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 - 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 - 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 - 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 - 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 - daniele.peloggio


Welcome to our official newsletter, KSP Loading… ! Do you want to learn about all the current developments of KSP? Here’s the place to be, so let’s get started!

KSP Enhanced Edition

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

Mun Launch Site

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

Click here to see a video.

PC 1.7 Update

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

Galaxy Cubemap replacement

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

Click here to see high res images

Parts

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

RV-105 RCS Revamp

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

Click here to see a high res image

New 3.75m and 5m Nose Cones

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


Click here to see high-res images

New Features

Altimeter mode toggle

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

Click here to see an animated gif showcasing this feature.

Scrollable PAW

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

* note that this screenshot is demonstrative only

The Bug Hunt

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

Meet the team

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

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

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

That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates!

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

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

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

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


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

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

KSP Enhanced Edition

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

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

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

Free Update

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

Kerbal Personal Parachutes

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

Click here to see an animated gif showcasing this feature.

All part revamps up to PC 1.5

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


New Suits

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


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

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

History and Parts Pack DLC

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

Historical Missions

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

New Parts

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


Vintage-spacesuit

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


New Launch Sites

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

Lack of Mission Builder

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

PC Update 1.7

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

Part Catalog Revamps

24-77 "Twitch" Liquid Fuel Engine Revamp

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


Click here for the high-res images

LV-1 “Ant” Liquid Fuel Engine

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



Click here for the high-res images

LV-1R “Spider” Liquid Fuel Engine

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



Click here for the high-res images

Vernor Engine

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

Click here for the high-res image

O-10 "Puff" MonoPropellant Fuel Engine

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

Click here for the high-res image

The Bug Hunt

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

Meet the team

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

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

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

That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates!

Happy launchings!
Kerbal Space Program - daniele.peloggio


Hello everyone!

Kerbal Space Program 1.6: To Vee or not To Vee has launched and unlike Hamlet we know the answer - it is definitely to ΔVee...

This update has a great deal of awesome things for you, including new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We also have added some fun new idle animations for Kerbals, dynamic cube maps that will make shiny parts reflect their environment. We rebalanced and fined tuned various Making History parts, and much more!

With Kerbal Space Program 1.6: To Vee or not To Vee we continue the endeavor of optimizing resources, improving performance, and making KSP the best game it can be through continuous support and meaningful updates.

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

Delta-v per Stage and Delta-v Tool App

Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope.

Click here to see a video showcasing this feature!

Part revamps

To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful!


Navigation Icons to Launch Sites

A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites.

Click here to see an animated gif showcasing this feature.

Helmets Off!

You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel…

Click here to see an animated gif showcasing this feature.

And much more!

To learn more you can read the full Changelog here:

1.6 Changelog - BaseGame ONLY (see below for MH changelog) +++ Improvements * DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option. * Stock and mobile launch sites are now navigable in all game modes. * Performance improvements for DV calculations that are used by Burn Indicator. * Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red. * Performance improvements for craft browser menus. * Craft browser menus now check for craft compatibility. * Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key. * Generate reflections of the environment to be displayed on shiny parts. * Improved part search in the editors to give more relevant results with short search terms. * Adjusted shadows from The Sun to be more precise. * Add new idle animations when the kerbal is standing in the ground. * The command parts now have an option to change their 'forward' direction in the PAW. * Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere. * Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN. * Allow wheel spring and damper advanced tweakables to be set up to a value of 3. +++ Localization * Localize the phrase “Advanced Message App:” in the Mini-Settings dialog. * Some Community feedback for localization strings applied. +++ Parts Updated Parts (reskinned): * Mk2 Lander Can * 48-7S Spark * RE-L10 Poodle * LV-909 Terrier * FL-A10 * FL-A5 * ADTP-2-3 * Rockomax Brand Adapter * Rockomax Brand Adapter 02 * TVR-200 Stack Bi-Coupler * TVR-1180C MK1 Stack Tri-Coupler * TVR-2160C Mk2 Stack Quad-Coupler * TVR-200L Stack Bi-Adapter * TVR-300L Stack Tri-Adapter * TVR-400L Stack Quad-Adapter * Small Nose Cone * Aerodynamic Nose Cone * Advanced Nose Cone - Type B * Advanced Nose Cone - Type A * Protective Rocket Nose Cone MK7 Color Variants: * Mk2 Lander Can (New “Lander” and “Rover” color variants) * 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants) * LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants) * FL-A10 (New “White” and “Orange” color variants) * FL-A5 (New “White” and “Orange” color variants) * ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants) * Rockomax Brand Adapter (New “Black and White” and “Orange” color variants) * Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants) * TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants) * TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants) * TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants) * TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants) * TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants) * TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants) * Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants) * Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants) * Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants) * Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants) Other Part changes: * Fixed the normals maps on the Stayputnik. * Fixed the normals maps on the Okto. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant. +++ Bugfixes * Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes. * Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator. * Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator. * Fix flashing Burn Indicator and display of DV when vessel are prelaunch. * Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report. * Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips. * Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH). * Fix fuel being drained from tanks when fuel availability icon is double-clicked. * Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters. * Fix double quotes in stock craft descriptions. * Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode. * Fix Drills can operate and generate ore only when deployed and proper surface contact. * Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default). * Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH). * Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly. * Removed unnecessary horizontal slider in the mini settings UI. * Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range. * Fix flickering of fairings in editor scene. * Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario. * Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel. * Fix NRE is no longer generated when rockets crash on the Launchpad. * Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX. * Fix cost of fairings shells now is included with initial vessel load. * Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship. * Fix last part of interstage fairings not having correct variant applied when vessel is loaded. * Assigned the correct category to the cfg of all engines. * Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT * Fix Vessel without name cannot be saved in the editor and no longer generates an error. * Fix part hover highlighting no longers shows from inside IVA or Internal camera. * Fix inverted interstage fairings not being able to activate when a decoupler below them has activated. * Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars. * Fix potential NRE when completing an orbital survey. * Fix Words no longer duplicate on contracts. * Fix Burn Bar and Orbit stays the same when a new target is selected. * Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves. +++ Mods * Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene. * Variants can now disable animations and events. * Alternative control point orientations can be configured on ModuleCommand. * Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet * Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE +++Miscellaneous * Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists. * Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher. * Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel. * The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals. 1.6 Changelog - Making History DLC ONLY +++ Improvements * Open mission menus now check for craft file compatibility. +++ Localization +++ Parts * The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat. * The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50 * The following Structural Tubes were rebalanced: T-25, T-37, T-50 +++ Bugfixes * Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog. * Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left. * Fix Kerbals now appear swimming in the correct position on the water when spawning. * Fix undo function will no longer ignore copied nodes in mission builder. * Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator. * Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE. * Fix Localization description of craft Valkshod 2 on trouble in the Void mission. * Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission. * Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission. * Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned. +++ Missions +++Miscellaneous

Kerbal Space Program 1.6: To Vee or not To Vee is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game.

Happy launchings!

PS: Ask and you shall receive xD

Oh... and if you like, you can download wallpapers of the To Vee or not To Vee art here:
...