Documenti di Didattica
Documenti di Professioni
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(I'm terrible at ASCII art :P)
Thank you for downloading the Kerbal Space Program!
Version 1.0.5
================================================================================
====================
Installation / Updating:
Zip Package:
* Unzip the contents of this package onto a directory of your choice (ex. C:/Pro
gram Files/KSP)
* If you plan to overwrite a previous version of KSP with this one, please delet
e the contents of the folder before unzipping.
Windows Installer:
* Run the installer .msi file once it finishes downloading, follow the instructi
ons it presents.
OSX Dmg Installer:
* Mount the dmg volume once it finishes downloading, then open it with Finder.
* Drag and drop the KSP icon and over the Applications icon.
KSP Patcher:
* Run Patcher.exe (Found in the same folder as KSP.exe), and log in using your K
SPStore credentials.
* The Patcher tool will download any files needed to update the game to the late
st version.
* Patcher not included in the Steam version.
Steam:
* Steam will keep the game automatically updated. You can change update preferen
ces in Steam's application settings for KSP.
================================================================================
==================
WARNING: It's very likely that parts, ships and/or saves created on previous ver
sions will be incompatible with the latest release. Although we try to preserve
saved data as much as we can during development, it is impossible to ensure back
ward-compatibility on every update, especially with modded installs, so please k
eep this in mind. If you encounter something that appears to be a bug, try again
on a fresh installation and no addons. It may just be an incompatibility issue.
================================================================================
===================
Disclaimer:
THIS SOFTWARE MAY CONTAIN BUGS. SQUAD AND SQUAD STAFF TAKE NO RESPONSIBILITY FOR
ANY DAMAGE OR LOSS OF DATA
THAT MAY OCCUR AS A DIRECT OR INDIRECT RESULT OF USING THIS SOFTWARE, AND CANNOT
GUARANTEE ANY DEGREE OF
PERFORMANCE OR STABILITY, OR EVEN THAT THE SOFTWARE WILL BE USABLE AT ALL. USE A
T YOUR OWN RISK.
(not that any of the above should happen anyway, but it's good to be on the safe
side)
================================================================================
====================
Credits:
Created By / Lead Game Developer:
Felipe Falanghe (a.k.a HarvesteR)
Game & Tools Development:
Mike Geelan
UI Development:
Jim-Kyrre Benjaminsen (a.k.a. Romfarer)
Programming:
Marco Salcedo
Jesus Montao
Brian Provan (a.k.a Arsonide)
Bob Palmer (a.k.a RoverDude)
Nathanael Deraney (a.k.a NathanKell)
Producer:
Miguel Pia (a.k.a. MaxMaps)
Technical Producer:
Ted Everett
3D Artist:
Daniel Rosas
Content Design:
Nicholas Havas
Christoph Thrsam (a.k.a PorkJet)
Community Contributor:
Frank Pierce (a.k.a Frizzank)
Sound Design:
Ed Castillo
Original Music:
Vctor Machado
KSP Main Theme:
Written by Felipe Falanghe
Arranged by Vctor Machado
Stratejazz:
Written & arranged by Felipe Falanghe
Other Tracks:
ChangeLog:
=================================== v1.0.5 =====================================
=======================
Hotfixed (build 1028+):
* Reduced engine heating: less explosive decoupling.
* Fixed NRE on Kerbal when the part it's on dies.
* Fixed IVA breaking on crew transfer.
* Fixed typo on Dynawing craft.
* IntakeAir resource is now fully hidden in Resources App.
* Fixed body lift (it now exists again).
* Fixed every instance of part name, so root parts can be detected in all contra
ctual instances.
* Used Unity drag to avoid integration errors on splashdown.
* Clamped parachute radiation.
* Upgrade outdated instances of vessel situations in career saves
* Included layer 19 objects in potential enclosing colliders for cargo bays
Parts:
* Added 'Juno' 0.625m jet engine
* Added 0.625m air intake
* Added 0.625m Liquid Fuel tank
* Added 'Panther' afterburning jet engine
* Added 'Goliath' giant turbofan engine
* Added S3 KS-25-1 'Vector' Rocket engine, with super-large gimballing range
* Added Mk3 size Cargo Ramp
* Added Mk3 engine mount piece
* Added Mk1 crew cabin, seats two
* Added new Mini-ISRU part
* Mk1 Cockpit model overhauled
* Mk1 Cockpit IVA space overhauled
* XM-G50 Air intake model overhauled
* Mk1 Fuel, Structural and Intake Fuselage parts overhauled
* T1 Toroidal Aerospike engine model overhauled
* J-33 'Wheesley' Jet engine model overhauled
* J-X4 'Whiplash' Jet engine model overhauled
* Engine Nacelle and Engine Precooler parts overhauled
Contracts:
* Added Station and Base Contextual Contracts, requiring you to modify/expand ex
isting bases and stations
* Added Satellite Contextual Contracts, requiring maintenance operations to prev
iously deployed satellites
* Added Survey Contextual Contracts, which target existing landed vessels to req
uest (applicable) survey missions of them
* Part Test contract generation logic has been modified. Each part now has a muc
h more specific set of constraints before it generates, to give it much more con
sistent and realistic altitudes, speeds, and envelopes.
* Passive Progress Rewards: gives a light reward automatically to any new achiev
ement. These are given independently of accepted World-Firsts Contracts, but are
not as substantial.
* Contract Decline Penalty: A small reputation penalty is incurred when a contra
ct is declined, to prevent Mission Control from being abused as a slot machine.
* New early game part haul contracts - easier part tests that only require you t
o bring the payload to a designated location.
* Early game focused surveys balanced to be much more forgiving.
* New part tests added for fairings and heat shields.
* Many milestones added that involve the player doing hidden fun stuff.
Strategies:
* Added Leadership Initiative Strategy: increases passive rewards for achievemen
ts, at the cost of reduced contract rewards. Useful to boost self-driven playsty
les.
Progress Tracking:
* Added new World First contract types for space walking, crew transfers, and fl
ight on atmospheric planets.
* There is also now a fourth record "track" for oceanic depth.
* Many progress nodes now track progress in separate manned and unmanned tracks.
This allows several contracts to appear at more relevant times.
* Base and Station, plant flag, kerbal recoveries (rescues), crewed surveys, tou
rism, and some World Firsts contracts now require manned progress.
* Satellite contracts now require unmanned progress.
* The algorithm to choose planets for all contracts is now more reliable. Max CB
"distance" has been reduced to two. This means you will no longer see contracts
for Duna and Eve right after taking off from Kerbin.
Science and Comms:
* Science Transmission messages now show strategy changes to science, funds, and
reputation.
* All antennae now cut a transmission that has been interrupted due to power los
s to prevent severely devaluing the resulting science.
* Added an option to antenna context menus to manually enable partial transmissi
ons.
* Interrupted transmissions no longer delete science data. The data will attempt
to return to the container it came from.
* Transmission from orbital surveyors and science labs was tweaked slightly to l
ook and behave more like standard science transmissions.
NavBall:
* The navball is now available on EVA to assist in surveys.
* The EVA NavBall follows the orientation of the camera, rather than that of the
Kerbal. This allows looking around to get your bearings.
* The navball throttle and RCS lights are hooked up to the EVA jetpack.
* The IVA navball now functions with survey navigation.
* Survey navigation icon will now automatically target the next/closest adjacent
waypoint in a survey upon completion of a targeted waypoint
Thermodynamics:
* Introduced the concept of 'Core Heat'. Allowing part systems to work much more
expressively with temperatures, reducing unwanted cross-talk between temp effec
ts on internal logic and heat transfer to other parts.
* Radiators should have a significant impact on core heat, allowing ISRU modules
to operate at peak efficiency.
* Incredibly hot cores should bleed off some of their heat to the parent part, w
ith the vessel very slowly getting warmer over time.
* Parts should not explode from core overheating, but ISRU modules may shut down
.
* Thermal efficiency should be consistent across all warp levels - no cheating!
* The mini-ISRU is balanced in that it cannot operate indefinitely. It will even
tually shut down due to overheat and have to be allowed a cool-off period.
* The RTG is also part of this mechanic, making it a viable heater (Kerbals have
the added advantage of not requiring any potatoes for unplanned long-duration s
tays on desolate planets).
* Fixed thermodynamics issues from 1.0.4 regarding unclamped conduction, shielde
d conduction, and other runaway cases.
* Reworked upper atmospheres of planets for better aerocapture experience. Added
convection and shockwave temperature multipliers per body.
* EVA kerbals handled properly.
* Lowered max internal temperatures of crewed parts.
* Heating from engine exhaust rebalanced.
* Thermo at high warp is now no longer instantaneous, and is moddable via new in
terfaces.
* Unloaded vessels will have thermo applied for the unloaded time on reload.
Buoyancy and Water:
* Displacement is now calculated per part using dragcube information to estimate
total actual volume of the part.
* Bodies now have an ocean density: Kerbin/Laythe is 1 tonne/m^3, Eve is 1.5.
* The lowest and highest points of parts are calculated with respect to the wate
r, and a submerged fraction of volume is calculated to modify buoyancy force.
* Impact speed (tested against crashTolerance) depends on impact angle, with a c
onfigurable minimum multiplier.
* Drag in water uses drag cubes and an accurate dynamic pressure calculation.
* Drag scales from high on first vessel contact down to a lower value after a fe
w seconds.
* Drag also ramps back up when the vessel is below a minimum velocity (to model
the highly turbulent flow when starting from a stop, and to make sure vessels do
come to a stop).
* Lift behaves similarly, starting near zero for the madly turbulent flow of ini
tial contact or first movement, up to a reasonable value.
* Various hollow parts have their displacement tuned to account for hollowness.
* Solar panels lose flow rate underwater, rocket engines lose Isp.
* Added underwater fog and tint, fixed camera issues underwater.
Physics:
* PhysicsGlobals now properly create the default values when Physics.cfg is remo
ved. It includes many new values.
* Drag coefficient changes based on the same factors as turbulent convection (a
Pseudo-Reynolds number). This means higher drag high up in the atmosphere, and s
lightly lower drag when going very fast very low.
* Asteroids have correct drag cubes now.
* Fixed issue with radiator dragcubes being incorrect when the panels rotate.
* Add missing drag cube overrides for hollow parts.
* Kerbal EVA drag cube can now be specified in Physics.cfg.
* Fix issues with override drag cubes and root parts during revert/quickload/ves
sel switch.
* Fixed issues with female kerbal ragdoll rigidbodies.
* Fixed a bug in calculating how solar flux diminishes in atmosphere.
* Jettisoned Fairing panels now exist in a new layer (L19) dedicated to non-part
physical objects.
* Contact with L19 objects does not cause vessels to shift into 'landed' state.
* Kerbals are allowed to stand on L19 objects, regardless of their own landed st
ate (similar to how they behave when on ladders).
* Contact with L19 objects only allows Kerbals to stand and walk while within a
surface-level altitude/speed envelope. (contact with these objects in orbit has
* Parachute tooltip in the editor shows safe deployment speed near sea level on
Kerbin.
* Allow alternators and FXAnimateThrottle to be bound to MultiModeEngine, to an
indexed engine module, or to a named engine module.
* Fix some issues in ModuleAlternator, add support for a threshold below which n
o resource will be pushed/pulled.
