Kerbal Space Program - HarvesteR
Hi again,

We're happy to announce that we've just released a small update which enables support for the Steam Controller in KSP.



This isn't a new version of KSP. It's a steam-only plugin (like a mod) that is included with the Steam version of the game. It interfaces with the Steamworks API and talks to the Steam Controller to make it context-aware in KSP.

That means KSP now supports five control modes for Steam Controller bindings: Menu, Flight, Docking, Editor and Map controls. Those modes will change automatically as you play. (Look for an on-screen message on the lower-right to see when modes are changing)

Each mode is set up to make the most of the controller in each area of the game. For instance, in flight, the triggers control throttle (incrementally on a soft pull, max throttle/cutoff on a full pull). In other modes, they are used to select things.

All modes share a common set of bindings, which means you shouldn't have to learn 5 completely different control sets. On all modes, the right pad controls the mouse (and camera), and the left pad is a scrollwheel.

The pads also have extra functions on them that change depending on context. In flight, docking and map modes, LeftGrip (which is always bound as a shifter key in all modes) enables Touch Menus on each pad, exposing controls for action groups, quicksaving/loading, as well as changing between Docking and Flight controls in the flight UI.

In the Editors, you'll find other actions 'behind' the trackpads too. Here, you just need to click them to get to buttons to change editor tools (Place, Offset, Rotate and Root in the left pad) and tweak other advanced editor settings as well (Symmetry Mode and Reference Frame on the right pad)

In all modes (except menu ofc) you can double tap the right pad to lock the camera into mouselook mode (a feature just added in 1.0.5). This will lock the mouse to move the camera instead of the cursor, just as was possible before in internal view. To leave mouselook mode, just tap the right pad again, or double-tap the left or middle mouse buttons, or Esc if you want to be extra dramatic.

There are a lot more little features to find in the new official KSP Controller Bindings, and I invite you to dive in and explore the many options and sub-options there.

We've been testing this profile extensively, and so far, I haven't come across any situation in the game that wasn't doable through the controller. In fact, this is quickly growing into my favorite method of playing KSP. Honestly.

Lastly, if you ever forget which mode you are in, you can simply Pause and unpause the game. The current mode will pop up on screen.

That's all there is to it for now. Have fun playing KSP with your new Steam Controller!

Cheers
Kerbal Space Program - HarvesteR
Hi again,

We're happy to announce that we've just released a small update which enables support for the Steam Controller in KSP.



This isn't a new version of KSP. It's a steam-only plugin (like a mod) that is included with the Steam version of the game. It interfaces with the Steamworks API and talks to the Steam Controller to make it context-aware in KSP.

That means KSP now supports five control modes for Steam Controller bindings: Menu, Flight, Docking, Editor and Map controls. Those modes will change automatically as you play. (Look for an on-screen message on the lower-right to see when modes are changing)

Each mode is set up to make the most of the controller in each area of the game. For instance, in flight, the triggers control throttle (incrementally on a soft pull, max throttle/cutoff on a full pull). In other modes, they are used to select things.

All modes share a common set of bindings, which means you shouldn't have to learn 5 completely different control sets. On all modes, the right pad controls the mouse (and camera), and the left pad is a scrollwheel.

The pads also have extra functions on them that change depending on context. In flight, docking and map modes, LeftGrip (which is always bound as a shifter key in all modes) enables Touch Menus on each pad, exposing controls for action groups, quicksaving/loading, as well as changing between Docking and Flight controls in the flight UI.

In the Editors, you'll find other actions 'behind' the trackpads too. Here, you just need to click them to get to buttons to change editor tools (Place, Offset, Rotate and Root in the left pad) and tweak other advanced editor settings as well (Symmetry Mode and Reference Frame on the right pad)

In all modes (except menu ofc) you can double tap the right pad to lock the camera into mouselook mode (a feature just added in 1.0.5). This will lock the mouse to move the camera instead of the cursor, just as was possible before in internal view. To leave mouselook mode, just tap the right pad again, or double-tap the left or middle mouse buttons, or Esc if you want to be extra dramatic.

There are a lot more little features to find in the new official KSP Controller Bindings, and I invite you to dive in and explore the many options and sub-options there.

