社群的持续扩展。 祝您欢乐起航!
  2. Join us this upcoming Wednesday at our Twitch channel - KSPTV - and let's play and talk some KSP: Shared Horizons! 17:00 EDT 14:00 PDT 23:00 CET Featuring: @Just Jim @technicalfool @Maxsimal @UomoCapra See you there and happy launchings!
  3. Please note we have reached out privately to this player. If you are in need of suicide support, we encourage you to find local resources at https://www.iasp.info/resources/Crisis_Centres/
  4. Kerbal Space Program makes history today with the launch of its first expansion! Kerbal Space Program: Making History Expansion adds a wealth of new and exciting content to the game, including a robust Mission Builder that lets players create and share their own scenarios, and a History Pack containing missions inspired by historical moments in space exploration. The Mission Builder is a new feature that puts the process of creating and editing missions in your hands with endless possibilities. You’ll be able to customize your own missions to include launches, landings, rescues, malfunctions, explosions, repairs, and much more. You can set unique victory conditions, add exciting challenges, and place unexpected obstacles to keep other players on their toes as they play through these complex missions. Challenge others to complete your missions by sharing them with the Kerbal Space Program community! The History Pack includes a variety of pre-made missions inspired by humankind’s own space exploration. Now you can spacewalk, pull off a crash landing, and attempt to recreate some of the most memorable moments inspired by historic events. All with our unique Kerbal twist, of course. The expansion also includes a more than 70 new parts and astronaut suits inspired by the Space Race that you can use throughout Kerbal Space Program! Additionally, we’ve kept our promise that all players who purchased the game through April 2013 will receive the expansion for free. To redeem the game click here and follow the instructions. Kerbal Space Program: Making History Expansion is now available on Steam and will soon be available on GOG and other third party resellers. Happy launchings!
  5. Hello everyone! With over a year in the making, we are getting closer to bringing Kerbal Space Program towards its next leap forward. Today, we are proud and super excited to announce that Kerbal Space Program: Making History Expansion will be available for PC on March 13th, 2018. Kerbal Space Program: Making History Expansion brings a lot of new and exciting content to KSP, including the powerful and intuitive Mission Builder, where you will have the tools to create and share your own scenarios with other players. We are also including the History Pack, a set of missions ready to be played immediately, inspired by historical moments in space exploration, and more. The new Mission Builder puts the process of creating and editing missions in your hands with endless possibilities. You’ll be able to customize your own missions to include launches, landings, rescues, malfunctions, explosions, repairs, and much more. You can set unique victory conditions, add exciting challenges, and place unexpected obstacles to keep other players on their toes as they play through these complex missions. Challenge others to complete your missions by sharing them with the Kerbal Space Program community! The History Pack includes a variety of pre-made missions inspired by humankind’s own space exploration. Now you can spacewalk, pull off a crash landing, and attempt to recreate some of the most memorable moments inspired by historic events. But with our unique Kerbal twist, of course. The expansion also includes a bunch of new parts and astronaut suits inspired by the Space Race that you can use throughout Kerbal Space Program! Kerbal Space Program: Making History Expansion will be available for $14.99 (USD) on PC. And yes, we’re keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We’ll provide more details on how that will work before launch. Stay tuned for more news and exciting updates about Kerbal Space Program: Making History Expansion. Happy launchings!
  6. We're proud to announce Kerbal Space Program will be released on the 27th of April. Enjoy the first preview video!
  7. Huh? How did I get here? How does a business entity like me even post things? I have no hands! Maybe, just maybe, Elon Musk will post next.
  8. Kindly go here: http://forum.kerbalspaceprogram.com/threads/95736-The-Grand-0-25-Discussion-Thread
  9. Welcome to the Grand KSP 0.25 Discussion Thread! As with every release this thread will be used to bundle all discussion about the new version so that the forums can continue to actively host threads on other topics as well. So, what is version 0.25 'Economic Boom' all about? Well, new spaceplane parts, the administration building with the strategies contained within, and an in-depth difficulty settings panel that will let you customize your gameplay experience are the main new features this time around. There is also the matter of destructible buildings at the KSC, which is a smaller (though much more visible) feature in this update that lays the groundwork for something coming in 0.26. We've also added a lot of small tweaks which include an enhanced navball, a key binding for maxing out your throttle immediately, a button to return you to the Space Center, a function to turn off surface attaching on a part to help with the brand new cargo bays, vessel markers at KSC, destructible buildings, just to mention a few. A complete features list is below. A small feature also worth mentioning here is the ability to toggle surface attachment for parts by the way of pressing the modifier key (Alt for Windows). Click here for the official release announcement for Kerbal Space Program 0.25 'Economic Boom'. Click here for the official 0.25 list of frequently asked questions. Destructible Facilties at KSC Crashing into buildings at KSC can now cause them to collapse, which although satisfying, is very counter-productive to the Space Program. Destroyed Facilities won't function until repaired, although most facilities can still operate with some degree of damage. Repairing broken facilities will cost you in Career Mode. A new Context Menu was added to the Facilities at KSC which show extra info and are used to repair them when necessary. New Explosion Particle and Sound FX We've added a huge new set of sounds and effects, which can be seen (and heard) whenever a facility at KSC gets destroyed or repaired. Part explosions have also been overhauled for much more violent and better-looking fireworks. New Difficulty Options Menu A new panel is now available when starting a new game (and also through the in-game settings menu) to allow configuring difficulty settings, like whether or not crews can respawn, whether facilities can be destroyed, and several other parameters. Administration Facility A new facility was added near the Astronaut Complex. This Administration Facility lets you access the Strategies screen. It comes with a new music track