In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics.
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20. joulukuu, 2018

Kerbal Space Program 1.6: “To Vee or not To Vee” is now available!



Hello everyone!

Kerbal Space Program 1.6: To Vee or not To Vee has launched and unlike Hamlet we know the answer - it is definitely to ΔVee...

This update has a great deal of awesome things for you, including new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We also have added some fun new idle animations for Kerbals, dynamic cube maps that will make shiny parts reflect their environment. We rebalanced and fined tuned various Making History parts, and much more!

With Kerbal Space Program 1.6: To Vee or not To Vee we continue the endeavor of optimizing resources, improving performance, and making KSP the best game it can be through continuous support and meaningful updates.

Let’s go through some of this update’s highlights:

Delta-v per Stage and Delta-v Tool App

Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope.

Click here to see a video showcasing this feature!

Part revamps

To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful!


Navigation Icons to Launch Sites

A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites.

Click here to see an animated gif showcasing this feature.

Helmets Off!

You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel…

Click here to see an animated gif showcasing this feature.

And much more!

To learn more you can read the full Changelog here:

1.6 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option. * Stock and mobile launch sites are now navigable in all game modes. * Performance improvements for DV calculations that are used by Burn Indicator. * Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red. * Performance improvements for craft browser menus. * Craft browser menus now check for craft compatibility. * Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key. * Generate reflections of the environment to be displayed on shiny parts. * Improved part search in the editors to give more relevant results with short search terms. * Adjusted shadows from The Sun to be more precise. * Add new idle animations when the kerbal is standing in the ground. * The command parts now have an option to change their 'forward' direction in the PAW. * Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere. * Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN. * Allow wheel spring and damper advanced tweakables to be set up to a value of 3. +++ Localization * Localize the phrase “Advanced Message App:” in the Mini-Settings dialog. * Some Community feedback for localization strings applied. +++ Parts Updated Parts (reskinned): * Mk2 Lander Can * 48-7S Spark * RE-L10 Poodle * LV-909 Terrier * FL-A10 * FL-A5 * ADTP-2-3 * Rockomax Brand Adapter * Rockomax Brand Adapter 02 * TVR-200 Stack Bi-Coupler * TVR-1180C MK1 Stack Tri-Coupler * TVR-2160C Mk2 Stack Quad-Coupler * TVR-200L Stack Bi-Adapter * TVR-300L Stack Tri-Adapter * TVR-400L Stack Quad-Adapter * Small Nose Cone * Aerodynamic Nose Cone * Advanced Nose Cone - Type B * Advanced Nose Cone - Type A * Protective Rocket Nose Cone MK7 Color Variants: * Mk2 Lander Can (New “Lander” and “Rover” color variants) * 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants) * LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants) * FL-A10 (New “White” and “Orange” color variants) * FL-A5 (New “White” and “Orange” color variants) * ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants) * Rockomax Brand Adapter (New “Black and White” and “Orange” color variants) * Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants) * TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants) * TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants) * TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants) * TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants) * TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants) * TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants) * Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants) * Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants) * Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants) * Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants) Other Part changes: * Fixed the normals maps on the Stayputnik. * Fixed the normals maps on the Okto. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant. +++ Bugfixes * Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes. * Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator. * Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator. * Fix flashing Burn Indicator and display of DV when vessel are prelaunch. * Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report. * Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips. * Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH). * Fix fuel being drained from tanks when fuel availability icon is double-clicked. * Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters. * Fix double quotes in stock craft descriptions. * Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode. * Fix Drills can operate and generate ore only when deployed and proper surface contact. * Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default). * Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH). * Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly. * Removed unnecessary horizontal slider in the mini settings UI. * Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range. * Fix flickering of fairings in editor scene. * Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario. * Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel. * Fix NRE is no longer generated when rockets crash on the Launchpad. * Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX. * Fix cost of fairings shells now is included with initial vessel load. * Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship. * Fix last part of interstage fairings not having correct variant applied when vessel is loaded. * Assigned the correct category to the cfg of all engines. * Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT * Fix Vessel without name cannot be saved in the editor and no longer generates an error. * Fix part hover highlighting no longers shows from inside IVA or Internal camera. * Fix inverted interstage fairings not being able to activate when a decoupler below them has activated. * Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars. * Fix potential NRE when completing an orbital survey. * Fix Words no longer duplicate on contracts. * Fix Burn Bar and Orbit stays the same when a new target is selected. * Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves. +++ Mods * Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene. * Variants can now disable animations and events. * Alternative control point orientations can be configured on ModuleCommand. * Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet * Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE +++Miscellaneous * Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists. * Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher. * Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel. * The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals. 1.6 Changelog - Making History DLC ONLY +++ Improvements * Open mission menus now check for craft file compatibility. +++ Localization +++ Parts * The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat. * The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50 * The following Structural Tubes were rebalanced: T-25, T-37, T-50 +++ Bugfixes * Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog. * Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left. * Fix Kerbals now appear swimming in the correct position on the water when spawning. * Fix undo function will no longer ignore copied nodes in mission builder. * Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator. * Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE. * Fix Localization description of craft Valkshod 2 on trouble in the Void mission. * Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission. * Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission. * Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned. +++ Missions +++Miscellaneous