We've been testing this profile extensively, and so far, I haven't come across any situation in the game that wasn't doable through the controller. In fact, this is quickly growing into my favorite method of playing KSP. Honestly.

Lastly, if you ever forget which mode you are in, you can simply Pause and unpause the game. The current mode will pop up on screen.

That's all there is to it for now. Have fun playing KSP with your new Steam Controller!

Cheers
Nov 9, 2015
Kerbal Space Program - HarvesteR


Greetings, Kerbonauts!

It has been a while, longer than we anticipated in any case, but we're now here with a new update for Kerbal Space Program: version 1.0.5!

This update features content, bugfixes and rebalances that were part of the upcoming monster update 1.1, which will feature such things as multithreaded physics calculations and 64 bit support for Windows and OSX. That update is taking longer than anticipated, and we came to a point where a lot of content was ready to go through testing and be released on its own merits. With these parts ready we wanted to get them to you as fast as possible, and I think we have succeeded in a speedy delivery of this patch.

Here are some of the highlights in this patch:
  • Contextual Contracts & Contract Changes
    The contracts system has had a major overhaul with the goal of providing you with more varied and relevant contracts. In short, we’ve added contextual contracts and passive milestone rewards. Contextual contracts monitor your progress in the game and hook into existing existing spacecraft, whereas passive milestone rewards will reward more adventurous players for setting a world first without accepting the corresponding contracts. A new strategy in the Administration Building will boost these rewards.

  • Thermodynamic improvements
    Update 1.0.5 features many improvements to the thermodynamic systems. The thermodynamics system has been reworked to correct the various issues encountered in 1.0.4, and supports differential skin-internal temperatures and non-instant changes. We've also corrected some issues with the atmospheres of other celestial bodies, and better tuned re-entry and aerobraking across the board. Core heat was introduced, which allows for simulating things such as warm-up time & overheating without it being directly coupled to the part temperature.

  • New buoyancy model
    The water buoyancy has been completely reworked. Water is now less soupy and it's very possible to build seaplanes. The density of oceans differs across celestials bodies, invoking new gameplay challenges. The impact tolerances take into account just the speed of the craft, but also the angle at which it hits the water.

  • New rocket and spaceplane parts
    A wide selection of new parts is made available in this patch: from high-vectoring space shuttle main engines and a reskinned toroidal aerospike all the way to tiny and humongous jet engines and a cargo ramp for Mk.3 planes. We’ve also added new stock vehicles to the game to go with these new parts.

  • Bugfixes & Tweaks
    KSP 1.0.5 has many bugfixes: over 100 issues were fixed, including launch clamps following you to orbit, . And good news for anyone with a fine eye for detail: the black stripes on the NASA tanks now line up perfectly! There were of course plenty more bugs on the 'fixed list', but we refer you to our forums or the readme file for the complete list.

Click here for the official release announcement. The update is now available on Steam.
Nov 9, 2015
Kerbal Space Program - HarvesteR


Greetings, Kerbonauts!

It has been a while, longer than we anticipated in any case, but we're now here with a new update for Kerbal Space Program: version 1.0.5!

This update features content, bugfixes and rebalances that were part of the upcoming monster update 1.1, which will feature such things as multithreaded physics calculations and 64 bit support for Windows and OSX. That update is taking longer than anticipated, and we came to a point where a lot of content was ready to go through testing and be released on its own merits. With these parts ready we wanted to get them to you as fast as possible, and I think we have succeeded in a speedy delivery of this patch.

Here are some of the highlights in this patch:
  • Contextual Contracts & Contract Changes
    The contracts system has had a major overhaul with the goal of providing you with more varied and relevant contracts. In short, we’ve added contextual contracts and passive milestone rewards. Contextual contracts monitor your progress in the game and hook into existing existing spacecraft, whereas passive milestone rewards will reward more adventurous players for setting a world first without accepting the corresponding contracts. A new strategy in the Administration Building will boost these rewards.