to play in the background, called "Stratejazz". Strategies Managing your Career is greatly expanded with the addition of Strategies. Strategies let you take control over how your Space Program is managed, allowing you to tune it to best fit your own playing style. The strategies will be offered by four Space Program Department Reps: Mortimer Kerman - your Finances guy, Linus Kerman - Science rep and Wernher's intern (because Wernher is too important to be bothered with these meetings), Walt Kerman - PR representative who takes his job very literally sometimes, and Gus Kerman - head of Operations, who hopefully cleaned his boots before showing up this time. Strategies are of course, completely mod-friendly, and defined through cfg. So are the departments, in fact. Crew Transfer Kerbals in the same vessel don't need a spacesuit anymore to switch seats: just click the crew hatch and select Transfer to tell them to go sit somewhere else. Spaceplane Parts Overhaul We've incorporated many parts from the very awesome SpacePlane Plus mod by Chris Thuersam (PorkJet), giving stock spaceplane parts a much needed overhaul. Many, many new parts: Wing sections, Control Surfaces, Air Intakes, Fuselage Sections and even Cargo Bays were added. All parts in the Mk2 set were redesigned to be symmetrical in 3 axes, and they act as lifting surfaces as well. The Mk1 Cockpit and Mk1 fuselage sets were overhauled, and we've also added a new Inline intake part. All stock vessels were rebuilt using the new parts. Obsolete spaceplane parts replaced by new ones when applicable. (Delta wing, Structural wind, Wing Connector, Mk2 fuselages) KSC Vessel Markers You can now see (and focus/recover) vessels landed near the Space Center directly from the Space Center scene. Markers will show their positions and expand to show extra information when clicked. NavBall Vectors The Navball now shows all 6 vectors when in Orbit mode: Progade, Retrograde, Radial In/Out, Normal and Antinormal. Off-screen maneuver vectors now have an arrow which points towards them so they're easier to find. Flight Added a new stock craft, the Learstar A1: A hybrid multistage vessel that functions very much like the Shuttle did. Map View Filtering state is now persistent. We've added a Full Throttle Key (Z) and a New "Space Center" Button above the altimeter allows you to return to the Space Center without having to go through the Pause Menu. Also new is the MonoProp gauge for OMS engines on the staging stack. Added 'Return to Editor' buttons to flight end dialog when Reverting isn't allowed (due to difficulty settings). Editors VAB and SPH scenes now show visible KSC facilities in their current states (as in destroyed). In the building department you can now hold the ModKey to override surface attachment in editors (when you want to stack to a node but can't because the part insists on sticking to the surface). Crew Management Automatic Crew Hiring is now disabled depending on difficulty setting. Scenery Tweaked the main terrain shader to use worldspace triplanar mapping on near detail textures. This means we now have enough texture accuracy to texture small rocks or even blades of grass. This is still an ongoing project though, not all Celestial Bodies use this new shader just yet. R&D Entry Purchases in R&D are now required depending on difficulty mode. A 'Purchase All' button to purchase all parts after researching a node in R&D was included. Science Results are now available in Sandbox Mode. They may not be worth much Science (or any at all), but running science experiments in Sandbox Mode will now show you the same results as in other game modes. Recovering/Transmitting Science Data requires an operational R&D Facility meaning you cannot send science when it's been destroyed. Misc The GameDatabase code was tweaked to allow modders to write their own asset loaders. Added GameEvents.OnCrewTransferred, fired from CrewTransfer and EVAs leaving and boarding. Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-high-res (multisampled) screenshots. Application Launcher added to tracking station (Messages and Contracts App visible). Fixed a small bug where entering the KSC scene for the first time in a session would cause it to jitter from FP inaccuracy. This fixed itself after going into other scenes, but was annoying nonetheless. Tweaked text on Editor Cost Widget, so characters align with the Funds widget below. Funds Widget now has commas to separate groups of 3 digits. Fixed a bug in the Editor which prevented some parts from attaching properly to n-couplers using symmetry (like the RamJet Turbines) Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's official mod site. Massive reorganization of the part folders in the GameData directory. Inline Reaction wheel rescaled to size 0, since it was redundant with the Advanced Reaction Wheel module before. Cupola Part mass changed from 4.5 to 1.76. Total mass (with full monoprop) is now 1.8 Tweaked the intake area of several intakes for better consistency. Fixed Experimental parts not being available in cases where the node was researched but the part itself not purchased. Set up a transition matrix system to bypass unnecessary loading screens on some scene transitions. Improved number formatting on all Contract values, from "F1" (123456789.0) to "N1" (123,456,789.0) Overhauled the in-game settings dialog UI, which was sorely in need of some attention. Removed useless 'None' option for Docking Lin/Rot state when assigning a key or axis in the Input Screen. Revised and updated in-game and readme credits. Fixed mouse detection for KSC facilities not working if camera was zoomed too far out. Fixed a bug where crew portraits would draw out of place after switching vessels. Fixed a bug which could cause a general game breakdown on rare occasions when vessels planted themselves into the ground. Fixed Index Out of Range exception and general crash on moving to flight after deleting a crewed part in a certain way. Kerbal recovery reward set to zero for the time being, to stop reputation exploit from recovery at the launchpad. Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it was a Mk1 type part anyway). Fixed several cases of UIs not stopping mouse clicks on objects behind themselves. Fixed a bug on OSX which made it impossible to open the Crew Hatch Dialog and possibly other dialogs too. Contracts App panel is now scalable in the VAB/SPH Fixed missing title bar on VAB/SPH on larger resolutions Fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was used. Fixed scaling issues with OMS Engine. Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship design. Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurface instead. Fixed minor visual issue with galaxy backdrop. Moved over ion engine and xenon tanks to Propulsion from Utility. Fixed Staging input locks not clearing if leaving the Editors while hovering over staging icons. (resulted in total game freeze) Improved GUI skin for input page in Game Settings scene. Editor sidebar panel transition speed increased.
