UomoCapra Posted October 11, 2018 Share Posted October 11, 2018 Hello everyone! We are overjoyed and deeply proud to officially announce Kerbal Space Program 1.5: Dressed for Success! This update aims to continue with our goal of advancing KSP and improving our players’ game experience. Within Dressed for Success you’ll find brand new features and bug fixes for both the base game and the expansion, including a burn time stage indicator for maneuver nodes based on dV. Another key aspect in this update 1.5 is the standardization of the game’s parts in terms of geometry, pixel density (resolution), and resource optimization to improve performance, while also bringing the parts up to date and making them look better and be more cohesive with each other. This release also marks the start of our plan to deliver substantial updates on a regular 3-month basis, so stay tuned for all upcoming KSP developments. Let’s go through some of this update’s highlights: New Suits Both the recruit and veteran classic EVA and IVA Space Suits have been given a well-deserved overhaul. We knew that such an iconic element of the game needed to stay true to its identity, so we are keeping its style, while also giving it a sleeker look. Revamped Parts Many parts have been given a fresh new look in an effort to have a more cohesive parts catalog. While staying true to the game’s original essence, the geometry and texture maps of these parts were completely redone. Some of these parts also include new texture variants for you to choose at will, and others a new shader that makes their metallic bits interact better with light. Improved Burn Time information We improved the burn time indicator by recalculating based on dV and not acceleration. Additionally, we’ve added a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. Go to the advanced settings to turn on this exciting new feature. ... Update 1.5 has also a few improvements exclusive to the Making History Expansion: The Part Count Node This node makes a comparison between the state of a vessel in two separate moments and by defining the number of parts itself; with it you’ll be able to test whether a vessel has or hasn’t lost parts (destroyed or decoupled) during any point on a mission. Underwater Fly Through Nodes With Dressed for Success you’ll be able to place Fly Through Nodes underwater, expanding mission creation possibilities. To learn more you can read the full Changelog here: =================================== v1.5.0 ============================================================ 1.5 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements *Optimized the game for 4K resolution and increased the UI scale to 200% * Added higher impact tolerance to retracted solar panels. * Deployable parts now use separate value for their impact resistance when retracted. * Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits. * Revised the behaviour of asteroids within Kerbin's SOI and gave them better VFX. * Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog). * Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver. * Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes. * Kerbals can now be placed in external command seats in the VAB/SPH. * Wheel suspension now has auto spring/damper to combat bouncing wheels. This can be turned on and off via Advanced Tweakables per wheel (in symmetry). * Added a Burn Time Indicator slide to KSPedia. * In editor (VAB/SPH) switch symmetry mode back to what it was set to after hovering over a node. * Allow pinning of PAWs and resource transfer for highlighted parts from Resources App. +++ Localization * Fix lingoona gender tags in resource names in PAWs. * Localization of bulkhead size and other automatic search string tags. * Fix community localization feedback for the Fly Through? Node pt.2 * Fix Community localization feedback for fly through Node pt. 2 in Japanese. * Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung" * Did a general grammar and lexical pass on KSPedia. * Localized Debug menu UI titles. +++ Parts Updated Parts (reskinned): * Mk1 Command Pod * HECS * HECS2 * OKTO * OKTO2 * QBE * RoveMate * Stayputnik * FL-T100 * FL-T200 * FL-T400 * FL-T800 * RT-5 "Flea" Solid Fuel Booster * RT-10 "Hammer" Solid Fuel Booster Color Variants: * Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants) * RoveMate (New "White", "Silver" and "Gold" color variants) * FL-T100 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T200 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T400 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * FL-T800 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants) * RT-5 Flea (New “White”, “Orange” and “Yellow and White” variants) * RT-10 Hammer (New “White”, “Orange” and “Yellow and White” variants) Other Part changes: * Some parts now take advantage of the new "Bumped Specular (Mapped)" shader which achieves significantly better metallic reflections. * Fix issue where engine shrouds were becoming offset on vessel focus. * Improved OKTO and OKTO2 mesh colliders to fit them better. * Improved Stayputnik attach node positions to make better contact with other parts. * Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides. * HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part. * Fixed Rockomax Jumbo-64 Fuel Tank normal map alignment issue. +++ Bugfixes * Fix issue where incorrect tooltip icons were being displayed in the R&D scene. * Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings. * Fix mini-biomes persisting after touching one and then moving vessel away from it. * Fix mini-biome structure detection around the KSC. * Fix log spam and messages related to stock launch sites if Making History DLC is not installed. * Fix