Kerbal Space Program

If there’s any tale as long and dramatic as that of the space programs, it’s the story of their funding. The budget of NASA has its own Wikipedia page, such is its capacity to stir strong feelings about our priorities as a species—not to mention impassioned speeches from Neil deGrasse Tyson.

The funding of Kerbal Space Program, too, has its own story. You might imagine that lead developer Felipe Falanghe left the marketing company he worked at to start work on his rocket simulator. And it might have happened that way, had his employer accepted his resignation, rather than suggesting he make the game for them instead. Yep: Kerbal studio Squad was that marketing company—for a long time balancing the development of a hardcore engineering sim with the construction of high-tech advertising installations for clients like Coca Cola.

It’s an unlikely origin story. But then again, it’s hard to imagine a likely path to Kerbal’s success. This was a literal pipedream, a game about firing volatile tubes of explosives into the sky, the way Falanghe did with modified fireworks growing up. But it caught the popular imagination, and Kerbal became a beloved fixture of PC gaming—joining Euro Truck Simulator and Arma in powering simulation out of its niche and into the mainstream.

The phenomenon was such that, when Take-Two announced its acquisition of Kerbal two years ago, the news wasn’t particularly surprising—even if Squad had released a statement clarifying that it "continue[d] to be an independent studio" just a week before. Like NASA in the ‘60s, the game had become a major economic concern in less than a decade—more than significant enough to justify the attention of a publisher that owns Rockstar Games. 

At the time, with a flag already planted in 1.0, Squad was hard at work planning its next landing, an expansion dedicated to recreating famous missions. "Take-Two were very useful," Squad lead producer Nestor Gomez remembers. "They provided a lot of feedback on the release for Making History."

A few months after the acquisition, Kerbal was officially folded into Take-Two’s new label dedicated to mid-sized projects, Private Division. That’s a name you’ll have started to see crop up more frequently since, alongside Obsidian’s The Outer Worlds, and Patrice Désilets’ belated follow-up to Assassin’s Creed: Brotherhood, Ancestors. These are projects with ambitious scopes beyond the financial means of indie publishers like Devolver or Versus Evil, and yet not large enough to become flagship titles like Call of Duty or Far Cry—in other words, the games that had previously fallen between the cracks for Take-Two.

It s about making what you can already do in the game a lot better

Nestor Gomez, lead producer

Michael Cook, a "player and admirer" of Kerbal who joined Private Division to become the game’s executive producer, believes there’s no connecting factor between the label’s games beyond quality.

"We want to collaborate with premier developers who are working on great things," he says. That’s essentially what we’re doing with Kerbal and Squad—just working with great people with great ideas."

That said, the common link between the other announced games on Private Division’s roster is that they come from developers with prior experience in mega-franchises—Fallout, Diablo, and Battlefield. In that sense, Kerbal is still the outlier—a Mexican marketing company’s first foray into software that rocketed unexpectedly upwards. And Squad still operates in its own way.

A screenshot from the next expansion, Breaking Ground.

"I would say that, for the most part, we’ve been able to continue in the same direction as before," Gomez says. "We are pretty much free to organise ourselves, and we have a lot of creative freedom. In those terms, not much has changed. But on the other side, we now have better support with Private Division behind us."

Squad’s independence has not always seemed like a blessing. In the years after Kerbal exploded, the studio’s bizarre omni-directional approach continued as its co-founders wrote a film script and started a record label. There were rumours of crunch and unpredictable firings.

"Squad was a small team that grew up very quickly," Gomez reflects. "There were some challenges managing that growth. I wasn’t there, so there’s not much I can say about that. But since I joined, and before Private Division came in, there was always the intention to get better at things. And we keep doing that so far. Right now, those kinds of things are not happening anymore. We’re trying to get better at having people happy in the team."

Cook says that Gomez is being humble. "The team loves Nestor," he says. "Every time I visit it’s great to see the way the team functions together. He’s done a great job building a culture there since he’s joined."

The small group that makes Kerbal has changed over the years. Some early staff now work at Valve, while the game’s originator, Falanghe, left in 2016. His statement at the time suggested that—to put it in the terms of physicists—where once the game was a liquid he was responsible for guiding, it was now a solid. He could turn his back on it without fear that it would lose its shape, knowing that the balance between its unique playfulness and hard sim core would be maintained. The sense of relief was palpable.

"It means that conceptually, the game is complete," he said.

It was a relief for fans, too, to know that the ship could be steered without its commander. But you have to ask whether a conceptually complete game should continue development. What rocks are there left for Squad to colonise?

"For me, it’s giving players a better tool to do what they want to do," Gomez says. "That’s driving me every day."

In Kerbal’s December update, Squad gave the gift of Delta-v read-outs. That might sound like frighteningly high level flight dynamics, and it is, but if you can get your head around those values you can measure the impulse needed to perform a landing manoeuvre long before you attempt it. It could mean the difference between a stranded Kerbal or a triumphant journey home.

Just last month, a new manoeuvre mode exposed yet more information to players—with the aim of smoothing interplanetary transfers. Post-Falanghe Kerbal appears to have found purpose in making the deepest parts of its simulation visible, and accessible with pliers. "It’s about making what you can already do in the game a lot better," Gomez says. "We’re focusing on that."

Breaking Ground

That goal has led to more than mere tweaks. Kerbal’s second ever expansion, May 30’s Breaking Ground, is so called because it’s about cracking open the surface of planets—giving the destinations of your missions a little extra depth. Once landed, you’ll be hopping in your rover to search for different elements, buried in rocks and volcanoes, to "do science with them". In the parts of the landscape you’re not digging into, you can perform experiments loosely based on those NASA conducted during the Apollo missions, deploying weather stations and—here’s where the loosely comes in—tools to detect impacts. 

"You will have to impact something into the ground to get some readings, so we expect people to have a little fun with that one," Gomez says. "We always want to keep the humour of the Kerbals."

In fact, much of the new expansion is designed to aim the camera at the game’s goofy stars, to give you more reasons to take silly screenshots in celebration of your achievements. But, knowing the Kerbal community, fans will be more excited to share bold contraptions made possible by the new robotic parts coming in Breaking Ground.

