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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!


KasperVld

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[TD]Welcome to the KSP 0.90 'Beta Than Ever' Grand Discussion Thread!

Hello everyone and welcome to version 0.90 of Kerbal Space Program, it’s ‘Beta than ever’! Version 0.90 marks the transition from alpha to beta development of the game and will introduce the final major missing components to career mode. This then is the version that makes the game ‘scope complete’: every major feature that the game was designed to incorporate will exist and the development will shift focus from feature implementation to polishing existing features, balancing and bug fixing.

The update contains many new features and updates to previously existing systems which combined make for one of the largest, if not the largest, updates in the game’s three year history.

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.

[CLICK HERE]

For the official release announcement for Kerbal Space Program 0.90 'Beta Than Ever'.

[CLICK HERE]

For the official list of frequently asked questions.

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[TD]Upgradable Facilities

In career mode the Kerbal Space Center will advance with your space program. Start out with small buildings and limited functionality and build up your agency to a state of the art facility with capabilities to launch and manage every mission you’ve ever dreamt of doing. Each building such as the Astronaut Training Complex, Vehicle Assembly Building and Tracking Station can be upgraded separately, unlocking new and exciting capabilities and bonuses to your space program. Choose where you spend your money wisely: constructing buildings is not cheap and you might find yourself short on change.

Kerbal Experience and Skills

Your favorite Kerbals have gained specific skillsets when they’re hired: your pilots, scientists and engineers will each gain abilities specific to their specialization as they earn experience by going on missions in outer space. Pilots will learn how a ship is controlled and will be able to take over control of your spacecraft’s orientation or provide stability control during flight; scientists give you an edge when it comes to collecting scientific data as their analytical skills give bonuses to science collection; and an experienced engineer can repair specific parts of your craft which may save your mission.

Editor overhaul

New filter options have been added to the editors, which themselves have been rebuilt from the ground up. You can now look up parts not only by their category, but also by resource, module type, tech level and much more. In case you want to add your own filter that’s possible as well, allowing you to list your favorite parts in one place. As if that wasn’t enough there’s also the option to then sort the filtered parts by mass, cost and name.

Also new in the construction phase of the game are the construction gizmos which will allow you to place, offset and rotate the different parts on your craft. The functionality to set a new root part for your craft has also been added, so you don’t have to rebuild your craft if you decide the root part should be somewhere else.

Mk3 Spaceplane parts

After the major overhaul on Mk2 spaceplane parts in version 0.25 there is now a lot more to choose from when it comes to the Mk3 spaceplane parts: existing parts have been updated and new ones introduced, and all had their size increased to be able to fit larger and heavier payloads; perfect for constructing an orbital station Space Shuttle style!

More contracts

Kerbal Space Program version 0.90 has integrated the Fine Print mod by Arsonide into the game. This addition brings a whole new array of contract types to the table for you to choose from, adding depth and diversity to the contracts system. Survey areas, deploy satellites in precise orbits, capture asteroids, construct orbital space stations and build bases on planets or moons. It’s all included and should provide any player with a challenge suited to their skill level and interests.

More biomes

The biomes system has seen a major overhaul for the first beta release of Kerbal Space Program. With help from KSP enthusiast and streamer Tanuki Chau every planet and moon in the game now has new biomes players can go out and explore. From the canyons of Dres to the peaks on Pol, the game now counts over 100 unique biomes. Each of these places represents another location where your Kerbals can gather, analyse, recover and send data from.[/TD]

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  • A complete overhaul of the editors (see below)
  • Upgradeable Space Center Facilities, each building upgrade will have its own effects (see below)
  • Space Center ground sections and Crawlerway change levels based on level of neighboring facilities.
  • The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside.
  • 15 new parts for the Mk3 Spaceplane set
  • Kerbals now have specific roles and a skillset they can develop based on mission experience:
    • Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab).
    • Engineers are able to repair broken parts like rover wheels, landing legs, and repack parachutes.
    • Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard.