  10. Please see the official Add-on posting rules post to see what applies for tools and applications
  11. <div class="cms_table"><table width="1000" align="center" class="cms_table" style="background-image:url('http://i.imgur.com/zVZEj8W.png'); background-position: center top; background-attachment: local; background-repeat: no-repeat; border: 0px; border-collapse: collapse;"><tr class="cms_table_tr"><td class="cms_table_td" width="100%"> [table=width: 1000, align: center] [tr] [td]Welcome! Hello everyone and welcome to the release discussion thread for KSP 0.24, otherwise known as KSP: First Contract!Like several other features in the past, we’ve been working on the Contracts system in the background for several months already. In fact, We’ve started work on Contracts early this year. However, there is a big difference between a functioning game system and a fun gameplay mechanic. This is why we needed to take our time on this one, to make sure the contracts were not just working, but were also a fun addition to gameplay. That plus the extra time needed to polish and bugfix added up to a pretty massive update, indeed. We’re very happy with the results we’ve achieved now and everyone who’s worked on the update or tested it agrees it was time well spent. Read the changes below and if you don't own the game yet go to our store or get a copy on Steam![/td] [/tr] [tr] [td]Common problems Mods often lose compatibility between versions. If you're experiencing troubles then make sure that the only two folders in \Your_Install_Path_For_KSP\GameData are called 'Squad' and 'NASAmission'. Delete all the others then try again. Mods are usually updated in the hours or days following a release, so keep an eye open for any updated versions. Most mods can be found right here on the forums or on the website of our official mod provider Curse.[/td] [/tr] [tr] [td]This version is the first version of KSP to ship with a 64 bit build for Windows. Please note that this build is expected to have some hidden bugs.[/td] [/tr] [tr][td]New features <div style="overflow-y:scroll; max-height: 250px">ContractsContracts require you to complete objectives, in order to gain funds, science and reputation. Once accepted, contracts must be completed before the deadline expires and will fail if the deadline expires or if some critical parameter fails (like killing a Kerbal in a mission to rescue him). Procedurally generated 'mission briefings' for contracts were added, and they may even make sense (sometimes). Contracts come in three levels of prestige ("Trivial", "Significant" and "Exceptional"). Higher levels offer greater rewards and are usually more ambitious. Your reputation regulates the amounts of each level of contracts on offer. You'll start with a few 'starter' contracts: First Launch: Launch any vessel. Altitude Records: Set a new altitude record. Reach Space: Escape Kerbin's atmosphere Achieve Orbit: Achieve a stable orbit around Kerbin. After you've completed these first contracts, you'll be offered contracts based on the progress you've made in the game. There are several types of randomly generated contracts: Part Test: perform a test of a part in a specific location, situation and within given flight parameters (when applicable). Collect Science: return or transmit any scientific data from a specific location. Rescue Kerbal: rescue a kerbal who is stuck in orbit. Plant Flag: Plant the agency's flag on the surface of a given location. Explore: Complete several exploration goals for an unexplored location. Currencies Funds and reputation have been added as new career mode currencies. Funds are required to launch vessels which means that part costs are now in use in career mode. Resources like liquid fuel and monopropellant also have costs of their own, which figure into the cost of a launch. Tweaking a part's resource sliders in the editors will adjust the cost of the vessel accordingly. 64 bit build for Windows KSP now has a 64 bit build for Windows alongside the 64 bit build for Linux. Please mind that this is still very much experimental and is likely to contain platform specific bugs. Mission Control The mission control facility is now active in career games. Mission Control allows you to select contracts, review them, and either accept or decline them. Gene Kerman is now present as advisor in the mission control screen, ready to give his opinion about what you're doing. The mission control screen also features an 'archives' tab, where you can review previously-completed contracts. Agencies Agencies will be offering the contracts. Each agency has its own personality traits, which affects the generation of the contracts they offer, and they also have their own logos, which were added from the winners of the community logo design contest. Clicking the agency logo in the Mission Control screen will display extra info about the Agency. Vessel Recovery Recovering vessels now refunds you for the value of recovered parts and resources. Recovered value varies based on distance from the Space Center. Land at the Runway for 100% value. User Interface tweaks This version adds a universal time clock to the KSC scene UI, and also a pause menu to the KSC scene, instead of leaving to the main menu immediately on pressing the quit button. This menu allows saving and loading with a custom filename. A new toolbar, which exists in all game scenes and is mod-friendly has been added. This toolbar includes new widgets to display state of ongoing contracts in flight, KSC and the construction facilities as well as the messages app which shows messages about contracts and such and apps that display your fuel levels and science, reputation and funds. Finally, the old 'Science Summary' dialog was remade into a complete 'Mission Summary', displaying information about recovered experiments, parts and crew. New Parts "Vernor Engine" The Vernor engine is a very powerful RCS module powered by liquid fuel and oxidizer. O-10 Maneuvering Engine The O-10 is a low-thrust main engine powered by monopropellant. New Game Mode When starting a new game now, you’ll see three game modes: sandbox and career, which we already know, and ‘science’, which has the contracts, funding and reputation modules disabled, so only science is active. This makes the game function in a 0.23-style mode. New Tutorials All of the older tutorials are still there, but most have been revised, for example, the Mun Part 1 tutorial now includes a crash course on Maneuver Nodes, the flight tutorial now walks you through a simple flight and the recovery mechanic. There are a few new tutorials, To The Mun Part 2 now actually exists, it explains how to get from the Mun back to Kerbin, a tutorial that explains the basics of science is also there, and there’s also a new two part tutorial on asteroid redirecting.