"They’ll allow players more control over their constructions," Gomez says. You might want to rotate your engines for vertical take-off or, more ambitiously, create robotic arms for use in docking. Squad expects players to exploit the new tools for quality-of-life improvements, too—a deployed rover currently tends to go the same way as a dropped piece of buttered toast, but a specialised device could keep the vehicles upright. Like all of Kerbal’s best tools, the new robotics are intended to work as an open-ended system.

"We are always listening and looking at what people are building, and most of the time we get inspiration from them," Gomez says. "People already use the existing parts, or other parts created by modders, to build super interesting things like mechanical spiders."

At the time of Making History, Squad was criticised for being deaf to its modders, centering the expansion around classic real-world craft that the community had long since tackled itself. Gomez acknowledges that it’s tricky, sometimes, for the team to know where to focus its efforts. But he’s confident in the feature set of Breaking Ground, and I think he’s right to be. It’s an expansion focused on what comes after—after landing, after players have exhausted all the pre-built equipment available to them—rather than what came before. For all its open admiration for vintage NASA and the cosmonauts, that’s what keeps Kerbal exciting: the allure of new possibilities. That’s what attracted Private Division, after all.

"We definitely see a strong future to the franchise and have lots of things planned," Cook says. "It’s great to see something that’s been so popular for so long, and I hope that with Private Division as part of the equation, we can introduce it to people who haven’t been reached yet, and support Squad to be able to do bigger and better things."

As ever, Squad is looking upward—but also forward. Devotion to space history only makes so much sense when your pilots are gawping green mascots, anyway. "NASA never did an experiment to crash something," Gomez admits. "But it’s a perfect example of having fun with science, no?"

Kerbal Space Program - daniele.peloggio


Hello everyone!

A new technology has arrived to the KSC and with it, Kerbals will only get more Room to Maneuver! We’re excited to release, Kerbal Space Program 1.7: Room to Maneuver, our newest content-filled update that will give players new features and wide variety of improvements to help Kerbals explore farther than ever before!

This update includes two new useful navigation upgrades, the revamp of all of the small maneuvering motors, including new variants for the Twitch, Ant and Spider, as well as a brand new galaxy texture map to have our astronauts mesmerized by the beauty of the celestial vault. A great deal of bug fixes have also been packed into this update, not two mention a new 3.75 meter nose cone and a 5m one for those extra-large fuel tanks in the Making History Expansion!

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

Maneuver Mode

Probably the most impactful feature within this update, the Maneuver Mode is a new navigation tool that gives you access to useful orbital information in both Flight and Map mode that will also allow you to precisely and easily adjust maneuvers nodes, all to help you fine tune your interplanetary transfers.


Click here to see a video showcasing this feature!

Altimeter mode toggle

A long-requested quality-of-life feature that will allow you to toggle the altitude mode from Above Sea Level (ASL) to Above Ground Level (AGL) by simply clicking on the new icon to the altimeter. Hopefully this will improve the KSC’s survival rates…



Part revamps

This time around, small maneuvering engines were the focus of our revamping efforts. The Ant, Twitch, Puff, Place-Anywhere 7, RV-105 Thruster Block, and Vernor Engines now look better than ever, plus the Twitch, Ant and Spider include new stunning variants. On top of that, we’ve added new tuning values on some of those engines.



Galaxy Texture Map Update

The game’s galaxy cubemap has been updated in Room to Maneuver. This environment map has been carefully crafted to reflect a nicer color palette and more defined celestial objects. With double the resolution, it will be impossible not to enjoy the view while exploring Kerbin’s star system.


Click here to see high res images.

Scrollable PAW

Another small quality-of-life feature we’re adding to the game is the addition of a scrollbar to the Part-Action-Window. This will keep the PAW within the bounds of the screen when they get too big, something that might come in handy for players who use mods and fill those up

And more!

To learn more you can read the full Changelog here:

