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Kerbal Space Program

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Cortilian
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Re: Kerbal Space Program

Post by Cortilian » Wed May 06, 2015 8:59 am

wonderpug wrote:
jztemple2 wrote:Image
This is the weapon of a Kerbal. Not as clumsy or random as a blaster. An elegant weapon, for a more civilized age.
Damn we need to be able to upvote a post. That was great.

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WarPig
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Re: Kerbal Space Program

Post by WarPig » Wed May 06, 2015 9:25 am

Agreed. Would it be gauche of me to also postulate that it resembles a certain screwdriver of the sonic variety?
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Montag
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Re: Kerbal Space Program

Post by Montag » Wed May 06, 2015 3:35 pm

jztemple2 wrote:Is there a mod that allows me to set the solar (err, Kerbol?) system model to a particular time? In other words, pick a certain year, day, hour and the mod would advance the position of all the bodies in the system to the appropriate location for that time? I can always warp ahead of course, I was just wondering if there was a way to just enter a date and time and just ahead to that time.
There may be, but you should have Kerbal Alarm Clock installed regardless and can use it to set a pause and time accelerate at max rate at the space center.
words

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jztemple2
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Re: Kerbal Space Program

Post by jztemple2 » Wed May 06, 2015 5:49 pm

Montag wrote:
jztemple2 wrote:Is there a mod that allows me to set the solar (err, Kerbol?) system model to a particular time? In other words, pick a certain year, day, hour and the mod would advance the position of all the bodies in the system to the appropriate location for that time? I can always warp ahead of course, I was just wondering if there was a way to just enter a date and time and just ahead to that time.
There may be, but you should have Kerbal Alarm Clock installed regardless and can use it to set a pause and time accelerate at max rate at the space center.
I took a look at this and yes, it's pretty nice! And very comprehensive too. Thanks for the heads up.
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coopasonic
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Re: Kerbal Space Program

Post by coopasonic » Thu May 14, 2015 9:55 am

Now that Kerbal's get experience that actually makes a difference, I feel like I really ought to bring them all home. I sent two ships off to Duna and I am not sure either is going to be able to make it home on their own... and they are piloted by Jebediah and Valentina! I know I am not very good at spacecraft design, but I swear it used to be a lot easier to get missions like this done.
-Coop

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Apollo
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Re: Kerbal Space Program

Post by Apollo » Thu May 14, 2015 8:34 pm

Having not played KSP in a year, maybe I have forgotten something, but I'm having a serious problem with electric charge right now. The basic one man Command Module now seems to consume electricity. Even if I turn off stability control and all the experimental devices on the module, it still uses electricity fast enough that it runs out of charge around the time my spacecraft reaches the Mun. Adding batteries to the module hasn't helped: They lose charge at about the same rate as the capsule, and don't seem to be supplying any extra electric charge to the Command Module. Any ideas on what I'm doing wrong?

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Apollo
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Re: Kerbal Space Program

Post by Apollo » Thu May 14, 2015 9:52 pm

Never mind. Seems that Mechjeb uses current even when switched off. Guess I'll wait until I've developed solar panels to use it.

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Daehawk
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Re: Kerbal Space Program

Post by Daehawk » Sun May 17, 2015 11:33 pm

Heres some game play from what Im assuming is a mod. World War K
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Lee
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Re: Kerbal Space Program

Post by Lee » Mon May 18, 2015 3:24 pm

Anyone have any clue why my map opens up to the exact opposite side of KSC every time I start a new launch? Every time I go to the launch pad the first thing I have to do is open the map, scroll the camera to the other side of the planet, and then go back to my launch. It's a minor complaint but annoying. I don't see any hot keys for setting a default camera location though.
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Doomboy
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Re: Kerbal Space Program

Post by Doomboy » Mon Jun 08, 2015 12:56 am

So, I picked this up for a little light gaming (har har), and I can't figure out what I need to do to enable those buttons on the left of the nav ball. They were there in training missions, and I have seen them in youtube vids, but I can't get them to appear in my game. I really suck at maneuvering the damn rocket (always go into a crazy spin after takeoff no matter how slight I try to make my movements).

What do I need to do????

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Rip
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Re: Kerbal Space Program

Post by Rip » Mon Jun 08, 2015 1:06 am

Doomboy wrote:So, I picked this up for a little light gaming (har har), and I can't figure out what I need to do to enable those buttons on the left of the nav ball. They were there in training missions, and I have seen them in youtube vids, but I can't get them to appear in my game. I really suck at maneuvering the damn rocket (always go into a crazy spin after takeoff no matter how slight I try to make my movements).

What do I need to do????
Make sure your rockets have fins for steering.

Use the T key to toggle SAS on and off. SAS will make launch steering much easier.

Get familiar with Key Bindings.

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coopasonic
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Re: Kerbal Space Program

Post by coopasonic » Mon Jun 08, 2015 9:02 am

Doomboy wrote:So, I picked this up for a little light gaming (har har), and I can't figure out what I need to do to enable those buttons on the left of the nav ball. They were there in training missions, and I have seen them in youtube vids, but I can't get them to appear in my game. I really suck at maneuvering the damn rocket (always go into a crazy spin after takeoff no matter how slight I try to make my movements).

What do I need to do????
I assume the buttons you are referring to are the ones that let you click to automatically go to prograde, retrograde, and all the other grades? Those are activated based on pilot skill level. First you have to have a pilot Kerbal on the ship, then you need to level him up. His level is his experience. The most advanced thing he does at each body gives experience points that level him up. I think the first level should come with an orbit of Kerbin. Activities on Mun or Minmus will get you the next level. I am pretty sure I had guys with 3 stars (levels) before doing anything interplanetary.
-Coop

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Doomboy
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Re: Kerbal Space Program

Post by Doomboy » Mon Jun 08, 2015 1:14 pm

Yeah, that was what I was talking about. I guess technically, I don't have to have the first stage of the rocket do anything but go straight up until I start leaving the atmosphere.

I haven't yet gotten to make an orbit, I need to look at the tutorials for that sort of thing next. Been having fun trying to build planes and launching a lander as high as I can and splashing down at various spots.

I'm fairly nervous about having to land on a planet without atmosphere, using retro rockets.

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coopasonic
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Re: Kerbal Space Program

Post by coopasonic » Mon Jun 08, 2015 1:54 pm

When 1.0 came out Scott Manley started a new playthrough video series for new players. Check it out on youtube.

This is the first video. It doesn't look like he has made a playlist out of them, but there are 20 going all the way to a space station orbiting Minmus.
-Coop

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Montag
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Re: Kerbal Space Program

Post by Montag » Wed Jul 15, 2015 6:42 pm

For shame this was kicked 3 pages down the road!

Awesome free tool that can 3D render your crafts to post and embed on forums.