Kerbal Space Program 1.6: To Vee or not To Vee is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game.

Happy launchings!

PS: Ask and you shall receive xD

Oh... and if you like, you can download wallpapers of the To Vee or not To Vee art here:
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12. joulukuu, 2018

KSP Loading... A closer look into Update 1.6



Welcome to the second edition of our official newsletter, KSP Loading… ! Do you want to learn about all the current developments of KSP? Here’s the place to be, so let's get started!

Update 1.6

Kerbal Space Program 1.6: To Vee or not To Vee is right around the corner, and as with every release the team is very busy wrapping up the final details. As part of our new update delivery plan, To Vee Or Not To Vee is a free update that will be packed with content: Part Revamps, New Features, and more. Here are some of the things we have been busy with for the last few weeks...

Part Catalogue Revamps1

Fuel Tank Adapters

Let’s start with more part revamps. As you have noticed, with this update we took the task of giving some well-deserved attention to several fuel tank adapters that, in all honesty, looked a bit outdated to say the least. Last time we showed you the revamped TVR Stack Couplers, well, this time it is the turn of the O.M.B. Demolition Enterprises TVR-400L Stack Quad-Adapter, which, despite its similarities to a TVR Quad-Coupler, allows for a single 2.5m in diameter rocket to branch into four separate 1.25m stacks. Our artists remade this part’s specular, diffuse and normal texture maps, and created two additional variants to match the different variants found in other Rockomax sized parts.


Click here for high-res images

Revamped Nose Cones

Nose cones have helped your rocket stacks reduce their drag for a long time, but were in need of some well-deserved attention. Our artists gave a facelift to the C7 Aerospace Division’s Small Nose Cone and Goliath National Products’ Protective Rocket Nose Cone Mk7, the Aerodynamic Nose Cone and the Advanced Nose Cones - Type A & B. All these nose cones got brand new diffuse and specular texture maps. Additionally, the colliders of the Protective Rocket Nose Cone Mk7 were revised and, with the exception of the Small Nose Cone, all have new variants to match with your preferred style.






Click here for high res images

The Mk2 Lander Can IVA

Last time we showed you a preview of the revamped Mk2 Lander Can, but there was an aspect of this cockpit we kept under our sleeve: its IVA! Our artists carefully modelled this IVA to match the new dimensions and to give our beloved Kerbals space to perform experiments and store their board games and snacks!