</div>[/td][/tr] [tr][td]Important Bug Fixes and Tweaks <div style="overflow-y:scroll; max-height: 250px">KSP now runs on Unity 4.5.2, an upgrade from version 4.3.2 Gimballing Engines now respond to roll input. The 4x engine cluster and RAPIER engine have gimbal roll authority even if stacked over the centerline (due to multiple nozzles). Asteroids are now able to collide with other asteroids. New launches now start with throttle set to 50%, like in the old days. Saving restriction when throttled up removed. Timewarp restriction when throttled up removed. Engaging time warp now automatically cuts throttle. Improved logic for detecting a vessel in 'orbiting' situations. Fixed a bug in the editors where dragging a part off the ship and deleting it straight away would not generate an undo state. Fixed a bug where ctrl+clicking over a part in the build area would not reveal the part in the parts list. Orientation of VAB scenery rotated so spacecraft orientation is consistent at launchpad. VAB Flag moved to the opposite wall. Redesigned the Parts List UI 'Footer' section. Fixed a bug where map objects were created but never removed, leaving dozens of 'leaked' objects behind. Launchpad and Runway Launch Dialogs now show vessel costs. Added 'Edit' Button to Launch Dialogs, which takes you to the VAB or SPH to edit the selected vessel. Launch Dialogs and Craft Browser now allow selecting vessels with 'invalid parts' (for editing). Added new Pre-Flight Checks to prevent launching vessels containing invalid parts or with costs exceeding available Funds. Kerbin's Solar Day is now exactly 6 hours long (sidereal day is now 59 seconds shorter). Slight optimization to Kerbin, Mun and Eve surface shaders. Resource flow mode can now be defined for each propellant on Engine, EngineFX and RCS Modules in the part config. Previously useless Engine Nacelle and Radial Engine Body parts repurposed as air intake + fuel tank combos. Tweaked Costs for almost every part. Tweaked Mass for several parts, especially spaceplane fuselage sections and structural components. Fixed a potentially gamebreaking issue when activating a Separator if it was the root part of a vessel. Fixed a bug where some particle FX (mainly on newer engines) would cause a stream of errors when the vessel was unloaded with the FX active. Fixed a bug where StrutConnectors could cause hierarchy issues if linked in certain configurations. ModuleRCS can now use multiple resources. Revised R&D node layout so 'control' type nodes have a more logical progression. Moved basic RCS parts to tier 4 (from tier 5). Added more connections into aerodynamic parts from other nodes on tiers 5 and 6. Fixed an issue introduced in 0.23.5 where unowned vessels could complete progress nodes. Fixed AltitudeRecord progress node (now used for contract generation). Fixed crewmembers not being properly flagged as dead if their vessel was destroyed while unloaded. Crewmembers are now keyed by name in the roster, and can properly be added and removed. Added reputation reward and penalty for recovering and killing crewmembers. Added new unique names for Kerbals, suggested by the Community Logo Design Contest winners. Fixed issue with persistence when reverting to flight. Added rich text support to several UI text fields. Fixed several cases of texture point-filtering issues resulting in crooked text. Fixed potential crash related to reentry FX on Linux when no depthtexture hardware support is available. Overhauled all UI screens and text. All text fields using Arial font now use proper Calibri. Exposed Gameplay difficulty options to the Alt+F12 Debug Toolbar. Updated Credits Scene. Fixed permission issues with KSPLauncher which prevented it from properly launching the game on Linux. Messages displayed on the upper-right corner in flight are now displayed above the crew portraits instead. Removed a 'rogue' tooltip from the Staging Reset button at the VAB and SPH.</div>[/td][/tr] [tr][td]Media [/td][/tr][tr][td]<div class="ksp-slideshow"><iframe width="240" height="180" src="http://www.youtube.com/embed/54fDJKgjUrs" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/u5UiTqBCNQk" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/Jg4323shE4k" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/SRUEOdliFns" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/PMebVCKmi7s" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/G71Ktj5B8Ng" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/fL4Dyasg6d0" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/TMDc_cCjSlE" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/OtX3DljOKaI" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/QFNQHTJ3nWI" frameborder="0" allowfullscreen></iframe></div>[/td][/tr] [tr][td]<iframe class="imgur-album" width="100%" height="400" frameborder="0" src="http://imgur.com/a/ARzfQ/embed"></iframe>[/td][/tr] [tr][td] [/td][/tr][/table] </td></tr></table></div> <script type="application/javascript">var ksp = {}; ksp.updateSlider = function(move) { ksp.slidepage += move; var items = document.querySelector('.ksp-slideshow').querySelectorAll('iframe'); if(ksp.slidepage < 0 || ksp.slidepage*ksp.pagesize > items.length) { return ksp.slidepage -= move; } for(var i = 0; i < items.length; i++) { if(i < ksp.pagesize*ksp.slidepage || i >= ksp.pagesize*(ksp.slidepage+1)) { items.style.display = 'none'; } else { items.style.display = 'block'; } items.style.cssFloat = 'left'; items.style.margin = '0 5px'; } }; ksp.slideshow = document.querySelector('.ksp-slideshow'); ksp.slideshow.style.position = 'relative'; ksp.slideshow.style.padding = '0 30px'; ksp.slideshow.style.width = (250*4) + 'px'; ksp.slideshow.style.height = '180px'; ksp.slidepage = 0; ksp.pagesize = 4; ksp.slide_move_left = document.createElement('div'); ksp.slide_move_left.textContent = '\u25C1'; ksp.slide_move_left.style.height = '180px'; ksp.slide_move_left.style.width = '20px'; ksp.slide_move_left.style.padding = '0'; ksp.slide_move_left.style.cursor = 'pointer'; ksp.slide_move_left.style.backgroundColor = '#eee'; ksp.slide_move_left.style.lineHeight = '180px'; ksp.slide_move_left.style.textAlign = 'center'; ksp.slide_move_left.style.position = 'absolute'; ksp.slide_move_left.style.top = '0'; ksp.slide_move_left.style.left = '0'; ksp.slide_move_left.onclick = function() { ksp.updateSlider(-1); }; ksp.slide_move_right = document.createElement('div'); ksp.slide_move_right.textContent = '\u25B7'; ksp.slide_move_right.style.height = '180px'; ksp.slide_move_right.style.width = '20px'; ksp.slide_move_right.style.padding = '0'; ksp.slide_move_right.style.cursor = 'pointer'; ksp.slide_move_right.style.backgroundColor = '#eee'; ksp.slide_move_right.style.lineHeight = '180px'; ksp.slide_move_right.style.textAlign = 'center'; ksp.slide_move_right.style.position = 'absolute'; ksp.slide_move_right.style.top = '0'; ksp.slide_move_right.style.right = '0'; ksp.slide_move_right.onclick = function() { ksp.updateSlider(1); }; ksp.slideshow.appendChild(ksp.slide_move_left); ksp.slideshow.appendChild(ksp.slide_move_right); ksp.updateSlider(0);</script>