  • Thermodynamic improvements
    Update 1.0.5 features many improvements to the thermodynamic systems. The thermodynamics system has been reworked to correct the various issues encountered in 1.0.4, and supports differential skin-internal temperatures and non-instant changes. We've also corrected some issues with the atmospheres of other celestial bodies, and better tuned re-entry and aerobraking across the board. Core heat was introduced, which allows for simulating things such as warm-up time & overheating without it being directly coupled to the part temperature.

  • New buoyancy model
    The water buoyancy has been completely reworked. Water is now less soupy and it's very possible to build seaplanes. The density of oceans differs across celestials bodies, invoking new gameplay challenges. The impact tolerances take into account just the speed of the craft, but also the angle at which it hits the water.

  • New rocket and spaceplane parts
    A wide selection of new parts is made available in this patch: from high-vectoring space shuttle main engines and a reskinned toroidal aerospike all the way to tiny and humongous jet engines and a cargo ramp for Mk.3 planes. We’ve also added new stock vehicles to the game to go with these new parts.

  • Bugfixes & Tweaks
    KSP 1.0.5 has many bugfixes: over 100 issues were fixed, including launch clamps following you to orbit, . And good news for anyone with a fine eye for detail: the black stripes on the NASA tanks now line up perfectly! There were of course plenty more bugs on the 'fixed list', but we refer you to our forums or the readme file for the complete list.

Click here for the official release announcement. The update is now available on Steam.
Kerbal Space Program - KasperVld


.. and we couldn't have done it without you guys! There was an extremely strong lineup, and we owe it to you guys to have come out on top. Thank you so very much, again this is a huge boost to the team!

Check out all the winners at the Golden Joystick website, all of those games are worth taking a good look at. Kerbal Space Program would never have gotten where it is today without the help of the community: you guys play the game, spread the word, create amazing fan-art and code fantastic mods.

We're dedicated to keep developing the game for the foreseeable future and are currently working on patch 1.0.5 - which is a content and bugfix update coming very soon™ - and update 1.1, which will feature the game's move to the Unity 5 engine, allowing for 64 bit versions, increased performance and much much more.

Thank you again, and don't be shy to check out our forums, both here on steam and over at kerbalspaceprogram.com, and follow us on Twitter, Facebook and Tumblr.
Kerbal Space Program - KasperVld


.. and we couldn't have done it without you guys! There was an extremely strong lineup, and we owe it to you guys to have come out on top. Thank you so very much, again this is a huge boost to the team!

Check out all the winners at the Golden Joystick website, all of those games are worth taking a good look at. Kerbal Space Program would never have gotten where it is today without the help of the community: you guys play the game, spread the word, create amazing fan-art and code fantastic mods.

We're dedicated to keep developing the game for the foreseeable future and are currently working on patch 1.0.5 - which is a content and bugfix update coming very soon™ - and update 1.1, which will feature the game's move to the Unity 5 engine, allowing for 64 bit versions, increased performance and much much more.

Thank you again, and don't be shy to check out our forums, both here on steam and over at kerbalspaceprogram.com, and follow us on Twitter, Facebook and Tumblr.
Kerbal Space Program - KasperVld


Good afternoon from Mexico!

Last night at Unite Boston - for those of you who don’t know - the Unity Awards ceremony took place, and Kerbal Space Program was awarded not one, but two awards: Best Gameplay and Community Choice! It's an amazing honor and we’re very glad the KSP community supported us in such a major way. We want to thank you from the bottom of our hearts.

Being part of such a strong lineup of games, and walking away with two awards is something we never saw coming, but there are also many games that were nominated, or won awards, that you really should check out:

  • First and foremost: the winner of the Golden Cube, Cities Skylines. This game is a fantastic city builder with a great developer and publisher behind it. The first expansion pack, which is right around the corner, also looks very promising.
  • Endless Legend walked away with the award for best 3D experience, and this 4X turn based fantasy game should definitely be on your list if you’re into the genre.
  • Ori and the Blind Forest is a stunning looker. In this 2D platformer you explore a deeply emotional story about love and sacrifice. Did we say it’s a beautiful already? It took the award for best 2D experience!
  • Probably the only riot training program we’ve ever seen: Anarcute won best student project! In this game your goal is to escape the police, gather a group of friends and destroy literally everything. It’s only a matter of time until Danny2462 gets his hands on this, we’re sure.
Apart from making games, the Unity engine is often used to create a wide range of tools, art and virtual reality programs. In these categories the winners were Parachute Training Simulator (best visual simulation), UEFA Champions League Nissan Orchestra (best of non game), and Tilt Brush (best VR experience). Finally, Chronos - Time Control walked away with the best store asset award.