=============================================== v1.7.0 ======================================== +++ Improvements * Upgraded Galaxy Textures. * Add new flight UI mode that includes in-depth orbital information. * Add advanced maneuver node editor, allowing player to edit maneuver nodes more precisely. * Add an Altitude toggle function to the Altimeter. The altitude modes can be switched between AGL and ASL. * Part Action Windows (PAW)s now generate scrollbars and keep themselves within the bounds of the screen when there is more data than will fit the screen. * Automatic AGL/ASL toggle values when in orbit. The altimeter value is set as ASL while in orbit, the AGL/ASL setting is preserved. * The altimeter AGL behaviour when underwater calculates the vessel altitude from the sea floor. * Update Addons and Mods external site link from Main Menu. +++ Localization * A localization tag is no longer displayed in the status section of the PAW of the Advanced Grabbing unit in the Asteroid Redirect Mission, Part 2 tutorial. +++ Parts Updated Parts (reskinned): * 24-77 Twitch * LV-1 Ant * LV-1R Spider * O-10 Puff * Place-Anywhere 7 * RV-105 Thruster Block * Vernor Engine Color Variants: * 24-77 Twitch (New "Orange" and "Gray and Orange" color variants) * LV-1 Ant (New "Shrouded " and "Bare" variants) * LV-1R Spider (New "Shrouded " and "Bare" variants) Other Part changes: * Add a 3.75 nose cone. * Rebalanced the following engines: Twitch, Spark, Place-Anywhere 7, RV-105 RCS,Vernor. * Fix IVA external cameras in Mk1 Command Pod, MK2 Lander Can, Mk2 Command Pod. * Fix EVA range on Cupola, HECS2, RC-001S, RC-L01 science containers. * Previously Revamped Parts moved to zDeprecated. Parts revamped in 1.4: - TR-2V Stack Decoupler -> TD-06 Decoupler - TR-18A Stack Decoupler -> TD-12 Decoupler - Rockomax brand decoupler -> TD-25 Decoupler - TR-38-D -> TD-37 Decoupler - TR-2C Stack Separator -> TS-06 Stack Separator - TR-18D Stack Separator -> TS-12 Stack Separator - TR-XL Stack Separator -> TS-25 Stack Separator - ROUND-8 Toroidal Fuel Tank -> R-12 'Doughnut' External Tank - Rockomax X200-8 Fuel Tank -> same name - Rockomax X200-16 Fuel Tank -> same name - Rockomax X200-32 Fuel Tank -> same name - Rockomax Jumbo-64 Fuel Tank -> same name - Mk 1-2 Pod -> Mk 1-3 Pod +++ Bugfixes * Fix PQS normals, stops planets from having mismatched seams when seen from orbit. * Fix bug where symmetry would break animations on some parts. * Fix input locks on Return to KSC button at top of altimeter in flight scene. * Fix typographical error in the description of the vessel 'ComSat Lx'. * Fix typographical error in the Suborbital Flight training tutorial description. * Fix UI issue for purchase button on part tooltips. * Fix vessel default name in rename vessel dialog displaying as an autoloc. * Fix manufacturer localization on the Kerbodyne S4-512 Fuel Tank. * Fix jitter in heading readout on Navball for vessels in prelaunch state. * Fix "Learn More" text exceeding size of window in the Asteroid Redirect scenario descriptions. * Fix flag decal on Male Kerbals Jetpack being off-center. * Fix Kerbal falling off the launchpad flagpole causing the flagpole to explode. * Fix bulkhead profile part filtering on MK-0, 2 & 3 fuel tanks, J-90 "Goliath", Communotron 16-S, RA-2, RA-15, and RA-100 relay antenna. * Fix thermal overlay rendering on parts that have lights. * Fix Debug tool saying LPE for orbit param when its applying Arg of Periapsis. * Fix Atmosphere line appearing from the surface of planets. * Fix Flags and Kerbals loading above terrain (flying) and flags being removed from game. * Fix NaN bug in DV calcs when in orbit around CBs with no atmosphere. * Fix site node waypoints duplicating every scene change. * Fix service bays unable to click parts inside after jettison when part loads. * Fix allow staging of interstage fairings after they are decoupled. * Fix Mk3 cargo bay registering collisions and blowing up parts of vessels inside them. * Fix Engine Plate handling in dV calculations. * Fixed UI scale issue where setting high scale in UI, navball and altimeter would clip off some elements. * Fix Kerbal helmet shadow rendering in "Simple" rendering setting. * Fix decouple node function on docking ports in space. * Fix shrouds being left attached to docking nodes when decoupled (now becomes separate debris). * Fix Responsiveness audio setting appearing in red text in settings menu. * Fix NRE on interstage procedural fairing in editor scenes. * Fix AOORE when Kerbal leaves a command seat on a vessel that has an active ISRU. * Fix issue where Delta-V app menu could become unresponsive in editor scenes. * Fix Navball, funds, science and reputation gauges disappearing when UI scale set > 170% on some resolution settings. * Fix NRE in resources app that could occur when moving the mouse over resources in the app. +++ Mods * Changed Animation behavior of ModuleDeployablePart, ModuleDeployableRadiator, ModuleDeployableAntenna and ModuleDeployableSolarPanel to be WrapMode.ClampForever instead of WrapMode. * ModuleDecouple and ModuleAnchoredDecoupler rebased to a common class - ModuleDecouple. * Add FXModuleAnimateRCS - handles emissives on RCS part modules. * Add EmissiveBumpedSpecularMapped part shader. * Make class DoubleCurve annotate Serializable. * Fix version dependency checking for mods. +++Miscellaneous * None at this time. ========================= Making History v1.7.0 - Requires KSP v1.7.0 ========================= +++ Parts * Added a 5m nose cone. +++ Bugfixes * Fix cursor disappearing behind Gilly while moving the camera around the planet in Mission Builder GAP. * Fix export filename not updating when mission is renamed and re-exported. * Fix user being able to select nodes from the left hand toolbox in the Mission builder even when that panel is hidden. * Fix the Steam Select Craft to Load dialog window which generated NREs when using Menu Navigation on the Steam tab and launching in the VAB. * Fix message dialog in Meet Me in Zero G stock mission. +++ Missions * The "Craft incompatible" text is no longer shown in the stock missions.

Kerbal Space Program 1.7: Room to Maneuver 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!

BTW... You can download wallpapers of the Room to Maneuver art here:
Kerbal Space Program - Valve
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Kerbal Space Program - daniele.peloggio


Welcome to 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!

KSP Enhanced Edition

We are getting closer to the release of KSP Enhanced Edition’s first DLC; History and Parts Pack, as well as a console-optimized free update. Releasing on March 21, both the History and Parts Pack and the free update are filled with content, including new parts, revamps, suits and features that console players will be able to enjoy for the first time! The History and Parts Pack will cost $9.99 USD on both PlayStation Store and Xbox Marketplace.

Mun Launch Site

Alongside the Woomerang Launch Site, Dessert Complex and the Island Runway, console players will get an additional launch site in the DLC not currently available on PC: the new Mun Launch Site. Check it out!

Click here to see a video.

PC 1.7 Update

Our work on the 1.7 update for PC progresses and we are determined to fill this release with content and improvements that will continue to advance the KSP experience in various ways.

Galaxy Cubemap replacement

One long requested visual enhancement our team has implemented is the replacement of the game’s galaxy cubemap. Our artists carefully crafted this environment map to reflect a nicer color palette and more defined celestial objects, all while respecting the original star positions. You will also notice that we’ve doubled the resolution and no color bandings or other weird distortions are visible.

Click here to see high res images

Parts

The revamping of older parts is an ongoing endeavor of ours, and the 1.7 update won’t be lacking in them - this time around focusing on small engines.

RV-105 RCS Revamp

One of the small revamped engines is the RV-105 RCS Thruster Block. This has received a well-deserved makeover and will display brand new textures and emissive maps, as well as an adjustment to its geometry. This way these small monopropellant thrusters will not only continue to help us with attitude control and linear motion, but look great while doing so!

Click here to see a high res image

New 3.75m and 5m Nose Cones

We also took the time to include a couple of highly requested nose cones to fit on the 3.75m in diameter Kerbodyne S3 and the 5m in diameter S4 fuel tank series, the latter one exclusive to owners of Making History. The extra-large Mk12A and the huge Mk16A Protective Nose Cones, look similar, but that won’t stop them to make your enormous rockets and crafts a little more aerodynamic.


Click here to see high-res images

New Features

Altimeter mode toggle

Aside from the visual enhancements mentioned above, we are including a long requested quality-of-life feature in this update that will allow you to toggle the altitude mode from Above Sea Level (ASL) to Above Ground Level (AGL) by simply clicking on the altimeter box. It’s important to mention that we are evaluating our players’ feedback and making some adjustments to the UI, so stay tuned!