KSP Forum Link

I am shilling for the 5 friends to try the more advanced features. I would very much would like to see your creations.
words

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jztemple2
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Re: Kerbal Space Program

Post by jztemple2 » Sat Aug 22, 2015 4:52 pm

Information on the upcoming 1.1 update:
While the news has been slow on our side for the past few weeks we’ve been discussing update 1.1 and we have some exciting news to share. Now that the Unity 5 update is nearly complete we put it through internal testing and found that we had made enough major changes that we wanted to share these with you a bit more quickly than we originally intended, so we’ve moved the 1.1 update forward.

This means that the scope of the update will be reduced slightly in favor of speeding up the release schedule. The Unity 5 update in itself brings major changes to many game systems, and delivers a very solid performance boost, via the new version of PhysX being able to multithread across your processor cores. Perhaps more importantly the Unity 5 update has proven to make the game far more stable on 64 bit platforms, meaning a 64 bit client for Windows and possibly Mac OSX is something we’re looking into very seriously for this update. Also part of the engine update are the overhauls of the UI, wheels and various other systems that you’ve been reading about in the dev notes.
And...
Highlights include:
New Parts
The Mk1 cockpit has been reworked, not redesigned from the ground up, keeping the original style that we all enjoy and incorporating in real-life counterpart cockpit designs. The Mk1 parts that received an overhaul a while back are also being slightly reworked to bring them closer in style to the rest of the beautiful spaceplane parts that Porkjet has modeled.

It doesn’t stop there with the spaceplane parts though, Porkjet has also been working on 0.625m jets and associated parts, as well as spicing up the Basic Jet Engine and Turbo Jet Engine. You’ll all be seeing more of that at a later date, as well as a few parts that are currently still being designed and developed.

Porkjet made an album with his work so far. Click this link!

Antenna Diversity and Probes
A feature we’re sure you’re all familiar with by now, if not you should read this article. RoverDude is still hard at work further refining this feature and incorporating the feedback we received from you, the community. Onwards to QA from there!

Contextual Contracts
Having Contracts that set full missions for you is great fun, but the real sense of achievement comes from watching something take shape and evolve over time. With Contextual Contracts, we’re hoping to provide the contracts KSP give you with a level of continuation from where you currently are in your space program. Therefore, instead of receiving endless contracts to build a base, you receive an initial contract and then additional ones to add a lab, for instance, or adjust a satellite to meet new requirements. We’re talking adding depth, not breadth to the contracts system, something we’re hoping improves the gameplay dynamic and furthers the potential that Career Mode allows players to have.

Localisation
Lastly, we’re planning on adding the framework for localisation into the next update, paving the way for implementing localised versions of KSP. But more on that later!
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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jztemple2
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Re: Kerbal Space Program

Post by jztemple2 » Fri Dec 18, 2015 7:11 pm

Not much going on here, so I'll just add a couple of items. One, KSP is on sale on Steam this weekend, 40% off.

Second, I've been getting a bit bored with the game and the mods I've been running, so after a couple of posts to the KSP forums I found out about The Comprehensive Kerbal Archive Network (CKAN) Package Manager. This is a mod installer/uninstaller that's pretty nice. Not all mods are in it and sometimes it does get goofed up trying to install the latest version of a mod, but it's pretty sweet.

And because of CKAN I've come across a couple of cool mods. The first is RemoteTech:
RemoteTech is a modification for Squad's "Kerbal Space Program" (KSP) which overhauls the unmanned space program. It does this by requiring unmanned vessels have a connection to Kerbal Space Center (KSC) to be able to be controlled. This adds a new layer of difficulty that compensates for the lack of live crew members.
It's really very neat. Basically any craft without a crew needs to be in contact with the Kerbal Space Center in order to do anything. The mod adds a number of omnidirectional and directional antennas which are very nicely integrated with the whole KSP design.

Since there are no other ground stations on Kerbin, that means you need to launch a constellation of ComSats:
Image (click to enlarge)
It's a little hard to see from the image capture, but the apexes of the square formed by the four straight lines are my four LKO (Low Kerbin Orbit) comsats. They are not at Kerbosync stationary altitude as that would be a bit more of a pain and by flying them lower I can use a simpler antenna. By having four, they are always in contact with each other and one is always in contact with the Center (the red dot).

In this image I have just launched a satellite into a very low orbit. Even at it's low altitude three comsats are in line of sight and range, so I can issue commands to the new craft.

Things really get complicated when you are heading to the Mun and beyond. At that range you need to use directional dishes. You do not need to actually point them, instead you either go to the actual satellite and right click on the antenna or use the Tracking Station screen. In either place you get a nice drop down list with all the natural and artificial objects towards which you can point the antenna. And you have to have a dish on both ends of the comm path at these distances, so I have a couple of deep space satellites around Kerbin which relay the comms either directly to KSC or to the comsats.

And if I wish to operate, say, a rover on the Mun, I'll need to either equip the rover with a dish, which means when Mun is facing away from Kerbin I won't be able to talk to it, or put a couple of comsats in orbit around the Mun. And of course while you are behind the Mun, you can't operate your craft, so you have to plan all the maneuvers to be while you are in contact.

It also simulates the time delay caused by the vast distances in space, although you can turn this off if it's too much to deal with.

Fun, right? :D

And I found another extremely useful mod, Smart Parts.
Parts Overview:

Auto-staging device that detects empty tanks and SRBs
Timer that triggers stages and action groups after a countdown
Remote controller that triggers actions on nearby vessels
Altimeter device that triggers actions and stages once a user defined altitude is reached
Radial fuel controllers that control fuel lines' flow
In-line fuel controller that controls fuel flow
A fuel valve to dump excess fuel and produce slight thrust
Proximity sensor capable of detecting other proximity sensors

About the Pack:

Smart Parts can trigger all 10 action groups, as well as various other functionality such as SAS, lights, stage, or abort.
These smart parts are very clever. I haven't gotten too far into using them except for one important function. When I'm launching my communications satellites, I need to blow off the fairing and deploy antennas and solar panels. I have this tied to an action group, but I get distracted and forget and then it's too late. So I use the altitude smart part which when it detects the rocket is at 75km automatically sheds the fairing and does the other stuff. It's really cool.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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jztemple2
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Re: Kerbal Space Program

Post by jztemple2 » Tue Apr 19, 2016 4:48 pm

Sheesh, seems no one has been posting here but me. Anyway, big news, Kerbal Space Program update 1.1 “Turbo Charged” is now available!. And to celebrate, Kerbal Space Program is on sale for 40% off.
Hello everyone!

Kerbal Space Program is “Turbo Charged” by the release of patch 1.1!

After almost a year of hard work our major update is finally here! In the package you’ll find a large boost in performance due to the upgrade to the Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you mod the game to ridiculous lengths and the brand new KSPedia reference guide for all the information you need to play the game!

That’s not all though, here are some of the highlights for this patch:

All new user interface
The user interface has been rewritten from the ground up to take full advantage of Unity 5’s new integrated systems. The ‘parallel’ UI systems have been removed and the game now uses only one system, adding to the performance bonus the update already brings. Almost all interface elements have been redesigned and tweaked but have retained the familiar feel for experienced players. The most notable tweaks can be found in the map view, staging, IVA portraits and the right-click part menus.