* FXAnimateThrottle can now optionally depend on engine output or engine current
Throttle, not on the vessel/UI throttle state. Can also modify anim speed rather
than time.
* Added support for layers to ModuleAnimateGeneric, ModuleAnimateHeat, and FXMod
uleAnimateThrottle.
* FXModuleAnimateThrottle can now weight its animation based on wether the engin
e is active or not (used with multimode engines).
* Allow MultiMode engines to share throttle state when switching and to have aut
omatic switching be disabled (and the toggle for it not show up).
* Made ModuleAnimateHeat more tunable due to new thermo.
* Docking ports now have gendered as an option, and support limited docking angl
es.
* Docking ports crossfeed state is now persistent and can be toggled in the edit
or and by action group.
* Docking ports can have their 'decouple' mode set to stageable.
* Docking ports node type field supports comma-delimited lists of valid types.
* Fix an issue with shielded docking port orientation causing logspam in the edi
tor.
* Various Claw bugs that could break games are fixed.
* Fix Airbrake action group persistence.
* Give airbrakes the same thermal tolerance as other airliner parts.
* Fix issue where the airbrake had no orientation vector set, thus resulting in
continues "Look rotation vector is zero" messages when trying to attach in the e
ditor.
* Lower some out-of-norm crash tolerances for aero parts.
* Ladders now properly have multiple drag cubes (due to their animations).
* Fixed ladder extend/retract failing after a load in the editor.
* Shrouds no longer glow on revert and can be set to only detach when the node o
pens, not just when the part is activated by staging.
* Shrouds can be toggled off in the editor.
* Control surfaces deploy state is now properly persistent.
* Offset cargo bay interior nodes so the inside and outside nodes do not precise
ly overlap, to aid in part placement.
* Procedural fairings set part mass in the editor as well as in flight, properly
offset CoL, CoP, CoM depending on fairing state, properly reset drag cube after
deploying.
* Fixed issues with intake logic and display airspeed. Intakes can now have mach
curves which can affect their efficiency at different mach numbers.
* IntakeAir is no longer displayed, since it was confusing, instead engines show
whether their current requirements are being met.
* Engine modules support new curves for modify Isp based on air density and curr
ent mach number, so multFlow no longer exists as a toggle.
* Fixed an issue where throttle was not reset to zero on flameout.
* Engine modules now show percentage of their current propellant requirements be
ing met.
* Fix flow cap not being used in tooltip info.
* Corrected an issue with the 'fuel flow' display.
* ModuleAnimateGeneric events and action can be independently enabled/disabled p
er scene.
* Make hatch obstruction check distance tunable per part.
* Allow no-activation-when-shielded to be toggleable in cfg for engines and RCS.
* Fix bandwidth calculation typo for ModuleDataTransmitter.
* Activate gimbals when an engine activates, not only when an engine activates f
rom staging the part.
* Fix Brake Torque tweakable on wheels to have fuller range, allow adjusting sti
ffness in cfg.
* Fix flow cap not being set in jet engine cfgs.
* Intakes and engines can be set in their MODULE config to be disabled when unde
r water (disableUnderwater).
* Decouplers can have their staging and their crossfeed toggleable.
* Fixed several edge cases where CargoBays would not update the shielded status
of contained parts correctly.
* Connected cargo bays now propagate any state updates to all bays in the connec
ted space, ensuring all bays refresh when any of them does.
UI:
* Units have been added to various part tooltips and Thermal Data, and the part
tooltip has more and better information shown.
* Thermal Data shows when skin temp shown is the exposed temperature only or the
unified skin temperature.
* Heatshields now show data when Thermal Data is enabled.
* Fixed temperature gauges bug where it was using internal max temperature, not
skin max temperature, despite comparing that against the current skin temperatur
e.
* Made edge highlight separately toggleable from the gauges.
* The settings menu now shows the various settings, and F10 toggles through all
four possible arrangements.
* Flags no longer count as active flights on the Resume Game interface in the Ma
in Menu.
* Fix issues with FlightLogger's values not accounting for reference shifts.
* If a part on a vessel is targeted, display the vessel label over the part, not
the center of the vessel.
* Fix Center of Thrust marker in the editor (was not properly calculating direct
ion).
* Fix an issue where loading a save via the Load Save menu would not properly cl
ear, nor load, AppLauncher messages.
* Fix an issue where an unreadable agent texture would break agent loading (and
contracts generally).
* Made crew transfer available from the part right-click menu.
* Made 'rename vessel' available in flight for a vessel whether or not it is und
er command (though a ModuleCommand still must be present for renaming in the fli
ght scene).
* Fix issues where partname not part title was used.
* Fix vector to target (on navball) to calculate from current control-from-here
transform to target transform, rather than vessel root transform to target trans
form.
* Fix an issue where a tweakable being open might spam OnVesselModified events i
n the editor. This also lowers memory leaks.
Input:
* Double-tapping RMB now enables a mouselook-toggle mode, similar to RMB behavio
ur in IVA views.
* Added independent key binding [backslash] for mouselook toggle
* Mouselook mode can be cancelled by double-tapping LMB, MMB, or by tapping RMB
or Esc.
* Mouselook mode will also self-cancel on any scene changes, but persists throug
h camera mode changes, for uninterrupted panning through multiple view modes.
* Tapping ModKey no longer releases mouselook in IVA.
Graphics:
* AeroFX now tuned better (and more tunable), leading to mach effects down low w
ithout flaming rockets at mid-altitude.
* The glow parts make when they heat too much (not the same as the highlighting
they get when near maximum temperature) has been tuned.
* Fix issues with flags resetting to default, flags never changing for first two
Pad tiers.
* Fix Val's missing visor in the main menu scene.
* Add RenderType to some PQS and Scaled shaders to aid in visual modding.
* Allow eye position offsets specified for seats in IVA, both for normal view an
d for the portrait view (different variables).
* Allow IVA and IVA-kerbal rescaling.
* Credits scene now has column bars on screen aspects wider than 16:9 (clamping
max aspect ratio to 16:9)
Modding Support:
* Support having KSPEvents available even when the vessel is not under command (
defaults to false, can be set true for an event).
* Fix an issue with VesselModule / PartModule instantiation order differing for
fresh and loaded vessels.
* Fix an issue where VesselModule order could not be set, they now can override
GetOrder, by which all VesselModules are sorted.
* VesselModules default to order = 999 but FlightIntegrator has order 0 (this wi
ll allow easy setting of some modules to run before FlightIntegrator and some af
terwards, 0 is a good delimeter).
* GameVariables are now aware whether they are called from the rocket (VAB/Pad)
or spaceplane (SPH/runway) side.
* Catch errors during ScenarioModule and Contract loading, preventing breakage w
hen mods throw exceptions during these times.
* Fix an issue in assembly dependency version checking.
* Added a new interface IActivateOnDecouple that will call the stated method whe
n the part decouples on the stated node.
* ConfigNodes/values support comments (which will be serialized on write).
* Add fallback tech tree URL in case the main URL fails to find a valid tech tre
e.
* PartModules can toggle their part being in the staging list or not.
* Decouplers (and docking ports, but it defaults unstaged) have it on by default
. This is part of the base PartModule so all that is needed to implement is add
some settings to the MODULE.
* Resources now have an isVisible flag, which determines whether the resource is
visible on the right-click menu. Applied it (as false) to IntakeAir.
* KerbalEVA now uses the rotPower member.
* Fix enum parsing in BaseFields (i.e. KSPFields). It should now work.
* Support tagging models with Drag_Hidden (like Icon_Hidden) so they will not be
rendered when rendering drag cubes.
* Added OnFlightUIModeChanged event, fired from FlightUIModeManager. (notifies o
f changing between Staging, Docking and Map modes in flight)
* High-warp (analytic) thermo supports three interfaces, IAnalyticTemperatureMod
ifier, IAnalyticPreview, and IAnalyticOverheatModule for better customization, a
nd uses new fields in Part for tuning.
=================================== v1.0.4 =====================================
=======================
Bug Fixes:
* Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.
0.3 saves would cause the game to crash.
=================================== v1.0.3 =====================================
=======================
New:
Parts:
* Added five new Radiator parts, three of which are deployable.
Bug Fixes and Tweaks:
Misc:
* Fixed a bug where using the reset button with an Asteroid loaded would break t
he Mun tutorial.
* Made part's internal highlighter much more efficient.
* Disabled flashing highlighter in temperature gauges. (fixes memory leak with t
emperature overlay)
* Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative v
alues.
* Fix for horizontalSrfSpd being incorrectly calculated.
* Fixed unfortunate typo in the Docking Tutorial.
* Fixed an issue where moving the camera using a 3D mouse would break drag-and-d
ropping of parts in the editors.
Thermal:
* 1.0.3 features a revised thermal mechanic to better balance heating/cooling be
tween pods and spaceplanes.
* Parts now have separate internal temperature and skin temperatures.
* Skin temperature is the temperature used for radiation and convection, as well
as engine exhaust damage.
* Part internal temperature is increased by modules that generate heat and is us
ed for part-part conduction.
* Part internal and skin temperature also conduct between each other.
* Solar panel efficiency is now calculated based on skin temperature.
* When in an atmosphere, there is a divide between the exposed (to convection) a
nd unexposed skin temperatures.
* When not in an atmosphere, only one skin temperature is tracked; the two tempe
ratures are unified on atmosphere exit.
* Radiative outflux and influx is tracked separately for exposed and unexposed a
reas of skin (since the shock temperature is much higher than ambient temperatur
e).
Physics:
* Added curve to control drag coefficient exponent to DCL and Physics.cs
* With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered t
o match.
* Convection velocity exponent raised to 3.3 to increase reentry heat, as well a
s convection factor.
* Convection min area typo corrected.
* Newtonian convection kept pace with hypersonic convection.
* Drag curves modified to lower transonic hump.
* Wing curves modified to lower change in drag based on deflection.
* Calculation of exposed area for convection fixed, spaceplanes no longer get as
extreme heat.
* Flight integrator: allow setting of newtonian density exponent (default 0.5) a
nd use density or density^exponent whichever is greater.
* Broke radiation into two parts, you get the regular background temp on your fa
ce not exposed to reentry flux, and the very high reentry one for the area that
is.
* Clamped convection correctly so you will never pass external temperature.
* Added a factor to simulate the switch from laminar to turbulent flow (in layma
n's terms, if you're going too fast too low, you get a massive boost to heating)
. That corrects so steep reentries are in fact deadlier than shallow ones.
* Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill c
hutes), buffed heat shields for new heat loads. Changed burn/rip numbers for dro
gue chutes.
n is disabled for parts within bays, they'd just increase in temperature with no
way to cool during reentry, and parts in bays would be the first to blow up on
reentry.
* Upped non-drogue chute default full-deploy altitude since pods were crashing b
efore the chute fully opened.
* Upped non-drogue chutes' stress/thermal limits for deployment (safe speed is n
ow around 290m/s at sea level rather than 250). Increased the time to fully depl
oy slightly so less of a G shock.
* Increased max temp of linear RCS, slightly decreased max temp of RCS quad.
* Tweaks to fairings to change the skin:internal thermal mass distribution, and
better protect parts inside fairings and cargo bays.
* Not-Rockomax Micronode side stack nodes corrected.
* Parachutes now have deployment warnings in the Part Action menu, when it's saf
e to deploy etc.