Click here to see an animated gif showcasing this feature.

Scrollable PAW

Another small quality-of-life feature we’re adding to the game is the addition of a scrollbar to the Part-Action-Window. This will keep the PAW within the bounds of the screen when there’s too much data to display, something that might come in handy for players who use mods and sometimes saturate the PAW with lots of information.

* note that this screenshot is demonstrative only

The Bug Hunt

As part of our ongoing effort to reduce the number of bugs and issues that inevitably arise when dealing with such a complex game as KSP, our team is constantly at the task of finding and fixing existing bugs, as well as preemptively eliminating any issues that have arisen during the development of update 1.7. Among the various bugs that are no more, these ones stand out:
We fixed a visual problem with the PQS normal maps that caused planets to have mismatched normals seams when seen from orbit. The team also fixed a bug where symmetry would break animations on some parts and another that locked the ‘Return to KSC’ button at the top of the altimeter during flight scenes. The thermal overlay that was rendering on parts with lights was also fixed, alongside a hilarious bug that caused the launchpad flagpole to explode when a Kerbal fell off the top of it.

Meet the team

This time in our Meet the Team section is the turn of programmer Bjorn Askew, also known as BJ, who some of you might have gotten to know if you followed our Making History Streaming Event last year. BJ is an experienced programmer who has worked in high profile studios and AAA titles. Here are a few words from BJ himself:

Worked as a games programmer for 10 years. Currently terrified that the little pink men from Duna might be spying on him.

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

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!
Kerbal Space Program - daniele.peloggio
Dear Kerbal Space Program community,

Take-Two Interactive has been updating its End User License Agreements and the Kerbal Space Program EULA is changing soon as a part of that process. Open communication with the Kerbal Space Program community has been a hallmark of the game and a big reason for its positive evolution over the years, so we wanted to give all of you advance notice that the End User License Agreement will be changing on March 15, 2019.

The main change in the updated EULA is an added arbitration clause which is a common license provision. In plain English, that means that any potential disagreement between Take-Two Interactive and you will be resolved using an arbitration process.

If you do not want to participate in arbitration, there is an opt out period of 30 days starting from the day of the change’s implementation on March 15, 2019. In order to opt out, a written notification must be mailed to Take Two Interactive Software, Legal Department, Attn: Arbitration Opt Out, 110 West 44th Street, New York, New York, 10036. The notice must include (1) your full name; (2) your mailing address; and (3) a clear statement that you do not wish to resolve disputes with the Company through arbitration. You are responsible for ensuring the Company’s receipt of your opt-out notice, and you therefore may wish to send a notice by means that provide a written receipt.


We deeply appreciate everyone’s understanding.
Kerbal Space Program - daniele.peloggio

We are sad to hear that after 14 years and 293 days (55 times longer than its planned lifetime) exploring the surface of Mars, Opportunity has ceased operations. So long, little explorer! On the bright side, KSP Loading… is back with fresh news and updates! Do you want to learn about all the current developments of KSP? Here’s the place to be, so let's get started!

KSP Enhanced Edition

You’re reading correctly, KSP Enhanced Edition is the first item in this issue of KSP Loading…! It’s been a while since our last update to KSP on consoles, but we’ve had something very special for you in the making, and we’re thrilled to finally shed some light and reveal all the juicy details you’ve been craving for!

For a while now, we have been working hand in hand with BlitWorks on a console-optimized free update for KSP Enhanced Edition, as well as its first DLC: The History and Parts Pack!

Releasing on the same day, both the History and Parts Pack and the free update are filled with content, including new parts, revamps, suits and features that console players will be able to enjoy for the first time! Without further ado, let’s dive into the details:

Free Update

As we mentioned before, KSP Enhanced Edition is getting a content-filled console-optimized update that will take bits and pieces of all updates we have released on PC after 1.2.1; some of the ones that people like the most, as well as performance improvements, bug fixes, and more!

Kerbal Personal Parachutes

Personal Parachutes are coming to KSP Enhanced Edition! Kerbals with level 3 and above experience will have fully steerable personal parachutes. You will be able to deploy the chutes using the cursor or via the secondary radial menu.

Click here to see an animated gif showcasing this feature.

All part revamps up to PC 1.5

There has been a big effort on our side to give old parts a fresh new look, all with the intention of having a more sleek and cohesive part catalog. While staying true to the game’s original essence, the geometry and texture maps of these parts were completely redone. Some of these parts also include new texture variants to choose at will. Yes, you’re getting the variant switcher, too!


New Suits

Both the recruit and veteran classic EVA and IVA Space Suits have been given a well-deserved overhaul and console players get to enjoy it, too! We knew that such an iconic element of the game needed to stay true to its identity, so we are keeping its style, while also giving it a sleeker look.


Kerbals can now be placed in external command seats in the VAB/SPH

Another highly requested feature that we are including in this update is the ability to assign Kerbals directly from the VAB/SPH into an EAS-1 External Command Seat, so that Kerbals appear in their respective command seat as the vessel is spawned.

History and Parts Pack DLC

Largely based on its PC counterpart, this console-optimized DLC will include a broad range of new parts, new space suits as well as new launch sites and runways that players can use throughout Kerbal Space Program. Additionally, the History and Parts Pack includes several missions inspired by historical moments in space exploration.

Historical Missions

10 pre-made missions inspired by humankind’s own space exploration. Now you can spacewalk, pull off a crash landing, and attempt to recreate some of the most memorable moments inspired by historic events. All with our unique Kerbal twist, of course. Are you up to the challenge?

New Parts

More than 70 new parts inspired by the American and Russian Space Programs during the Space Race Era. Want to build Soyuz- and Saturn V-inspired rockets? With the History and Parts Pack you will be able to!


Vintage-spacesuit

The History and Parts Pack includes a Vintage Space Suit that will match perfectly with your Space Era-inspired crafts.


New Launch Sites

With the History and Parts Pack you will also have the ability to launch your crafts from 4 additional complexes: the Woomerang Launchsite, the Dessert Complex, the Island Runway and a brand new Mun Launchsite, not currently available on PC!