Click here for high-res images

The “Poodle”

Originally based off the Payload Assist Module (PAM), the Rockomax RE-L10 “Poodle” Liquid Fuel Engine is a favorite among players for vacuum operations due to its high specific impulse and thrust. It’s because of this popularity and its outdated look that we decided it needed a makeover, so we turned it into a dual combustion chamber closed cycle engine that will continue to excel at landings, orbital insertions and transfers. As you can see, our artists completely redid the engine’s geometry and created brand new texture maps, giving the “Poodle” a very cool and modern look that matches the engine’s versatility.

Click here to see a high-res image

The “Terrier”

An outstanding engine for orbital maneuvers and landings, the LV-909 "Terrier" Liquid Fuel Engine is also a veteran that received a heavy aesthetic makeover. For this engine the artists completely reworked its geometry and carefully placed some nice details on the engine combustion chamber. Brand new textures maps were also created for the “Terrier” and we are including three variants for you to choose from, including bare and truss mount versions. The new emissive texture (heat map) for the throttle animation of this engine looks pretty awesome, too!



Click here to see the high-res images

New Features

New Idle Animations

To give Kerbals even more personality, we are including several animations for idle Kerbals. These animations will trigger randomly after 10 seconds of inactivity and make taking Kerbal group photos as difficult as on Earth.

Click here to see an animated gif showcasing this feature.

Hiding EVA Helmet

There’s another neat feature included in the upcoming 1.6 update. You will now be able to remove the Kerbals’ Helmets, as well as their neck ring! But be careful, there is a reason why Astronauts wear Helmets for space travel…

Click here to see an animated gif showcasing this feature.

Dynamic Cube Maps

With Update 1.5 we introduced a new shader that made some parts’ metallic bits interact with light. However, the way this shader looked inside the VAB/SPH and outside in the environment differed significantly. With the upcoming 1.6 update we are adding Dynamic Cube Maps to flight mode. These cube map textures are consistently updated to represent a dynamically changing environment, so metallic parts, such as the Probodobodyne Stayputnik will now also reflect the surrounding environment on their surface.

Delta-v per Stage and Delta-v Tool App

This feature is the Crown Jewel of Kerbal Space Program 1.6: To Vee or not To Vee and probably one of the most requested ones. With the upcoming update you’ll be able to visualize the delta-v value along with a range of other technical data for each stage, as well as the overall delta-v of the vessel natively. Additionally, we are including the Delta-v Tool App: A tool that will allow you to set the vessel environment for how delta-v is calculated in the VAB and SPH. Check the video below to learn more!

Click here to see a video explaining this feature!

The Bug Hunt

The team has also been busy with some good ol’ bug sweeping for both the base game and the Making History Expansion. So far, more than 60 items (between bugs and feedback) have been resolved for update 1.6. For instance, some players were having trouble with the dV calculation and handling of stages with multiple engines and asparagus staging in the Burn Time Indicator; now that has been fixed. The team also corrected an issue with drills; now these can only operate and generate ore when deployed with proper surface contact. The Making History Expansion is also getting a good deal of bug squashing. You’ll be happy to hear that a Null-Reference Exception is no longer generated when changing the “Location” settings in the "Spawn Vessel" node with the described procedure in the Mission Builder. Additionally, Kerbals will now appear swimming in the correct position when spawning on bodies of water. We also took this opportunity to do some rebalancing for the Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff and Bobcat LFO engines. Finally, we want to remind you, dear bughunters, that the bugtracker includes a feature you can use to upvote reports and, thus, help us order the issues by user relevance (Upvotes). Click here to learn how to use it.

KSP Enhanced Edition

As we disclosed in the last edition of KSP Loading…, we are currently working on a substantial update for KSP on consoles and it will include various items that the PC version currently has. It is important to note that there always will be differences between the PC and console versions. For instance, if we were to bring Update 1.5 to consoles, we would have to do an entirely new port, something that would take a massive amount of time and resources to achieve and would retract from the overall progress of the game. Instead, we are working on a console-optimized update that will take bits and pieces of all updates we have released after 1.2.1; some of the ones that people like the most. Just to name a couple examples, this next update will include several revamped parts, the variant switcher, and a number of other things that we will be revealing along the way.
We know that console players also want to enjoy new content and we are aiming to provide our players with a content-filled package that not only will solve known issues, but give console players more reasons to continue playing KSP from the comfort of their couches.

