Kerbal Space Program - contact@rockpapershotgun.com (Adam Smith)

We’ve been drawing up our end of year list here at RPS and in trawling through 2015’s releases, I found a fair few that I hadn’t played and feel like I really should have done. Over the last couple of weeks, I’ve been catching up. Here are the games I missed. Until now.

… [visit site to read more]

Kerbal Space Program

Kerbal Space Program, aside from being one of our favorite games ever, wins our 2015 award for Best Simulation. The team discusses what makes KSP so monumental below. We'll be posting the rest of our awards and personal picks daily as we approach the end of the year, which we're collecting on our main GOTY page.

Phil Savage: Part physics sandbox; part management sim; part soaring love letter to one of mankind's greatest achievements. In Kerbal Space Program, you build rockets and send little green astronauts into space. That's the aim, but Kerbal makes you work for it. The underlying game design is based on the real-world principles of gravity, mass and thrust. It's ridiculously complex if you're targeting peak efficiency, but, as it turns out, you can simply brute force a solution by adding more rockets. Kerbal's great trick is that it's an educational game that doesn't explain anything. You learn by doing, building a working knowledge of its systems—and thus, the actual, real-world considerations required to send things into space—over countless hours of entertaining failure, revision and success. It's fun to watch your craft buckle and collapse during a maiden voyage, and it arms you with the knowledge necessary to go back to the drawing board and try again.

If we gave awards to Early Access games, KSP could have been a contender over any of the last few years. It started well, and only grew better with subsequent patches. Now, despite technically having been released this year, it enjoys the benefit of years of community feedback, iterated features, and an enormous number of mods. It's a massive physics playground that the developer and community continue to fill with new toys.

Chris Livingston: I m not so good at KSP, because I m terrible at science and thinking and planning. Even my few successes are tinged with failure, and my solar system is dotted with space capsules containing tiny astronauts who will never get to come home. Some seem happy to be floating through space, though most are horrified (and I m horrified for them). The great thing about being bad at Kerbal, though, is that it s still fun. Watching a rocket wobble, break up, and explode is almost as satisfying as watching one safely launch. Crash-landing on the Mun isn t as rewarding as landing perfectly on it, but it s still entertaining, and makes you want to keep trying. More games should make failing this much fun.

A brilliant sandbox game that simulates one of the most exciting endeavours our species has ever attempted.

Tom Senior: A brilliant sandbox game that simulates one of the most exciting endeavours our species has ever attempted. Kerbal captures the technicalities of spaceflight on a micro and a macro level. Trajectories must be planned with fine precision. Vehicles must be launched and combined in orbit with tremendous finesse, but once you ve nailed the micro stuff, you get to sit back and watch your Kerbals cross vast distances, slingshotting themselves around planets to reach faraway moons. When a mission s going well Kerbal evokes the awe of space travel, but it s funny too. When a spacewalk goes wrong and a Kerbal drifts off into the dark, the horror is softened by the stupid expression on its little green face.

I love watching the missions and builds that have been put together by much better players than I. Some players have painstakingly recreated real rockets from the space race and put them to the test. Others have created extraordinary launch sequences and docking procedures. One player made a giant robot that would catch rockets as they launched and turn them upside down, sending them nose-first into the dirt. Why? Because you can. That s the sort of freedom the very best sims allow.

As Phil mentioned, it s a great platform, too. Buy the game once and you get access to years of support and new features from modders and fans who want Kerbal to become more than a space sim. There s already a category of mods dedicated to letting you build propeller planes. The USI Kolonization System lets you build and manage complex moon bases. It s huge, and it s only going to get bigger.

Kerbal Space Program - Valve
Save 40% on Kerbal Space Program as part of this week's Weekend Deal*!

In KSP you must build a space-worthy craft, capable of flying its crew out into space without killing them. At your disposal is a collection of parts, which must be assembled to create a functional ship. Each part has its own function and will affect the way a ship flies (or doesn't). So strap yourself in, and get ready to try some Rocket Science!

*Offer ends Tuesday at 10AM Pacific Time
Kerbal Space Program - contact@rockpapershotgun.com (RPS)

What is the best space game of 2015? The RPS Advent Calendar highlights our favourite games from throughout the year, and behind today’s door is…

Kerbal Space Program!

… [visit site to read more]

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

You'll soon be able to land on the sea in Kerbal Space Program, an action that would have once led to a miserable, water-based death. Update 1.0.5 lets you make an emergency landing on the sea; you can also make vehicles able to take off and land from water like it's no big thing.

Other additions include a face plate for Val, the happy Kerbal on the start screen, so she can finally stop holding her breath while floating around out there in the vast expanse of space. Val, it's OK, you can breathe out now. Val. Val? Oh dear. Someone get a bin bag. Plus, the thermal system has been revamped! And lots more stuff.

There's no date for the patch yet, but it's expected soon. YouTuber Scott Manley has been given an early look:

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.
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