    [*]Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing).

    [*]SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available.

    [*]New contracts are available through the integration of an enhanced version of the Fineprint mod.

    [*]Biomes have been added to all celestials, over one hundred in total.

    [*]Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to.

    [*]Added new ESA flags.

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[TD]


    [*=left]KSPScenario 'Remove' creation options now work.
    [*=left]Added new PreSAS and PostSAS callbacks to vessel API.
    [*=left]Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can.
    [*=left]Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway)
    [*=left]Fixed several issues with destructible building persistence.
    [*=left]KSC grounds grass shader now uses worldspace UV coords for consistent tiling.
    [*=left]KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain.
    [*=left]Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales.
    [*=left]Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors.
    [*=left]Tweaked sideslip factor in landing gear (was much too strong).
    [*=left]Fixed an issue with part rotation and placement using Mirror symmetry.
    [*=left]Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry.
    [*=left]Re-saved all stock craft so they are fully compatible with this version.
    [*=left]Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data.
    [*=left]Crew auto-hire will respect Astronaut Complex crew limit.

... and many more

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Gizmos

The editor now has a set of gizmos that can be used for rotation and translation of parts as well as a gizmo that allows to select a new root part for the rocket. They've been bound respectively to keys [2], [3], and [4]. The gizmo coordinate system can be switched between "absolute" and "local" with the [F] key, and the symmetry can be switched between radial and mirror mode by pressing [R]. Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo). The WASDQE keys rotation system has been improved to provide a more consistent result.

Parts list

The parts list, like the rest of the editor, has been completely overhauled. In standard mode the categories are same as before, with the exception that engines and fuel tanks have been split into two categories. The editor now allows you to switch to an advanced mode which adds new filters allowing you to search for any part by new methods, including by manufacturer, technology level, function and resource. The resulting list can now also be ordered by size, cost, mass and name, the latter being the default sorting option. Custom filters and subfilters are now also possible, including subcategories for subassemblies.

General

As a part of the editor overhaul the VAB and SPH are now based on a single scene, improving consistency of controls and decreasing the amount of code and assets that need to be loaded. The editor logic has been overhauled to use a Finished State Machine framework, much like other parts of the game. Most of the keyboard inputs for the editors are now remappable to your own preference and craft files can be loaded in both the VAB and SPH, regardless of where they were originally built. There have been many other tweaks, including a button that shows a few basic metrics on your craft (mass and size) and the crew settings persistence in the editor has been fixed.

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Upgradeable buildings!

All KSC Facilities can now be upgraded through three levels, with unique models for every building at every level. In career mode all buildings will start at level 1 and can be upgraded individually with the exception of the flag poles and crawler way, which upgrade automatically based on the level of your other facilities. Upgrading buildings is expensive and the cost of repair if you destroy a building is also dependant on its current level meaning higher level facilities are more expensive to repair.

Upgrade effects

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[TD]Level[/TD]

[TD]VAB / SPH[/TD]

[TD]Launchpad[/TD]

[TD]Runway[/TD]

[TD]Tracking Station[/TD]

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[TD]1[/TD]

[TD]Part count limit: 30[/TD]

[TD]Size limit: 20x21.2m

Mass limit: 18t[/TD]

[TD]Size limit: 20x15x15m

Mass limit: 18t[/TD]

[TD]Map view

Orbit rendering[/TD]

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[TD]2[/TD]

[TD]Part count limit: 255

Basic action groups[/TD]

[TD]Size limit:36x39.6m

Mass limit: 140t[/TD]

[TD]Size limit: 36x28x28m

Mass limit: 140t[/TD]

[TD]Map view

Orbit rendering

Patched conics[/TD]

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[TD]3[/TD]

[TD]Part count limit: unlimited

Custom action groups[/TD]

[TD]Size limit: unlimited

Mass limit: unlimited[/TD]