* Halved intakeAir requirements for jets. Slightly raises service ceiling, mainl
y helps mitigate flameouts due to resource transfer issues.
* Balanced thermal mass of drogue chutes to correct max opening velocities.
* Attach node refinements on Wing Connector Type A and Structural Wing Type A.
* Removed drag from Intake context UI.
Modding API:
* flow multiplier curves can multiply thrust rather than flow.
* Added method to convert string to ConfigNode.
* Un-hardcoded altitude for navball velocity indicator to change modes.
FX:
* Heat animations for engine nacelles and 1.25m intakes.
* SR-71 style exhaust flame for TurboRamjet.
* Nose and tail cones heat animation.
* Fixed incorrect transparency on the letter P on the UKSA flag.
* Zero part count vessels will not be run through Flight Integrator.
* Increased mass on some wings.
* Fixed a nullref being caused when clicking between vessels and empty space in
map view.
* Vessels that blow up in atmosphere properly kill off their crew members.
* Added Part temperature gauges/highlighting (toggle with F10).
* Part temperature overlay can now be toggled with F11
* Part aerodynamic forces overlay can now be toggled with F12
- Heat shields provide (finite) ablation-based protection for parts behind them.
Parts:
- New procedural Fairings added, in 3 sizes
- New Heat Shields added, in 3 sizes
- Service Bay parts added in 1.25m and 2.5m sizes
- Several new Landing Gear parts added, in many sizes.
- Many New large airliner and shuttle style wing sections added.
- Large wing sections have internal fuel tanks.
- All old spaceplane parts overhauled with a more up-to-date style.
- Old Avionics Nose Cone overhauled and repurposed as a standalone, non-autonomo
us SAS module.
- New atmosphere scanner part added.
- New Inline Xenon Tank part added.
- New RT-5 'Flea' Solid Rocket Booster added.
- New Fuel Cell parts added (small and large), convert LiquidFuel and Oxidizer i
nto Electricity when turned on.
- New models for Circular and Ram air intake parts.
- New models for Engine Nacelle parts.
- Several new nose cones and tail sections.
- New Airbrake part.
- New module for Airbrake parts, responds to Brakes input and can also be used a
s pitch/yaw actuator.
Internal Spaces:
- Added new IVA space
- Added new IVA space
- Added new IVA space
- Added new IVA space
- Added new IVA space
for
for
for
for
for
the
the
Mk3
Mk3
Mk2
Resources:
- Added 'Ore' resource, which can be mined across the Solar System
- New drill part added
- Ore container tanks added
- ISRU Ore processor unit added, converts Ore into Liquid Fuel, Oxidizer or Mono
Prop
- Three new Ore scanner parts added
- Added new MapView overlays displaying Ore density for all Celestial Bodies.
- Support for moddability of resources added (including atmospheric and oceanic)
- New Difficulty Setting to scale resource abundance (both stock and modded).
- Asteroids can also be mined for Ore.
- Engineer Kerbals are able to overdrive drilling equipment for increased yield (a
nd less safety).
Kerbals:
- Female Kerbals added, with new randomly-generated female names
- Valentina Kerman (Pilot) added to initial Crew Roster
- Kerbals are now able to clamber onto ledges within reach, because their jobs w
eren t dangerous enough already.
- Kerbals can now climb out of ladders onto ledges.
- Tourist Kerbals added. They have zero skills, are unable to control vessels, a
nd are required to keep their heads inside the vessel at all times.
- Kerbals now cost increasingly larger amounts of Funds to hire in Career Games.
R&D:
- R&D Tech Tree completely revised. Several new nodes added; many, many parts re
assigned for a better progression.
- Kerbal Scientists are now able to restore inoperable experiment modules.
- The Science Lab has been retooled to run long-term research on experiment data
, providing much higher amounts of science over time.
Graphics:
- New Smoke effects added to Launchpads
- New Surface Effects added whenever rocket engines fire near terrain
- New Water Effect added whenever rocket engine fire near water
- Revised all part shaders for improved rendering of lighting effects and shadow
s.
- Main Flight UI can now be made transparent.
Career:
- Added new Tourism contracts and tourist kerbals.
- Added ISRU resource extraction contracts.
- Added Grand Tour contracts.
- Replaced Rescue contracts with Recovery contracts, which can ask the player to
recover a part, a kerbal, or both, and can spawn on the surface of planets, wit
h props nearby.
- Added two 'immediate' Strategies to convert existing Reputation and Science in
to Funds.
- World First contract line now extends all the way out to Eeloo, and is depende
nt on player progression.
- Record contracts are now always active, and will complete in order even over t
he course of a single mission.
Tutorials:
- All tutorials revised and rewritten to explain most game features.
- Expanded Flight Basics Tutorial to cover the essentials of launching into orbi
t.
- Added new Return from Mun tutorial.
- Added new Science and R&D Tutorial.
- Added new Docking tutorial.
Flight:
- 'Warp To' action added to orbit context menu. Allows warping to a specific spo
t along your trajectory.
- 'Warp to next morning' button added to KSC toolbar.
- Asteroids can now be found orbiting near Dres.
- Engine thrust now varies according to Isp and throttle setting, instead of the
other way around.
Controls:
- Completely revised Input Mapping system.
- Flight input bindings is now much more straightforward and more flexible as we
ll.
- Duplicate control bindings for Docking/Staging modes now replaced by a much mo
re robust system based on secondary key bindings.
- Joystick Axes are now consistently enumerated and persist across sessions.
- Up to 10 joysticks with 20 axes each now supported.
- Added secondary channels for Axis Bindings.
Cameras:
- New 'Chase' Camera mode added, old mode now called 'Locked'.
- Added Camera wobble/vibration effects during flight (engine vibration, explosi
ons, ground roll, G-force, and many more)
- TrackIR support added to all game views (toggleable independently in game sett
ings). (FreeTrack also reported to work)
- Added FOV control to main flight camera. (Hold ModKey and zoom)
- All parts given bulkhead profile tags in cfg files. Profile tags inferred automa
tically for parts missing this field.
- Cargo bays now properly detect enclosed parts, and can be grouped to make larg
er bays.
- Experiment Modules, Solar Panels, Antennas and such will not deploy while stow
ed inside a fairing or cargo bay.
- RCS thrusters will not function if stowed inside a closed cargo area (or fairi
ng).
- Lifting surfaces will not generate lift if stowed inside a closed cargo area (
or fairing).
Audio:
- Much improved flight ambience sounds for Kerbin and other bodies with atmosphe
res
- Added new sound effect when pulling high G forces.
- Eliminated audible gaps on several looping clips.
Effects:
- Improved sound/particle effects for all Air-Breathing engines
- Splashdown effects no longer spawn underwater.
General:
- All part textures converted to DDS format, load times are now 3x faster.
- Fixed a serious persistence bug which prevented Scenario/Training saves from u
pdating scenario modules properly.
- Fixed persistence bugs which caused state data from Upgradeable Facilities to
carry over to other saves.
- Fixed an issue which caused Kerbals to not be generated randomly enough, which
led to slowdowns with larger Crew Rosters.
- Fixed issues with the terrain during scene switching making scene load times f
aster.
- Fixed terrain scatter generation which was causing memory leaks.
- Elon Kerman added to name pool.
- Crew name generator can now output 10,000+ female names
- Fixed an issue with markers in the KSC scene potentially causing the game to l
ock up.
- Restructured GameData folder, integrated the NASA folder into the Squad one.
- Valentina Kerman added to Main Menu s Space scene.
Gameplay:
- All contracts other than World Firsts or Records are halted until the player r
eaches space.
- Prevent stacking of various contract types.
- Resource parts added into satellite, station, and outpost contracts.
- Prose of contracts involving kerbals re-evaluated with gender appropriate text
.
- All contracts in career given balanced income for all three currencies.
- Science and reputation no longer scale with the celestial body of a contract,
and are handed out more conservatively in general.
- All strategies in career given equivalent exchange rates.
- Aggressive Negotiations strategy given a discount on building repair/upgrade.
- Recovery Transponder strategy now lowers maximum recovery rate, while raising
minimum recovery rate.
- Facility upgrade costs re-evaluated, lowered by about a quarter overall.
- Kerbals now properly receive experience for suborbital flights.
- Part Test contracts now request much saner flight parameters.
- Survey contracts choose much saner locations to survey.
- Sensor Experiment Modules are now able to perform experiments in all situation
s.
Debugging/Modding:
- The R&D Tech tree is now defined in a cfg-file.
- The cfg file for the Tech Tree is defined separately for each save.
- GameVariables methods are now all virtual and can be overwritten by mods.
- Added a new set of debug tools to tweak Physics parameters.
- Added a new set of debug tools to tweak R&D tech tree nodes and part assignmen
ts.
l
*
*
*
*
*
*
*
* Space Program Department Reps: Meet Mortimer Kerman, your Finances guy, Linus
Kerman, Science rep and Wernher's intern (because Wernher is too important to be
bothered with these meetings) and 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. Jus
t click the crew hatch and select Transfer to tell them to go sit somewhere else
.
Spaceplane Parts Overhaul:
* We've incorporated many parts fromthe very awesome SpacePlane Plus mod by Chri
s Thuersam (PorkJet), giving stock spaceplane parts a much needed overhaul.
* Many, many new parts: Wing sections, Control Surfaces, Air Intakes, Fuselage S
ections and even Cargo Bays added.
* All parts in the Mk2 set were redesigned to be symmetrical in 3 axes. They als
o act as lifting surfaces too.
* The Mk1 Cockpit and Mk1 fuselage sets were also overhauled, and we've also add
ed a new Inline intake part.
* Rebuilt all stock vessels using the new parts.
* Obsolete spaceplane parts replaced by new ones when applicable. (Delta wing, S
tructural wind, Wing Connector, Mk2 fuselages)
KSC Vessel Markers:
* You can now see (and focus/recover) vessels landed near the Space Center direc
tly 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, R
adial In/Out, Normal and Antinormal.
* Off-screen maneuver vectors now have an arrow which points towards them so the
y're easier to find.
New:
Flight:
* Added a new stock craft, the Learstar A1: A hybrid multistage vessel that func
tions very much like the Shuttle did.
* MapView Filtering state is now persistent.
* Added a Full Throttle Key (Z)
* New "Space Center" Button above the altimeter allows you to return to the Spac
e Center without having to go through the Pause Menu.
* Added MonoProp gauge to OMS engines on staging stack
* Added 'Return to Editor' buttons to flight end dialog when Reverting isn't all
owed (due to difficulty settings).
Editors:
* VAB and SPH scenes now show visible KSC facilities in their current states (as
in destroyed).
* Hold 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 de
tail textures. This means we now have enough texture accuracy to texture small r
ocks or even blades of grass. This is still an ongoing project though, not all C
elestial Bodies use this new shader yet.
R&D:
* Entry Purchases in R&D are now required depending on difficulty mode.
* Added a 'Purchase All' button to purchase all parts after researching a node i
n R&D.
* Science Results 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 sam
e results as in other game modes.
* Recovering/Transmitting Science Data requires an operational R&D Facility (as
in not destroyed).
Misc:
* GameDatabase code tweaked to allow modders to write their own asset loaders.
* Added GameEvents.OnCrewTransferred, fired from CrewTransfer and EVAs leaving a
nd boarding
* Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-hig
h-res (multisampled) screenshots.
