Kerbal Space Program - Valve
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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!
Kerbal Space Program - KasperVld
Hello everyone!

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.

Helping us accomplish this is modder extraordinaire NathanKell, who is new on the team and will be working closely with the existing developers to polish existing systems and implement new ones:



Aside from a new developer, performance increases, reworked systems and new platform support we’ll be adding new content to the game as well. Porkjet, RoverDude, Arsonide and NathanKell have been working on a number of features.

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!

Of course, a major engine update and these new features all require extensive QA testing. To bring this all together we will be focussing two or three weeks in QA purely on the engine update, after which the new features will also undergo testing and we’ll have a final part of testing focus on bugs in general to make sure we catch as many bugs as possible, both new and existing ones. All in all it will take us a while to finalize testing still, but we’re very happy to move forward and spend this time to provide a more stable and fluid experience for everyone.

Keep an eye on our usual development news channels (Devnote Tuesdays and Squadcasts) in the near future. We’ll be keeping you up to date on any developments we can share!

Kerbal Space Program - KasperVld
Hello everyone!

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.

Helping us accomplish this is modder extraordinaire NathanKell, who is new on the team and will be working closely with the existing developers to polish existing systems and implement new ones:



Aside from a new developer, performance increases, reworked systems and new platform support we’ll be adding new content to the game as well. Porkjet, RoverDude, Arsonide and NathanKell have been working on a number of features.

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!

Of course, a major engine update and these new features all require extensive QA testing. To bring this all together we will be focussing two or three weeks in QA purely on the engine update, after which the new features will also undergo testing and we’ll have a final part of testing focus on bugs in general to make sure we catch as many bugs as possible, both new and existing ones. All in all it will take us a while to finalize testing still, but we’re very happy to move forward and spend this time to provide a more stable and fluid experience for everyone.

Keep an eye on our usual development news channels (Devnote Tuesdays and Squadcasts) in the near future. We’ll be keeping you up to date on any developments we can share!

Kerbal Space Program - Valve
Today's Deal: Save 33% on Kerbal Space Program!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time
Kerbal Space Program - contact@rockpapershotgun.com (Graham Smith)

Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.>

Most films and books about actual human space exploration are about triumph. There are challenges and accidents along the way, but they’re stories of humans overcoming incredible odds in the noble pursuit of knowledge and exploration. Kerbal Space Program [official site] is different because it’s a game about the failures along the way, rather than the success that comes at the end.

… [visit site to read more]

Kerbal Space Program

At this very moment, NASA's New Horizons spacecraft is blasting past Pluto, snapping photos, doing science, and sending all that glorious data back to us here on Earth. Isn't that amazing? You better believe it is. It's also something you can duplicate, if you've got the right stuff, in Kerbal Space Program.

You could also, if you don't really have the patience for this sort of thing, watch astronomer, YouTuber, and Kerbal Space Program aficionado Scott Manley do the job in the "Launching New Horizons" video he posted yesterday. In it, he talks about the real New Horizons mission, while simultaneously sending his own digital equivalent into the inky void. It goes well, although at around the two minute mark he says his model breaks down a bit, and the Realism Overhaul mod causes him a spot of grief—vapor in the feed lines—at about three minutes. It's all part of the fun.

It's not a picture-perfect duplication of the real thing, but it's a fascinating exercise, and it also illustrates the capabilities of Kerbal, especially when modded to the nines, as is the case here. Along with the Realism Overhaul, Manley's mission also uses the Real Scale Solar System, Procedural Fairings, Procedural Tanks, Real Fuels, and KW Rocketry mods, plus Raider Nick's US Probes Pack and the OMSK ULA Pack.

There are (slightly) less strenuous ways to undertake a mission to the edge of our solar system: The Outer Planets Mod, for instance, offers Kerbalized versions of Saturn, Uranus, Neptune, and Pluto, as well as several of their moons. But even without the rest of the mods, getting there will be a tremendous challenge, and you'll need to "be ready to travel years or even decades" before you arrive. Want more? Don't miss our latest round-up of the Best Kerbal Space Program mods.

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