  12. Please continue the discussion in our release thread.
  13. <div class="cms_table"><table width="1000" align="center" class="cms_table" style="background-image:url('http://i.imgur.com/zVZEj8W.png'); background-position: center top; background-attachment: local; background-repeat: no-repeat; border: 0px; border-collapse: collapse;"><tr class="cms_table_tr"><td class="cms_table_td" width="100%"> [table=width: 1000, align: center] [tr] [td]Welcome! Hello everyone and welcome to the release discussion thread for KSP 0.23.5, otherwise known as the NASA pack or the ARM pack!The latest instalment of the award winning game is one of the largest to date. The pack will add one of the most complex and dangerous missions you can imagine into the game. Your goal, to capture an asteroid. Read the changes below and if you don't own the game yet go to our store or get a copy on Steam![/td] [/tr] [tr] [td]Common problems Mods often lose compatibility between versions. If you're experiencing troubles then make sure that the only two folders in \Your_Install_Path_For_KSP\GameData are called 'Squad' and 'NASAmission'. Delete all the others then try again. Mods are usually updated in the hours or days following a release, so keep an eye open for any updated versions.[/td] [/tr] [tr][td]New features <div style="overflow-y:scroll; max-height: 200px">AsteroidsKerbin is no longer alone in its orbit. Nearby are countless objects that buzz in and out of its sphere of influence, some flying by harmlessly, others on impact trajectories. Ranging in size from just a few meters through 5 size classes up to gigantic objects weighing thousands of tons, these new objects should provide a new challenge for both new and veteran players. Each asteroid is procedurally generated, so no two are the same. Also, asteroids can have samples taken from them by EVAs, providing a constant source of valuable science data, right on the edge of Kerbin's SOI. Object Discovery and Tracking Before you set out after an asteroid, you first need to identify and track them using the Tracking and Discovery features on the Tracking Station facility. Select one of the unknown objects spotted near Kerbin, and start tracking it actively to reveal more information about it. Also mind that untracked objects can be lost if they're left unobserved for too long. The Advanced Grabbing Unit (aka "The Claw") As the name probably implies, this new part is the means by which asteroids can be captured to be redirected. Just arm the device, approach the target carefully, and the claw will do the rest. It's like a docking node, but without the need for a mate node on the other side. Better still, the AGU can be used to grab on to much more than just asteroids. In fact, it can pick up just about anything, even Kerbals. New SLS-inspired Size 3 parts We've added a host of new parts, featuring the largest engines and fuel tanks ever seen in KSP. These new parts were designed based on NASA's upcoming Space Launch System, and they pack a huge amount of rocket power. Here they are: Size 3 Liquid Fuel + Oxy Tanks, in Full, Half and Quarter-Sized Variants 4x Size 3 Engine Cluster. The single most powerful piece of rocketry we've ever added to KSP. Advanced Size 3 Single-Nozzle Engine, for when you need immense amounts of thrust in your upper stages New Liquid Fuel Booster: A new way to boost your spacecraft, the LFB is a single part featuring twin engines, plus a very respectable amount of fuel. What more, you can even stack more liquid fuel tanks on top of it. The Launch Escape System: Modelled after the Apollo LES, this new escape tower can save your crew should you underestimate the sheer power of your new rockets. Completely Overhauled Part Joints We have completely re-done the way parts attach to one another, to allow for much greater flexibility and control over each joint. Joints are also more accurate and stable, as both jointed sides are now anchored at the attachment node (this wasn't possible before the Unity 4.3 update). Large parts also have a new system that allows them to attach much more rigidly to other parts, eliminating many cases where spamming struts was required. Increased PhysX's global max angular velocity settings to improve joint stability. Angular inertia values for parts now properly scale with mass. Some ships may feel heavier to fly now, but handling feels much more realistic overall. This also improves joint stability a lot. Other new features Added new buttons to the Map Filtering panel to filter Unknown and SpaceObject type vessels (in antecipation of the NASA mission). Focusing vessels on the Tracking Station will now display their patched conics trajectory. Added Time Warp controls to the Tracking Station and Space Center scenes. Added a button to the Time quadrant in the main flight UI to allow switching betwen Mission Time and Universal Time. Targeted vessels now display their trajectories as patched conics instead of single orbits. Maneuver Nodes are now persistent. Targeted Objects are now persistent. Added buttons to discard/accept manoeuvres on the delta-v gauge by the navball. Added buttons to add/remove an orbit to the date of a manoeuvre node, allowing nodes to be planned for several orbits ahead. Manoeuvre handles can now be fine-tweaked with the mouse wheel when hovering over them. RCS and XenonGas containers on earlier stages are now drained before containers on later stages.