* Application Launcher added to tracking station (Messages and Contracts App vis
ible).
Bug Fixes and Tweaks:
* 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 t
o n-couplers using symmetry (like the RamJet Turbines)
* Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's of
ficial 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 Adva
nced 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 resea
rched but the part itself not purchased.
* Set up a transition matrix system to bypass unnecessary loading screens on som
e 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 at
tention.
* Removed useless 'None' option for Docking Lin/Rot state when assigning a key o
r 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 vesse
ls.
* 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 expl
oit from recovery at the launchpad.
* Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it wa
s a Mk1 type part anyway).
* Fixed several cases of UIs not stopping mouse clicks on objects behind themsel
ves.
* 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 use
d.
* Fixed scaling issues with OMS Engine.
* Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship de
sign.
* Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurfa
ce 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 o
ver staging icons. (resulted in total game freeze)
* Improved GUI skin for input page in Game Settings scene.
* Editor sidebar panel transition speed increased.
============================ First Contract (v0.24.2) ==========================
=========================
HOTFIX:
* Fixed a critical issue which prevented opening the right-click menus for sever
al parts.
============================ First Contract (v0.24.1) ==========================
=========================
Bug Fixes and Tweaks:
Parts:
* Fixed a relatively serious issue with module loading which could result in mis
sing modules if loading old craft.
* O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (small
er).
* Fixed an issue with propellant-defined resource flow modes which prevented som
e configurations of Vernier engines from working correctly.
* Fixed an issue with some decoupler modules failing to apply ejection forces wh
en activated.
* Fixed missing FX components on root parts after resuming a saved game or rever
ting.
* Fixed a potential issue with the internal maths in ModuleRCS, which could resu
lt in odd RCS response from center-aligned or stack-mounted RCS modules.
UI:
* Fixed an
rly at the
* Fixed an
* Fixed an
issue with the App Toolbar where mod apps wouldn't display/hide prope
VAB.
issue with custom staging icons and switching vessels.
issue where the Messages Dialog in the VAB would drift out of place w
- Contracts will fail if the deadline expires or if some critical parameter fail
s (like killing a Kerbal in a mission to rescue him).
- Added procedurally generated 'mission briefings' for contracts, which may even
make sense sometimes.
- Contracts come in three levels of Prestige ("Trivial", "Significant" and "Exce
ptional"). Higher levels offer greater rewards and are usually more ambitious.
- Reputation regulates the amounts of each level of contracts on offer.
*
-
Agencies:
Added Agencies, which offer contracts.
Each agency has its own personality traits, which affects the generation of th
contracts they offer.
Agency Logos 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 resour
ces.
- Recovered value varies based on distance from the Space Center. Land at the Ru
nway for 100% value.
* Space Center:
- Added a universal time clock to the KSC scene UI.
- Added a Pause Menu to the KSC scene, instead of leaving to the main menu immed
iately on pressing the Quit button.
- The KSC Pause Menu allows saving and loading with a custom filename.
* UI:
- Added new UI Toolbar, which exists in all game scenes and is mod-friendly.
- Added new UI Widget to display state of ongoing Contracts in Flight, KSC and t
he Construction Facilities.
- Added new UI Widgets to display the current amount of Science, Reputation and
Funds.
- Added Messages UI App, shows messages about contracts and such.
- Redesigned the Resources Panel from flight as a toolbar app, overhauled panel
graphics.
- Overhauled the old 'Science Summary' dialog into a complete 'Mission Summary',
displaying information about recovered Experiments, Parts and Crew.
* Parts:
- Added new "Vernor Engine", a very powerful RCS module powered by Liquid Fuel +
Oxidizer.
- Added new O-10 Maneuvering Engine, a low-thrust main engine powered by Monopro
pellant.
was t
a str
in ce
up to
* Tech Tree:
- Revised R&D node layout so 'control' type nodes have a more logical progressio
n.
- Moved basic RCS parts to tier 4 (from tier 5).
- Added more connections into aerodynamic parts from other nodes on tiers 5 and
6.
* Progress Tracking:
- Fixed an issue introduced in 0.23.5 where unowned vessels could complete progr
ess nodes.
- Fixed AltitudeRecord progress node (now used for contract generation).
* Crews:
- Fixed crewmembers not being properly flagged as dead if their vessel was destr
oyed 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 Con
test winners.
* Misc:
- 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 tex
t.
- Fixed potential crash related to reentry FX on Linux when no depthtexture hard
ware support is available.
- Overhauled all UI screens and text. All text fields using Arial font now use p
roper Calibri.
- Exposed Gameplay difficulty options to the Alt+F12 Debug Toolbar.
- Updated Credits Scene.
- Fixed permission issues with KSPLauncher which prevented it from properly laun
ching 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.
========================= Asteroid Redirect Mission (v0.23.5.460+) HOTFIX ======
==========================
* This build is a quick hotfix patch to address some issues that managed to slip
by testing
Bug Fixes:
* Fixed an issue with loading existing games, which would cause scenario modules
(like R&D) to not load properly.
* Fixed an issue which caused Kerbals on EVA to become unresponsive after resumi
ng a save.
lity.
- 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 a
lso improves joint stability a lot.
- Re-did the Strut Connector joints as well, to use the new joints system inste
ad of their old ones. This dramatically improved their reliability and significa
ntly reduced the number of ocurrences where ships spontaneously disassemble them
selves on the launchpad.
New Features:
* Added new buttons to the Map Filtering panel to filter Unknown and SpaceObject
type vessels.
* 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 b
etwen Mission Time and Universal Time.
* Targeted vessels now display their trajectories as patched conics instead of s
ingle orbits.
* Maneuver Nodes are now persistent.
* Targeted Objects are now persistent.
* Added buttons to discard/accept maneuvers on the delta-v gauge by the navball.
* Added buttons to add/remove an orbit to the date of a maneuver node, allowing
nodes to be planned for several orbits ahead.
* Maneuver handles can now be fine-tweaked with the mousewheel when hovering ove
r them.
* RCS and XenonGas containers on earlier stages are now drained before container
s on later stages.
* Celestial Bodies now show a 'Focus View' button on their context menus in Map
View.
Bug Fixes and Tweaks:
* Celestial bodies you have an encounter patch with will display that patch in l
ocal mode when they are focused on the Map View or Tracking Station.
* Switching between Linear and Rotation controls in Docking UI mode no longer to
ggles 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 n
on-closed orbit.
* Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display r
endezvous information on the map.
* Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engin
es. All were severely underpowered to be of any practical use.
* Quicksaving is now allowed at all times. In unstable situations, an autosave w
on't be created at the same time.
* Greatly improved the accuracy of the physics->rails transition, eliminating dr
ift on nearby vessels when warping during a rendezvous situation, especially hig
h-velocity ones.
* The Map Filtering buttons now toggle independently on left click, and toggle s
ingle/all on right click.
* Fixed several cases where Kerbals on EVA would glitch out in very painful ways
, mostly when the game changed reference frames while they were in ragdoll state
.
* Intersection nodes between orbits no longer 'skip' the closest intersection wh
en placing a maneuver node near the player's position.
*
s
* Science:
- Researching requires Science, which must be earned by performing experiments d
uring your missions.
- You can now collect surface samples while on EVA, and process them to do Scien
ce.
- 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 differe
nt situations across the whole Solar System.
- Added a new dialog to show the results of experiments when reviewing the colle
cted data.
- Added a new dialog to show a breakdown of all scientific progress made after r
ecovering a mission.
*
.
s
-
Parts:
Added new scientific parts, like the Materials Bay and the Mystery Goo Canister
Also added experiments to many existing parts.
The old science sensors now have a purpose. They all have their own experiment
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 hav
e 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 fligh
t.
- Revised a lot of part values and descriptions, in preparation for them actuall
y meaning something in the near future.
- Overhauled the landing legs and gears, they now have proper shock-absorbing su
spensions.
* 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 ma
ny 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 with
out going through the Tracking Station. Look above the Altimeter.
- The SAS system was again largely overhauled, based on all the feedback we've g
otten from everyone. It's now stabler than ever.
* Solar System:
- Celestial Bodies now support Biome Maps, which are used to create different co
nditions for experiments.
- Biomes are currently implemented on Kerbin and on the Mun, more will be added
on later updates.
* Launcher:
- We've got a new launcher application for KSP, featuring a news bulletin, patch
er 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 wi
zard 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 fl
ag 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 sho
uld be significantly reduced.
* The SAS indicator on the UI now changes colors to indicate when your input is
overriding it.
* Crew Management:
- It is now possible to assign crew manually to missions before launch, both fro
m the Construction Facilities and from Launch Sites.
- Added completely new Launch Dialogs on the Runway and Launchpad at the Space c
enter.
- The new Astronaut Complex dialog allows you to hire crews from a list of Appli
cants, and view the status of all your crewmembers.
- Revised the crew handling game logic, for a much more reliable and robust syst
em.
* SAS Modules:
- Rewrote the SAS control logic from the ground up.
- SAS is now enabled for the entire vessel, and requires actuators like winglets
, RCS or others to actually have an effect.
- Repurposed the old SAS modules are now Reaction Wheel Modules, that apply torq
ue while consuming electricity.
- The new SAS logic allows applying manual input while SAS is on, letting you se
t the ship's attitude without having to constantly toggle it.
* Procedural Terrain:
- Added a new module to generate craters procedurally on the Mun.
- Largely revised Kerbin's terrain to produce much more interesting mountains, h
ills, valleys and coastlines.
* Flight Re-Flow:
- Removed the physically-impossible "End Flight" button.
- Added new options to "Revert" a mission back to launch or to construction.
- Added new 'Recover' button on the Tracking Station, to allow recovering a vess
el (as opposed to Terminating it) when possible.
- Recovering vessels makes its crew available again, while Terminating kills the
m.
- The 'Space Center' button now allows you to leave flight at any time, warning
when necessary about saving restrictions.
*
e
-
Progress
The game
upcoming
Progress
Tracking:
now tracks your progress as you play, providing essential data for th
Career Mode features.
data is (optionally) uploaded to our servers,
* Misc:
- Improved the in-game shadowing to enable shadows at much larger distances.
- Added several new parts from the KSPX pack as stock content.
Bug Fixes and Tweaks:
- Scenario Modules now properly save and load when the rest of the game saves an
d loads.
- Scenario Modules can now have multiple target scenes set.
- Improved the internal logic for switching to nearby vessels, it shouldn't refu
se to switch with valid vessels nearby anymore.
- Added a system to attempt upgrading incompatible save files if/when possible.
- Tweaked PQS on other planets and moons to not initialize until approached. Imp
roved performance a bit.
- Added a new system on PQS to clamp terrain subdivision while moving very fast.
Orbiting low near the surface is a lot smoother now.
- Many more small tweaks and improvements.
==================================== v0.20.2 ===================================
======================
* Flags:
- Kerbals on EVA can now plant Flags on terrain.
- Several Stock flags to choose from.
- Flags are moddable. Create your own!
- Planting a Flag allows you to name the site, which becomes a focusable object
in flight and on the Tracking Station.
- Planted flags have a Plaque, which can be written during placement, and read o
nly when approached by an EVA.
- Added a Flag selector to the Game Start Dialog.
- Added a Flag Pole Facility to the Space Center.
