Kerbal Space Program

Kerbal Space Program, still one of the best games you can play on PC today, has brought out its second-ever expansion, Breaking Ground, which gives you more things to do once you touch down on another planet.

You'll get booster antennae, solar panels, weather stations, seismometers, ion detectors, a device that analyzes goo and other equipment to deploy after you land. They'll collect data that you can relay back to Kerbin, learning more about the place you're visiting. The seismometer particularly takes my fancy: to get a reading, you have to deliberately crash things into the surface. Check out some of the gizmos in action in this trailer from last week.

You'll also find new surface features, such as meteors, craters, rock outcroppings, and cryovolcanoes. You can pick some of them up—rocks, not volcanoes, presumably—and bring them back home for further testing. Any that you can't take home will have to be analyzed on-site, either with your Kerbals or with unmanned rovers, which have new robotic arms to scan the area around them.

Lastly, the expansion adds new items to plug into your crafts, such as hinges, pistons and rotors. You'll get a robotics controller system to make sure they all work together.

It certainly sounds substantial, and the fact it's only the second expansion since Kerbal Space Program came out in 2015 makes it feel like a big deal. Making History, the first expansion, was very good indeed—check out Ian's review here.

It's $15/£13 on Steam.

Kerbal Space Program - contact@rockpapershotgun.com (Alice O'Connor)

For a game about spaceships, Kerbal Space Program‘s latest expansion has a curiously terrestrial focus not to mention name: Breaking Ground. Out now, it doesn’t do much for spaceflight but does give more to do once you’ve actually landed somewher eout there. Along with new ground-based deployable scientific research gadgets, it adds surface formations to study and, most importantly, robotic pistons and joints and things. Remember: robotics components are for serious scientific expeditions only. Don’t get any ideas about building a giant mechanical tarantula to skitter around mission control. And if you’re using a mod to add multiplayer, don’t you and your pals have any ideas about starting a Robot Wars on the Mun. Science only, okay.

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Kerbal Space Program - Valve
Kerbal Space Program: Breaking Ground Expansion, all new content for Kerbal Space Program is Now Available on Steam!

Kerbal Space Program: Breaking Ground Expansion is the second expansion for the PC version of the critically acclaimed space flight simulator, Kerbal Space Program. This feature-rich expansion is focused on increasing the objective possibilities once celestial bodies have been reached by adding more interesting scientific endeavors and expanding the toolset.

Kerbal Space Program - daniele.peloggio


Explore the Kerbal Universe like never before with Kerbal Space Program: Breaking Ground, the latest expansion pack for KSP. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study mysterious Surface Features on all of the moons and planets of the Solar System. Set up a base and deploy experiments for the long-term study of celestial bodies, and test your creativity with brand new robotic parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science!

https://youtu.be/kIPVo5T1JwE

Robotic Parts

Take your creativity to the next level! Brand new robotic parts, include hinges, rotors, pistons and rotational servos. These parts come with 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

Find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features across the solar system. 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 of experiments for you to try out!


https://www.youtube.com/watch?v=4foFCPjBQPU

Additionally, we’ve kept our promise that all players who purchased the game through April 2013 will receive the expansion for free. To redeem the game click here and follow the instructions.

Kerbal Space Program: Breaking Ground Expansion is now available on Steam, the KSP Store, and will soon be available on GOG and other third party resellers.

Happy launchings!
Kerbal Space Program

Just ahead of its launch next week, Kerbal Space Program’s Breaking Ground expansion has published a trailer that shows off the scientific data-gathering bits and bobs you’ll be able to send around the solar system when the DLC arrives.

As the trailer illustrates, Breaking Ground will send you on science missions to other planets, where you’ll use new gear to gather data about local seismology and weather. You’ll be able to scan and collect samples discovered around the solar system, using new robotic armatures that bend and twist to your heart’s delight.

What’s potentially even more exciting, however, are the new components for spacecraft the expansion is introducing. There are hinges, pistons, servos, and rotors, and each of these new pieces means an infinitude of potential new designs, based on what the Kerbal Space Program community has already concocted without them.

The trailer also shows some of the new robotics in action, and I can only imagine the kinds of amazing, spindly monstrosities that KSP players are going to manage to pack into their rocket payloads.

Check out our interview with Kerbal Space Program’s developers to learn more about Breaking Ground. It’ll be launching May 30.

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.

#Discussions_QuoteBlock_Author
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.

#Discussions_QuoteBlock_Author
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.

#Discussions_QuoteBlock_Author
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!

#Discussions_QuoteBlock_Author
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?"

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