</div>[/td] [/tr] [tr][td]Important Bug Fixes and Tweaks Celestial bodies you have an encounter patch with will display that patch in local mode when they are focused on the Map View or Tracking Station. Switching between Linear and Rotation controls in Docking UI mode no longer toggles SAS. Fixed a bug where patched conics on extremely eccentric orbits could break the simulation at very high warp speeds. Fixed incorrect rendering of ascending and descending nodes when targeting a non-closed orbit. Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display rendezvous information on the map. Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engines. All were severely underpowered to be of any practical use. Quick-saving is now allowed at all times. In unstable situations, an auto-save won't be created at the same time. Greatly improved the accuracy of the physics->rails transition, eliminating drift on nearby vessels when warping during a rendezvous situation, especially high-velocity ones. The Map Filtering buttons now toggle independently on left click, and toggle single/all on right click.[/td][/tr] [tr][td]Media [/td][/tr][tr][td]<div class="ksp-slideshow"><iframe width="240" height="180" src="http://www.youtube.com/embed/wX7gzsQaCG0" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/NBSQ7UQkFZw" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/5ZFQm4VQYKQ" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/_Nv5wHLCefw" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/ws0CNsgh05s" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/EQTcISTPgr0" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/fcOb5USqu0A" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/v_1wJ6MLhfg" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/X7-l6Y9obdc" frameborder="0" allowfullscreen></iframe><iframe width="240" height="180" src="http://www.youtube.com/embed/cOGV1FSvtwA" frameborder="0" allowfullscreen></iframe></div>[/td][/tr] [tr][td]<iframe class="imgur-album" width="100%" height="400" frameborder="0" src="http://imgur.com/a/T7xvo/embed"></iframe>[/td][/tr] [tr][td] [/td][/tr][/table] </td></tr></table></div> <script type="application/javascript">var ksp = {}; ksp.updateSlider = function(move) { ksp.slidepage += move; var items = document.querySelector('.ksp-slideshow').querySelectorAll('iframe'); if(ksp.slidepage < 0 || ksp.slidepage*ksp.pagesize > items.length) { return ksp.slidepage -= move; } for(var i = 0; i < items.length; i++) { if(i < ksp.pagesize*ksp.slidepage || i >= ksp.pagesize*(ksp.slidepage+1)) { items.style.display = 'none'; } else { items.style.display = 'block'; } items.style.cssFloat = 'left'; items.style.margin = '0 5px'; } }; ksp.slideshow = document.querySelector('.ksp-slideshow'); ksp.slideshow.style.position = 'relative'; ksp.slideshow.style.padding = '0 30px'; ksp.slideshow.style.width = (250*4) + 'px'; ksp.slideshow.style.height = '180px'; ksp.slidepage = 0; ksp.pagesize = 4; ksp.slide_move_left = document.createElement('div'); ksp.slide_move_left.textContent = '\u25C1'; ksp.slide_move_left.style.height = '180px'; ksp.slide_move_left.style.width = '20px'; ksp.slide_move_left.style.padding = '0'; ksp.slide_move_left.style.cursor = 'pointer'; ksp.slide_move_left.style.backgroundColor = '#eee'; ksp.slide_move_left.style.lineHeight = '180px'; ksp.slide_move_left.style.textAlign = 'center'; ksp.slide_move_left.style.position = 'absolute'; ksp.slide_move_left.style.top = '0'; ksp.slide_move_left.style.left = '0'; ksp.slide_move_left.onclick = function() { ksp.updateSlider(-1); }; ksp.slide_move_right = document.createElement('div'); ksp.slide_move_right.textContent = '\u25B7'; ksp.slide_move_right.style.height = '180px'; ksp.slide_move_right.style.width = '20px'; ksp.slide_move_right.style.padding = '0'; ksp.slide_move_right.style.cursor = 'pointer'; ksp.slide_move_right.style.backgroundColor = '#eee'; ksp.slide_move_right.style.lineHeight = '180px'; ksp.slide_move_right.style.textAlign = 'center'; ksp.slide_move_right.style.position = 'absolute'; ksp.slide_move_right.style.top = '0'; ksp.slide_move_right.style.right = '0'; ksp.slide_move_right.onclick = function() { ksp.updateSlider(1); }; ksp.slideshow.appendChild(ksp.slide_move_left); ksp.slideshow.appendChild(ksp.slide_move_right); ksp.updateSlider(0);</script>
