We've just released a small revision patch for KSP, version 0.24.1.
This patch contains several small and some not-so-small fixes, tweaks and minor improvements, as well as a few things that were requested by mod-makers.
Here's the complete changelog:
===================== First Contract (v0.24.1)
Bug Fixes and Tweaks:
Parts:
* Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft.
* O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (smaller).
* Fixed an issue with propellant-defined resource flow modes which prevented some configurations of Vernier engines from working correctly.
* Fixed an issue with some decoupler modules failing to apply ejection forces when activated.
* Fixed missing FX components on root parts after resuming a saved game or reverting.
* Fixed a potential issue with the internal maths in ModuleRCS, which could result in odd RCS response from center-aligned or stack-mounted RCS modules.
UI:
* Fixed an issue with the App Toolbar where mod apps wouldn't display/hide properly at the VAB.
* Fixed an issue with custom staging icons and switching vessels.
* Fixed an issue where the Messages Dialog in the VAB would drift out of place when discarding many messages.
Contracts:
* Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats or claws wouldn't complete the contract.
Tutorials:
* Fixed a save-related bug which made the Orbiting 101 tutorial impossible to complete.
Flight:
* Fixed vessels not leaving 'pre-launch' condition during take-off roll.
* Fixed a very annoying and potentially destructive bug where approaching another vessel could mess up your control state.
Game Balance:
* Tweaked costs for several spaceplane and aerodynamic parts:
- Advanced Canard: 900 -> 800
- Standard Canard: 1500 -> 720
- Delta Wing: 500 -> 680
- Swept Wing: 500 -> 620
- Wing Connector: 500 -> 560
- R8 Winglet: 500 -> 640
- Structural Wing: 500 -> 540
- Aerodynamic Nose Cone: 680 -> 240
- C7 NCS Nose Cone: 680 -> 320
- Rocket Nose Cone (large): 1000 -> 450
- Standard NC (small): 680 -> 180
Modding:
* Added IPartCostModifier interface, to allow part modules to tweak a part's cost.
As always, you'll find the new patch over at the KSP Store in zip or installer formats, or if you're on Steam, you should be auto-updated shortly (assuming you haven't turned off automatic updates, in which case you probably know what you're doing).
We've just released a small revision patch for KSP, version 0.24.1.
This patch contains several small and some not-so-small fixes, tweaks and minor improvements, as well as a few things that were requested by mod-makers.
Here's the complete changelog:
===================== First Contract (v0.24.1)
Bug Fixes and Tweaks:
Parts:
* Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft.
* O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (smaller).
* Fixed an issue with propellant-defined resource flow modes which prevented some configurations of Vernier engines from working correctly.
* Fixed an issue with some decoupler modules failing to apply ejection forces when activated.
* Fixed missing FX components on root parts after resuming a saved game or reverting.
* Fixed a potential issue with the internal maths in ModuleRCS, which could result in odd RCS response from center-aligned or stack-mounted RCS modules.
UI:
* Fixed an issue with the App Toolbar where mod apps wouldn't display/hide properly at the VAB.
* Fixed an issue with custom staging icons and switching vessels.
* Fixed an issue where the Messages Dialog in the VAB would drift out of place when discarding many messages.
Contracts:
* Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats or claws wouldn't complete the contract.
Tutorials:
* Fixed a save-related bug which made the Orbiting 101 tutorial impossible to complete.
Flight:
* Fixed vessels not leaving 'pre-launch' condition during take-off roll.
* Fixed a very annoying and potentially destructive bug where approaching another vessel could mess up your control state.
Game Balance:
* Tweaked costs for several spaceplane and aerodynamic parts:
- Advanced Canard: 900 -> 800
- Standard Canard: 1500 -> 720
- Delta Wing: 500 -> 680
- Swept Wing: 500 -> 620
- Wing Connector: 500 -> 560
- R8 Winglet: 500 -> 640
- Structural Wing: 500 -> 540
- Aerodynamic Nose Cone: 680 -> 240
- C7 NCS Nose Cone: 680 -> 320
- Rocket Nose Cone (large): 1000 -> 450
- Standard NC (small): 680 -> 180
Modding:
* Added IPartCostModifier interface, to allow part modules to tweak a part's cost.
As always, you'll find the new patch over at the KSP Store in zip or installer formats, or if you're on Steam, you should be auto-updated shortly (assuming you haven't turned off automatic updates, in which case you probably know what you're doing).