- Added a FlagDecal part module. Allows any part to have a part of its model tex
tured with the selected flag.
* Editor:
- Added Flag selector to Editor scenes, to select a flag for the mission (defaul
ts to space program flag).
- The Editor no longer requires that the first part on a vessel be a Command Pod
.
- Any part which allows both stacking and surface-attaching can be used as the v
essel root.
- Added a new part filtering system to the parts list, which allows excluding an
d greying-out parts based on any criteria.
- It is now possible to delete the first part on a vessel, and replace it.
* UI:
- Added the first iteration of the Kerbal Knowledge Base: A collection of vessel
and planetary information on the Map and Tracking Station.
- The Knowledge Base shows information about known Celestial Bodies, displays th
e crews inside vessels, and much more.
- Added Filtering by vessel type on the Tracking Station.
- Added Filtering to the Map View as well (hover around the top-center of the sc
reen)
- New Loading Screens, with hints.
* I/O:
- GameDatabase: Completely overhauled the loading process with a completely new
system.
- Mods and Stock Parts can now have their own separate folders for organization.
- Added a Flags folder to collect flag bitmaps.
- Added a scene transition buffer system, to ensure optimal memory cleanup when
switching scenes.
* Controls:
- Switching vessels no longer resets throttle and other input whenever possible.
- Going on EVA and boarding a vessel (or boarding a seat) also no longer reset t
he vessel's input state.
- Decoupled vessels inherit the old vessel's control state.
- All parts on a stage will get activated now, even if that stage causes some of
those parts to get jettisoned away.
Bug Fixes and Tweaks:
- Streamlined PQS Terrain Assets, reduced memory usage by up to 30%.
- Upgraded Debug Menu, allows reloading parts and cfg files while playing.
- The Map View now properly prioritizes selecting moused-over map nodes when mul
tiple orbits overlap.
- It's now possible to 'pin' the Ap and Pe nodes, so their captions remain visib
le after moving the mouse away.
- Removed the Splash Screen scene. Now the game starts loading as soon as the ap
plication starts.
- Rewrote and organized many scattered game events into a single coherent GameEv
ents System, which plugins can use.
- If you crash/explode, focus now shifts to the nearest controllable vessel (if
any) instead of going straight to the End Flight dialog.
- Many more small bug fixes and tweaks.
==================================== v0.19.1 ===================================
======================
Bug Fixes and Tweaks:
* Fixed re-entry shader failing on highly scaled parts
* Corrected an issue that would prevent large rover wheels from applying brakes
* Tweaked braking speed and power on rover wheels
* Adjusted how rover wheels display resource usage
* Changed Ladders on the launchpad ladders to make it easier to climb them.
* Changed the names of launchpad and runway objects to be more descriptive when
you crash into them.
==================================== v0.19.0 ===================================
======================
New:
* Added visual (and sound) effects for re-entry and supersonic flight.
* Overhauled the Kerbal Face Expression System with new animations, which are al
so visible on EVA.
* Added wheel parts and modules for the construction of rovers.
* Added several new general purpose structural parts.
* New mesh for the launch pad area, now with 100% less launch tower.
* New mesh for the Runway, with sloping edges to drive on and off it.
Bug Fixes and Tweaks:
* The sun no longer shines from below on ships and scenery objects at night, or
while in orbit over the dark side of a planet.
* Fixed the airspeed sound not looping properly, and adjusted the pitch range fo
r it.
* Various minor balance tweaks.
* More texture variety added to probe cores, to better determine their positioni
ng.
* Fixed a few objects that were on the wrong layer.
* Fixed an issue when comparing versions, which could result in false 'incompati
ble' warnings.
* Fixed an issue with velocity changes when resuming 1x time while on a hyperbol
ic orbit inside a rotating reference frame.
==================================== v0.18.4 L3 ================================
======================
Bug Fixes and Tweaks:
* Changed the debug toolbar key combo to ModifierKey+F12 (RShift+F12 by default)
* Changed the quick scenario loader key combo to ModifierKey+F10 (was Ctrl+F10 b
efore)
* Removed an unused shader that caused the game to crash on Linux systems with A
MD video drivers.
==================================== v0.18.4 L2 ================================
======================
Bug Fixes and Tweaks:
* The Alt modifier key is now remappable, and defaults to RightShift on Linux.
* Remapped all ocurrences of the Alt key to RightShift on Linux (as Alt is OS-re
served on most distros).
* Fixed double-clicks not working properly.
==================================== v0.18.4 L1 ================================
======================
* Linux Version Release
Bug Fixes and Tweaks:
* Added a setting to tweak the mouse wheel axis scaling.
* Input Axes now support linear scaling.
* The Debug console can now also be toggled using the Grave and AltGr keys
==================================== v0.18.4 RC3================================
=======================
Bug Fixes and Tweaks:
* Fixed the latest version checking.
* Fixed some places that were using an old and inaccurate value for the vessel's
G-force, preventing entering warp sometimes.
* Fixed an issue which caused DAE model loading to fail.
==================================== v0.18.4 RC2================================
=======================
Bug Fixes and Tweaks:
* Fixed an issue where controls could become locked when switching focus out of
a dead uncontrollable vessel.
* Fixed a collision issue with the large RCS Tank.
* Fixed a transparency issue with smoke FX and explosions.
* Boarding a vessel from EVA no longer toggles the SAS on the vessel.
* The VAB and SPH now show decoupler ejection forces on the part stats.
* Removed a part that wasn't ready and had sneaked its way into the build.
* Fixed a few typos on part descriptions and tutorials.
* Increased Jool's rotating frame threshold altitude to prevent entering its atm
osphere with the rotating frame disabled.
* Fixed an issue with the UI background not scaling correctly on the SPH.
* Fixed winglet colliders.
* Fixed EVA light orientations.
* Updated Copyright dates.
* Fixed vab transparency issue.
* Fixed Explosion Shader Transparency issues.
* Fixed Part Actions being clickable if Time Warp was engaged while the Action U
I was already up.
Controls:
Action groups are now locked when in map view, to prevent accidental activatio
without being able to see the ship.
Map View won't lock RCS off anymore when the navball is up.
* UI:
- Added some sanity checking to text fields (vessel names and saves), so illegal
characters don't cause trouble.
==================================== v0.18.2 RC4================================
=======================
Bug Fixes and Tweaks:
* Controls:
- Added input locks to action groups and part context UIs, so they lock when app
ropriate.
* UI:
- Part Resource Context Gauges now correctly go away when the corresponding part
gets detached from the current ship.
* Parts:
- Fixed an issue that could cause RCS thrusters to fly off on their own because
of numerical spikes.
- Landing gear now remember to set the brakes when resuming flight.
* Gameplay:
- Added a rule to prevent saving the game or switching vessels while the current
one is throttled up.
- Unrestricted vessel switching is now only allowed if the vessel to be focused
is loaded and unpacked.
==================================== v0.18.2 RC3================================
=======================
New:
* Training:
- Added a Basic Flight Tutorial.
- Added a Basic Vessel Construction Tutorial.
* Solar System:
- Added a new icy planet called Eeloo, somewhere out past Jool.
Bug Fixes and Tweaks:
*
d
-
Gameplay:
Fixed an issue where crashing a ship wouldn't properly remove the root part an
cause weird "physics" sometimes.
Fixed an issue with renaming vessels from symmetrically-placed command pods.
* Maneuver Nodes:
- Fixed a small but annoying issue where maneuver gizmos would switch modes when
rotating the camera just after creating a maneuver.
* Training:
- Fixed Gene Kerman introducing himself as Wernher von Kerman on the Orbit 101 t
utorial.
* Parts:
- Fixed an issue where the root part of a vessel would live on in a weird state
after crashing.
* Docking:
- Fixed an issue where docking ports wouldn't resume their fuel crossfeed proper
ly sometimes.
==================================== v0.18.2 RC2================================
=======================
Bug Fixes and Tweaks:
* Parts:
- Fixed an issue with the engine fairings which caused engines to lose mass on s
ave/load cycles.
- RCS thrusters no longer try (and fail) to do lever arm compensation.
* Music:
- Fixed an issue where some tracks were subject to doppler effects in flight.
* Solar System:
- Pol's gravity increased slightly
- Bop and Pol's semi-major axes increased (Bop's SOI almost intersected Tylo's)
==================================== v0.18.2 RC1================================
=======================
New:
* UI:
- Added a button to open the SpacePort site on the Main Menu (opens on the defau
lt browser)
* Music:
- Added two new tracks for space and another one for construction.
Bug Fixes and Tweaks:
* Docking:
- Fixed ejected debris being incorrectly typed as "Unknown".
* UI:
- Fixed an issue where the "Resume Saved" dialog wouldn't show if a save folder
was missing its persistent.sfs file.
- The "Resume Saved" and Craft Load dialogs now offer to clean up incompatible f
iles if any are detected.
- Incompatible/Invalid entries on those dialogs are now greyed out, and the reas
on why they can't be loaded is displayed.
- Fixed an issue with popup dialogs cutting out content (text and buttons) when
multiple dialogs were spawned at once.
- The Resources panel is now visible while in the Map View.
* Parts:
- Decouplers now break the connection at a specific node, instead of breaking th
e connection to the parent part. This enables choosing which side will remain at
tached.
- Physicsless parts now get "promoted" to physical ones if they become the root
of a vessel (by decoupling)
* Persistence:
- Vessel rotation is now stored relative to the universe, instead of in worldspa
ce. This fixes vessels having seemingly random rotations upon resuming a save.
==================================== v0.18.1 ===================================
=======================
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue which could cause an error when undocking if the undocked vesse
l was missing its original root part.
- Fixed the vessel snapping when docking, which could cause misaligned docking c
onnections sometimes.
- Fixed an issue where docking to docked vessels could cause trouble when undock
ing again in a different order.
- Fixed manually-defined vessel types getting lost after docking.
*
-
Parts
Fixed a misspelled parameter on the smallRadialEngine cfg
Fixed an issue with the solar panels exposure detection maths.
Fixed a case where RCS could become activated by ASAS during time warp and eat
all propellant
- Adjusted Solar Panel raycasting to prevent false positives on planetary occlus
ion
- Gimbal module now displays vectoring information in the VAB
- Adjusted initialization of the gimbal module for better mod support - gimbals
now have an optional movement speed parameter
- Changed Airflow Display during timewarp on the intakes
- Gave Launch Pad Clamps power, so probes don't die waiting for a launch window.
* Many other small tweaks and fixes.
==================================== v0.18.0 RC4 ===============================
=======================
Bug Fixes and Tweaks:
* Controls:
- Fixed an issue with ASAS which could cause unfocused vessels to start correcti
ng for the wrong vessel's rotation.
* Part Loader:
- Fixed an issue with DAE loading.
* UI:
- Fixed the resources button on the Map.
* Docking:
- Exposed docking node acquire and capture thresholds to the cfg.
==================================== v0.18.0 RC3 ===============================
=======================
New:
* Stock Craft:
- Added the Aeris 4A. A just-barely-able-to-SSTO spaceplane.
Bug Fixes and Tweaks:
* Docking:
- Docking nodes now have a "Control from Here" option, to make off-axis docking
procedures easier.
- Docking nodes can now specify a transform for the "control from here" action i
n the cfg.