  14. Please read our Forum Rules before posting.
  15. Hello everyone and welcome to 0.23! This releases focusses on the feedback received from the science system as well as upgrading to the latest version of the Unity engine and general bugfixing. A full feature and fixes list is included below. Updating I bought the game through the KSP store on kerbalspaceprogram.com, how do I update to 0.23? (Recommended) Open your KSP install directory and use the patcher to update (patcher.exe) Alternatively, go to your profile page in the store to download the game in full I bought the game on Steam, how do I update? Steam will automatically update the game for you, unless you have disabled it. You can try to force the update by restarting Steam. Common problems Mods often lose compatability between versions. If you're experiencing troubles then make sure that the only folder in \Your_Install_Path_For_KSP\GameData is called 'Squad'. Delete all the others then try again. Mods are usually updated in the hours or days following a release, so keep an eye open for any updated versions.New features The Science ArchivesBrowse through all the science you've done in your Career games in this new section of the R&D Facility. Tweakables Several parts can now be tweaked individually by right-clicking them during construction. For example: Landing Gear can be set to start out deployed or retracted, and can also be made steerable. Engines can have a thrust limiter set on them, so you can balance out asymmetrical thruster configurations (or use differential thrust for taxiing). Wheels can be tweaked to have their engines toggled, steering locked, all before launch (and after, of course). Control Surfaces can be tweaked to toggle response to pitch, roll and yaw input individually. Science Revisited Transmitting scientific data no longer allows you to max out the value of a subject just by repeating the transmission multiple time, removing the experiment data from some experiment modules (for transmission or by EVA) will render them inoperable; resetting an experiment can still be done freely as long as the data is not removed from the module. Solar System 0.23 Adds a new Biome Map for Minmus and cleans up the Biome Maps for Kerbin and Mun to remove areas where Biomes would be detected incorrectly. The Lab Module A new part called a Laboratory Module, which allows experiment data and samples to be processed before transmission to increase their science value, is now available. The Lab Module requires 2 crews inside to operate and a whole lot of power as well. A new button was added to the experiment review dialog to process collected data on the Lab if one is available (and operational) on your vessel. EVA Data Transport Kerbals on EVA can now collect the data from experiment modules and store them on crew-carrying modules and they can also collect data from other data container modules, including other Kerbals. Additionally, Kerbals can also store samples collected from other experiments on the Lab. Part Tooltips Overhaul The tooltips that pop up when mousing over a part on the editors have been completely redesigned to show essential info only at first, but can be expanded to show more info with RMB. Once expanded, you can right-click again to collapse, or to pin other tooltips if you hover over other parts. The part information has been re-organized to group stats for each module and resource container on a part and a larger icon for the part on the tooltip itself was added, featuring a scale to give an idea of size before picking. All-around Optimizations We've gone over all our code to make sure it runs as efficiently as possible and upgraded our game engine (Unity) to version 4.2.2 to make full use of its own bugfixes and tweaks. Texture loading has been sped up, loading times are noticeably reduced. (Windows-Only) 6-DOF Device Support 6-DOF input devices such as the Space Navigator are now supported both as camera and flight controllers, Scroll Lock will toggle the device mode in flight. Due to driver limitations this is a Windows-only feature for now. We're ready to implement support in OSX and Linux as soon as those drivers become available. Bug Fixes and Tweaks PartsWe redid the logic for all-vessel resource flow (such as Electric Charge and MonoPropellant) and we fixed those resource containers not being able to drain fully or store an amount larger than their current available space. Docking The issue that caused docking ports to resume their states incorrectly after docking, making it impossible to undock afterwards was resolved and a big issue with docking operations through physicsless parts in the hierarchy between the port and the original vessel root was fixed. EVAs EVAs now use EVAPropellant for their jetpacks, which is a proper resource now. We fixed an issue with collision resolution that caused EVAs to sometimes fall over and become uncontrollable. Kerbals other than you will now pick themselves up from ragdoll state if they are involved in any 'accidents' or are flat out being used as Kerbowling pins. Parts that land onto splashed-down parts are now considered to be landed. This allows EVAs to walk on floating platforms. Other Fixes The Return key will no longer reset the staging sequence in the Editors, or return you to the Main Menu at KSC. The Main Menu now remembers the 'page' you were at when you left it, so if you return from a loaded game, you'll find it still at the "Start Game" screen. Fixed several issues with joystick axis mapping and indexing. Updated the Input settings screen to expose a few new control options that weren't accessible before. Fixed an issue that could lead to loss of GUI responsiveness after leaving flight during reentry or supersonic flight. Media <div style="overflow-x:scroll;"><table class="cms_table" align="center"><tr class="cms_table_tr"><td rowspan="2" class="cms_table_td" valign="top"><iframe width="496" height="372" src="//www.youtube.com/embed/5z2-ODBw5FA" frameborder="0" allowfullscreen></iframe></td><td class="cms_table_td" valign="top"><iframe width="240" height="180" src="//www.youtube.com/embed/Lu02WEvoW1o" frameborder="0" allowfullscreen></iframe></td><td class="cms_table_td" valign="top"><iframe width="240" height="180" src="//www.youtube.com/embed/YT6ap6FYyxs" frameborder="0" allowfullscreen></iframe></td></tr><tr class="cms_table_tr"><td class="cms_table_td" valign="top"><iframe width="240" height="180" src="//www.youtube.com/embed/nTkj-TMGfXc" frameborder="0" allowfullscreen></iframe></td><td class="cms_table_td" valign="top"><iframe width="240" height="180" src="//www.youtube.com/embed/EdcRtEE1NI8" frameborder="0" allowfullscreen></iframe></td><td rowspan="2" class="cms_table_td" valign="top"><iframe width="240" height="180" src="//www.youtube.com/embed/Kq-eTpqKOIQ" frameborder="0" allowfullscreen></iframe></td></tr><tr class="cms_table_tr"><td colspan="4" class="cms_table_td" valign="top"> </td></tr></table></div>
  16. The second edition of Kerbalkon is nearly upon us. Next Thursday and Friday we'll be hosting this digital event and we have a lot to show you! Check out the Schedule
  17. SQUAD

    Forum rules update

    Hello everyone, Today we've updated the Forum Rules to include some topics that were missing or needed to be updated. These changes will likely not affect you, apart from the change to the signature rules. We've added a new category about account security with two rules: all users are considered to be responsible for the security of their own account, and only one person may use an account and only one account on the forums. We've also added back the rule that outlaws topics that ask for release dates. The most notable change is that the signature limits have been relaxed a little: the maximum signature height has been increased from 80 pixels to 120 pixels. Together with this change we've modified the forum so that any signature that exceeds this limit is automatically cut off. Note that the maximum height includes both images and text. Finally, the forum rules are now known as the community rules, because parts of them also apply to other parts of the community, such as the IRC channel and KSP-TV. Thank you for reading!