Lack of Mission Builder

Some of you may notice we haven’t included the Mission Builder from the Making History Expansion for PC. After some investigation, we were not confident in maintaining a solid user experience in navigating the menus and setup controls required for its use. Additionally, implementing a sharing feature which is core to the value would have required significant time investment for our team. We did not believe that the tradeoff time-wise made sense as it would have sacrificed some of the other content.

PC Update 1.7

As we revealed a few weeks ago, the development of update 1.7 keeps us busy, too! As has been the case with our previous releases, this free update will be packed with content! For instance, we continue with our endeavor to update and modernize our part catalog, but there’s more up our sleeves that we’ll be revealing along the way. For the time being check out some of the revamps that 1.7 will include in its repertoire.

Part Catalog Revamps

24-77 "Twitch" Liquid Fuel Engine Revamp

As you probably know by now, the 24-77 “Twitch” Liquid Fuel Engine is one of the revamps you’re going to enjoy in update 1.7. The Twitch got its geometry and textures completely redone. In addition to the classic orange, a gray & orange variant was created to match with the style of your crafts. An emissive texture for the throttle animation, as well as an animated gimbal have also been included. All this will make the Twitch Engine look great when it’s in action!


Click here for the high-res images

LV-1 “Ant” Liquid Fuel Engine

The LV-1 “Ant” Liquid Fuel Engine is one of the parts that most desperately needed a makeover. With a decent specific impulse in vacuum and a very low mass, this engine has helped small satellites and crafts find their way in space for years, its aesthetics never stood out, though. Luckily, our art team took up the task of improving the look of this tiny engine. The geometry and texture maps were redesigned, and a new bare variant has been added, as well as a blazing emissive texture.



Click here for the high-res images

LV-1R “Spider” Liquid Fuel Engine

Being the radial version of the Ant Engine, the LV-1R “Spider” Liquid Fuel Engine allows for a greater variety of mounting points. With a reworked geometry and new textures, the “Spider” looks better than ever. Players will be able to choose from a shrouded and a bare variant for this engine, as well. An emissive texture for the throttle animation, as well as an animated gimbal have been included.



Click here for the high-res images

Vernor Engine

The VR-N1ER Veer-Governor, popularly known the “Vernor” Engine has also been heavily revamped. Our artists not only reworked this part’s geometry and texture maps, but also added a pretty nozzle with a metallic look that includes an emissive texture that will glow when the Vernor heats up.

Click here for the high-res image

O-10 "Puff" MonoPropellant Fuel Engine

Being the only monopropellant reaction engine with throttle control, the O-10 “Puff” was selected for a well-deserved makeover. The art team added new textures for the “Puff”, including a new emissive texture for the throttle animation.

Click here for the high-res image

The Bug Hunt

As with every release, with update 1.7 we are determined to include a broad range of improvements and bug fixes in an ongoing effort to improve the KSP experience and reduce the amount of bugs that inevitably arise with every release. Our QA and development teams have been very busy confirming, reporting and fixing issues. For example, we recently squashed a bug where symmetry would break animations on some parts. The team also fixed a Null-Reference Exception triggered when RCS was enabled with an EVA Kerbal, which resulted in the Kerbal not being able to move. Our goal is to make each KSP release more and more stable and our team is working hard to achieve this.

Meet the team

For those who are interested in getting to know the people behind Kerbal Space Program we’ll continue with our “Meet the team” section of KSP Loading… until we’ve presented all of our team. This time it’s the turn for one of our programmers, Marco “Samssonart” Salcedo. Having worked at Squad for more than 8 years, Marco is a true KSP veteran despite his young age, and has been in the backend of KSP since the very beginning. Here are a few words from him.

I've been playing games since my childhood and started making my own simple games since I started programming in high school. I have a bachelor's in Computer Engineering and a master's in Computer Science, both with a specialty in graphics and interactive technology. Aside from games and technology, I'm a big music freak, I attend as many gigs as I can afford; I like to work out, I practice martial arts; and spending time with my family, girlfriend and cats.

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!
Kerbal Space Program - daniele.peloggio


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:
Kerbal Space Program - daniele.peloggio


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!
Kerbal Space Program - daniele.peloggio


Welcome to the first edition of our official newsletter, KSP Loading… ! Do you want to get the latest news about everything KSP? Then here is the place to be. In KSP Loading… we will share all current developments of KSP intermittently between each update and more, so without further ado, let’s begin!

Update 1.6

As you probably know by now, we are currently working on update 1.6 as part of our plan to deliver quarterly updates. These quarterly updates will keep offering exciting new content that will enhance our players’ game experience, as well as overall improvements to performance and bug fixes. A key aspect of our work in recent months has been in limiting the impact on mods. As many of you have noticed, the majority of mods that worked on 1.4 did so for 1.5 as well. That’s not to say there won’t be any issues with existing mods when there are updates, but we will continue with this effort as we know that mods are an essential part of KSP and of what makes it great.

Part Catalogue Revamps

Fuel Tank Adapters

For the last couple of weeks we have been teasing throughout our social media channels bits and pieces of what we are preparing for update 1.6 and, as you have seen, we are continuing the revamping effort of the part catalogue; focusing particularly on giving life to older parts that aren’t optimized or simply look outdated. One of such parts is the Kerbodyne ADTP-2-3 Adapter. The purpose of this adapter was to accommodate the Rockomax and the Kerbodyne S3 fuel tank series, but it never really matched with the designs of either tank series. With a total remaking of the adapter’s diffuse, normal, and specular texture maps, as well as with the introduction of a brand new variant, this adapter will now seamlessly blend between these two tank series and its variants. We are looking into the possibility of giving the ADTP-2-3 Adapter fuel carrying capabilities as it has been suggested by the community.

Click here for the high-res images

Other adapters that received the good ol’ makeover treatment are all three TVR Stack Couplers. After the introduction of new variants for the the FL-T tank series in update 1.4, these adapters no longer match the tanks they were supposed to fit. Therefore, we needed to revise the TVR series and create brand new diffuse, normal, and specular texture maps for them to combine with all of the different versions of the FL-T tank series.

Click here for the high-res images

Similarly, both the FL-A5 and the FL-A10 Adapters got a well-deserved makeover. Designed for connecting 1.25m parts to 0.625m parts, these adapters got their UV maps optimized and received new diffuse, normal and specular texture maps. Additionally, a new variant that will match with the orange FL-T tank series was included.


