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!

Breaking Ground Expansion

With the release of the Kerbal Space Program: Breaking Ground Expansion just around the corner, our team is working very hard to wrap up the final details for this exciting DLC. We also thought this would be a good opportunity to dive into a little bit more depth and give you a better idea of what you can expect in Breaking Ground.

As we mentioned previously, this DLC is all about exploration, experimentation and technological breakthroughs. We want to give you more reasons to explore Kerbin’s solar system, more things to do while you’re on a celestial body and exciting new robotics parts that add a whole new level of complexity allowing you to build even more incredible crafts.

Deployed Science

This feature will allow you to deploy experiments on the surface of celestial bodies to take measurements over time. You will need to bring these experiments with you, unpack them from storage containers on your craft and set them up to run. In order to do so you will need to place a central station, one or more power generating devices and possibly a booster antenna to get your science base set up. The experiments and power generators will run better if the right kind of Kerbal sets them up, thus giving you more reasons to bring Kerbals with different professions on an adventure.

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We wanted to broaden the possibilities for future development, adding a time-based mechanic with deployed science, which also introduces inventory into stock KSP.

Let’s look at the equipment available for Deployed Science:

Probodobodyne Experiment Control Station

This part is crucial if you want to generate any useful data. Acting as the hub for all other experiments, the Experiment Control Station will distribute and control both power and data from nearby deployed parts, as well as coordinate the transmission of science back to Kerbin.


Mini-NUK-PD Radioisotope Thermoelectric Generator

No science base will run without power, and the Mini-NUK-PD Radioisotope Thermoelectric Generator will provide plenty of power to run a central station and deployed science experiments. If deployed by an engineer it will more efficient, if they are a high level one then even more.


OX-Stat-PD Photovoltaic Panel

An alternative power generator is the OX-Stat-PD Photovoltaic Panel, which will also be more efficient when properly set up by a trained engineer.


Communotron Ground HG-48

Although the Experiment Control Station has its own data transmission device, if you’re on a faraway planet, you might need to bring the Communotron Ground HG-48 antenna with you to boost the signal of your deployed science base.


Go-ob ED Monitor

The Goo Observation: Extended Duration Monitor watches the always enigmatic Mystery Goo for a long period of time on a planetary body. As with all the other deployed science experiments, the data collection speed will be increased when placed by a scientist, especially a ranked-up scientist.


PD-3 Weather Analyzer

This multi-function experiment gathers data on wind, pressure, temperature and humidity to generate a picture of the planet’s climate model over time. Naturally it will only function on a planet with an atmosphere.


Ionographer PD-22

This experiment allows Kerbals to analyze different particles and radiation incident on planetary bodies with no atmosphere.


Grand Slam Passive Seismometer

Unlike other experiments, the Grand Slam Passive Seismometer only operates under one condition… when controlled seismic events are created by crashing something into a planet. In addition to the excitement and fun of smashing things, you’ll collect data instantaneously with this device.

Click here to see all images of the Deployed Science experiments in high-res.

Surface Features

Surface features add a new component to the exploration of planets and satellites in the KSP solar system. These are items of scientific interest scattered across all celestial bodies. These features include meteorites, craters, mineral formations, and even stranger planetary oddities. Surface features vary in size and Kerbal astronauts will be able to pick up and return the smallest of them for study back at KSC. However, larger ones will need to be scanned and analyzed on-site by the newly developed Rover Arms.

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Exploring celestial bodies and using rovers has never had as much value as we would have liked, and while the real Opportunity is now quietly resting on Mars, we wanted to give the players the opportunity to do more valuable science driving across Duna (and the other bodies) in KSP. So we added interesting new features to the surface of the planets that can be explored and have experiments performed on them.




Rover Arms

These parts are used to gather scientific data from surface features. The Rover Arms come in three levels that you unlock via Research and Development, each of which has more sensors and tools that allow you to collect more science from the same surface feature. Only the largest Rover Arm has the full suite of scientific instruments, so you might want to unlock that one as soon as possible!

Click here to see all these and a couple more images of Surface Features and the Rover Arm in high-res.

Robotics

With Breaking Ground, you will see four types of robotic parts - hinges, pistons, rotors and rotational servos. Available in a range of shapes and sizes these new parts operate under realistic physics, with real forces and torques, electricity consumption and even motor mass accounted for. We are also including a controller part that will let you coordinate the behavior of many different parts on your craft.

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Giving our community the ability to build even more complex creations might seem like a strange idea for anyone familiar with KSP, but it is something the whole team is passionate about. I’m really looking forward to seeing what people can make and animate with the new parts and controller combination.

Hinges

Hinges will give you a limited angle of rotation between two parts. Perfect to create jointed machines for example.



Piston

The pistons give you linear motion. If set up right, they will allow you to create all sorts of craft with hydraulic-like mechanisms.




Rotor

Not much to explain about the rotor, it will allow you to generate torque around its axis. Maybe you’ll build a spinning space station or ferris wheel with this, or any other rotational contraption you can think of.


Rotational servo

The Rotational servo will give you precise control of angular position. Using proportional control, servos have unlimited potential to create all sorts of inventions, where you want to have precise control of the position of certain parts.


KAL Controller

The KAL-1000 controller can sequence the actions of all the robotics parts, and a number of other fields. Its gives you access to a powerful track editor tool to let you set up how parts will behave over time. Using the controller, you can set up complex cranes, walking craft, disco lighting or whatever your heart desires.

Click here to see the Robotic Parts images in high-res.