issues with decouplers in symmetry being staged via the Part Action Window. * Fix issues with decouplers in symmetry being staged separately. * Fix transparent materials in Part Picker Icons. * Fix Gigantor XL panel when using Undo in editor. * Fix transparent materials showing in part highlighting in editor. * FIx for ship orbit line not rendering when burning straight from a physics bounce on flight load. * Music volume settings are now applied as soon as the player leaves the settings menu in the KSC. * Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting. * Fix music problems when switching between VAB and SPH. * Remove Gender on Resource displayName in PAW. * The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name. * Fix for Kerbal EVA's clipping through vessel model when forcefully dismounted from an external command seat. * Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over'd. * The sun flare no longer shines through Jool. * Fix for reentry VFX disappearing when the camera is far from the vessel. * Fix for asteroids not displaying reentry VFX. * Fix bug where kerbal parachute lifting surfaces weren't active when loading a quicksave. * Fix camera positioning on entering editor scene/loading vessel to show vessel correctly. * Fix bulkhead filter strings to work for all valid sizes. * Fix when a part is selected and the user attempts to write a ship description the hotkeys will still trigger. * Fix In the editor-based tutorials, Werhner's window overlaps the ship so you can't place parts. * Fix hard points reporting the wrong stage to the StageManager. * Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes. * Fix wheel suspension bouncing. * Fix exploding landing legs when docking/undocking. * Fix landing legs applying massive spring setting when fully compressed. * Fix Engine plates for all engine plates now show short on their first variant choice. * Fix Stations in orbit now complete contracts as they should. * Fix Map nodes, Maneuver nodes and other elements display correctly when changing the UI Scale while playing. * Fix Part filters with size 1.5 not being filtered when selecting size 1. * Fix double carets displaying in some Scenario text descriptions. * Fix log error removing wheel debris. * Fix error in docking tutorial when player unsets target vessel. * Fix jetpack rotates correctly in all scenes +++ Mods * ModuleDeployablePart now has KSPField impactResistanceRetracted. * ModuleWheelSuspension now has KSPField maximumLoad. * Added IsUIShowing property to UIMasterController. +++Miscellaneous 1.5 Changelog - Making History DLC ONLY +++ Improvements * Improved the Builder canvas system and connectors for speed and performance. * Fly through node volumes can now be set with negative values for the volume to work with submarines. +++ Localization * English grammar, spelling, and punctuation fixes. +++ Parts Updated Parts (reskinned): * SM-18 Service Module. Color Variants: * Structural Panels (Improved "Gold" variant and added a new "Silver" variant). Other Part changes: * SM-18 bottom lid uses the new "Bumped Specular (Mapped) shader". * Fix issue where engine shrouds were becoming offset on vessel focus. * Fix size 1.5 items showing in size 1 sort filter in VAB/SPH. +++ Bugfixes * Fix Updating Steam Workshop Missions were creating duplicated workshop items. * Fix for NRE when saving a mission where the craft files used in vessel situations have been deleted * Fix Kerbals Exploding when resuming a test mission checkpoint taken on a Kerbal EVA node * Fix issues with connector lines in Builder when changing planets in the GAP * Fix where when boarding the EAS command seats were not triggering when a kerbal boarded for the node to pass. * Fix when a vessel is spawned in an orbit, the orbit was getting the reference of the celestial bodies rotation, giving different results like a rotated orbit with the same orbit values on another node. * Fix connector lines when in some cases they were badly rendered. * "Selected part" option now appears when selecting one part in the repair node. * Don't reset available and unavailable part lists when changing the part filter and update the list to handle the required parts nicely. * Fix weights and costs of all the engine plate variants being the same. * Solved discrepancy between the start mission time in the Mission editor and in the actual mission. * Fixed GAP parts filter on some nodes so they work similar to the part restrictions on Vessel Spawn Node. * Fixed normal map on mobile launchpads, Woomerang and Dessert launchpad. * Fix for localization tags for localized vessel and node names coming up in various parts of the UI. * Fix for incorrect information about docked nodes order of evaluation in intermediate tutorial. * Fix mission Builder banners appear in low resolution with the 'Texture Quality' setting lowered. * Fix Clicking “Stay on Editor” in the Mission Builder, no longer auto-fills empty pod seats with available kerbals. *Fix *Clicking “Stay on Editor” in the Mission Builder, no longer removes the assigned kerbal on the EAS-1 Command Chair. * Fix Assigned crew dragged and dropped on the VAB and SPH, updates the crew count correctly. * Fix NRE when "Kerbal Rescued" node with "Any Crew/Tourist" option is activated during Missions. +++ Missions * Removed erroneous info about event node processing order from intermediate tutorial. * Added the Part Count node, so player can check a vessel's part count, even if the vessel is unloaded. +++Miscellaneous * Implemented new text for agent descriptions and mentality. 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 1.5: Dressed for Success. Happy launchings! Quote Link to comment Share on other sites More sharing options...