Kerbal Space Program, the award-winning, indie space agency sim game from Squad, is launching its latest update, Kerbal Space Program: First Contract, as part of its active development cycle. This major release, numbered 0.24, is a substantial advancement in the game’s Career Mode, which challenges players to run a space agency. It is also the first time the game offers a 64-bit version for Windows via STEAM and the KSP STORE.
Players will now have the opportunity to take on Contracts, manage Funds, a new in-game currency that allows players to buy rocket and plane parts, and earn Reputation for their efforts. Players will take advantage of three new widgets on screen, Funds, Reputation and Science. Players aren’t charged for funds until their vessel launches and the total science amount is now displayed via the widget. Reputation is raised for completed contracts and bringing Kerbals back in one piece. Failing missions, or gasp, blowing them up lowers Reputation.
“First Contract is a massive step forward for Career Mode. Finally, we’re starting to paint a clear picture of our original vision for the complete thing.” creator and lead developer Felipe Falanghe said. “Although there is still a lot to add on future updates, the new Career features should help new players pick up the game in a much more structured manner. One of my favorite aspects, is how it’s added new challenges for even the most veteran players. We’ve found ourselves here, building contraptions we have never had the need to build before, and actually discovering totally new, fun ways to play the game.”
Contracts are offered based on a player’s Space Program’s reputation, which starts off at neutral. After an initial set of starter contracts, dynamically generated contracts are created in three levels of ‘prestige’, from Trivial to Exceptional ones. Reputation regulates the amount and level of offers that are available. If a player’s reputation is low, he or she will be offered trivial, low-profile contracts. However, if a player’s space agency is well-reputed, contracts to attempt increasingly ambitious things will be offered.
Part Test: Perform a test of a part in a specific location, situation and within given flight parameters (when applicable).
Collect Science: Return or transmit any scientific data from a specific location.
Rescue Kerbal: Rescue a Kerbal who is stuck in orbit.
Plant Flag: Plant the Agency's flag on the surface of a given location.
Explore: Complete several exploration goals for an unreached location.
Contracts will be found in the new Mission Control building, which was previously not an interactive part of the Kerbal Space Center. Players will enter Mission Control and have the option of choosing between available contracts.
Players will also find new engines, updated parts and vessel recovery, which means you can reclaim the value of landed parts and any resources they contain, in the update.
Kerbal Space Program, the award-winning, indie space agency sim game from Squad, is launching its latest update, Kerbal Space Program: First Contract, as part of its active development cycle. This major release, numbered 0.24, is a substantial advancement in the game’s Career Mode, which challenges players to run a space agency. It is also the first time the game offers a 64-bit version for Windows via STEAM and the KSP STORE.
Players will now have the opportunity to take on Contracts, manage Funds, a new in-game currency that allows players to buy rocket and plane parts, and earn Reputation for their efforts. Players will take advantage of three new widgets on screen, Funds, Reputation and Science. Players aren’t charged for funds until their vessel launches and the total science amount is now displayed via the widget. Reputation is raised for completed contracts and bringing Kerbals back in one piece. Failing missions, or gasp, blowing them up lowers Reputation.
“First Contract is a massive step forward for Career Mode. Finally, we’re starting to paint a clear picture of our original vision for the complete thing.” creator and lead developer Felipe Falanghe said. “Although there is still a lot to add on future updates, the new Career features should help new players pick up the game in a much more structured manner. One of my favorite aspects, is how it’s added new challenges for even the most veteran players. We’ve found ourselves here, building contraptions we have never had the need to build before, and actually discovering totally new, fun ways to play the game.”
Contracts are offered based on a player’s Space Program’s reputation, which starts off at neutral. After an initial set of starter contracts, dynamically generated contracts are created in three levels of ‘prestige’, from Trivial to Exceptional ones. Reputation regulates the amount and level of offers that are available. If a player’s reputation is low, he or she will be offered trivial, low-profile contracts. However, if a player’s space agency is well-reputed, contracts to attempt increasingly ambitious things will be offered.
Part Test: Perform a test of a part in a specific location, situation and within given flight parameters (when applicable).
Collect Science: Return or transmit any scientific data from a specific location.
Rescue Kerbal: Rescue a Kerbal who is stuck in orbit.
Plant Flag: Plant the Agency's flag on the surface of a given location.
Explore: Complete several exploration goals for an unreached location.
Contracts will be found in the new Mission Control building, which was previously not an interactive part of the Kerbal Space Center. Players will enter Mission Control and have the option of choosing between available contracts.