* PartModules:
- A few tweaks to enhance modability on Engines, Solar Panels and generic animat
ion modules.
* Parts:
- Tweaked a few cfg values for air intakes, landing legs and the sepratron motor
s.
* Credits:
- Updated credits scene to add music information and generally sped it up a bit.
==================================== v0.18.0 RC2 ===============================
=======================
Bug Fixes and Tweaks:
*
n
-
UI:
Fixed the Action Groups menu not working.
Fixed an issue with the resource transfer UI coming up in an invalid state whe
a resource was pinned to the screen.
Fixed the Action Groups panel not scaling to the bottom of the screen.
* Parts:
- Added a NoCrossFeedNodeKey parameter to the stackBicoupler. Prevents fuel from
flowing across stacks.
==================================== v0.18.0 RC1 ===============================
=======================
New:
* Flight Planning:
- Implemented map cues for close approaches when targeting celestial bodies.
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue which caused docking nodes to sometimes not be selectable as ta
rgets.
- Fixed an issue where very large/wobbly docked vessels could become misaligned
after reloading.
* UI:
- Fixed the Parts list on the SpacePlane Hangar not reaching the bottom of the s
creen on some resolutions.
- Fixed the Stats Tracking and Version Prompt dialogs fighting for window focus
when the running the game for the first time.
- Fixed the gauges on engine icons reading 50% when no fuel was available.
* Flight Planning:
- Fixed an issue which made maneuver gizmos non-draggable sometimes.
- Fixed an issue where placing a second maneuver after having passed the first o
ne would get it placed incorrectly.
- Map cues for target objects will now only appear if the cues are inside the pa
tch bounds.
* Parts:
- Corrected a misspelled parameter on some parts.
==================================== v0.18.0 x6 ================================
=====================
Bug Fixes and Tweaks:
* Physics:
- Fixed an issue which caused ships to sometimes respond weirdly to pitch, yaw a
nd roll controls after switching vessels.
* Part Modules:
- Improved the part description texts on the editor tooltips.
- The Engine Nacelle part now has a functional air intake.
- Alternator Modules now produce resources based on the final engine thrust outp
ut, and only when they are operating properly.
- Command Modules no longer wait for their vessels to become focused before sett
ing the part as an input source.
- Fixed the Decoupler module not properly saving its state (could cause a null r
ef on resume).
- Unmanned command pods now hold a small amount of electric charge on them.
* VAB/SPH:
- Part icons on the list are now rotated again.
- Part tooltips now keep a few pixels away from the cursor itself.
- Fixed the editor UI becoming active on refocus or cancelling load without a se
lected initial part.
- Fixed the editor camera becoming active on the same cases as above.
* Controls:
- Fixed the SAS toggle and hold keys not working properly.
- Fixed unfocused vessels not receiving control updates properly after resuming
the game.
- Fixed the SAS losing sync with the Lin/Rot control modes if toggled manually w
hile in docking mode.
* Main Menu:
- Fixed the "flights in progress" count on the game load dialog not counting all
commandable vessels properly.
* Docking:
- Preattached Nodes now also have the option to enable/disable crossfeed.
* Flight Planning:
- Fixed the Burn Vector on the navball and DeltaV reading being incorrect if the
maneuver was in a different SOI than you.
* Tutorials And Scenarios:
- Updated the tutorials and scenarios from 0.17 to be compatible with 0.18.
- Updated all stock craft to be compatible with 0.18
==================================== v0.18.0 x5 ================================
=====================
Bug Fixes And Tweaks:
* Docking:
- Undocking the primary docking node on a multiple-docking-port system will no l
onger undock other ports.
- When the primary docking node undocks, other docked nodes reset so that one of
them can dock as primary.
- All docked nodes now have the "Undock" action available (and that will undock
only that node).
- Updated IVA nav ball to have working target and maneuver node indicators.
* Persistence:
- Loading an sfs or craft file that contains more part module defs than the part
has at loading time won't crash the game anymore (the surplus modules just won'
t load)
* PartModules:
- Manned Command Pods no longer generate power. They can store some amount of ch
arge on themselves though.
- Engines from the LV-T 45 and above are now fitted with alternators, which will
produce electricity while the engine is running.
- Fixed an issue with RCS thrusters and the ship center of mass which could caus
e them to not work properly if the vessel was moving quickly.
- Fixed an issue with the OX-4B solar panels that could cause a null ref spam if
they got ripped off in an airstream.
- Improved the triggering logic on the Launch Clamps a bit.
* Control:
- It is now possible to leave SAS on and focus another vessel.
- ASAS modules run automatically on unfocused vessels.
- Fixed an issue which caused ASAS to not function properly after decoupling a s
econdary vessel.
* Resources:
- Fixed an issue with all-vessel-flow resources which caused resources to not fl
ow properly if a few containers had very low but non-zero amounts on them.
- Fixed a problem with the IntakeAir resource which made radial intake parts sto
p working.
- Fixed a glitch with fuel lines that allowed disconnected parts to continue pro
viding fuel to engines.
- Flow rates on the Resource UI aren't affected by time warp anymore.
* VAB/SPH:
- Fixed an issue which made it possible to start the editors with an empty ship.
- The Part Rotation keys now have their own bindings in the settings.
* Physics:
- Fixed an issue where animated parts wouldn't ignore collisions on the same ves
sel properly, causing "phantom forces" even when they weren't animating.
Part Modules:
Parts now have temperature indicators on the icon stack again
Intakes now produce drag at higher speeds and mach numbers
Fixed an issue that prevented engines from saving ignition states
Fixed engine action groups linkage
Some rcs tanks still had the old rcsTank part behavior. They're now displaying
information correctly.
- Changed default start behavior for generators, so they could work independentl
y of staging
- Fixed the solar panel colliders getting re-enabled on destroyed panels
- Fixed Gigantor panels not producing electricity due to an error in the part.cf
g file
- Adjusted raycasts for solar panel blocking detection
* Resources:
- Engines now have gauges for each resource next to their icons.
- These gauges show how many resources are available to that engine.
- Fixed the resource search algorithms. "Stage Only" display mode should now wor
k properly.
- All resource containers will display a dry mass value in the VAB. (The weight
of the part with no resources)
* Action Groups:
- Action groups can now be given a cooldown time, and cannot be toggled again un
til the cooldown period ends.
- Action group cooldowns are persistent and time-warpable.
* Docking:
- Fixed a bug where decoupling pre-docked vessels could leave them uncontrollabl
e.
- Decoupled vessels now get proper default names based on their vessel types.
- Fixed the Mk1 Pod not setting a "Ship" vessel type.
- Docking nodes now have an action to enable/disable resource crossfeed.
- Fixed an issue that could cause docking nodes to stop functioning if the game
was saved and reloaded just after undocking.
- Clamp-o-tron Jr. now has a top stack node and can be properly attached in the
VAB.
- Docking ports of different sizes can no longer be docked together.
- It is now possible to dock multiple ports simultaneously, and dock to ports on
the same vessel.
* Parts:
- Mainsail and Poodle given thermal animations.
- More accurate collision model for large stack decoupler.
- Enabled surface attaching onto the regular decoupler.
- Fuel Lines and Strut Connectors now stay connected after decoupling (unless th
ey were connected across the decoupled bits).
- Light modules now use interpolated dimming, and support the use of animations
to enable emissives
==================================== v0.18.0 x3 ================================
=====================
New:
* Physics:
- Added a slider to the settings screen to control the maximum delta time allowe
d for a single frame.
- The MET timer on the UI will turn yellow (and red) if time is passing slower t
han normal (if max DT exceeded).
Bug Fixes And Tweaks:
* Part Modules:
- Fixed a serious issue in which non-controllable vessels would prevent your own
vessel from receiving input properly.
==================================== v0.18.0 x2 ================================
=====================
New:
* Docking
- It is now possible to select a Vessel Type when renaming a vessel.
- VesselTypes are used to determine dominant vessel when docking (when possible)
.
*
-
Parts:
2.5m fuel tanks have been redone.
Added two new sizes of 2.5m tank (double and quarter length)
Added big nose cone for 2.5m rockets.
* Part Modules:
- Added ModuleCommand. It controls whether a part is able to provide input to th
e ship.
- Crewed pods require a minimum set of crew aboard, and unmanned pods require po
wer.
* Action Groups:
- Added Buttons to the Flight UI to show (and control) the state of the Lights,
Gear, Brakes and Abort groups.
* Planet Changes:
- Enhancements of Eve, Duna and Tylo.
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue where docking two vessels with the exact same mass would cause
the game to crash.
- Added a DockingNode module to the Clamp-O-Tron Jr. (it seems we forgot about t
hat one)
- Fixed a bug which caused docking nodes to not function properly if they had be
en connected to a decoupler earlier.
- Landers and other controllable vessels are no longer flagged as debris after d
ecoupling.
* IVA:
- Fixed the internal space coordinate maths. Now multiple internal spaces appear
correctly in relation to the vessel.
==================================== v0.18.0 x1 ================================
=====================
New:
* Docking:
- New Docking Node parts allow connecting ships in flight.
- Docked vessels merge into a single vessel.
- Docking Nodes can be pre-attached in the VAB and SPH.
*
ng
he
-
Flight Planning:
Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulti
trajectory for it.
Maneuver Nodes can be tweaked in realtime using a Maneuver Gizmo.
Once set, a Delta V gauge next to the NavBall provides guidance cues to fly t
maneuver.
Maneuvers can be chained to create complex flight plans.
* Targeting:
- It is now possible to set other objects as targets.
- It is also possible to target orbits on the map.
- Targeted orbits display Ascending and Descending Nodes
- Targeted vessel orbits also display orbital intersects, and cues to assist wi
th rendezvous.
- New Target NavBall Mode, shows speed and velocity vectors relative to the sel
ected target.
- The Waypoint vectors on the navball now point to/from the selected target.
* Part Resources
- Completely overhauled resources system for parts.
- Resources include Liquid Fuel, Oxidizer, RCS Monopropellant, Electric Charge,
Intake Air, and more.
- New Resource Container parts, including batteries, new tanks, solar panels, a
nd heaps more.
- New Resource Display on the UI, makes the state of resources much easier to v
isualize at a glance.
* Part Modules
- Many part types rewritten using the new PartModule System.
- Added Solar panel modules, which track the sun, and fragment when exposed to
fast moving air
- Radial and Stack decouplers are now a module and have Gui Actions
- Added Generic Animation module with GUI Actions
- RCS module Added, with visual FX mode
- Added Engine module which supports full GUI actions, and utilizes resources t
o allow for custom defined propellants
- Jet engines now require intakes to operate
- Gimbal module added, with gimbal lock capability for action groups
- Heat Animation Module added (allows heat based animation on parts)
- Throttle FX animation Module (allows throttle based animation on parts)
- Full suite of Sensors that use a base Sensor module added
- Parachute module added. Supports repacking of a spent chute on EVA. Chutes ca
n be emergency cut if deployed.
- Fairing Module added to all engines to cover them until they are activated
- Resource processing / generation module added. Converts resources from one ty
pe to another
- Landing gear module upgrade for better functionality and support for action g
roups
- Physical object behavior added. Allows for breakable parts (IE, the solar pan
els) More to come.
- Part Modules can be combined in a single part, to create compound functionali
ty and emergent behaviours.