KSPedia
KSPedia will be the primary source for information on just about anything in the game. New players will find the basics of building and flying explained here, and more experienced players can take in information about more advanced concepts such as docking, in-situ resource utilisation and all the information they need to plan a successful mission to the next planet or moon.

New tutorials and scenarios
The tutorials have been extended and reworked from the ground up. The new tutorials will cover topics ranging from basic and advanced construction and flight, to docking and landing on Mun. Learn how to execute the perfect gravity turn, orbit Kerbin and land the Eagle. New scenarios unlock advanced mission concepts to any player: use a spaceplane to re-enter the atmosphere and land it back on the runway at the Kerbal Space Center, return a craft without heat shield from Duna, or beat SpaceX at their own game by flying back the first stage of a rocket to the launch pad.

You can find the complete changelog here. Kerbal Space Program 1.1 is now available on the KSP Store and on Steam, and will soon be available on other third party platforms.
I'm still using the non-Steam version direct from Squad to it's be a couple of hours before I can take a look at it.

UPDATE: Complete 1.1 patch notes in the spoiler tags to save space:
Spoiler:
=================================== v1.1.0 ============================================================

Unity5:
* KSP now runs on Unity5, a massive upgrade from Unity4.

New UI:
* The game UI has been completely rebuilt from the ground up on Unity's new native UI system.
* All UI components and graphics have been improved or reworked to look and feel as they did before.
* Removed expensive render-texture driven rendering scheme from before, expect performance increases everywhere.
* The map view splines have been significantly overhauled, massively increasing performance on map view.
* Map View orbit splines now fade gradually towards the trailing side to indicate orbit direction.
* Completely revised MapView icons implementation for a much cleaner and faster solution that is much more expandable and robust.
* Added search field in Editors.
* Crew Portraits in flight scroll smoothly, allow tweaking how many are displayed at once, show extra crewmember info on hovering.
* Part Temperature gauges reworked and given new graphics.
* Fixed IVA atmosphere gauges to match the UI gauge.
* Fix altitude tumbler saturation when under physical warp.
* Fix negative funds/science, display bugs with strategies affecting costs.
* Action group cluster buttons (gear, lights, sas, rcs) disable with loss of control source (probe without EC, empty pod, etc).
* Landing gear button detects state of landing gear/legs during rollout (no gear or all gear up, and the light will be off).
* The tooltip on the EVA button is now much more verbose if there is a problem.
* Fix some bugs with building unlock abilities text.
* Fix craft thumbnail saving for special characters.
* Astronaut complex and editor action group part names now display the title, rather than the internal part ID.
* All ModuleResource entries now print the same way, offer additional flexibility there for printing (non-default units, SI prefixes).
* Auto-warp (eg, warp to point in orbit and warp to next morning) can be canceled via the GUI (warp triangles or next morning button).
* Date/time formatting is now in a replaceable interface and can be customized by mods.
* True anomaly is now always in radians.
* Tweakables get locked along with Events.
* Update community link in main menu to point directly to new forum.
* Sped up cheat menu delays, and made them autohide cheat menus if held down twice as long.
* Filter debug menu cheats by game mode.
* Part highlighting now respects F2 (hide UI).

Graphics:
* Enhanced ocean water surface shader in Kerbin, Eve and Laythe, greatly reduces visible tiling, and looks much more watery.
* Most parts have been upgraded to use Unity5's new PBR lighting model for more subtle, nuanced lighting.
* Editor interior lighting was redone for all interior scenes, using Unity's new lightmapping engine.
* Improved underwater FX tinting/fogging system.
* Moved underwater tinting into the atmosphere shader.
* Improved atmospheric halo/corona at low altitude thanks to blackrack/SkyToneMapper.

IVA:
* Added Interior Overlay View mode, draws the interior spaces of a vessel on top of the normal external view.
* All IVA spaces revised and improved to look good in IVA Overlay mode.
* Masking geometry added to IVA spaces so they aren't visible from nonsensible angles or show backface geometry.
* Fixed incorrect sun light direction in IVA space.
* Added new IVA model for the Mk2 inline cockpit.



Wheels:
* Completely overhauled wheels, landing gears and landing legs with a new from-scratch modular implementation.
* Bespoke wheels physics, largely replaces PhysX's stock vehicle physics model.
* Greatly improved tire friction model and general handling.
* Wheel damage module/model which does not require damage meshes to work. All wheels (including landing gear) can now be damaged from overstress.
* Steering model features true Ackermann steering.
* Steering model is much smarter in relation to wheel placement on the vessel, requiring much less tinkering to line up steering on multiple wheels.
* Wheel Motor module drains resources in proportion to torque output, as opposed to the old fixed EC drain when driving.
* Wheel Motor module features automatic, tweakable, overrideable traction control.
* Wheel friction is also tweakable.
* Suspensions are smart and self-adaptive, tuning themselves to always be smooth and springy independently of vessel mass and weight distribution.
* New Extra-Large 6-wheeled landing gear.
* Fix Unity bug that prevents us from ignoring collisions between wheel colliders and parts on the same vessel by disabling wheels that are within a certain range of other parts on a vessel. Where this sphere is and how large it is are configurable in the settings file.
* Add clipping/blocking indicator to wheels.
* Added ability to toggle wheel suspension.
* Balanced spring, damper, and damage ratios for all gears, wheels, and legs.
* Use suspension displacement for true wheel load, rather than contact depth.
* Differentiate impact and deflection stress in wheel damage modules.
* Re-exported all wheels with proper collision layers that ignore their own housing colliders, and other wheels.
* Destroy wheels when not in use, recreate when necessary.
* Clip tips of landing legs when wheel colliders exist, to prevent them from hitting before the collider and blowing up the part.
* Added identifier to wheels, now that legs, gears, and wheels are all the same module.
* Fixed Unity 5 upgrade making our landing legs tiny.
* Reset wheel caliper when steering goes inoperative.
* Fix ground detection issues with wheels.
* Doubled bogey range of landing leg feat, to get them to properly line up with the ground.
* Added game event when wheels are repaired.
* Made wheel grounded state, and type persistent, so contracts could access landed states.
* Allow deployment standin colliders to work with our new collision manager.

