Kerbal Space Program

A sequel to spacefaring simulation Kerbal Space Program is on the way from a new developer, it's just been confirmed.

Kerbal Space Program 2 was announced via teaser trailer during the Gamescom Opening Night Live press conference this evening.

It's due to launch in 2020 on PC, PlayStation 4 and Xbox One - and that's all we know so far.

Read more

Kerbal Space Program

Great moments in PC gaming are bite-sized celebrations of some of our favorite gaming memories. 

Over the course of my PC gaming career, I've conquered the world, slain the most terrifying foes, and uncovered the deepest secrets of many a dungeon. But when it comes to pure euphoria at having accomplished something astounding through a combination of thought, persistence, and fine motor skill, it's hard to beat landing Jebediah Kerman and his friends on the Mun—and returning safely—in Kerbal Space Program.

KSP is far from a completely realistic simulation of Newton's laws and the challenges of operating in deep space, but it's close enough that it truly expanded my understanding of how our universe works. It's one thing to read about gravity in a textbook or nod your head in agreement when someone on TV explains that orbits are basically objects falling toward each other with high enough horizontal speed to prevent a collision. But I never truly got it until I had to interact with gravity directly in this quirky game about little green astronauts.

The Mun is the closest and arguably easiest target you can send your Kerbals to, and it ends up being the trial by fire (sometimes literally) for any new mission controller's understanding of the rocket construction and flight mechanics. There are more distant, more difficult heavenly bodies to pursue, but reaching them never quite tops that very first time you manage to launch a crew of Kerbals in a tin can through space to tag an icy rock.

There were many failures on the way. Analyzing each hilarious disaster slowly taught me what worked and what didn't. There were some heartbreaking close calls, like making it to the Mun but having the lander tip over, stranding the crew there indefinitely, or having something go wrong on the final re-entry to Kerbin—KSP’s equivalent to Earth—which always serves as a stressful and dramatic finale to any mission.

But then came that one fateful mission came when everything lined up perfectly. My rocket was honed by many hours of learning and evolutionary pressure. My hands were steady on the flight stick. I lifted off, put myself into a beautiful circular orbit around Kerbin, executed a near-perfect burn that used as little fuel as possible, and set down gently in the smooth bowl of an enormous crater. My intrepid kerbal captain disembarked, took some readings for science, and hopped back in to head home. The moment of truth came as I blasted him into a re-entry orbit, jettisoned everything except the heat-shielded capsule, and held my breath hoping that my trajectory would use Kerbin's atmosphere to slow us down enough not to crash (a technique called air-braking) without causing enough heat from friction to cook poor Jeb alive.

The heat shield caught fire as the air pressure increased and Kerbin got closer and closer below us. At one point, the temperature readings got so high that I thought the whole mission was about to go up in flames after everything else had gone so well. I realized that the auto-adjusting gyroscopes supposed to keep the heat shield fully facing into the atmosphere were letting just a bit of air past to hit the capsule itself. This usually doesn't happen and may have been a glitch, but I didn't have time to worry about that. My only option was to take the joystick and make a series of tiny adjustments to ensure the heat shield was taking the brunt of the friction.

My wrist was sore and my teeth were clenched by the time it was all over, but eventually the flames subsided. My heart skipped a beat in the moment it took the capsule's parachutes to deploy, as they can become damaged in flight and lead to a catastrophic failure at the 11th hour. But those white plumes eventually billowed out and carried Jeb to a safe (if not comfortable) splashdown in the crystal blue ocean. I felt like one of those people jumping up and down in Mission Control after every successful return in a space movie. I was ecstatic. My heart was beating fast and I had a huge smile on my face. I knew in that moment that Kerbal Space Program was something special. And I've delighted in taking my Kerbals higher, faster, and further ever since but nothing has ever felt quite as fulfilling as that first successful run to the Mun and back.

Kerbal Space Program - daniele.peloggio
Hello everyone!

Kerbal Space Program 1.7.3 is live!

In this patch we focused on taking care of additional details of both 1.7 and the Breaking Ground Expansion. We’ve fixed nearly 40 bugs for this patch, and we added brand new features based on your feedback as well as some other elements to enhance the KSP experience. With substantial improvements to the KAL-1000 Track Editor, and the addition of new parts like true propellers, grip pads and turbine engines, we can't wait to see what crazy contraptions you will come up with!

