Documente Academic
Documente Profesional
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(I'm terrible at ASCII art :P)
Thank you for downloading the Kerbal Space Program!
Version 1.0.4
================================================================================
====================
Installation / Updating:
Zip Package:
* Unzip the contents of this package onto a directory of your choice (ex. C:/Pro
gram Files/KSP)
* If you plan to overwrite a previous version of KSP with this one, please delet
e the contents of the folder before unzipping.
Windows Installer:
* Run the installer .msi file once it finishes downloading, follow the instructi
ons it presents.
OSX Dmg Installer:
* Mount the dmg volume once it finishes downloading, then open it with Finder.
* Drag and drop the KSP icon and over the Applications icon.
KSP Patcher:
* Run Patcher.exe (Found in the same folder as KSP.exe), and log in using your K
SPStore credentials.
* The Patcher tool will download any files needed to update the game to the late
st version.
* Patcher not included in the Steam version.
Steam:
* Steam will keep the game automatically updated. You can change update preferen
ces in Steam's application settings for KSP.
================================================================================
==================
WARNING: It's very likely that parts, ships and/or saves created on previous ver
sions will be incompatible with the latest release. Although we try to preserve
saved data as much as we can during development, it is impossible to ensure back
ward-compatibility on every update, especially with modded installs, so please k
eep this in mind. If you encounter something that appears to be a bug, try again
on a fresh installation and no addons. It may just be an incompatibility issue.
================================================================================
===================
Disclaimer:
THIS SOFTWARE MAY CONTAIN BUGS. SQUAD AND SQUAD STAFF TAKE NO RESPONSIBILITY FOR
ANY DAMAGE OR LOSS OF DATA
THAT MAY OCCUR AS A DIRECT OR INDIRECT RESULT OF USING THIS SOFTWARE, AND CANNOT
GUARANTEE ANY DEGREE OF
PERFORMANCE OR STABILITY, OR EVEN THAT THE SOFTWARE WILL BE USABLE AT ALL. USE A
T YOUR OWN RISK.
(not that any of the above should happen anyway, but it's good to be on the safe
side)
================================================================================
====================
Credits:
Created By / Lead Game Developer:
Felipe Falanghe (a.k.a HarvesteR)
Game & Tools Development:
Mike Geelan
UI Development:
Jim-Kyrre Benjaminsen (a.k.a. Romfarer)
Game & Server Development:
Alejandro Mora
Programming:
Marco Salcedo
Jesus Montao
Producer:
Miguel Pia (a.k.a. MaxMaps)
3D Artist:
Daniel Rosas
Rogelio Dominguez
Content Design:
Nicholas Havas
Hugo Gutierrez
Community Contributor:
Christoph Thrsam (a.k.a PorkJet)
Brian Provan (a.k.a Arsonide)
Tanuki Chau
Bob Palmer (a.k.a RoverDude)
Frank Pierce (a.k.a Frizzank)
Sound Design:
Ed Castillo
Original Music:
Vctor Machado
KSP Main Theme:
Written by Felipe Falanghe
Arranged by Vctor Machado
Stratejazz:
Written & arranged by Felipe Falanghe
Other Tracks:
Arcadia, Bathed in the Light, Brittle Rille,
Dreamy Flashback, Frost Waltz, Frost Waltz (Alternate),
Frozen Star, Groovy Grove, Impact Lento, Wizardtorium
Written by Kevin MacLeod (incompetech.com)
Licenced under Creative Commons: By Attribution 3.0
QA Director / Lead:
Ted Everett
The Awesome QA Team:
Mathew David Banks (a.k.a. sal_vager)
Colum Cantwell (a.k.a. Liquid)
Dane Jensen
Kyle Kotowick
Sean Larkin (a.k.a. Seanoog)
Sven Riedel
David Tregoning (a.k.a. TriggerAu)
Ivan Welsh (a.k.a. hermes47)
Alessandro Villa (a.k.a. diomedea)
Panarchist
Martin Mager (a.k.a. Nachtwind)
Jonny Paton
Steve Diver (a.k.a Squelch)
Nathanael Deraney (a.k.a NathanKell)
Claw (a.k.a Claw)
Community Lead:
Kasper Nahuis
Executive Producers:
Ezequiel Ayarza
Adrin Goya
Special Thanks to:
The KSP Community
The KSP Community Moderation Team
The Experimental Testing Team
The Orbiter Community - Hail Probe!