New Stock Vessels:
* VAB
- Jumping Flea
- AeroEquus
- ComSat Lx
- GDLV3
- Kerbal 1
- Kerbal 1-5
- Orbiter One
- PT Series Munsplorer
- Science Jr.
* SPH
- Bug-E Buggy Rover
- Crater Crawler Rover
- Prospector Rover

Tutorials:
* All tutorials have either been updated for 1.1 or completely rewritten, and some new ones have been added. The flight and editor tutorials have been replaced by six new tutorials.
-Basic Construction/Getting Started covers the KSC itself and simple vessel construction.
-Basic Flight covers launching that vehicle on a simple flight.
-Intermediate Construction covers building a suborbital craft and adding science instruments, fuel, etc.
-Suborbital Flight covers flying that vessel, using science parts, and reentry.
-Advanced Construction covers building an orbit-capable craft, including tweakables, solar panels, batteries, multiple stages, different engine types, etc.
-Go For Orbit covers flying that craft to orbit (gravity turns, circularization, etc).
-Orbit 101 and Science Basics have been fixed to use 1.1-correct code and information.
-The Mun tutorials are replaced by three new Mun tutorials: one that covers
- trans-munar injection and Munar orbit insertion
- landing on the Mun (including reverse gravity turns)
- taking off from the Mun and returning to Kerbin (and how to EVA on another world).
- Docking and the two asteroid tutorials have been fixed to use 1.1-correct code and information.
- Disable saving and loading in tutorials.
- Can blacklist scenarios/tutorials from showing up by editing a public static list of filenames.
- Add a direction target and a position target for use in tuts and elsewhere.
- Fix an issue where the player could create saves that overwrite tutorials and scenarios.

Scenarios:
* Added several new scenarios and upgraded the old ones.
- Land the Dynawing on the runway.
- Experience a fiery re-entry with the Dynawing from Kerbin orbit.
- Beat SpaceX at their own game by landing a flyback booster at the KSC, boat not included.
- Return from Duna in a very basic vessel (no heat shield!).
- Traverse the Mun with the Crater Crawler roving base.
- Enjoy the low gravity delights of Gilly.
- Aerobrake at Jool, then explore the Jool system.
- Look for ore on Eeloo.
- Top up your tanks at Minmus.
- Fly the new Aeris4A from Space Station 1.

KSPedia:
* A new UI which features all-new content explaining every aspect of the game in depth.
- Access via AppLauncher button
- Tree of Screens down left
- Navigation buttons across top for Forward and Back

Editor:
* Symmetry partner action groups now propagate when removing/replacing parts in the editor.
* Symmetric partners no longer get "lost" during build.
* Offset and rotation gizmos now work properly for radial symmetry forks.
* Fix improper symmetry propagation when building singular wings, then mirror attaching in SPH.
* Fix node/stack attach in editor to connect proper nodes (especially with thin parts and cargo bays).
* Editor now displays preference for surface attach first, then node/stack attach.
* Multiple changes for re-root tool. New text message and ability to re-root arbitrary part branches (merged, subassembly, and branches in stand-by).
* Editor now selects proper root for merged craft that have been re-rooted.
* Fix offset gizmo when using on parts attached to hollow parts such as cargo bays, service bays, and structural fuselages.
* Offset gizmo now allows slightly larger offset distance when holding Shift.
* WASDQE no longer corrupts rotations when using the offset tool.
* Parts rotated with rotate gizmo now properly maintain rotation when removed or copied.
* Make editor gizmo input locks matter.
* Make a public property for which action group is selected in the editor.
* Fixed a part highlighting issue when moving the mouse from child to parent part.
* Fixed an issue when copying ghosted parts and attaching them to the main ship.
* Engineer Report recognizes new wheels.
* Fixed part action group editor highlights disappearing at odd times.

Map View:
* Touched up the colors of all icons and orbits in map view.
* Warp To Next Day now functions in every scene, including the tracking station, and deals properly with inclination.
* Contract waypoints revised to run on Unity 5 canvases, and generally look more consistent with the other icons on the map.
* Saved vessels with maneuver nodes set in the future will now alternate between displaying their MET and the time until their next maneuver node in the tracking station.
* Fixed coordinate display to properly wrap around east/west.
* Split map control lock into two different ones (MAP_UI and MAP_TOGGLE).
* Changing camera angle and zoom no longer causes AN/DN lines to disappear (as much)
* Maneuver nodes can be placed on nearly any orbit patch.
* Targeting information is now available when on an escaping trajectory.
* Encounter information now accurately portrays the target's position at time of intercept when the target is on a flyby: the position markers will be in the correct SoI.
* Point at which celestial bodies' meshes are disabled is now tunable in plugins.
* Orbit line fading can be controlled in Settings.
* Conic patches when leaving an SoI are now correct.
* Many drunken relative mode patches fixed.
* Moving a maneuver node that has been set to a future orbit no longer loses track of the setting.
* "Warp to here" and maneuver node placement work on all patches prior to the first maneuver node, not just the patch on which the manuever node has been placed.
* Fix a bug where entering an SoI with an existing manuever node would not allow the above anyway.

Contracts and Milestones:
* Contract types are now weighted, this means as you accept a contract type, it will become more common over time, and appear more often in mission control. As you decline them, they will become less common.
* Satellite contracts no longer utilize waypoints to display node information. They use a regular orbit renderer, and animate the spline to show the direction of the orbit.
* Flybys for tourism contracts and flyby milestones now trigger properly on unfocused vessels.
* Science milestones and contracts now respond to lab and orbital surveyor transmissions.
* Contextual contracts that ask you to add an amount of something to a vessel now display the current amount that the vessel has.
* MiniISRU now counts as ISRU for contract requests.
* Station contracts no longer consider asteroids a vessel is docked to when deciding if it is "new".
* Contextual contracts no longer generate on active vessels.
* Manned vessels with no crew and unmanned vessels with no power do not generate contextual surveys.
* Part test parts are now also highlighted in the technology tree.
* The mobile base contract objective now actually checks if the base is sitting on motorized wheels.
* Fix some contextual contracts mis-identifying certain vessels.
* Add part test subject for new inflatable heat shield.
* Hide failure penalties on contracts that cannot be failed.
* Fix survey contracts displaying waypoints for cancelled contracts.
* Contracts recognize new wheels modules.
* Slightly reworded focused and contextual survey briefings for grammar and readability.
* Fix crew sensitive game progression not being applied in some cheats.

Physics:
* Use absolute path for Physics.cfg, fixes some path-related bugs.
* Fix a bug with drag cubes and skinned mesh renderers.
* Resources take heat with them on transfer.
* Disable Aero FX when thermo debug colors is enabled.
* Support (correctly) making occlusion change convective coefficient not temperature.
* Fix sun-based temperature curves to properly deal with tilt (basing it off true anomaly) and vary with latitude.
* Make Eve's upper atmosphere slightly gentler.
* Tune engine exhaust heating.
* Rework blackbody glow slightly for more flexibility and less obvious glow.
* Speed up buoyancy calculations.
* Fix an issue with moment of inertia calculations thanks to the kOS and RemoteTech teams.