[TD]Size limit: unlimited

Mass limit: unlimited[/TD]

[TD]Map view

Orbit rendering

Patched conics

Asteroid/unknown object discovery[/TD]

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[TD]Level[/TD]

[TD]Astronaut Complex[/TD]

[TD]Administration[/TD]

[TD]Research & Development[/TD]

[TD]Mission Control[/TD]

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[TD]1[/TD]

[TD]Active crew limit: 5[/TD]

[TD]Active strategy limit: 1

Max commitment: 25%[/TD]

[TD]Research science limit: 100pts[/TD]

[TD]Active contracts limit: 2[/TD]

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[TD]2[/TD]

[TD]Active crew limit: 12

EVA ability

EVA flag planting[/TD]

[TD]Active strategy limit: 3

Max commitment: 60%[/TD]

[TD]Research science limit: 500pts

EVA surface samples

Resource transfer[/TD]

[TD]Active contracts limit: 7

Manoeuver nodes / flight planning[/TD]

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[TD]3[/TD]

[TD]Active crew limit: unlimited

EVA ability

EVA flag planting[/TD]

[TD]Active strategy limit: 5

Max commitment: 100%[/TD]

[TD]Research science limit: unlimited

EVA surface samples

Resource transfer[/TD]

[TD]Active contracts limit: unlimited

Manoeuver nodes / flight planning[/TD]

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General & Interiors

All facilities are destructible with the exception of the level 1 runway and level 1 launchpad which are indestructible. The dialog to upgrade a building can be accessed by right-clicking on the facility. Holding control while right-clicking on a facility opens a debug option allowing you to destroy a building. In the editors, each level of both editors has their own unique interior, and the outside view of KSC facilities will change to reflect current level and destruction state of visible facilities.

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Kerbal Experience

Each Kerbal is given a random specialization (pilot, scientist or engineer) which brings benefits to your missions: experienced pilots will help you steer and orient the craft, scientists will give you boosts to recovery value of collected data, transmission value of uploaded data and the lab boost factor, and engineers can repair things such as landing legs and rover wheels if they break. Your Kerbals have never been so indispensable.

Pilot Trait Effects

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[TD]Effect[/TD]

[TD]Level 0[/TD]

[TD]Level 1[/TD]

[TD]Level 2[/TD]

[TD]Level 3[/TD]

[TD]Level 4[/TD]

[TD]Level 5[/TD]

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[TD]Allow stability assist / SAS[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to prograde[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to retrograde[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to normal[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to antinormal[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to radial in[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to radial out[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to target[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to antitarget[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Orientate craft to maneuver[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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Engineer Trait Effects

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[TD]Effect[/TD]

[TD]Level 0[/TD]

[TD]Level 1[/TD]

[TD]Level 2[/TD]

[TD]Level 3[/TD]

[TD]Level 4[/TD]

[TD]Level 5[/TD]

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[TD]Repair parachutes[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Repair landing legs[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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[TD]Repair wheels[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]mtSpDLi.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

[TD]EJO5yrM.png[/TD]

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Scientist Trait Effects

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[TD]Effect[/TD]

[TD]Level 0[/TD]

[TD]Level 1[/TD]

[TD]Level 2[/TD]

[TD]Level 3[/TD]

[TD]Level 4[/TD]

[TD]Level 5[/TD]

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[TD]Bonus to science return from part[/TD]

[TD]mtSpDLi.png[/TD]

[TD]5%[/TD]

[TD]10%[/TD]

[TD]15%[/TD]

[TD]20%[/TD]

[TD]20%[/TD]

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[TD]Bonus to science return from vessel[/TD]

[TD]mtSpDLi.png[/TD]

[TD]5%[/TD]

[TD]10%[/TD]

[TD]15%[/TD]

[TD]20%[/TD]

[TD]20%[/TD]

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Edited by KasperVld
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