severedsolo Posted October 15, 2018 Share Posted October 15, 2018 Did... did it finally happen? Am I First? Really looking forward to trying out the new revamped parts. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted October 15, 2018 Share Posted October 15, 2018 Cool, haven't expected it already. Can't wait to load the update later on. Thanks SQUAD Quote Link to comment Share on other sites More sharing options...
Papa BullDust Posted October 15, 2018 Share Posted October 15, 2018 (edited) Wow, Better Burn Time and Take Command both obviated?! Tasty To me, that's the highest accolade for a mod; to be included/reworked in the stock game. Nicely done Squad. Edited October 15, 2018 by drewthedrewman Take command, not take control... Silly drewman Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted October 15, 2018 Share Posted October 15, 2018 Time to start a new play through! Quote Link to comment Share on other sites More sharing options...
Lupi Posted October 15, 2018 Share Posted October 15, 2018 These new bits look nice! Good goin', yall, and thanks for listening in the end! Finally, some heavily requested features! We got the ability to launch kerbals in command seats from the editor we got delta v calculation for the maneuver node and y'al llistened to all the part feedback pats on the back or somethin', you guys! Quote Link to comment Share on other sites More sharing options...
MechBFP Posted October 15, 2018 Share Posted October 15, 2018 Thanks @SQUAD keep up the amazing work! Now that a lot of bugs and graphical issues have been taken care of, will we be seeing any new gameplay specific updates in the future? Quote Link to comment Share on other sites More sharing options...
abbe026 Posted October 15, 2018 Share Posted October 15, 2018 I'm not a fan of the new mk1 pod model but otherwise great job! Quote Link to comment Share on other sites More sharing options...
Tw1 Posted October 15, 2018 Share Posted October 15, 2018 (edited) Kerbals can now be placed in external command seats in the VAB/SPH. That's big. Snuck that one in there. Still not sold on the new parts though, are those in the picture supposed to be SRBs? I guess I'll find out, when it is not a few weeks until thesis, and I can stop to play. Edited October 15, 2018 by Tw1 Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 15, 2018 Share Posted October 15, 2018 Quote Revised the behaviour of asteroids within Kerbin's SOI Would any of the devs care to elaborate on this? I'm not really sure what "behavior" refers to Quote Link to comment Share on other sites More sharing options...
dok_377 Posted October 15, 2018 Share Posted October 15, 2018 Where is the third SRB (the biggest one)? It's on the picture, but I don't see it in game. Quote Link to comment Share on other sites More sharing options...
UomoCapra Posted October 15, 2018 Author Share Posted October 15, 2018 8 minutes ago, Drew Kerman said: Would any of the devs care to elaborate on this? I'm not really sure what "behavior" refers to Basically this: Quote Link to comment Share on other sites More sharing options...
XLjedi Posted October 15, 2018 Share Posted October 15, 2018 Uhh... thought I posted to this topic already? Did a duplicate post get deleted or something (along with my comment?) Anyway, glad to see the new Mission Builder nodes!! ...tells me there's hope for some more needed stuff to be possibly tacked-on later. Quote Link to comment Share on other sites More sharing options...
nestor Posted October 15, 2018 Share Posted October 15, 2018 3 minutes ago, dok_377 said: Where is the third SRB (the biggest one)? It's on the picture, but I don't see it in game. That's actually the Hammer on top of the Flea with shroud on. You don't noticing that it's actually a compliment Quote Link to comment Share on other sites More sharing options...