Vessels:
* Splashed vessels touching or with kerbals standing on them no longer warp to the ocean floor when loading.
* Debris that gets automatically cleaned up in the space center will now attempt to recover for funds, science, reputation, and crew. Free launch clamps!
* Extended range for switching vessels in-flight.
* Fix an issue with vessel destruction and vessel markers.
* Vessels within physics range of active vessel are no longer deleted during quickload.
* Fix for kerbals entering zombie state when crashing and/or ragdolling in external command seat.
* Refactor asteroid spawning to remove duplicate code, fire events.
* A vessel's root part overhanging the edge of the launchpad no longer causes the vessel to be forced into the pad.
* The root part's cached transform is now set correctly, fixing some issues with loading vessels.
* Vessel spawn dialog automatically selects "Auto-Saved Ship" when brought up.
* Vessel spawn dialog automatically tries to put a pilot in the first seat of a vessel.
* Fix vessel spawn dialog not properly sorting in some instances.
* Add Vessel.LandedInKSC in a centralized location.

Parts:
* Integrated the Probodobodyne HECS2, Communotron HG-55, and OX-STAT-XL Photovoltaic Panels from the Asteroid Day official addon.
* Part search has been integrated with a new part tagging feature that lets part configuration files be tagged with arbitrary meta data.
* Every part in the game tagged with arbitrary meta data, to make them more easily searchable.
* Parts are autotagged with certain tags based on their physical characteristics, so even new parts and untagged modded parts are searchable to some extent.
* Launch clamps now use raycasts instead of collisions to determine where they are landed.
* Added toggle option action group for fuel cells.
* Move radial drogue parachute to Survivability, with the first heat shield.
* Tweak heat and aero stress resistance of drogue parachutes.
* Added flight control authority tweak (which also allows inverted control).
* Antenna now retain their state after transmitting (i.e. extended antenna stay extended).
* Fix a bug in parachutes that will not go from active to deployed if below deploy alt if they were not at semi-deploy pressure.
* Fix for guiActiveUncommanded being ignored when building part action windows.
* Airbrakes now properly retain their deployed state when rolling out or quickloading.
* Added callback support when changing a button on a part action window.
* Fix issue with the Twin Boar not providing roll control.
* Add warning to non-retractable solar panel descriptions that they can't.
* Fix bug with rescaleFactor of not 1.0 and MODEL nodes.
* IPartMassModifier now affects part mass as well as display. PartModules should not set mass directly.
* Added an inflatable heat shield. This combines excellent aerobraking with a reasonable level of thermal tolerance (though it is not ablative).
* Reaction Wheels can be set to respond to input from SAS Only, Pilot Only, or both.
* Added keybinding for part searching in the editor.
* Add ten part search algorithms, controlled by prefixing each tag with a symbol.
* Enable the EVA button on parts with noAutoEVA if they are single part vessels, like recovery craft.
* attachRules now have an 8th flag: allowRoot (defaults to 1). If it is 0, the part can neither be the first part placed, nor become the root part using the reroot tool.

Part Modules:
* Save/Load (and KSPField) support for VesselModules.
* Fix issues with ModuleRCS where some fields weren't hooked up right.
* Added staging toggle support to all our stageable modules.
* Support different portions of thrust per transform in ModuleEngines.
* Force a dragcube update when ModuleJettison jettisons.
* Correct typo in ModuleAnimateGeneric field names.
* Allow ModuleAblator to create a resource as it consumes the ablator (i.e. cracked ablator).
* Fix an issue with ModuleLight and symmetry.
* Default engines to working while shielded.
* Control surface actuation speed lerps now, like other speeds, instead of being displaced by a constant delta.
* Fix an issue with engines not properly saving throttle.
* Fix issue with engines disabling when below "sea level" on bodies with no ocean.
* Docking ports no longer become unusable if saved when acquiring, and automatically recover when loading from old saves.
* The grapple is more robust when grabbing the active vessel.
* Added an option to ModuleAnimateGeneric that allows animations to be disabled after a single execution in flight mode.
* You can now customize the menu name shown for ModuleDecouple.
* You can now customize the menu name for jettisoning a fairing.
* ModuleJettison now defaults to 'Jettison Shroud' for its menu name
* Fixed an issue in ModuleReactionWheel where EC was being drained when input was being received from the player even if SAS was off.
* Both deployable and non-deployable radiators have an option to activate/deactivate cooling (and corresponding EC consumption).
* Fixed a regression where static radiators were not respecting their parent/sibling cooling limitations.
* Gimbal reworked. Supports explicit +/-X, +/-Y ranges. Can enable/disable pitch, yaw, roll activation. Fix gimbal not working when an engine is activated rather than staged. Fix gimbal to use gimbal transform not part origin when computing inversing inputs.
* RCS and Gimbals can now have actuation toggled per axis.
* Engines and RCS now support thrust curves (based on percentage of propellant remaining).
* Fixed an issue with exhaust heating and non-full-physics parts.
* Fixed target speed running away when grappling onto a targeted vessel.
* Fixed easting coordinates not wrapping properly for ISRU instruments.
* Changed the method for deploying control surfaces. Mirror attached parts deploy mirrored, Radial attached parts deploy radially.
* Flight control deployment direction is no longer dependent on CoM, so they will not flip or jitter in-flight.
* Fixed a bug in FXAnimateThrottle and multiple animator components.
* Alternators default to not showing their resource bars, instead showing effective output rate.
* Fix bug when attempting to transmit more science while antenna animation is playing.
* Fix bug when attempting science experiment in incorrect locations causing the "run experiment" option to disappear.
* Fix bug with "Transmit Science" option disappearing when transmission aborts.
* UI_FloatEdit, UI_ScaleEdit and UI_ChooseOption field attributes (tweakables) added.
* All field UI controls now have an optional callback and can be made to not fire GameEvents.onEditorVesselModified event.

Science Labs:
* Vessels can now utilize multiple labs at once.
* Labs no longer duplicate science data.
* Labs with science can now be recovered for science.
* Lab button on experiment results dialog always shows if a lab is present, but greys out when it cannot be used.
* When a lab cannot be used, a very specific reason is shown in the lab button's tooltip.
* Lab button tooltip no longer shows just data amounts, but rather the total data, science you will get, and how long it will take to get it (based on current data load)
* Lab processing is now instantaneous
* Fixed a few lab errors that were displaying despite actions being successful.
* Science Labs now have 750 units of data storage to account for large return values from Eeloo

Fairings:
* Clamshell fairings, fixed fairing bugs. Thanks to xEvilReeperx for inspiration!
* Fix fairing center of lift placement.
* Fix infinite recursion state when attaching inverted fairings together
* Fix interstage fairings not connecting/closing nearby overlapping parts.
* Fix interstage "cannot activate while stowed" issue when decoupling with intact fairing.
* Fix fairing not wanting to close in the editor if the wall ever detected a collision.
* Increased fairing transparency in editor when fairing is in standby.
* Fix editor lockup when copying an interstage fairing.
* Fairings now use two collider systems.
* Fairing connection node can now be specified in the .cfg file.