* Action Groups:
- A Massive overhaul to how parts work.
- Assign parts to groups in the VAB and SPH, to create advanced vessel function
ality.
- Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and m
ore.
- Also, 10 Custom Groups which can be set to do anything.
* Staging:
- It is now possible to edit the staging sequence while in flight.
- Stages now only show parts that will respond to the stage activation (reduces
clutter significantly).
* Docking Controls:
- New control mode for docking/orbital maneuvers. Works similarly to EVA contro
ls.
- New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z T
ranslation Gauges.
* Completely overhauled Moho:
- No longer tidally locked. Instead, it rotates roughly twice for every orbit
it makes
- Surface gravity changed to 0.25
- Orbit line color changed to better reflect its new design
* Greatly improved Kerbin:
- New types of tree meshes for various locations across the planet
- More varied biomes with more realistic and lush colors
- Slight modifications to the overall terrain
*
-
* Fixed an issue with symmetrical parts not clearing references to decoupled cou
nterparts.
* Fixed an issue with the patcher not being able to login using passwords contai
ning special characters.
==================================== v0.14.1 ===================================
===================
Bug Fixes:
* Found and fixed the real cause of the staging issues that have plagued every r
elease from 13.2 onward.
* The debug console is no longer spammed with NaN errors. This could cause extre
me lag in densely populated game worlds.
* Fixed an issue where unloaded vessels would not update their orbits, causing t
hem to resume incorrectly if they switched SOIs.
* Fixed the save folder paths on the Mac version (they were ending up inside the
app package)
* It is now possible to do a Quickload (F9) after a crash (with the flight end s
creen up).
* The game will no longer overwrite the quicksave when resuming flights. Only wh
en creating new ones.
* Landed vessels no longer explode when approached by the player (as when landin
g near other landed ships)
* Fixed an issue with landing detection when landed on other vessels.
==================================== v0.14.0 ===================================
===================
* Official Release
Bug Fixes:
* Added descriptions for the small fuel tank and small engines.
* Added a more efficient input lock for when vessels are in physics-hold mode, t
o prevent staging during that period.
* Made the Langing Gear action a mappable key.
* Fixed the Alt+Tab locking staging issue. (was a poorly thought out control I h
ad set up, which was removed)
==================================== v0.14.0x6 =================================
=====================
Bug Fixes:
* Fixed yet another staging issue.
* Fixed an issue with the object scaling for Bill, Bob and Jeb, which made them
not sit right in the cockpit and their screen messages to not appear.
* Fixed a game flow issue in which it was possible to cancel the flight end scre
en, leading to an error and leaving the game stuck in the flight scene.
* Fixed an issue which might have caused repeated Kerbals to be generated.
* Fixed the End Flight screen lockup issue after KIA.
* Fixed the problem with landed vessels being lobbed into the air after resuming
a saved flight.
* Fixed the small fuel tank visual gap when connected to the mk1 pod directly.
* Fixed the tracking station rotation and texturing issues.
d in place forever.
* SAS and ASAS modules on other vessels were getting activated along with the cu
rrent focused vessel.
* Reloaded parts were not storing references to their symmetry counterparts prop
erly. That caused all sorts of weird behaviour.
* Fixed an issue that caused vessels to be placed in the wrong positions occasio
nally (most noticeable in the tracking station).
* Fixed an issue that caused incorrect staging when loading ships in the flight
scene.
==================================== v0.14.0x2 =================================
=====================
Bug Fixes:
* The KSC buildings had lost their
nded debris clean up. Fixed now.
* Fixed the flight scene time step
d cause wobbly physics).
* Fixed a problem with the Plugins
ame to halt when loading.
* Removed a save file that sneaked
New:
* A Stats Tracking System, so we can collect information of the game for statist
ical purposes.
Bug Fixes:
* Fixed a bug with symmetry in the VAB.
* Fixed an issue with the main camera that would create sporadic moments of lag
in map view.
* Fixed a bug that caused symmetrical parts to lose the reference to one of thei
r counterparts, leading to incorrect symmetrical placements.
* Reverted the Staging logic to the 13.1 system, as the changes made in 13.2 wer
e buggy.
==================================== v0.13.2 ===================================
===================
Bug Fixes:
* Fixed a bug with symmetry in the VAB.
* Fixed an issue with the main camera that would create sporadic moments of lag
in map view.
* Fixed a bug that caused symmetrical parts to lose the reference to one of thei
r counterparts, leading to incorrect symmetrical placements.
==================================== v0.13.1 ===================================
===================
* Official Release
Bug Fixes:
* Removed parent-wise fuel crossfeed from Radial Decouplers. Fuel Lines made tha
t obsolete.
* Fixed an issue that prevented attachment nodes from affecting connected part r
otations properly.
* Fixed an issue with the part loader, which would crash if a binary mesh was fo
und, but no .dae or .obj file was present.
==================================== v0.13.1x1 =================================
===================
New:
* Recompiled on the latest version of the Unity engine, to add multithreaded ren
dering support and better memory management.
* Changed the Fuel Line flow direction, so fuel will flow from the first-placed
end of the line to the second end.
* Holding Ctrl and clicking on a part on the ship at the VAB will now automatica
lly flip the parts list to the selected part's page.
* Added in-game credits
Bug Fixes:
* Fixed the custom part sounds loading system, which wasn't working on the last
release.
* The part loader will no longer freeze if it cannot find a part module to load.
It will load the base Part module, and make it visible but unavailable on the V
AB.
==================================== v0.13.0 ===================================
===================
* Official Release
==================================== v0.13.0x4 =================================
===================
Bug Fixes:
* Increased the heat conductivity and heat dissipation values for all parts, to
compensate for the new heat exchange system.
* Fixed the time quadrant on the UI being unresponsive to mouse clicks if there
were part icons behind it.
* Fixed the staging quadrant being partially visible in the map view.
* Fixed a problem that made it possible to delete the command pod in the VAB by
using Ctrl+Z.
==================================== v0.13.0x3 =================================
===================
Optimizations:
* Tweaked the part heat exchange model, for a considerable fps boost with very l
arge ships
New:
* Added a new icon for the Fuel Line parts.
* Changed the icon grouping rule on RCS Blocks and Strut Connectors to group to
all parts of the same type on it's stage.
==================================== v0.13.0x2 =================================
===================
New:
* Pressing F2 will hide the UI completely (so you can take UI-free screenshots).
Bug Fixes:
* Fixed the weird 'glass-like' artifacts in game during launch
* Fixed the parts not receiving mouse events on the VAB. This also affected coll
ision detection on the VAB.
* Fixed the in-flight settings screen being drawn under the main UI.
* Tweaked the fuel tank surface attachment point. It was a little too close to t
he collider, and sometimes caused false collisions.
* Fixed a bug with the parts code that allowed them to bypass receiving gravity
and drag forces if it's hierarchy root was destroyed.
* Fixed the map camera code so that it will remember where it was if you re-open
it. (this tweak was left out of the X1 build apparently)
* Fixed the part icon numbers (when multiple icons are grouped) not being positi
oned correctly on a few resolutions.
* Mesh tangents can now be loaded from file, instead of being recalculated every
time.
* The mesh loader now ignores materials from file, because they were going to be
replaced anyway later.
* Meshes are now saved to binary files (serialized) when loaded for the first ti
me, and loaded from those files when they're available.
* Changed the rendering method for the part icons on the staging sequence. This
can prevent thousands of objects from being created when flying large ships.
* Ship parts now have adjustable levels of physics, so small parts are not as de
eply simulated as large ones. This reduces the amount of physics objects and joi
nts to simulate.
* Reduced the amount of code components attached to each part, making for less c
alls on each frame.
New:
* The part loader will check if the saved optimized meshes are out-of-date, and
update them when necessary.
* A new Fuel Line part, that allows fuel to be drained off external (side-mounte
d) tanks.
* It is now possible to warp time freely when the ship is landed.
* Added a progress bar for the loading screen.
Bug Fixes:
* Fixed the mission timer not getting started if the first stage was moved befor
e launching.
* Liquid Fuel now flows from the "top" attachment node, instead of from the pare
nt part (unless there is no top node, in which case it flows from the parent par
t).
* Parts now keep the references to the part attached in each attachment node. (m
akes top-node based fuel flow possible)
* Fixed a bug which prevented the ship selection dialogs from receiving double-c
lick events. Now it is possible to select a ship file by double clicking on it.
* Improved rendering of hyperbolic (escape) orbits in the map view. The trajecto
ry is now a constant size regardless of eccentricity, and isn't warped by the sp
lines.
* The Map camera will now remember it's last position, and return to it when the
map is reopened.
NOTES:
* The new part loading system will generate optimized meshes for all parts whene
ver it finds new part models. This means the first time you run the game, it mig
ht take longer for loading to complete.
* This update introduces some new features that make ships built on previous ver
sions incompatible. If a ship fails to load, it's because it isn't compatible wi
th this version. We apologize for the inconvenience.
==================================== v0.12.0 ===================================
===================
* Official Release
==================================== v0.12.0x5 =================================
===================
Bug Fixes:
* Removed the SAS disabling itself when going into Map View or into high warp ra
tes.
* Implemented a new Kepler Equation solver for extremely high eccentricity orbit
s, the old one was becoming unstable and freezing the game.
==================================== v0.12.0x4 =================================
===================
Bug Fixes:
* Fixed a problem with the Floating Origin system which caused the ship to jitte
r on very high warp rates and speeds. (aka The Warp Shakes)
* Fixed another problem which could cause the game to crash if entering/leaving
another planet's SOI while on 1x or 2x warp.
* (Hopefully) fixed a problem with 0 inclination orbits that could cause them to
become reversed or rotated when transitioning between planets/moons.
==================================== v0.12.0x3 =================================
===================
Bug Fixes:
* Fixed a problem that caused ships to reverse direction when unwarping while on
a hyperbolic orbit.
* Fixed a few typos in some part descriptions.
* Reduced the gimbal range for the LV-T45 engine, which was way too much after t
he gimbal bug fix.
* Fixed the Decouplers not applying a separation force when jettisoned.
* New Auto Camera Mode. Chooses between the other modes based on the state of th
e flight.
* Liquid Engines now support thrust vectoring (gimballing).
* New LV-T45 Vectoring-Enabled Liquid Engine.
* The VAB will now allow you to select a Command Module before starting a new sh
ip.
* Planets and Moons now rotate.
* It is now possible to orbit the Sun.
Bug Fixes:
* Improved the way velocities are applied when resuming physics.
* Fixed the Advanced SAS icon showing as a question mark on the VAB.
* Fixed a bug where cloning parts by removing and undoing would cause them to re
ceive duplicate IDs (and crash the game when loading the ship again).
* Tidied up the flight statistics numbers formatting a bit, so they're easier to
make sense of.
* Time Warp will now smoothly increase/decrease towards the set time rate, for a
much more fluid transition.
* Made several improvements to the Map View orbit rendering.
* Fixed the rails->physics transition, so that there is no significant change an
ymore in orbital parameters when going out of warp.
* Made some significant improvements to the physical joints that hold the ship t
ogether. Ships will not wobble anymore when going back into 1x time after warpin
g, and the joints themselves are more stable overall.