Click here for the high-res images

As part of this adapter renovation effort, the team also gave both the Rockomax Brand Adapters a well-deserved face-lift. Both parts got their UV maps optimize, brand new texture maps and a new variant to combine with the orange FL-T tank series. The geometry of the large Rockomax Brand Adapter was also updated to give it a smoother shape.


Click here to see more and high-res images

The new Spark

The team also gave the iconic 48-7S “Spark” Liquid Fuel Engine a full-fledged aesthetic makeover. We wanted to enhance this engine’s versatile nature by including 3 very different variants that will also increase the customizability of your creations. The geometry was completely redone and the detail of the tubing of the engine was carefully crafted. New textures were also created for this part and a new emissive texture for the throttle animation was added.


Click here to see the high-res images

The Mk2 Lander Can

We also took the opportunity to give Sean’s Cannery Mk2 Lander Can a brand new face-lift. We wanted this command module to be more in-line with comparable parts, so we reduced its mass and added a second top hatch. In an attempt to broaden the creation possibilities with this part we also added a third attach node to the back of the module and included a slimmed down ‘butter stick’ variant ideal for manned rovers. The default variant, on the other hand, will have a pair of built in service bays. The IVA view of this command module is also being worked on to match with its new look.

Click here for the high-res images

New Features

Activate Navigation to a Launch Site

Visual enhancements aren’t the only thing that have been on our agenda. In fact, there is a quality of life feature coming to update 1.6 that will help any stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate the navigation system towards the KSC, the Woomerang Launch Site, the Island Runway, Dessert Launch Site or any mobile Launch Site set by a mission creator. Activate Navigation to a Launch Site will target the chosen location and add a navigation mark in the NavBall.

Click here to see an animated gif showcasing this feature.

The Bug Hunt

Additionally, we have spent some time in the bugtracker identifying bugs that needed to be mercilessly squashed. For starters, in order to have more consistency between modes, the team made an adjustment to the SAS functionality on probes in Sandbox and Science game modes. Some of these probes had full SAS functionality in these modes, even though their description said otherwise, and these adjustments correct this. However, the SAS functionality on probes will be togglable from the game settings, with the old behavior being the default setting. The dV calculator in the burn time indicator included in update 1.5 had some bugs, and the team went straight ahead to figure out what the problems actually were, and of course fixed them. This included fixing the handling of docking ports and multiple nuclear or ion engines within the new Burn Indicator functionality. The flashing of the Burn Indicator and the display of dV before the launch of a vessel was also a problem that we fixed in the past weeks. Moreover, the Vernor Engines now use Liquid Fuel and Oxidizer correctly on the Engineering report, and we also fixed an issue that drained the fuel from tanks when the fuel availability icon was double-clicked. These are only a few examples.

KSP Enhanced Edition

In other news, we want to let console players know that KSP Enhanced Edition is getting a substantial update that among other things includes many improvements and an update to Unity 2017, which will improve performance. We will be sharing the process with you and revealing the content of this update in the upcoming months.

A new Website is coming!

We are also working hard on giving our website a new, sleeker look. Soon, you’ll be able to see the results for yourself; we are eager to see what you think.

Meet the team

We also want to take this opportunity to introduce you to our new Lead Artist, Rafael “Stylushead” Gonzalez. You have already seen his work these past weeks, including the new Key Art, the Halloween images and many things included in update 1.5. Here are a few words from him:

I was born and raised in Mexico City. I worked in the animated movies industry for nine years, most of that time as an art director, supervising from concept art to final product, illustration is my expertise, always mixing different techniques from 2D and 3D and sometimes traditional.
I love video games and movies and everything involved in their development. Also I work from time to time in webcomics as a colorist. I joined the Kerbal team as lead artist during the KSP 1.5 release and since then I have been producing, learning and enjoying a lot!


Ghouls in Jool Halloween Challenge - The best short stories!

Even though Halloween is behind us, we want to share with all of you some of the best short stories we were delighted to receive in the Ghouls in Jool Halloween Challenge. The challenge consisted of submitting spooky short stories based in the Kerbal universe and...oh boy… did we get some chills… Unfortunately, we couldn’t fit all stories here, but if you’re in the mood to read what our fantastic community came up with, click here.

Here are what we thought were the top three stories. Enjoy!

1.- “The Heart of Jool” by Ultimate Steve
Falling.
Deeper and deeper, away from everything I have ever known.
Falling through the flashes of lighting. Will I be struck, or crushed?
Kerbin. So far away now. I am the first witness of Alien Thunder.
Will I be the last? The only? And how long until I meet death?

Gravity.
I can feel it everywhere. Jool, pulling me closer still.
The helmet creaks. The others would never hear.
The ones who died along the way - The helmetless pilot.
The crushed engineer. The scientist locked outside.

Whoosh.
And the world drew Golem Thirteen to its ultimate fate.
Noises, growing louder ever still. But always, nothing
But the menacing fog around the Heart of Jool. Until a voice,
Menacing, kind, Evil and holy, speaks out from the void above.

Hello.
No - it couldn't be! The ancient legend was true! Have I met Evil?
Tell me, child, what do you know of me, the Deep Space Kraken?
The devourer of ships, destroyer of worlds, the embodiment of Death.
Yours truly - but have none considered a force stronger than I?
Which?
Regret.

CRACK!
Long ago I destroyed ships, devoured worlds, killed mercilessly.
My helmet gives way, great Kraken! In moments I shall meet Death!
I met Death long ago, banished by the Universe to the Heart of Jool.
And tell me, great Kraken of Deep Space, what do you mean by this?

Child,
With power comes destruction. At the top I ruled dust.
I fell. From everything, wishing I could go back to mend it.
Wishing the dust would absolve my crimes. In you I see me.

And unlike me, I can save you.

Pop.
The visor gave way to the intense aether, crushing instantly.
The last I would see, before my final toxic breath, would be
The haunting yet noble face of the Kraken of Deep Space
Against the backdrop of the cruel, unrelenting Heart of Jool.

HOLD!
T Minus Five. The launch pad. But how? The crew, all still alive.
Golem Thirteen would stay on the ground. And then was a sound.
Indeed, it was The Kraken of Deep Space. Gone in a blink, he said
Goodbye and nothing more, with a smile that shook me to the core.