Resources and ISRU:
* Fixed a bug where resource data was unavailable in the Tracking Center.
* Converted the Narrow Band Scanner to a Unity 5 UI.
* Drills should be less prone to shutdown due to physics hops.
* Fixed a drag cube issue with deployable drills that caused them to always be treated as if they were in their extended state.
* Fixed an issue where, upon load, radiators would be extremely hot due to core heat.
* Fixed a bug where resource data would be persisted when saves were changed without re-loading the game.
* Drills now respect InfiniteElectricity and InfinitePropellant cheats. Note that for resource converters, toggling infinitePropellant removes ALL input requirements. This is to better facilitate modder testing.
* Resources now have a volume field (in liters) that can be used by modders where volume calculations are required vs. mass.
* ModuleResourceConverter can now be configured to take inputs in mass (metric tons) vs. units.
* Condense infinite resource cheats into Infinite Propellant and Infinite Electricity.
* Drill action group names now consistent with right-click options.

Miscellaneous Improvements & Fixes:
* Added new Save Upgrading system, automatically upgrades save data from previous version formats into 1.1 and beyond.
- Added Wheel save data upgrade script
- Added part offset upgrade scripts for LT-1, LT-2 and SmallGearBay parts
* Comments can now be directly injected into the debug log.
* Added a new cheat to enable stock vessel usage in career mode saves
* KSP's logging now intercepts log calls from child threads as well. In addition, the log now includes basic information about what mod DLLs are loaded and what folders/files exist in the root of GameData.
* Cached the components of most animated kerbals, like EVA kerbals or the space center ground crew, much more efficient implementation.
* Many, many performance optimizations. Some thermal things are now cached in part or precalculated, gauges refactored, slight PQS improvement.
* ITorqueProvider interface to identify modules that create torque.
* Events for part resource flow state, amount state change.
* Add events for going to/from, saving/loading protovessel/crew/part/progressnode.
* Science experiments can have optional cooldown timers. They can be set to not work when shielded.
* Facility upgrades have more fields and methods exposed for modding.
* Fix an issue with ConfigNode.ParseVector2 not returning one.
* Fix so that all GameParameters are respected.
* Fix an issue with parsing ulong enums.
* Add a debug override to enable quicksaving even when not clear to save.
* Fix a bug with events that remove themselves (was killing docking and other things).
* Add event when vessel reference transform changes.
* Add type-based contains and get to PartModuleList.
* Fix light dimming/brightening rates to use proper .cfg values.
* Warp-to-morning fixed for inclined launch sites. Now warps to a specified time of day regardless of inclination/tilt.
* Fix mysterious bright spots on the terrain with certain vessels.
* Crawlerway and SPH now properly report their names when being crashed into.
* The auto-deletion of debris at KSC can be turned off (settings menu)
* Long saves (> 68 Earth years, 233 Kerbin years) no longer cause negative dates. The date is good for over 140Gyr (though other problems will manifest)
* Quick-loading via alt-F9 a save made in the space center now returns to the space center if the save is not too ancient (pre 0.24).
* Fix issue with certain airlock hatches not properly detecting obstructions.
* Fix an issue with settings.cfg not properly importing or updating from previous installs.
* Added a "Return to 1x time warp" keybinding, default is /
* Fix instances where kerbals could sometimes not plant flags after bounding on low-g worlds.
* Add Config Node Extensions and other nice parsing additions thanks to stupid_chris
* Allow crew respawn time to be configured globally and per part the crew dies in.
* Fix a serious issue with PPFX not properly disabling thanks to Agathorn.
* Added a rolling list of save backups for auto saves and quick saves. Defaults to five backups.
* Cached component calls in many areas of the game.
* Made onCollisionEnhancerHit an actual game event.
* Added Mouse.HoveredPart, and utilized it in many scenes to have a more consistent way to select parts without doing lots of performance intensive raycasts.
* Added utility to CameraManager to grab the current relevant camera regardless of mode and scene.
* Add HighLogic.CurrentGame.CurrenciesAvailable, which flags when all currency scenarios for the current mode are up.
* Max Experience cheat recognizes new UI elements.
* Slight optimizations to KerbalRoster.
* Added ability to cancel build of compound parts (struts and fuel lines) using Delete.
* Fixed "open/close" right-click actions for SciJr while on EVA.
* Added ability to open and close SciJr doors from the ship (to control thermal issues during reentry).
* Fixed issue with splashed vessels being deleted when entering physics range when using NBS.
* Fixed NaNs on hyperbolic solar trajectories.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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coopasonic
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Re: Kerbal Space Program

Post by coopasonic » Tue Apr 19, 2016 4:57 pm

I started a new game on the 1.1 beta a couple weeks back. It's the same game. I went all the way through to landing on Duna and unlocking all the parts (with no mods).

There's just not much to post about. The game hasn't changed meaningfully in a long time. That's not a bad thing, it was very good in the beginning. Career mode made it better once it was fleshed out. The only problem now is I don't have much reason to keep playing. I am not good enough for the crazy challenges, but I am good enough to unlock everything to basically turn career mode into sandbox, then I am bored without any interesting goals.
-Coop

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Re: Kerbal Space Program

Post by jztemple2 » Tue Apr 19, 2016 5:04 pm

I haven't played in quite a while and I didn't want to go into the beta and then find something was changed before the final 1.1 release. There are a number of areas I never was good at in the game so I might want to give them a look in the tutorials and see if I can get smarter on them.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Re: Kerbal Space Program

Post by Stefan Stirzaker » Thu Apr 21, 2016 8:55 pm

I like hte new build, it's a lot quicker to load things. Graphics don't feel as sharp as previous builds not sure why, as everything is turned on max. After a year or so break I'm ready to jump back in to it :)

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Re: Kerbal Space Program

Post by jztemple2 » Thu Apr 21, 2016 11:03 pm

Stefan Stirzaker wrote:I like hte new build, it's a lot quicker to load things. Graphics don't feel as sharp as previous builds not sure why, as everything is turned on max. After a year or so break I'm ready to jump back in to it :)
I'm thinking the graphics aren't quite as good as they were, I'm particularly noticing this in the map view, I'm finding it hard to see the blue orbit line. I've also got everything cranked up to max.

I'm a Mechjeb whore :oops: and never have gotten into spaceplanes. I just like building big rockets and flying stuff to the Mun.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Re: Kerbal Space Program

Post by tiny ogre » Tue May 10, 2016 2:26 am

I started playing again, on career mode. I might have made it to Duna in career mode once before, but it seems slightly more fleshed out now. I had (And succeeded at) a rescue mission from Munar orbit, for example, which was fun, and I like the tourist missions just for giving me reasons to do certain things. I saw a build-a-Mun-base mission, but I didn't take it and now it's gone. I had just barely landed on the Mun at that point and I had only just researched my first docking ports. It seemed overly ambitious :)

I like the new aerodynamics. Definitely changes how I do takeoffs and re-entries. I was very confused the first time I failed a launch because I tried to turn to fast and the drag spun me around. Never used to have to worry about it! And I do like having to be conscious of speed and using heat shields for re-entry. It feels much more real now. But that's the only really big change since the last time I was playing.