Meet the team

We also want to take this opportunity to introduce you to our new Lead Designer, Paul “Maxsimal” Boyle, who has been an avid KSP player since the 1.0 release. Here are some words of his own:

Hi! I've just joined the team very recently, but I've been working on games as a software engineer and designer since 2002. I'm a huge KSP & rocket fan - the realism mods really hooked me. And I'm a general nerd-about-town of the sci-fi/ fantasy/ video game/ boardgame/ tabletop RPG/ wargame/ computer/ physics/ you name it type. I also travel a lot and hang out with my better half and our cats to pretend I'm halfway normal.
I'm really looking forward to helping you explode our favorite little green people in new and exciting ways.



Finally we want to remind you that you can share and download missions on Curse, KerbalX, the KSP Forum and the KSP Steam Workshop.

That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates!

Happy launchings!
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Tietoja pelistä

In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) to explore moons and planets in the Kerbol solar system, constructing bases and space stations to expand the reach of your expedition.

Kerbal Space Program features three gameplay modes. In Science Mode, perform space experiments to unlock new technology and advance the knowledge of Kerbalkind. In Career Mode, oversee every aspect of the space program, including construction, strategy, funding, upgrades, and more. In Sandbox, you are free to build any spacecraft you can think of, with all parts and technology in the game.

Key Features


  • Build spaceships, rockets, and vehicles using any imaginable combination of parts, each with their own function that will affect the way your spacecraft behaves.
  • Take full control over your ship’s setup to execute complex flight maneuvers.
  • Manage your Kerbal crewmembers, including hiring, training, and sending them into space to become heroes.
  • Discover a whole star system with unique moons and planets, exploring detailed terrain at a vast scale.
  • Send your Kerbal crew outside their ships for “extra-vehicular” activities.
  • Dock spacecraft together to construct space stations, massive starships, and surface bases on new planets.
  • Use satellites to scan terrain and find biomes and other anomalies.
  • Set up communications networks to communicate between your spacecraft and Kerbal Space Center.
  • Research and develop new technologies to extract valuable information and resources from all over the solar system, and much more!

Try out the many mods created by the Kerbal Space Program community!

Järjestelmävaatimukset

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows 7 64-bit
    • Processor:Core 2 Duo
    • Memory:4 GB RAM
    • Graphics:DX10 (SM 4.0) capable, 512MB VRAM
    • Hard Drive:3 GB HD space
    Recommended:
    • OS:Windows 10 64 bit
    • Processor:Core i5
    • Memory:8 GB RAM
    • Graphics:DX10 (SM 4.0) capable, 1GB VRAM
    • Hard Drive:4 GB HD space
    Minimum:
    • OS:macOS Mavericks (10.9) 64-bit
    • Processor:Intel
    • Memory:4 GB RAM
    • Graphics:SM 4.0 512MB VRAM
    • Hard Drive:3 GB HD space
    Recommended:
    • OS: macOS Sierra (10.12)
    • Processor:Intel Core i5
    • Memory:8 GB RAM
    • Graphics:SM 4.0 1GB VRAM
    • Hard Drive:4 GB HD space
    Minimum:
    • OS: Ubuntu 14.04 LTS 64-bit
    • Processor: Core 2 Duo
    • Memory: 4 GB RAM
    • Graphics: SM 4.0 512MB VRAM
    • Hard Disk Space: 3 GB HD space
    Recommended:
    • OS: Ubuntu 16.04 LTS
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Graphics: SM 4.0 1GB VRAM
    • Hard Drive: 4 GB HD space

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