Ondraus Jenkins and people at Bungie Aerospace
Kurtjmac and all our loyal Youtubers and Streamers!
Our friends at Valve
NASA
All the space agencies that play our game
/r/KerbalSpaceProgram
Loading Screen Artwork by:
Riess, of Our Intrepid Crew
Legacy:
Eduardo Reyes - Project Manager
Robert Holtzman - Public Relations
Chad Jenkins (a.k.a. C7) - Technical Artist
Jeff C. (a.k.a. NovaSilisko) - Content Design
Jacobo Rosas - Content Design
Artyom Zuev (a.k.a. Bac9) - Content Design
Rob Nelson (a.k.a N3X15) - Game and Web Development
Mario Maqueo - Programming
Juan Carlos Demeneghi - Additional Art
ChangeLog:
=================================== v1.0.4 =====================================
=======================
Bug Fixes:
* Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.
0.3 saves would cause the game to crash.
=================================== v1.0.3 =====================================
=======================
New:
Parts:
* Added five new Radiator parts, three of which are deployable.
Bug Fixes and Tweaks:
Misc:
* Fixed a bug where using the reset button with an Asteroid loaded would break t
he Mun tutorial.
* Made part's internal highlighter much more efficient.
* Disabled flashing highlighter in temperature gauges. (fixes memory leak with t
emperature overlay)
* Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative v
alues.
* Fix for horizontalSrfSpd being incorrectly calculated.
* Fixed unfortunate typo in the Docking Tutorial.
* Fixed an issue where moving the camera using a 3D mouse would break drag-and-d
ropping of parts in the editors.
Thermal:
* 1.0.3 features a revised thermal mechanic to better balance heating/cooling be
tween pods and spaceplanes.
* Parts now have separate internal temperature and skin temperatures.
* Skin temperature is the temperature used for radiation and convection, as well
as engine exhaust damage.
* Part internal temperature is increased by modules that generate heat and is us
ed for part-part conduction.
* Part internal and skin temperature also conduct between each other.
* Solar panel efficiency is now calculated based on skin temperature.
* When in an atmosphere, there is a divide between the exposed (to convection) a
nd unexposed skin temperatures.
* When not in an atmosphere, only one skin temperature is tracked; the two tempe
ratures are unified on atmosphere exit.
* Radiative outflux and influx is tracked separately for exposed and unexposed a
reas of skin (since the shock temperature is much higher than ambient temperatur
e).
Physics:
* Added curve to control drag coefficient exponent to DCL and Physics.cs
* With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered t
o match.
* Convection velocity exponent raised to 3.3 to increase reentry heat, as well a
s convection factor.
* Convection min area typo corrected.
* Newtonian convection kept pace with hypersonic convection.
* Drag curves modified to lower transonic hump.
* Wing curves modified to lower change in drag based on deflection.
* Calculation of exposed area for convection fixed, spaceplanes no longer get as
extreme heat.
* Flight integrator: allow setting of newtonian density exponent (default 0.5) a
nd use density or density^exponent whichever is greater.
* Broke radiation into two parts, you get the regular background temp on your fa
ce not exposed to reentry flux, and the very high reentry one for the area that
is.
* Clamped convection correctly so you will never pass external temperature.
* Added a factor to simulate the switch from laminar to turbulent flow (in layma
n's terms, if you're going too fast too low, you get a massive boost to heating)
. That corrects so steep reentries are in fact deadlier than shallow ones.
* Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill c
hutes), buffed heat shields for new heat loads. Changed burn/rip numbers for dro
gue chutes.
* Parachute module updated to use the new convection code.
* Skin temperature variables are controllable on per-part basis.
* Sped up Flight Integrator slightly by minimizing repeated loops through parts.
* Better compute various vessel values This should lower phantom orbit changing
and wobble!
* Remove thermal mass as a factor in conduction rate: what matters is area.
* Add conduction between parts' skins (as well as between the internals of parts
, between a part's internals and its skin, and between the exposed and unexposed
skin of a part, all of which were already in.)