* Made a small tweak to the part tooltips on the VAB, to prevent them from going
off-screen on small resolutions. (was noticeable with the new command pod selec
tion dialog)
==================================== v0.11.1 ===================================
=================
* Hotfix Update
Bug Fixes:
* Fixed a small but very annoying bug where unpausing the game would not set tim
e running again.
==================================== v0.11.0 ===================================
=================
* Official Release
Bug Fixes:
* Solved a few more bugs with the time warp system.
* Improved the Advanced SAS module to respond based on the size of the spacecraf
t.
* Fixed the extreme performance loss when using warp with large ships.
==================================== v0.11.0x5 =================================
=================
Bug Fixes:
*
*
*
*
Bug Fixes:
* RCS no longer stops working if a single fuel tank runs dry (and now it drains
from lower-stage tanks first).
* Deorbited/Landed parts no longer stay or go into propagated orbits.
* The Advanced SAS module will now use all control parts on the ship.
* Strut Connectors will no longer try to reattach themselves to disconnected par
ts when physics are resumed.
==================================== v0.11.0x2 =================================
=================
New:
* New Space Skybox and improved day/night/space transition
* Improved Kerbin surface texture maps
* RCS (Reaction Control System) Module Part.
* Added an 'RCS Toggle' key (Default 'R'), to toggle the RCS on and off.
* Changed the useless Overthrottle LED for an RCS LED, which indicates if the RC
S is enabled.
* Advanced SAS Module Part: Uses input-enabled parts (like winglets and RCS) to
stabilize flight, but applies no forces of it's own.
BugFixes:
* High-speed wind sound was audible for no apparent reason on map view
* Time warp dropped to 4x even though there were higher possible options availab
le (when altitude goes below the lower limit for a time rate)
* Orbital time was running much faster than it should at 2x and 4x warp.
* Fixed the Kepler Equation solver in the orbit system, which was causing a numb
er of problems when going into and out of high warp rates.
* Going into warp above 4x now is only possible if no forces are being applied o
n the ship
* Improved formatting on orbital node display numbers, to make it easier to tell
the difference between 10,000m and 100,000m
==================================== v0.11.0x1 =================================
=================
New:
* Overhauled Space Center terrain area in both flight and space center scenes.
* Integrated Orbital Analysis/Propagation system.
* In-Flight Time Compression.
* Orbital "Map" View.
* Orbit Display.
* Better Launchpad area textures.
* Splash-down effects, sounds and a basic buoyancy simulation.
* New "Atmosphere" Gauge in the UI, indicates how deep the ship is in the planet
's atmosphere.
* The Orbit system can now track and propagate hyperbolic (escape) trajectories.
* Parts can now cast shadows on themselves.
Bug Fixes:
* Added a simple but hopefully effective stall simulation for winglets and contr
ol surfaces.
* Made a few optimizations to runtime loaded textures. Now they're compressed to
DXT5 and support mipmaps.
* The MET display will now start counting on liftoff instead of on flight start.
* Tuned the terrain system a bit, to improve visual quality at high altitudes.
* Greatly improved the input lock system. Now, components that lock game control
s won't override locks placed by other components.
* Improved the flight camera code. On Chase mode the camera will not spin around
at the poles anymore, and both modes are more stable overall.
* Optimized the terrain system rendering, and got a nice boost in performance du
ring flight.
==================================== v0.10.1 ===================================
===============
Bug Fixes:
* Eliminated the sharp atmospheric cutoff at 34,500m. Now there is atmosphere up
to around 68,000m.
* Improved the drag calculations.
* Created a new ControlSurface module to replace the problematic Stabilizer modu
le. The Stabilizer is now deprecated.
* Changed the folder structure on the Mac version, so it is the same as the PC v
ersion.
==================================== v0.10.0x4 =================================
===============
New:
* Added alternate mappings to every key binding.
Bug Fixes:
* Fixed the strange holes on the north and south pole of the planet.
* Fixed the sun flare effect flickering problem.
Bug Fixes:
* Hi-subdivision tiles now have mesh colliders, which means the far side of the
planet is no longer an insta-death trap.
* Fixed the textures stretching near the terminator
* The camera will no longer go through the ground.
* The terrain collision mesh now perfectly matches the visual terrain.
* Fixed a problem with the atmosphere, where it would fade in and out at specifi
c points in orbit.
* Fixed a few problems with some game settings not being correctly applied on ga
me start.
* Fixed a problem with the volume settings where explosions would sometimes soun
d out even with volume at 0%
* Added a basic compatibility/integrity check on loading ships. If it fails, the
ship won't load but the game won't crash.
* Fixed a problem with the symmetry that could cause the game to crash sometimes
===================================== v0.9.0x3 =================================
===============
Bug Fixes:
* Struts could cause the game to crash if they didn't find their targets
* Alt+copying parts inside grouped icons would eventually lead to a crash
* Heavily modified staging sequences would sometimes fire out of order
===================================== v0.9.0x2 =================================
===============
New:
* all parts now have a fuelCrossFeed value (True/False) to enable/disable fuel f
low
* Added a new icon for strut connectors
* Added a mouse grab offset on the VAB, so parts can be grabbed without twitchin
g to reach the cursor
Bug Fixes:
* SAS could cause pod to wobble if activated with nothing more than the pod
* Debug console key not consistent with different keyboard layouts (changed to A
lt+F2)
* Undo/Redo sometimes caused struts to lose targets
* staging sometimes resetting itself
* Game would hang for a few seconds if selecting/placing a large number of parts
at once.
* loading would sometimes crash when loading a ship with struts
* some icons were not being grouped correctly according to part state
===================================== v0.9.0x1 =================================
===============
New:
* Stages are now persistent when manually edited.
* Stages are now stored in relative values. This means they're now smarter
* Parts can now specify their preferred relative stage though the cfg
* Editing the staging sequence now creates Undo states.
* The Debug Console can now be opened in the loading screen to debug load proble
ms
* Stages can now be manually created and, when empty, deleted
* Stages are now represented as groups with parts inside them, instead of just s
eparated by indicators
* The staging stack now scrolls manually using the mousewheel (when mouseing ove
r it)
* Icons in the staging stack can now be multiple selected and moved as a group
* Whole stages can now be dragged and repositioned
* Stages can now be reset manually through a reset button
* Empty stages delete themselves in flight
* Active parts in previous stages move up to the current stage.
* Parts on the VAB list will now display their stats when hovered over.
* The tooltip for parts in the VAB will no longer go lower than the screen
* Holding shift while selecting a part in the VAB will now select the pod so the
whole ship can be moved
* Parts now have an ActivatesEvenIfDisconnected parameter on the cfg to allow th
em to be activated after jettisoning
* The VS Gauge now uses a log scale, to allow greater precision with small value
s
* The Strut Connector. A compound part to create physical linkages between any 2
parts
* Parachutes now have a 'useAGL' parameter. If that's enabled, it will deploy wh
en it reaches deploy altitude from ground level
* Symmetrically placed Icons are grouped into a single icon
Bug Fixes:
* Fixed a bug that caused parts to activate out of sequence sometimes.
* The scroll wheel is no longer read if the application is unfocused.
* Staging lock is now preserved if the application is unfocused and refocused.
* Fixed the MET clock, which would loop back to 00:00:00 when a mission went on
for longer than 24 hours
* Changed the debug console key to Alt + the key left of 1. It would interfere w
ith the throttle controls in flight.
* Fixed parachutes not deploying if not set to the last stage. (they can still d
eploy when jettisoned)
* Fixed a silent error when parts set an explosion potential higher than 1.0
* Eliminated the jitter on the VS gauge
* Changed the physical attachments between parts again, so the stack is less wob
bly overall
===================================== v0.8.5 ===================================
=============
New:
* Added copying of parts (and sets of parts) by holding Alt while clicking on th
em.
* Replaced tricoupler textures and UV mapping (UV map by Dippeggs)
* Parachutes can now deploy automatically if jettisoned along with other parts (
allowing for parts to be safely landed)
* Stage decouplers can now share fuel across stages.
* Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for
scrolling)
* Added Keys to control the camera in flight (+/- for zooming)
* Added some sound effects for the parachute opening
* Added cfg-definable parameter for parachute autodeployment delay
* Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)
* Right-clicking the Symmetry Button will now step the symmetry mode back.
* It is no longer possible to select a part of the ship while the mouse is over
any interface items.
* Added toggle key to switch between precision or instant input modes (Caps Lock
)
* Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant,
cyan for precision)
* Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules
Bug Fixes:
* Fixed the staging lock LED not turning purple after launch
* Icons no longer show a transparent border floating around then mousing over di
sconnected parts.
* Fixed a bug where deleting a symmetrical part would sometimes leave it's count
erparts floating around.
* Fixed a bug where creating a new stage with a decoupler and then removing it w
ould generate errors.
* Fixed most sound volume decay over distance problems.
* Fixed a bug that caused a massive performance drop when fuel tanks emptied (fu
el tank switch lag bug)
* The Flight camera will now remain always centered on the ship's center of mass
.
* The Screenshot function will now create a Screenshots directory if one isn't f
ound.
* The altimeter will now go past 999,999K correctly (it will move up to 1000M, t
hen 1000G, 1000T and so on)
* Fixed a bug that could cause large ships to explode at 5,000m altitude.
===================================== v0.8.4 ===================================
==================
Bug Fixes:
* Fixed a small but incredibly disruptive bug which prevented engines from being
connected to fuel tanks
===================================== v0.8.3 ===================================
==================
New:
* Added key to lock staging, to prevent accidental jettisoning (remember to set
it off later). Set to Alt+L
* Added a tooltip for the Symmetry Button
Bug Fixes:
* Fixed A TON of bugs with the symmetry and ship construction in general. Game i
s stable again.
* Fixed a bug where parts would lose staging info and revert to default when ret
urning from flight to the VAB. (the staging reset bug)
* Fixed a glitch introduced in 0.8.3 RC1 that allowed parts to be attached to fr
ozen parts.
===================================== v0.8.2 ===================================
===================
This version is a hotfix for a couple of ugly bugs found with the 0.8.1 release.
WARNING:
The 0.8.1 release introduced a few changes to the .craft file format, so it is p
ossible that ships
created with versions prior to 0.8.1 might not be compatible with the new versio
n.
Bug Fixes:
* Fixed a serious bug where swapping about symmetrical parts would crash the gam
e
* Pod cannot be dropped if an Escape Tower (PunchOut addon) is attached
===================================== v0.8.1 ===================================
====================
New:
* Added options to use Angle Snapping when placing surface-aligned parts.
* Symmetrical placement mode in the VAB.
* It's now possible to set aside a part of group of parts. This enables adding p
arts in between others without deleting half the ship.
* Sound Normalizer, keeps the volume balanced even with 50+ boosters firing
* Added framerate cap to keep GPUs from screaming on light scenes. (configurable
through the settings.cfg file)
* Deleting a part now requires clicking the parts list. This prevents accidental
* Radial decouplers now have their own module (they used to share modules with t
he stack decoupler)
* Increased the inclination range for the VAB camera from 45 to 80
* Updated tutorial to reflect the changes made in this update (like the new came
ras in flight).
* Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away
from the ship and not kill the crew everytime.
====================================== v0.7.3 ==================================
======================
* Initial Release
================================================================================
===================
Copyright Notice:
SQUAD, 2011, ALL RIGHTS RESERVED..
The UKSA logo is property of the UK Space Agency. Used with permission.