Players will also find new engines, updated parts and vessel recovery, which means you can reclaim the value of landed parts and any resources they contain, in the update.
This is a very special update in many ways, not least of course is that it was made in collaboration with NASA, to make sure our Kerbal version of the Mission was not only true to its real-life counterpart, but that it was also fun, educational, and in keeping with KSP's style, free to be performed in any way you can think of. Want to re-enact the exact mission profile NASA is planning? Go for it. Want to send up enough rocket fuel to lift an office building and slam on the retrograde brakes? That's also an option. Want to not do any of those things and just use the Advanced Grabbing Unit to choose which Kerbals go and which stay? Erm... sure.
This has been, without question, the largest update we've ever done, not just in terms of development time, but most importantly in terms of the scope of the changes made. No other update has had so many different areas improved on at the same time. We usually focus on a single area to work on, but this time, we really felt the need to make a noticeable improvement in the overall playing experience, especially around flight planning and advanced deep-space missions.
So, Here are the highlights for this update:
* Asteroids: Kerbin is no longer alone in its orbit. Nearby are countless objects that buzz in and out of its sphere of influence, some flying by harmlessly, others on impact trajectories. Ranging in size from just a few meters through 5 size classes up to gigantic objects weighing thousands of tons, these new objects should provide a new challenge for both new and veteran players. Each asteroid is procedurally generated, so no two are the same. Also, asteroids can have samples taken from them by EVAs, providing a constant source of valuable science data, right on the edge of Kerbin's SOI.
* Object Discovery and Tracking: Before you set out after an asteroid, you first need to identify and track them using the Tracking and Discovery features on the Tracking Station Facility. Select one of the unknown objects spotted near Kerbin, and start tracking it actively to reveal more information about it. Also mind that untracked objects can be lost if they're left unobserved for too long.
* The Advanced Grabbing Unit (aka "The Claw") As the name probably implies, this new part is the means by which asteroids can be captured to be redirected. Just arm the device, approach the target carefully, and the claw will do the rest. It's like a docking node, but without the need for a mate node on the other side. Better still, the AGU can be used to grab on to much more than just asteroids. In fact, it can pick up just about anything, even Kerbals.
* New SLS-inspired Size 3 parts: We've added a host of new parts, featuring the largest engines and fuel tanks ever seen in KSP. These new parts were designed based on NASA's upcoming Space Launch System, and they pack a huge amount of rocket power.
* Completely Overhauled Part Joints: We have completely re-done the way parts attach to one another, to allow for much greater flexibility and control over each joint. Joints are also more accurate and stable, as both jointed sides are now anchored at the attachment node (this wasn't possible before the Unity 4.3 update).
There's more. This update also features a host of small, and some not-so-small tweaks and improvements to usability, giving many features added a good while ago a much needed refurbishing, and adding a lot of the little things we never got a chance to add when we first implemented them.
Release Notes: * The ARM Patch (0.23.5) should not break backward-compatibility with previous saves. That said, however, do mind that we cannot account for mods, so don't expect them all to work perfectly. If you experience any problems, make sure you try a clean install of the game without any mods, and a new clean save as well.
* The ARM Patch is available just as any other update. You should be auto-updated next time you run the game. Just make sure you haven't disabled Steam's auto-update system for KSP.
This is a very special update in many ways, not least of course is that it was made in collaboration with NASA, to make sure our Kerbal version of the Mission was not only true to its real-life counterpart, but that it was also fun, educational, and in keeping with KSP's style, free to be performed in any way you can think of. Want to re-enact the exact mission profile NASA is planning? Go for it. Want to send up enough rocket fuel to lift an office building and slam on the retrograde brakes? That's also an option. Want to not do any of those things and just use the Advanced Grabbing Unit to choose which Kerbals go and which stay? Erm... sure.
This has been, without question, the largest update we've ever done, not just in terms of development time, but most importantly in terms of the scope of the changes made. No other update has had so many different areas improved on at the same time. We usually focus on a single area to work on, but this time, we really felt the need to make a noticeable improvement in the overall playing experience, especially around flight planning and advanced deep-space missions.