But I am now certain I will remember that great regretful ghoul.
The one who saved me from the void in the Heart of Jool.

2.- “Clank” by Blasty McBlastblast
Clank!
Startled, research forgotten, the two scientists looked up. They had both definitely heard it this time. This time it was undeniable.
“Okay, maybe you weren’t dreaming earlier” apologised Jedfen, but neither of them seemed pleased by this prospect.
Jedfen and Hencott were familiar with all the regular noises of Outpost V., but this noise was not one of them. They knew the steady whirring of the solar arrays as they tracked the sun, the hum-thud of antennae realigning, and the wet slap of sloshing fuel. Clanking was something new, and it was coming from outside!

Clank!
The two locked eyes, panic growing at the realisation they were not alone. Something was knocking against the outside of their laboratory!
“Should we call mission control?” suggested Hencott
“We can’t” replied Jedfen, wondering if Hencott’s stupidity might be higher than indicated, “Did you forget that it’s night here for two more days? We need to be facing sunward to get a signal to Kerbin”
“Maybe the supply ship came back?” Hencott proposed weakly, but that ship had launched weeks ago, the kerbonauts were alone.

Clank!
“WE HAVE TO STAY CALM!!” shrieked Jedfen, momentarily losing his cool “What would Jeb do?”
“We need more information” said Hencott, taking deep breaths, “We need to know what is making the noise, one of us will have to go outside…”
Silently both Kerbals stood to face each other, and proceeded to play rock-paper-scissors…

Clank!
“That noise came from near the north window” Jedfen said into the handheld radio.
“Copy. Approaching now. I think I see someth…” but the staticky reply was cut short by a yelp! Then laughter! Then ominous silence…
Minutes passed, but the radio only hissed. Amidst rising dread Jedfen moved to the suit rack, compelled to go help, but he was too late! The airlock began to cycle, something was coming in! Armed with a jumbo-sized snack bar Jedfen prepared himself to defend the outpost.
Through dramatic billowing gasses Jedfen saw him step from the airlock, grinning, and holding something that was attempting to wriggle free. Looking closer, he saw cradled firmly in Hencott’s arms an adorable tiny rover!
“Where did that come from?!” he asked, tension dissolving into curiosity.
“Some earlier mission?” laughed Hencott, “I think it was trying to charge power by the window light! Can we keep it?”
“Control can’t say no if they can’t contact us!”

3.- “Fright Night at KSC” by StrandedonEarth
Every year during the three hundred and thirty-third night, mysterious things start to happen at the KSC. None of the KSC staff want to stay that night, as weird noises abound around the Center. The only exception is Mortimer Kerman, who gleefully volunteers to be the caretaker for that night, from his usual haunt in the Admin building. In the deserted Astronaut Complex, ghostly footsteps and flushing toilets are heard. The great radio dishes of the Tracking Station creak and squeal as they turn, but only during that night. Pale apparitions are seen streaking down the runway, rising briefly before vanishing below the waves, while the big display screens at Mission Control fill with static. Even though the VAB is shut down for that night, the cranes and other machinery start moving with nobody at the controls. Fire and smoke bloom on and around the empty launch pad as a muted roar is heard, and hundreds of tiny glowing krakens scurry around the Research and Development center. A steady tap-tap-tapping punctuated with whirring fills the Spaceplane Hangar, without a soul in sight. They call it "Sotreum ed Aid"

When day finally breaks on that seemingly endless night, everything grows quiet again, and Mortimer starts to look sad. The tiny glowing kraken all vanish without a trace. But when the brave kerbonauts start arriving at the Astronaut Complex, they are shocked to find all the kerbals that had been KIA during the last four hundred days sitting around, drinking koffee...

Honorable mentions:Eyes in the deep” by Joshua Stubbles, “A few KSP super-short stories that are guaranteed to make grown kerbals hide under their beds and cry for mommy” by Swjr-swis, “Untitled” by KSK, and “Untitled” by qzgy.

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!
Kerbal Space Program - daniele.peloggio


Hello everyone!

Kerbal Space Program 1.5 Dressed for Success has launched and with it we bring new content that brings your game experience forward. We are driven to continue with our never-ending quest of making KSP the best game it can be through continuous support and substantial updates.

Kerbal Space Program 1.5: Dressed for Success has something for everyone, as both the base game and the expansion are getting their share of enhancements. With that in mind, a key aspect in this update is the optimization and fresh makeover of various parts, as well as the classic EVA and IVA Space Suit. Additionally, players will find a number of brand new features, as well as good ol’ bug sweeping.

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

New Suits

Both the recruit and veteran classic EVA and IVA Space Suits have been given a well-deserved overhaul. We knew that such an iconic element of the game needed to stay true to its identity, so we are keeping its style, while also giving it a sleeker look.


Revamped Parts

Many parts have been given a fresh new look in an effort to have a more cohesive parts catalog. While staying true to the game’s original essence, the geometry and texture maps of these parts were completely redone. Some of these parts also include new texture variants for you to choose at will, and others have a new shader that makes their metallic bits interact better with light.

Improved Burn Time information

We improved the burn time indicator by recalculating based on dV and not acceleration. Additionally, we’ve added a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. Go to the advanced settings to turn on this exciting new
feature.

...

Update 1.5 has also a few improvements exclusive to the Making History Expansion:

The Part Count Node

This node makes a comparison between the state of a vessel in two separate moments and by defining the number of parts itself; with it you’ll be able to test whether a vessel has or hasn’t lost parts (destroyed or decoupled) during any point on a mission.

Underwater Fly Through Nodes

With Dressed for Success you’ll be able to place Fly Through Nodes underwater, expanding mission creation possibilities.

And much more!

Check out this patch's Changelog for further details:

==========================================================
1.5 Changelog - BaseGame ONLY (see below for MH changelog)
+++ Improvements
*Optimized the game for 4K resolution and increased the UI scale to 200%
* Added higher impact tolerance to retracted solar panels.
* Deployable parts now use separate value for their impact resistance when retracted.
* Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits.
* Revised the behaviour of asteroids within Kerbin’s SOI and gave them better VFX.
* Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog).
* Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver.
* Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes.
* Kerbals can now be placed in external command seats in the VAB/SPH.
* Wheel suspension now has auto spring/damper to combat bouncing wheels.