It seems like it runs smoother, but it's hard to say because I'm playing on a Windows desktop now rather than a Mac laptop (where I spent my first 500+ hours...) It used to run well enough on that laptop, but it's been unstable on Mac for a long time, including the 1.1 beta builds (can't say anything about the final build, haven't tried it)

I'm pretty sure I can make it to Duna with what I've researched now, so that's the next set of missions. If I don't get tired of it (odds are about even) I think my end goal is going to be some Jool exploration missions in career mode. Last time I was playing heavily I was working on a forum challenge to explore all of Jool's moons with a single ship (* refueling from other ships allowed). I think I posted some of that in this thread. I seem to recall I mostly did it, but I think it turned out I forgot parachutes or something so couldn't actually get my crew home without a second ship :roll: :lol: Maybe I'll try some variant on that again. Maybe not in career mode.

I'm not having any problems in map view. The blue orbit is still easy to see for me. The shading helps make it easy to see which direction the orbit is going. I like it.
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Apollo
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Re: Kerbal Space Program

Post by Apollo » Wed May 11, 2016 12:33 am

I break this game out every spring and put at least 100 hrs in it before giving it a rest again. The new 1.1 version is available on windows in 64bit for the first time which means that you can now use lots of part mods without hitting the memory limit and crashing the game. :D

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Re: Kerbal Space Program

Post by Cortilian » Wed May 11, 2016 9:41 am

I am having a much harder time getting into orbit efficiently. I haven't really played since pre 1.0 and the new aerodynamics and reentry have really changed things up.

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tiny ogre
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Re: Kerbal Space Program

Post by tiny ogre » Wed May 11, 2016 8:51 pm

I got hung up for a couple of nights on a tourist mission. Two tourists, one needed to land on the Mun, both need to oribit Minmus, one also needs to land on Minmus. I built a lander with all the science gear I've researched and did the Mun part... then it turned out it's basically incapable of making it through reentry alive. So I parked it in Kerbin orbit (after reloading my quicksave. Cheater!) and built a rescue ship. Good thing I learned a long time ago to always include a docking port even if you don't think you need it, just in case, because tourists can't EVA and I would've had a much, much harder time rescuing them otherwise. But I built my first rescue ship thinking I'd EVA my pilot over to it and have it dock with the tourist ship. I put a robot control pod on top of the docking port, then jettisoned it after the EVA. Only now the original ship was left without a pilot. Which meant SAS doesn't work and it would not stay oriented! So I couldn't dock and had to reboard while it was spinning pretty wildly from a failed docking attempt. That took like 20 minutes.

Second attempt, just built the docking port on top of the probe pod. Worked great, transferred everyone over, collected all my science and made it home with everyone in one piece. But that's been three nights of only working on this mission. I am probably not making a profit on the mission since I still haven't even done the Minmus portion! But I'm having fun with it, and have picked up a few more technologies. Duna soon...
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Re: Kerbal Space Program

Post by Hrdina » Sun May 22, 2016 6:20 pm

Geez, I still haven't played KSP since before "Science!" was included in the game. I always mean to jump back in, but something always prevents that from happening. Lately, it has been Elite and Stellaris. Before that, Rocket League and Tharsis.

Jeb and friends are probably still drifting around out near Duna, where I left them after my first attempt to achieve Duna orbit. It was a near-miss. :oops:
Conform or be cast out!

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Re: Kerbal Space Program

Post by tiny ogre » Mon May 23, 2016 1:49 am

Hrdina wrote: Rocket League
I still play a lot of Rocket League. That and KSP are my gotos these days. I decided that they are the same genre: rocket games. It's my favorite genre.
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Re: Kerbal Space Program

Post by Holman » Mon May 23, 2016 5:37 pm

tiny ogre wrote:
Hrdina wrote: Rocket League
I still play a lot of Rocket League. That and KSP are my gotos these days. I decided that they are the same genre: rocket games. It's my favorite genre.
Well then you should enjoy Twilight Struggle!
Much prefer my Nazis Nuremberged.

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Re: Kerbal Space Program

Post by Montag » Mon May 23, 2016 8:59 pm

I have been back at it. Just unlocked the gravioli detector and did the high and low orbit sweeps of the Mun. Next mission will do the same for Minmus. This should unlock almost everything. Already have some sat contracts for Duna and Ike. We will have the technology!

With 64 bit and my newer machine, I am not afraid of bigger ships and running some aesthetic mods such as Environmental Visual Enhancements.
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Re: Kerbal Space Program

Post by jztemple2 » Wed Oct 12, 2016 1:43 am

Kerbal Space Program update 1.2 “Loud and Clear” is now available!
Hello everyone!

Kerbals hit a milestone, they are now interconnected and they can hear you Loud and Clear! Let your imagination fly with new possibilities, build communication networks, control vehicles remotely and explore every inch of the Kerbol System in ways that weren’t possible before with this new update!

Kerbal Space program 1.2: Loud and Clear includes a broad range of improvements and features that will enrich the overall game experience, such as the introduction of CommNet and KerbNet, a rewrite of the Stability Assist System (SAS) that makes your launches more accurate and fuel efficient, an engine change from Unity 5.2 to 5.4, more tweakable options for many parts, a complete fuel system redesign, and much more!

Here are some of the highlights for this update:

CommNet
Set up your own communications networks and have better control over your probes even when they cannot establish a direct connection. Link your probes back to Kerbin via an antenna to be completely autonomous and build relay networks for better science transmission!

KerbNet
Use satellites for reconnaissance purposes, scan the terrain below you, find biomes and anomalies, and place custom waypoints with a targeting interface.

Improved Fuelflow System
The Fuelflow system has been rewritten and now you have total control over how the fuel flows through your vessels!

Improved Wheels
The stability of Wheels has been greatly improved. Your rovers, wheeled vehicles will now turn and handle smoothly, making the overall driving experience more pleasant. Aircraft are also more stable, and all wheels have realistic load limits.

You can find the complete changelog here.

Kerbal Space Program 1.2 Loud and Clear is now available on the KSP Store and on Steam, and will soon be available on other third party platforms.
I believe this is intended to be the last update for KSP, aside from bug fixes. The game is also on sale this week on Steam for 40% off.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Re: Kerbal Space Program

Post by Stefan Stirzaker » Wed Oct 12, 2016 3:10 am

Looking forward to trying this one out. For some reason I like remote scanning and communications network ideas.

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Re: Kerbal Space Program

Post by jztemple2 » Wed Oct 12, 2016 11:17 am

Stefan Stirzaker wrote:Looking forward to trying this one out. For some reason I like remote scanning and communications network ideas.
Those were actually fan mods that were incorporated into the game. I used them and yeah they were pretty cool.
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Re: Kerbal Space Program

Post by Suitably Ironic Moniker » Wed Oct 12, 2016 11:49 am

jztemple2 wrote:Kerbal Space Program update 1.2 “Loud and Clear” is now available!
Hello everyone!