Check out this patch's Changelog for further details:
====================================== v1.7.3 ======================================== 1.7.3 Changelog - BaseGame ONLY (see below for Breaking Ground changelog) +++ Improvements * Added same vessel part collisions advanced tweakable. * Adjusted KerbalEVA Action messages to be above center screen. * Made KerbalEVA screen position configurable via Game Settings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y * Add ability to switch secondary docking ports (docked) to primary via the PAW. * Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking. * Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel. * Remove from symmetry functionality added to all parts. * Add capability for text entry on float fields in the Part Action Window. * Clear some references on returning to the main menu to release memory. * Add ExternalCmdSeat Ejection Force (advanced tweakable). * Add Leave Seat KSPAction. +++ Localization * Fix Contracts using Greek alphabet from failing to display when game set to Russian Language. +++ Bug Fixes * Fix maneuver node tabs being interactable in flight mode even when tabs are hidden. * Fix temperature renderer messing with child part renderer parameters. * Fix EVA portrait when launching a vessel with Kerbal in external command seat. * Fix kerbal highlighting during mouse over. * Fix radiator panels not rotating properly. * Fix loss of axis and extended action group data when copying parts in the editor. * Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled. * Fix part positioning errors on vessel spawning far from Unity Origin. +++ Mods * Part class now has isVesselEVA property which handles when vessel is null. * Add ability to override default flow mode on ModuleResource. * Add activeEditor attribute to BaseAction to allow these to be disabled. * Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW. * Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving. 1.7.3 Changelog - Breaking Ground 1.2.0 DLC ONLY +++ Improvements * Deployed Science Parts will appear under Deployed Science filter and have map nodes if not connected to a Control Station. * Add Seismic Science Screen Message even if in sandbox game mode. * Add grip pad Parts. * Add Propeller Parts. * Add LF/Air Rotors. * Add Nose Cones. * Changed compound part editor behavior to follow robotic parts. * Changed Rotor Torque to now affect strength and not RPM. * Re-balanced all rotors. * Add Extra animations for interacting with Deployed Science. * Add Surface Features VFX - apply forces. * Add Kerbal taking rock sample animation. * Add priority value to KAL - highest priority wins, equal priorities the values are averaged * Add ability to assign axes controls to KAL. * Add axis Functions to KAL: Move Up, Move Down, Copy/Paste Row, flip Axis vertical/horizontal, align ends, clamp values. * Add resize/scale function to KAL. * Add play speed slider. * Add additional KSPActions for all servos - engage, disengage, lock, unlock, etc. * Add shadows LOD settings on Surface Features. +++ Localization * Fix for piston showing variant names in English for all languages. * Fix Action Groups KSPedia page in Japanese. +++ Parts New Parts with Variants * GP-004 Grip Pad. * GP-036 Grip Pad. * GP-156 Grip Pad. * GPS-025 Grip Strip. * GPS-156 Grip Strip. * EM-16S Light Duty Rotor. * EM-32S Standard Rotor. * EM-64S Heavy Duty Rotor. * R121 Turboshaft Engine. * R7000 Turboshaft Engine. * Propeller Blade Type A. * Propeller Blade Type B. * Propeller Blade Type S. * Helicopter Blade Type A. * Helicopter Blade Type B. * Helicopter Blade Type S. * Tiny Nose Cone. * Very Small Nose Cone. * Fixed 36P Hydraulic Cylinder colliders. +++ Bug Fixes * Fix kerbal transfer being blocked by scanner arm. * Fix input locks on EVA kerbals if they ragdoll whilst playing the deployed science part interaction animation. * Fix EVA kerbals speed when they interact with a deployed science part whilst running or walking. * Fix Science Completed percentage on deployed science experiment PAWs when they are deployed in an invalid situation. * Fix Deployed Science experiments continuing to generate science after their Control Station is terminated in the tracking station. * Fix pistons not starting in correct position at launch when locked in the editor. * Fix collecting Surface Features failing due to kerbal movement caused by animation. * Fix excessive EC draw by scanner arm when time warping. * Fix hinge rotation when using mirror symmetry. * Fix piston drag not changing as extension changes. * Fix Deployed Science parts appearing too high above the surface in some situations. * Fix WCoM math of parts with servo rigidbodies. * Fix SAS cancelling angular velocity of rotors. * Fix Robotic Parts Resource information in extended tooltips. * Fix EVA kerbal speed when interacting with Deployed Science parts. * Fix default science display in Deployed Science Experiments in invalid experiment situation. * Fix default 3P6 Hydraulic Cylinder has a noticeable gap when attaching parts to it. * Fix misspelled word in the description of the Grand Slam Passive Seismometer. * Fix texture seams are present on Hydraulic Cylinders, Pistons and Servos. * Fix an NRE is generated when pausing the title at the Space Center after crashing a vessel with a Deployed Seismometer. * Fix keyboard keys still manipulate gameplay when changing the name of the Track Editor of the Kal-1000 in flight mode and the Editors. * Fix Geyser and Cryovolcano force is not synced with audio and particles. * Fix deployed science parts missing 3rd animation. * Fix Kerbals lose their ROC-hammer after quick loading. * Fix PQ celestial bodies shadow casting option is not enabled when "Celestial bodies cast shadows" setting is on. * Fix Rotors not able to reach maximum RPM when un-motorized/motor disabled. * Fix KAL controlling parts across vessel. * Fix KAL controller being affected by space bar. * Fix stage manager display having empty headers in Chinese. * Fix kerbal Ragdoll with future suits when they stumble. * Fix rotor joints when node attaching parts to rotors. +++ Miscellaneous * Added colliders to the Communotron Ground HG-48 dish. * Added unfocused capability to CtrlSurface PAW to reinstate easy access for KrakenTech. +++ Modding * Changed servo current values (extension/position/angle) to be float fields for mod support.

Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible.

Happy launchings!
Kerbal Space Program - daniele.peloggio
Hello everyone!

Kerbal Space Program 1.7.2 is live!

In this patch we focused mainly on improvements and bug fixes for the Breaking Ground Expansion. We’ve included an animation for Kerbals when they interact with Deployed Science experiments, added sound effects to Laythe’s Geyser and the Cryovolcano on Vall, and some new color variants for the robotic parts. Additionally, now it will be easier to encounter surface features on celestial bodies. However, there’s a very remote possibility that some of the newly generated surface features could appear where an existing craft is positioned. So, although this is unlikely to happen, we do recommend creating a back-up. There are also bug fixes and a few improvements for the base game, particularly for the new axis group system. Now you’ll be able to tie the main throttle to an axis group.

Check out this patch's Changelog for further details:

========================================= v1.7.2======================================== 1.7.2 Changelog - BaseGame ONLY (see below for Breaking Ground changelog) +++ Improvements * Redesign the Action sets icon during flight to make the current action number more visible. * Made engine thrust limit, and cargo bay deploy limit, and control surface and airbrake authority limits bindable to axis groups. * MainThrottle axis can be bound, but only in absolute mode. +++ Localization * Fix shadow casting string not displaying correctly if player doesn’t have the Breaking Ground Expansion. * Localize the strings for the Axis Actions in the Settings under the vessel Tab. +++ Parts +++ Bugfixes * Fix kerbal flags clipping into backpacks. * Fix lowest part of vessel calculations for Wheels when coming off rails. * Fix localisation for survey waypoint contract objectives. * Fix NRE in maneuver node editor. * Fix PAW displayDirty not working in the editor. * Fix symmetry counterparts (bow-tie) autostrutting. * Fix cutoff string in recovery science report screen. * Fix null reference on ship load when parts have changed their attach nodes. * Fix missing string in Absolute Control / Incremental Control tooltip. * Fix science value of repeat experiments. * Fix EVA portrait clipping in some situations. * Fix EVA portrait texture being transparent +++ Mods +++Miscellaneous 1.7.2 Changelog - Breaking Ground DLC ONLY +++ Improvements * Implement random orientation for surface features. * Add a scale variable in the rocsdef.cfg. * Increase unfocused range on deployed science Part Action Windows to 20m. * Add screen message for seismometer science if in sandbox game. * Kerbals can now change their future suit emissive colors via their PAW and persists to save game roster. * Kerbals can now interact with Deployed science parts (interaction animation). * Increased interaction range of science experiments on arms so that they match folded arm length. * Add Robotics radio button to SteamWorks Craft exporter. Will add Robotics Steam Tag and requires Breaking Ground DLC to workshop items exported with this radio button set on. * Add Geyser and Cryovolcano Sound FX. +++ Localization * Localise attach nodes in rotor PAW. * Localise surface feature debug menu. * Localise extended information for robotics modules. * Fix localization issue in the kspedia for Breaking Ground where Chinese and japanese were incorrect. * Fix localisation for contracts in Japanese being slightly incorrect. * String fixes in all languages. +++ Parts Color Variants: * 1P2 Hydraulic Cylinder (New “Gray with Stripes” color variant). * 3P6 Hydraulic Cylinder (New “Gray with Stripes” color variant). * 1P4 Telescoping Hydraulic Cylinder (New “Gray with Stripes” color variant). * 3PT Telescoping Hydraulic Cylinder(New “Gray with Stripes” color variant). * EM-16 Light Duty Rotor (New “Gray with Stripes” color variant). * EM-32 Standard Rotor (New “Gray with Stripes” color variant). * EM-64 Heavy Rotor (New “Gray with Stripes” color variant). * G-00 Hinge (New “Gray with Stripes” color variant). * G-11 Hinge (New “Gray with Stripes” color variant). * G-01L Alligator Hinge (New “Gray with Stripes” color variant). * G-12L Alligator Hinge (New “Gray with Stripes” color variant). * G-32W Alligator Hinge (New “Gray with Stripes” color variant). * Rotation Servo F-12 (New “Gray with Stripes” color variant). * Rotation Servo M-06 (New “Gray with Stripes” color variant). * Rotation Servo M-12 (New “Gray with Stripes” color variant). * Rotation Servo M-25 (New “Gray with Stripes” color variant). +++ Bugfixes * Fix Surface Feature frequency math. Should be much