+++ Localization
* Fix lingoona gender tags in resource names in PAWs.
* Localization of bulkhead size and other automatic search string tags.

+++ Parts
Updated Parts (reskinned):
* Mk1 Command Pod
* HECS
* HECS2
* OKTO
* OKTO2
* QBE
* RoveMate
* Stayputnik
* FL-T100
* FL-T200
* FL-T400
* FL-T800
* RT-5 “Flea” Solid Fuel Booster
* RT-10 “Hammer” Solid Fuel Booster
Color Variants:
* Mk1 Command Pod (New “Dark”, “White” and “Gray and White” color variants)
* RoveMate (New “White”, “Silver” and “Gold” color variants)
* FL-T100 (New “Black and White” and “Orange” variants)
* FL-T200 (New “Black and White” and “Orange” variants)
* FL-T400 (New “Black and White” and “Orange” variants)
* FL-T800 (New “Black and White” and “Orange” variants)
* RT-5 Flea (New “White” and “Yellow” variants)
* RT-10 Hammer (New “White” and “Yellow” variants)
Other Part changes:
* Some parts now take advantage of the new “Bumped Specular (Mapped)” shader which achieves significantly better metallic reflections.
* Fix issue where engine shrouds were becoming offset on vessel focus.
* Improved OKTO and OKTO2 mesh colliders to fit them better.
* Improved Stayputnik attach node positions to make better contact with other parts.
* Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides.
* HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part.

+++ Bugfixes
* Fix issue where incorrect tooltip icons were being displayed in the R&D scene.
* Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings.
* Fix mini-biomes persisting after touching one and then moving vessel away from it.
* Fix mini-biome structure detection around the KSC.
* Fix log spam and messages related to stock launch sites if Making History DLC is not installed.
* Fix issues with decouplers in symmetry being staged via the Part Action Window.
* Fix issues with decouplers in symmetry being staged separately.
* Fix transparent materials in Part Picker Icons.
* Fix Gigantor XL panel when using Undo in editor.
* Fix transparent materials showing in part highlighting in editor.
* FIx for ship orbit line not rendering when burning straight from a physics bounce on flight load.
* Music volume settings are now applied as soon as the player leaves the settings menu in the KSC.
* Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting.
* Fix music problems when switching between VAB and SPH.
* Remove Gender on Resource displayName in PAW.
* The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name.
* Fix for Kerbal EVA’s clipping through vessel model when forcefully dismounted from an external command seat.
* Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over’d.
* The sun flare no longer shines through Jool.
* Fix for reentry VFX disappearing when the camera is far from the vessel.
* Fix for asteroids not displaying reentry VFX.
* Fix bug where kerbal parachute lifting surfaces weren’t active when loading a quicksave.
* Fix camera positioning on entering editor scene/loading vessel to show vessel correctly.
* Fix bulkhead filter strings to work for all valid sizes.
* Fix when a part is selected and the user attempts to write a ship description the hotkeys will still trigger.
* Fix In the editor-based tutorials, Werhner’s window overlaps the ship so you can’t place parts.
* Fix hard points reporting the wrong stage to the StageManager.
* Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes.
* Fix wheel suspension bouncing.
* Fix exploding landing legs when docking/undocking.
* Fix landing legs applying massive spring setting when fully compressed.
* Fix community localization feedback for the Fly Through? Node pt.2
* Fix Community localization feedback for fly through Node pt. 2 in japanese.
* Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung"
* Fix Engine plates for all engine plates now show short on their first variant choice.
* Fix the changeLog screen now shows that is missing in the Localization that should instead of the code.
* Fix that space stations contracts now can be finished.

+++ Mods
* ModuleDeployablePart now has KSPField impactResistanceRetracted.
* ModuleWheelSuspension now has KSPField maximumLoad.

+++Miscellaneous
1.5 Changelog - Making History DLC ONLY
+++ Improvements
* Improved the Builder canvas system and connectors for speed and performance.
* Fly through node volumes can now be set with negative values for the volume to work with submarines.

+++ Localization
* English grammar, spelling, and punctuation fixes.

+++ Parts
Updated Parts (reskinned):
* SM-18 Service Module.
Color Variants:
* Structural Panels (Improved “Gold” variant and added a new “Silver” variant).
Other Part changes:
* SM-18 bottom lid uses the new “Bumped Specular (Mapped) shader”.
* Fix issue where engine shrouds were becoming offset on vessel focus.

+++ Bugfixes
* Fix Updating Steam Workshop Missions were creating duplicated workshop items.
* Fix for NRE when saving a mission where the craft files used in vessel situations have been deleted
* Fix Kerbals Exploding when resuming a test mission checkpoint taken on a Kerbal EVA node
* Fix issues with connector lines in Builder when changing planets in the GAP
* Fix where when boarding the EAS command seats were not triggering when a kerbal boarded for the node to pass.
* Fix when a vessel is spawned in an orbit, the orbit was getting the reference of the celestial bodies rotation, giving different results like a rotated orbit with the same orbit values on another node.
* Fix connector lines when in some cases they were badly rendered.
* “Selected part” option now appears when selecting one part in the repair node.
* Don't reset available and unavailable part lists when changing the part filter and update the list to handle the required parts nicely.
* Fix weights and costs of all the engine plate variants being the same.
* Solved discrepancy between the start mission time in the Mission editor and in the actual mission.
* Fixed GAP parts filter on some nodes so they work similar to the part restrictions on Vessel Spawn Node.
* Fixed normal map on mobile launchpads, Woomerang and Dessert launchpad.
* Fix for localization tags for localized vessel and node names coming up in various parts of the UI.
* Fix for incorrect information about docked nodes order of evaluation in intermediate tutorial.
* Fix mission Builder banners appear in low resolution with the 'Texture Quality' setting lowered.

+++ Missions
* Removed erroneous info about event node processing order from intermediate tutorial.
* Added the Part Count node, so player can check a vessel’s part count, even if the vessel is unloaded.

+++Miscellaneous
* Implemented new text for agent descriptions and mentality.
==========================================================

[Update]

1.5.1 hotfix: Some players reported an issue regarding aerodynamics, which was applying body lift in the wrong direction. After some in-depth examination, we noticed that some of the code written for the asteroid physics revamp was interfering with the aerodynamic physics in certain circumstances, so we are releasing this hotfix to deal with this specific issue.
...