Kerbals hit a milestone, they are now interconnected and they can hear you Loud and Clear! Let your imagination fly with new possibilities, build communication networks, control vehicles remotely and explore every inch of the Kerbol System in ways that weren’t possible before with this new update!

Kerbal Space program 1.2: Loud and Clear includes a broad range of improvements and features that will enrich the overall game experience, such as the introduction of CommNet and KerbNet, a rewrite of the Stability Assist System (SAS) that makes your launches more accurate and fuel efficient, an engine change from Unity 5.2 to 5.4, more tweakable options for many parts, a complete fuel system redesign, and much more!

Here are some of the highlights for this update:

CommNet
Set up your own communications networks and have better control over your probes even when they cannot establish a direct connection. Link your probes back to Kerbin via an antenna to be completely autonomous and build relay networks for better science transmission!

KerbNet
Use satellites for reconnaissance purposes, scan the terrain below you, find biomes and anomalies, and place custom waypoints with a targeting interface.

Improved Fuelflow System
The Fuelflow system has been rewritten and now you have total control over how the fuel flows through your vessels!

Improved Wheels
The stability of Wheels has been greatly improved. Your rovers, wheeled vehicles will now turn and handle smoothly, making the overall driving experience more pleasant. Aircraft are also more stable, and all wheels have realistic load limits.

You can find the complete changelog here.

Kerbal Space Program 1.2 Loud and Clear is now available on the KSP Store and on Steam, and will soon be available on other third party platforms.
I believe this is intended to be the last update for KSP, aside from bug fixes. The game is also on sale this week on Steam for 40% off.
I believe that this is the last content update from the original creators, but they have hired a new team to continue development.
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Re: Kerbal Space Program

Post by jztemple2 » Wed Oct 12, 2016 1:32 pm

Suitably Ironic Moniker wrote: I believe that this is the last content update from the original creators, but they have hired a new team to continue development.
Wow, that's good news :D. Even if a lot of the new development is incorporating fan mods, that's still a lot of cool stuff to come.
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Re: Kerbal Space Program

Post by jztemple2 » Sat Mar 18, 2017 11:06 pm

And now we know more about the new development! From RPS, Kerbal Space Program’s first expansion is Making History
A mission editor is coming Kerbal Space Program [official site] as part of a paid expansion pack, developers Squad have announced. ‘Making History’ is its name, and recreating history is its game. The expansion will come with a set of missions inspired by real-world historical jaunts from the early days of spaceflights, along with tools to create your own missions or download missions other players have made. A little more purpose for the spaceship-building sandbox does sound good.

Squad haven’t shown anything of the tools yet but do explain:

“Mission Builder is an exciting new feature that puts the process of creating and editing missions in your hands. We wanted to give you the tools to get the sense of being part of a space program’s Mission Design Division by tailoring your own missions and narratives in a friendly and intuitive interface. Once created, you will be able to easily share your missions with the wider community.”

Missions will be scored on a number of metrics, so players can compete to be the best spacemen. Squad are packing in missions of their own creation, of course:

“You will have the opportunity to re-live historical missions from humankind’s own space history, all with that unique Kerbal Space Program twist! The pack will include a new set of parts and a new astronaut suit for your brave heroes. Imagine walking in the boots of the astronauts who witnessed the majesty of outer space for the first time or landed on other celestial bodies as the first of their kind.”

The expansion will also add historical spaceship parts inspired by classic US and Soviet hardware, and a feature that sounds like it probably should be in the base game – personal parachutes for individual spacemen.

No word yet on when the expansion will launch or how much it’ll cost. Squad have confirmed that, as promised, this expansion will be free to people who bought KSP by the end of April 2013.
Woo hoo! I bought KSP in March of 2013, so it'll be free for me. I've never converted over to Steam, so I guess I'll be getting it directly from Squad.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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coopasonic
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Re: Kerbal Space Program

Post by coopasonic » Sun Mar 19, 2017 10:24 am

jztemple2 wrote:And now we know more about the new development! From RPS, Kerbal Space Program’s first expansion is Making History
No word yet on when the expansion will launch or how much it’ll cost. Squad have confirmed that, as promised, this expansion will be free to people who bought KSP by the end of April 2013.
Woo hoo! I bought KSP in March of 2013, so it'll be free for me. I've never converted over to Steam, so I guess I'll be getting it directly from Squad.
Hmm I acquired the game in March 2013 as well, but no idea where I bought it. I guess it was direct from squad. I redeemed a key on steam in October 2013. This doesn't really sound like anything that would get me back into the game though.
-Coop

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Re: Kerbal Space Program

Post by infinitelurker » Sun Mar 19, 2017 4:31 pm

coopasonic wrote:
jztemple2 wrote:And now we know more about the new development! From RPS, Kerbal Space Program’s first expansion is Making History
No word yet on when the expansion will launch or how much it’ll cost. Squad have confirmed that, as promised, this expansion will be free to people who bought KSP by the end of April 2013.
Woo hoo! I bought KSP in March of 2013, so it'll be free for me. I've never converted over to Steam, so I guess I'll be getting it directly from Squad.
Hmm I acquired the game in March 2013 as well, but no idea where I bought it. I guess it was direct from squad. I redeemed a key on steam in October 2013. This doesn't really sound like anything that would get me back into the game though.
Just went and searched my email, ayup, May 2013.

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-something witty-

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Re: Kerbal Space Program

Post by jztemple2 » Sun Mar 19, 2017 8:21 pm

Great image :D
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Re: Kerbal Space Program

Post by jztemple2 » Wed May 31, 2017 9:07 am

Breaking Kerbal Space Program news... KSP Acquired by Take-Two Interactive
Hello everyone,

We have very exciting news to share with the KSP community today: Take-Two Interactive has purchased Kerbal Space Program. The important thing to know is that this big news doesn’t change much for the KSP community. Squad and the current development team is still here and we’re hard at work on KSP and its future updates, but now we are fortunate enough to do so with the help of an experienced publisher like Take-Two, and we couldn’t be more excited and happy to see where our conjoint collaboration will take KSP forward.

Right now, we’re still focused on the Kerbal Space Program: Making History Expansion and we’ll continue to keep you updated on our progress. And yes, we’re keeping our promise of free DLC for everyone who purchased KSP through April 2013! We’re continuing to work closely with Blitworks on the updated version of KSP for consoles, which will be available on the Xbox and PSN digital stores when it is complete. This will be a free update for anyone who already owns KSP on Xbox or PS4. We can’t wait for you to play what we’ve been working on in the coming months!

This is a very exciting time for KSP and the Community, and we hope you’re as thrilled as we are. The team at Take-Two are big fans of KSP, who have been persistently knocking on our door trying to work with us for a long time. They share your passion for the game and we’re really eager to see what Squad and Take-Two can do together for Kerbal Space Program moving forward!

Happy launchings!

-The KSP Development Team

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I think they used the wrong group photo, I think this would have been a more appropriate repsonse:

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"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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