easier to find now. * Remove crater bay from Laythe surface feature biomes. * Made scanner arm retraction more linear to avoid collisions. * Fix kerbal flags clipping into backpacks. * Fix for animation pop when deploying deployed science parts. * Fix correct scale of the surface features. * Fix scan sound not stopping when scan is interrupted for scanner arm. * Fix Future suits emissive toggling correctly with Lights action button. * Fix Cargo Backpack visibility in external command chairs. * Fix dropped deployed science parts in VAB/SPH not launching with main vessel. * Fix potential NRE in Deployed Science when changing scenes. * Fix deployed science deployment on some slopes. * Fix flags getting stuck to scanner arm when they're planted too close. * Changed "Current extension" in piston paw to only display two digits after the decimal point to avoid numbers changing all the time. * Changed the kerbal name in the female future prefab to fix the prefab being wrong in the partInfo. * Fix ROC finder arrows. * Update laser position for scanner arm every frame to avoid gaps if vessel shifts. * Fix black lines appearing on the sides of the Hydraulic and Telescoping pistons, Rotation Servo M-25 and G-32W Hinge. * Fix visible texture seams in Laythe Boulders and Eeloo AliensGlaciers. * All the Surface features now display correct normal maps and shading. * Fix the flashing lights projected on Kerbal faces when walking while wearing the Breaking Ground EVA suit. * RCS jets now line up properly with the jetpack while wearing the Breaking Ground EVA suit. * Fix PD-3 Weather Analyzer “Deploy” and “Retract” animations mismatch sound effects. * Fix "Remove from Symmetry" PAW option not appearing for original part when attached to vessel in editor. * Use localised deployable part name as vessel name. Will only affect newly deployed parts. * Fix scanner arms being audible across the known universe. * Fix surface attachments on the moving part of the pistons. * Fix servo limits getting messed up when loading a craft file or reverting to the editor. * Fix bad piston behavior when pressed against its limits. * KSPedia fixes. * Fix piston servo locking not working. * Fix NRE when starting a mission with Making History and Breaking Ground installed and vessel contains rotor and wheels. * Fix servo limits resetting every time the PAW was opened in the editor. * Fix hinge target angle updates in the editor causing child parts to pull apart. * Fix deploy cargo part icon appearing at the correct time in Kerbal’s PAWs for all Kerbal states. * Fix autostruts handling on craft/vessels that have robotic parts for known use cases. * Show all the tylo dark boulder science results messages. * Fix incorrect message displayed when attempting to pick up a second ROC. * Fix deployed science sounds heard from 200m+ distance. * Fix deployed science part “Deployable Science Part” subcategory duplicated. * Fix Ionographer PD-22 search tags. * Fix HG-48 antenna search tags. * Fix scanner arm interfering with parachute deployment. * Robotics part category size changed to be more appropriate. * Fix Deployed Science contracts displaying incorrect completion amount and not completing properly. * Fix Deployed Science not ever transmitting last 10% of science generated. * Fix Deployed Science science generation calculations. * Fix Science report UI not displaying correct color bars information for Surface feature arm science. * Fix Deployed Science contracts sometimes being given for the wrong CB. * Adjust tolerance for determining if a robotic hinge is moving. * Reduce log messages when Deployed Science tries to transmit and has no CommNet or power. * Fix Surface feature and Deployed Science contracts being offered when EVA is not unlocked at the Astronaut complex. * Fix Surface feature contracts being offered when Surface features are not enabled in the current save game. * Fix NRE quickly deploying a cargo part when a kerbal just started holding it. * Fix Deployed Science contracts counting experiment science on other CBs than the CB the contract is for. * Fix Deployed Science Solar Panels producing zero power when loaded by game is in time warp. * Fix hinges not using EC when target angle updated via incremental axis group binding +++Miscellaneous *Improved detail on the neck ring texture of the Breaking Ground EVA suit. +++ Mods * Add Game events for robotic parts locking/unlocking.

Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible.

Happy launchings!
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.

(more…)

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!
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