So, Here are the highlights for this update:
* Asteroids: Kerbin is no longer alone in its orbit. Nearby are countless objects that buzz in and out of its sphere of influence, some flying by harmlessly, others on impact trajectories. Ranging in size from just a few meters through 5 size classes up to gigantic objects weighing thousands of tons, these new objects should provide a new challenge for both new and veteran players. Each asteroid is procedurally generated, so no two are the same. Also, asteroids can have samples taken from them by EVAs, providing a constant source of valuable science data, right on the edge of Kerbin's SOI.
* Object Discovery and Tracking: Before you set out after an asteroid, you first need to identify and track them using the Tracking and Discovery features on the Tracking Station Facility. Select one of the unknown objects spotted near Kerbin, and start tracking it actively to reveal more information about it. Also mind that untracked objects can be lost if they're left unobserved for too long.
* The Advanced Grabbing Unit (aka "The Claw") As the name probably implies, this new part is the means by which asteroids can be captured to be redirected. Just arm the device, approach the target carefully, and the claw will do the rest. It's like a docking node, but without the need for a mate node on the other side. Better still, the AGU can be used to grab on to much more than just asteroids. In fact, it can pick up just about anything, even Kerbals.
* New SLS-inspired Size 3 parts: We've added a host of new parts, featuring the largest engines and fuel tanks ever seen in KSP. These new parts were designed based on NASA's upcoming Space Launch System, and they pack a huge amount of rocket power.
* Completely Overhauled Part Joints: We have completely re-done the way parts attach to one another, to allow for much greater flexibility and control over each joint. Joints are also more accurate and stable, as both jointed sides are now anchored at the attachment node (this wasn't possible before the Unity 4.3 update).
There's more. This update also features a host of small, and some not-so-small tweaks and improvements to usability, giving many features added a good while ago a much needed refurbishing, and adding a lot of the little things we never got a chance to add when we first implemented them.
Release Notes: * The ARM Patch (0.23.5) should not break backward-compatibility with previous saves. That said, however, do mind that we cannot account for mods, so don't expect them all to work perfectly. If you experience any problems, make sure you try a clean install of the game without any mods, and a new clean save as well.
* The ARM Patch is available just as any other update. You should be auto-updated next time you run the game. Just make sure you haven't disabled Steam's auto-update system for KSP.
This update, as you all probably already know, was mainly focused in smoothing out the features we've added all through this year, patching up long-standing bugs, doing optimizations, and adding a few new features that were long awaited.
More Specifically:
* The Science Archives: Browse through all the science you've done in your Career games in this new section of the R&D Facility.
* Tweakables: Several parts can now be tweaked individually by right-clicking them during construction, allowing for entirely new possiblities in spacecraft construction.
* Science Revisited: We've revised the way experiments are performed, stored and transmitted based on the feedback we got from the last release, to make Science much more engaging and interesting. Endlessly-repeatable transmissions that would let you max out a subject in a single mission are a thing of the past now.
* The Lab Module: With experiments and transmissions no longer being freely repeatable, we've added the Lab Module to let you process your science data on the field, increasing the science gained by transmitting it. The Lab also allows you to reset single-use modules such as the Goo Canister and Materials Bay, since those will now become inoperable if their data is removed for transmission.
* The R.A.P.I.E.R. Engine: The new 'Reactive Alternate-Propellant Intelligent Engine for Rockets' is a hybrid propulsion system that can run on external intake air while flying through the atmosphere, and will switch to internal oxidizer supply as you leave the atmosphere behind.
* EVA Data Collection: Kerbals on EVA are now able to collect and store data from experiment modules and other science containers, including other EVAs.
* Part Tooltips Overhaul: The old tooltips seen when hovering over part icons in the R&D or construction facilities have been completely overhauled. The new layout is a lot easier on the eyes and organizes information much more efficiently, making it easier to compare stats between parts and seeing what does what.
* All-Around Optimizations: We've gone over a huge amount of code this time, to make sure the game is doing things as efficiently as possible. The optimizations were mainly focused around sources of lag with high part counts, so the game should be smoother around large ships. (Your mileage may vary, as no hardware setup is quite the same).
* 6-DOF Device Support for Windows: Few games can benefit from a 6-degrees-of-freedom input device such as the Space Navigator like KSP. Seamless transition/rotation camera control on all scenes, plus pitch-roll-way and linear XYZ inputs in flight control mode, allowing for an unprecedented level of control. This feature is Windows-only for the time being, but we're ready to implement OSX and Linux support as soon as the drivers become available.
Steam players should be automatically updated. (Might be a few minutes. Restart Steam if it's taking too long).