  18. Hello everyone and welcome to 0.22! After months of hard work, sweat, blood and tears SQUAD is proud to release version 0.22! This version is the first in which you'll be able to challenge yourself in career mode and work with the newly implemented Research and Development system. There are, of course, many other changes, improvements and updates, the most important of which you will find listed below. We have also fixed a long list of bugs including the bug that caused the scene and SOI transitions to be incredibly long. This thread is meant for discussions regarding the 0.22 update and will be filled with relevant information! So what's new?<hr />Career Mode Career Mode is now open! Although still very much under development, you can now start new Career saves. Sandbox mode, of course, is also available from the start. Research and Development Added the Research & Development Facility to the Space Center. R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode). Science Researching requires Science, which must be earned by performing experiments during your missions. You can now collect surface samples while on EVA, and process them to do Science. Science experiments return results, which are different for each situation in which the experiment is performed. Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System. Added a new dialog to show the results of experiments when reviewing the collected data. Added a new dialog to show a breakdown of all scientific progress made after recovering a mission. Parts Added new scientific parts, like the Materials Bay and the Mystery Gooâ„¢ Canister. Also added experiments to many existing parts. The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data. The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option. Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in. Added a new deployable antenna, which is an intermediate model compared to the two original ones. Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it. Nose Cones now actually help with improving stability during atmospheric flight. Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future. Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions. Editor Added a system to allow saving and loading of Sub-Assemblies. Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used. Space Center The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements. Greatly improved the Island Airfield. Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night. Added a new backdrop and soundtrack for the Astronaut Complex Facility. Added a new music track for the R&D Facility. Flight It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter. The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever. Solar System Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments. Biomes are currently implemented on Kerbin and on Mun, more will be added on later updates. Launcher We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game. Windows and OSX Installers The KSPStore version of the game can now also be downloaded as an installer wizard on Windows, and as a .dmg image on OSX. Bug Fixes and Tweaks Fixed an issue that caused a stream of errors to be thrown after planting a flag and opening the map. Fixed several minor and not-so-minor issues with scene transitions. Greatly improved the scene transition times. Loading delays between scenes should be significantly reduced. The SAS indicator on the UI now changes colors to indicate when your input is overriding it. How do I update to 0.22?<hr />For people who purchased KSP through the KSP store: you can either go to the KSP website and log into your account and then click the yellow "my account" button to find your KSP download or you can browse to the directory in which you installed KSP and run the patcher to update. The latter is recommended because it only downloads updated files and should be able to complete the update process quicker. For people who purchased KSP through Steam or transferred their purchase to Steam: most likely you won't have to do anything, but do make sure you're set to receive updates for KSP by rightclicking the game in your games library, select properties and look under the 'updates' tab. What do I do if I encounter bugs or if my game won't work?<hr />First of all make sure that your mods are up to date with KSP 0.22, as with any update this one will break compatibility for a lot of them. If the problem persists try completely deleting the KSP folder and then reinstalling. This will make sure no old files are left, but you may want to create a backup for your save files first. If you're still experiencing issues head over to the Support & Bugs forum, but be sure to read the relevant sticky threads before posting a topic! Every release brings a lot of support requests and the answers to most questions can be found in the stickys. Tutorials<hr />Are you having trouble getting your craft working? How does the new science system work? Answers to all questions! The Drawing Board, an overview of tutorials on all topics by Specialist290 Orbital Mechanics 101, a general 'how to space' by Pebble_Garden How to (or not to) SCIENCE, by Rottielover Videos<hr /><div style="overflow-x:scroll;"><table align="left" class="cms_table"><tr class="cms_table_tr"><td class="cms_table_td" valign="top"><iframe width="450" height="265" src="//www.youtube.com/embed/tu9eoD1ot0A" frameborder="0" allowfullscreen></iframe></iframe></td><td class="cms_table_td" valign="top" rowspan="2"><iframe width="240" height="180" src="//www.youtube.com/embed/-EYRr4iAuRI" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/_6vZiH6Xt_A" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/CupGRIL2h64" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/a6zLu5q5PLg" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/Fa6c2ONzBMY" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/Dgl-6M_c-jg" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/ihmV-qTPQxM" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/-FpqjKI_sS8" frameborder="0" allowfullscreen></iframe> <iframe width="240" height="180" src="//www.youtube.com/embed/C2gAa2ENfiE" frameborder="0" allowfullscreen></iframe></td></tr><tr class="cms_table_tr"><td class="cms_table_td" valign="top"><iframe width="450" height="265" src="//www.youtube.com/embed/orLHj_eJMOs" frameborder="0" allowfullscreen></iframe></td></tr></table> </div> Screenshots<hr />
  19. SQUAD

    Milestone reached!

    Squad is proud to announce update 0.22 has entered the last phase of development; Experimentals! All features implemented into a solid build for our playtesters to go and find the smaller bugs our QA team may have missed. Keep an eye on our Twitter and Facebook accounts to learn more about 0.22’s now impending release (soon™). Blast off!
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  21. Veuillez lire les Règles du Forum avant de poster. Please read our [thread=30064]Forum Rules[/thread] before posting. Les règles officielles sont rédigées en Anglais, mais une version traduite est disponible ci-dessous.
  22. ProszÄ™ o zapoznanie siÄ™ z [thread=30064]Regulaminem Forum[/thread] zanim cokolwiek napiszesz.
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