The New Suit

This futuristic-looking suit was designed to match the spirit of Breaking Ground. It not only looks great on Kerbals, but its seams glow in the dark when you turn on the helmet lights!

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For the spacesuit we tried a few options based on existing concepts from real life space programs, but some of those looked too slim or too sci-fi-ish. We also tried different helmets, but something felt weird about the shapes, and as the Kerbal helmet is iconic, we kept the classic shape when designing a new one. Apart from the design, we wanted to give the suit something that the others don't have: An emissive light at the seams, something that comes in handy to help find your Kerbals when they are far from the sun or on the dark side of a planet! At first, we thought skinning the accordion arms would be problematic, but we managed to do it, and we are pretty happy with the result. We hope you like it as much as we do!
Click here to see the Suits in high-res.

Additions to the base game

With the release of Breaking Ground, the base game is also getting some updates that will add a few new features.

For starters, the inventory mechanic that is used by deployed science will be available in the base code, for modders to use and extend as they wish.

Additionally, we're adding two extensions to our action group system. The first one adds another type of action group for controls that let you bind input controls to fields - an axis group. The second adds Action Sets, which allow you to enable or disable sets of axis or action groups.

This extends what you can do with a limited number of keys, letting you put your craft into different modes of operation. You can even override the base controls with the action set feature, further fine tuning the interface between you and your craft. We developed these extensions to give players more options to control their robotics, but it certainly will be useful for stock and modded players as well.

Finally, we’ve added EVA portraits, so that you can check data on your Kerbals even when they’re out and about.

Remember, you can share and download crafts and 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, Instagram and Facebook. Stay tuned for more exciting and upcoming news and development updates!

Happy launchings!
Kerbal Space Program - contact@rockpapershotgun.com (Dominic Tarason)

There’s more Kerbal Space Program DLC on the way, and the next expansion for Squad’s jokey-but-actually-serious scientific sandbox is bulking up all things planetary. Breaking Ground is due out on May 30th, and is set to add more research sites across the solar system, with strange crystal formations, frozen volcanoes and other stellar curiosities to poke with sticks. Very big metal sticks, at that, as there’s a whole range of new components designed for planetside operations, including advanced robotics, ideal for carrying around new deployable scientific equipment.

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Kerbal Space Program - daniele.peloggio


Brand new downloadable content for Kerbal Space Program is on its way! Filled with new content and features, Kerbal Space Program: Breaking Ground Expansion will give new meaning to the Kerbal scientific endeavours.

Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study the soaring plume of a cryovolcano on Vall, mysterious craters on Moho, and even more new features on all of the other moons and planets of the Solar System. Deploy experiments for the long-term study of Minmus and let them collect data while you explore further sights. Test your creativity with a new suite of robotics parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science!

These are the most significant features coming to Kerbal Space Program: Breaking Ground Expansion.

Robotic Parts

Brand new robotic will add a whole new level of creativity to your craft. These parts will include some new control mechanics and let you create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their Universe!


Surface Features

Scattered across the Kerbin System, you’ll find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features. Study them and collect valuable scientific data with a brand-new Rover Arm!


Deployed Science

Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty experiments for you to try out!


New Space Suit

Kerbals are also getting a fresh new space suit to wear for their scientific endeavors! This sleek futuristic suit will make your Kerbals look flashy while they explore the canyons of Duna, the shores of Laythe, or any other exotic destination.


Kerbal Space Program: Breaking Ground Expansion will be released on May 30th for PC for $14.99 USD. And yes, we’re keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We’ll provide more details on how that will work before launch.

Do you want to learn more about Breaking Ground? Then make sure to stay tuned for our next KSP Loading… where we’ll take a deep dive into the content and features of Kerbal Space Program: Breaking Ground Expansion!

Happy launchings!

P.S.: Click here to see the full High-Res screenshot album.
Kerbal Space Program

Kerbal Space Program, one of the best space games on PC, is thankfully not yet done with its exploration of the cosmos. The team's been tinkering away on the second expansion, Breaking Ground, which will focus on the noble pursuit of scientific knowledge (and sticking robotic components to ships). And you won't need to wait long for launch; it's due out on May 30. 

With Breaking Ground, you'll be able to conduct a variety of scientific experiments on planets or the moon, building science bases with stations, power generators and other devices. These bases can collect data from your experiments and then transmit the results back home automatically. If you need a bit of excitement in your quest for knowledge, you can also crash stuff into planets to "gather seismic data" and definitely not just because it's fun. 

Among the things available to study are new surface features that can be discovered on planets. Craters, cryovolcanoes and meteors can be analysed, with small samples able to be snatched and sent back to base for further testing. Larger objects can't just be sent across space, however, which means you'll need to use your rover's robotic arms to scan them and drill for samples. These arms come with a variety of handy instruments, and the larger they are, the more functionality they possess. 

Your rover's arms aren't the only fancy bit of robotic kit that you'll be able to take advantage of. Robotic hinges, pistons, rotors and rotational servos can be stuck onto spaceships, each of them with simulated physics affected things like force, torque and power consumption. These components and other parts of your ship can also be controlled via the new robotic controller system, which lets you coordinate their behaviour. 

Breaking Ground will launch on May 30 for £13/$15, but it will also be accompanied by some free additions to the base game, including an expanded action group system and the ability to bring cargo items with a Kerbal in their inventory. These were features designed for Breaking Ground but which should still benefit all players and modders. Read more about the expansion in our interview with Squad and Private Division here.

Here are some exclusive screens of Breaking Ground to tide you over until then:

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!
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