Unfortunately the list would grow a bit long if we mentioned all the nominees, but rest assured they’re all amazing in their own way. A full list is available at the Unity website.

Thank you to Unity and you all for the awards and a massive congratulations to all the winners on behalf of all of us here at Squad!
Kerbal Space Program - KasperVld


Good afternoon from Mexico!

Last night at Unite Boston - for those of you who don’t know - the Unity Awards ceremony took place, and Kerbal Space Program was awarded not one, but two awards: Best Gameplay and Community Choice! It's an amazing honor and we’re very glad the KSP community supported us in such a major way. We want to thank you from the bottom of our hearts.

Being part of such a strong lineup of games, and walking away with two awards is something we never saw coming, but there are also many games that were nominated, or won awards, that you really should check out:

  • First and foremost: the winner of the Golden Cube, Cities Skylines. This game is a fantastic city builder with a great developer and publisher behind it. The first expansion pack, which is right around the corner, also looks very promising.
  • Endless Legend walked away with the award for best 3D experience, and this 4X turn based fantasy game should definitely be on your list if you’re into the genre.
  • Ori and the Blind Forest is a stunning looker. In this 2D platformer you explore a deeply emotional story about love and sacrifice. Did we say it’s a beautiful already? It took the award for best 2D experience!
  • Probably the only riot training program we’ve ever seen: Anarcute won best student project! In this game your goal is to escape the police, gather a group of friends and destroy literally everything. It’s only a matter of time until Danny2462 gets his hands on this, we’re sure.
Apart from making games, the Unity engine is often used to create a wide range of tools, art and virtual reality programs. In these categories the winners were Parachute Training Simulator (best visual simulation), UEFA Champions League Nissan Orchestra (best of non game), and Tilt Brush (best VR experience). Finally, Chronos - Time Control walked away with the best store asset award.

Unfortunately the list would grow a bit long if we mentioned all the nominees, but rest assured they’re all amazing in their own way. A full list is available at the Unity website.

Thank you to Unity and you all for the awards and a massive congratulations to all the winners on behalf of all of us here at Squad!
Kerbal Space Program - KasperVld


Our small team of developers has been working very hard for more than four years to develop Kerbal Space Program, and now our game has been nominated in various categories for two audience choice gaming awards, and we'd appreciate your vote if you've enjoyed launching rockets, crashing Kerbals and landing on asteroids as much as we've enjoyed developing the game over these past years!

First, the Unity Awards are a yearly award show for games made on the Unity engine. KSP has been nominated for the Golden Cube (the overall award), as well as for the Best Gameplay and Community Choice categories.

https://unity3d.com/awards/2015

In the Golden Joystick awards KSP has been nominated in the categories of Best Original Game, Best Indie Game, Best PC Game and Ultimate Game of the Year. You can vote at the link below.

http://www.gamesradar.com/goldenjoystickawards/vote/

Of course we also wish the other nominated games the best of luck!
Kerbal Space Program - KasperVld


Our small team of developers has been working very hard for more than four years to develop Kerbal Space Program, and now our game has been nominated in various categories for two audience choice gaming awards, and we'd appreciate your vote if you've enjoyed launching rockets, crashing Kerbals and landing on asteroids as much as we've enjoyed developing the game over these past years!

First, the Unity Awards are a yearly award show for games made on the Unity engine. KSP has been nominated for the Golden Cube (the overall award), as well as for the Best Gameplay and Community Choice categories.

https://unity3d.com/awards/2015

In the Golden Joystick awards KSP has been nominated in the categories of Best Original Game, Best Indie Game, Best PC Game and Ultimate Game of the Year. You can vote at the link below.

http://www.gamesradar.com/goldenjoystickawards/vote/

Of course we also wish the other nominated games the best of luck!
...

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