Compatibility with previous versions: We haven't had to bump the last-compatible versions on this update, so all previous saves and craft files should work just fine through the update. Do keep in mind mods may not work correctly, so it's always advisable to start out with a clean, unmodded install.
Just in time for the holidays! I'm very pleased to announce the 23rd update to KSP is now available.
This update, as you all probably already know, was mainly focused in smoothing out the features we've added all through this year, patching up long-standing bugs, doing optimizations, and adding a few new features that were long awaited.
More Specifically:
* The Science Archives: Browse through all the science you've done in your Career games in this new section of the R&D Facility.
* Tweakables: Several parts can now be tweaked individually by right-clicking them during construction, allowing for entirely new possiblities in spacecraft construction.
* Science Revisited: We've revised the way experiments are performed, stored and transmitted based on the feedback we got from the last release, to make Science much more engaging and interesting. Endlessly-repeatable transmissions that would let you max out a subject in a single mission are a thing of the past now.
* The Lab Module: With experiments and transmissions no longer being freely repeatable, we've added the Lab Module to let you process your science data on the field, increasing the science gained by transmitting it. The Lab also allows you to reset single-use modules such as the Goo Canister and Materials Bay, since those will now become inoperable if their data is removed for transmission.
* The R.A.P.I.E.R. Engine: The new 'Reactive Alternate-Propellant Intelligent Engine for Rockets' is a hybrid propulsion system that can run on external intake air while flying through the atmosphere, and will switch to internal oxidizer supply as you leave the atmosphere behind.
* EVA Data Collection: Kerbals on EVA are now able to collect and store data from experiment modules and other science containers, including other EVAs.
* Part Tooltips Overhaul: The old tooltips seen when hovering over part icons in the R&D or construction facilities have been completely overhauled. The new layout is a lot easier on the eyes and organizes information much more efficiently, making it easier to compare stats between parts and seeing what does what.
* All-Around Optimizations: We've gone over a huge amount of code this time, to make sure the game is doing things as efficiently as possible. The optimizations were mainly focused around sources of lag with high part counts, so the game should be smoother around large ships. (Your mileage may vary, as no hardware setup is quite the same).
* 6-DOF Device Support for Windows: Few games can benefit from a 6-degrees-of-freedom input device such as the Space Navigator like KSP. Seamless transition/rotation camera control on all scenes, plus pitch-roll-way and linear XYZ inputs in flight control mode, allowing for an unprecedented level of control. This feature is Windows-only for the time being, but we're ready to implement OSX and Linux support as soon as the drivers become available.
Steam players should be automatically updated. (Might be a few minutes. Restart Steam if it's taking too long).
Compatibility with previous versions: We haven't had to bump the last-compatible versions on this update, so all previous saves and craft files should work just fine through the update. Do keep in mind mods may not work correctly, so it's always advisable to start out with a clean, unmodded install.
We've done a small update to the Steam build, to address an issue with the Launcher app. This doesn't affect the game itself, but there is a small update out, so in case you're wondering why your game was updated, that was it.
The KSP Launcher shows you a news feed so you've now got a place to quickly check out the latest news and dev blogs, and it also lets you tweak game settings before opening the game, which means you now have a way to undo any settings that might prevent the game from working properly, plus new settings which are only available from outside the game, like frameless windowed mode. Check out the Advanced Tab on the launcher settings to see the new options.
Update:
We've reverted the app config, to not open the launcher app just yet, since there are still a few issues with it on OSX and Linux, and also with the Steam Overlay. The Launcher is still available on your game files, so you can use it already if you want to (to use advanced settings and such), but Steam will open KSP directly for the time being, until we are 100% sure the launcher is functioning as it should.
We've done a small update to the Steam build, to address an issue with the Launcher app. This doesn't affect the game itself, but there is a small update out, so in case you're wondering why your game was updated, that was it.
The KSP Launcher shows you a news feed so you've now got a place to quickly check out the latest news and dev blogs, and it also lets you tweak game settings before opening the game, which means you now have a way to undo any settings that might prevent the game from working properly, plus new settings which are only available from outside the game, like frameless windowed mode. Check out the Advanced Tab on the launcher settings to see the new options.
Update:
We've reverted the app config, to not open the launcher app just yet, since there are still a few issues with it on OSX and Linux, and also with the Steam Overlay. The Launcher is still available on your game files, so you can use it already if you want to (to use advanced settings and such), but Steam will open KSP directly for the time being, until we are 100% sure the launcher is functioning as it should.