Samssonart Posted October 15, 2018 Share Posted October 15, 2018 10 minutes ago, Drew Kerman said: Would any of the devs care to elaborate on this? I'm not really sure what "behavior" refers to If you ever tried making a good old apocalyptic mission where an asteroid has a trajectory to destroy KSC and you have to prevent it, you would have realized that....you didn't need to do anything. As soon as the Asteroid entered the Kerbin atmosphere, physics were all over the place, the asteroid started behaving like a giant ball of Styrofoam flying on the wind or something weird like that. The "behavior" in this case would be the physics interactions with the atmosphere, the drag, the lift. All of these to ensure that asteroids behave the way you would expect them and get on with supervillan's agendas to destroy the KSC And well, as you can see in the GIF, now they have reentry FX and explosions, so there's also that. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 15, 2018 Share Posted October 15, 2018 I think its odd that there is such a disparity in the reflection maps for the parts utilizing the new shader between the Editor and Flight scenes: The Editor cube map reflection is of a distinctly higher level of quality compared to the Flight scene one... almost as though its being sold with a polished with a pretty bow on it, but in reality we get a rusty version with scratches and dents. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 15, 2018 Share Posted October 15, 2018 (edited) @UomoCapra @Samssonart well really then the Change Log should have said "atmosphere" rather than "SOI" it seems. I was trying to think of how its behavior may have been affected in space @Poodmund makes sense to me. There's nothing close enough to reflect that clearly when you're outside vs. within a building Edited October 15, 2018 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
dok_377 Posted October 15, 2018 Share Posted October 15, 2018 2 minutes ago, nestor said: That's actually the Hammer on top of the Flea with shroud on. You don't noticing that it's actually a compliment That's some good texturing work, I'm impressed. It's basically seamless. Sadly thumper isn't revamped (yet). Maybe in the next update. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 15, 2018 Share Posted October 15, 2018 5 minutes ago, Drew Kerman said: @Poodmund makes sense to me. There's nothing close enough to reflect that clearly when you're outside vs. within a building If you look at how reflective the spherical part is in the Editor and then look at the lower half of it on the launch pad, you'd expect to see the grating of the launch pad on the surface of the part (distorted somewhat). It seems as though there is no detailed cubemap renderer in the Flight scene that can be applied to the the shader in this scene. Quote Link to comment Share on other sites More sharing options...
PixelatedPig Posted October 15, 2018 Share Posted October 15, 2018 (edited) Have the Kerbals changed a bit? Spoiler Edited October 15, 2018 by PixelatedPig spelling error Quote Link to comment Share on other sites More sharing options...
Ahres Posted October 15, 2018 Share Posted October 15, 2018 5 minutes ago, Poodmund said: If you look at how reflective the spherical part is in the Editor and then look at the lower half of it on the launch pad, you'd expect to see the grating of the launch pad on the surface of the part (distorted somewhat). It seems as though there is no detailed cubemap renderer in the Flight scene that can be applied to the the shader in this scene. Huh, that’s a good point. Not that it particularly bothers me, I’m just excited it got revamped at all. But based off of the first picture I’d expect the second one to show it reflecting the blue sky. But thinking about what it’d look like IRL, I’d say the second picture is more realistic. Otherwise it’s more like looking at a mirror than at a spherical piece of metal. Quote Link to comment Share on other sites More sharing options...
Ultimate Steve Posted October 15, 2018 Share Posted October 15, 2018 Wait... It's been out since Thursday and I haven't noticed? Wow, I must really be tired... Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted October 15, 2018 Share Posted October 15, 2018 1 minute ago, Ultimate Steve said: Wait... It's been out since Thursday and I haven't noticed? Wow, I must really be tired... Yeah. How the hell did I not notice? Quote Link to comment Share on other sites More sharing options...
Raphaello Posted October 15, 2018 Share Posted October 15, 2018 (edited) 6 minutes ago, Ahres said: Huh, that’s a good point. Not that it particularly bothers me, I’m just excited it got revamped at all. But based off of the first picture I’d expect the second one to show it reflecting the blue sky. But thinking about what it’d look like IRL, I’d say the second picture is more realistic. Otherwise it’s more like looking at a mirror than at a spherical piece of metal. Valentina is also excited yet a bit disappointed she cannot check her new outfit in a mirror: The new burn time indicator is sooooo great!!!! It can also be easily used to check available dV in stock!!!! Edited October 15, 2018 by Raphaello Quote Link to comment Share on other sites More sharing options...
genbrien Posted October 15, 2018 Share Posted October 15, 2018 thx for the burn meter. Its really nice now and easy to see at a glance if you can do that manouver or not GJ! Quote Link to comment Share on other sites More sharing options...
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