* Fix some small issues in conduction (better clamping), sped it up slightly.
* Fixed issue with radiation (no longer have to use dirty hack to prevent parts
blowing up).
* Lowered skin thickness slightly globally, made magic number sane (part.skinMas
sPerArea is now in kg/m^2).
* Added Hsp (resource thermal mass value) to Ore resource.
Parts:
* Updated Mk1 Inline Cockpit model.
* Further decrease in LV-N heat production.
* Rebalance of SRB for the new drag changes.
* KR-2L description updated, mass to 9t, SL Isp to 255.
* Jet thrusts rebalanced for new drag (thrusts lowered, BJE curves altered). Jet
Isp halved due to increased fuel quantity and lower drag.
* Lowered LV-N heat a bit, still a bit hot.
* Edited KS-25x4 "Mammoth" engine description.
* Update description of radial-mount engines to recommend use for extra attitude
control.
* Mk1 fuel tank: uses same dry mass fraction and resource filling compared to it
s LFO counterpart as Mk2 parts do.
* Radial attachment point cost lowered.
* Shielded docking port radial attach node fixed.
* Aerospike mass lowered as a buff (it needed a buff to compete with late-tier e
* ISRU contracts round their capacities up, to handle cases where the player bri
ngs exactly enough resource capacity.
* Use the word "spaceflight" instead of "flight" when appropriate, to prevent pl
ayer mistaking certain things for atmospheric flight.
* If the game cannot find an agent listed in the save file, it will pick a rando
m agent.
* Remove some debug information from survey waypoint generation.
Parts:
* Added Tier 0 rocket fin.
* Added RescaleFactor to the RT-5 (preventing a potential regression bug).
* Removed the allowstack option from the NBS and orbital scanners to fix a bug i
f they were used as the root part.
* Fixed an issue where the physicsSignificance flag was set to 1 for heat shield
s.
* Added an option to clamp the lower bound of the deploy pressure of parachutes.
* Adjusted parachutes to open at a slightly higher atmospheric pressure.
* Fixed fairings not initializing their masses in flight properly.
* Added module info section for fairings.
* Rebalanced engine entry costs.
Miscellaneous:
* Moved all Part Loader part info code into a separate method which is run after
drag cubes are loaded/created. Thus modules can access the part s drag cube infor
mation in their info.
* MapSO and CBAttributeMapSO methods made virtual and member variables protected
.
* Made physics-less part mass effect KB mass value.
* Zero part count vessels will not be run through Flight Integrator.
* Increased mass on some wings.
* Fixed a nullref being caused when clicking between vessels and empty space in
map view.
* Vessels that blow up in atmosphere properly kill off their crew members.
* Added Part temperature gauges/highlighting (toggle with F10).
* Part temperature overlay can now be toggled with F11
* Part aerodynamic forces overlay can now be toggled with F12
for
for
for
for
for
the
the
Mk3
Mk3
Mk2
Resources:
- Added 'Ore' resource, which can be mined across the Solar System
- New drill part added
- Ore container tanks added
- ISRU Ore processor unit added, converts Ore into Liquid Fuel, Oxidizer or Mono
Prop
- Three new Ore scanner parts added
- Added new MapView overlays displaying Ore density for all Celestial Bodies.
- Support for moddability of resources added (including atmospheric and oceanic)
- New Difficulty Setting to scale resource abundance (both stock and modded).
- Asteroids can also be mined for Ore.
- Engineer Kerbals are able to overdrive drilling equipment for increased yield (a
nd less safety).
Kerbals:
- Female Kerbals added, with new randomly-generated female names
- Valentina Kerman (Pilot) added to initial Crew Roster
- Kerbals are now able to clamber onto ledges within reach, because their jobs w
eren t dangerous enough already.
- Kerbals can now climb out of ladders onto ledges.
- Tourist Kerbals added. They have zero skills, are unable to control vessels, a
nd are required to keep their heads inside the vessel at all times.
- Kerbals now cost increasingly larger amounts of Funds to hire in Career Games.
R&D:
- R&D Tech Tree completely revised. Several new nodes added; many, many parts re
assigned for a better progression.
- Kerbal Scientists are now able to restore inoperable experiment modules.
- The Science Lab has been retooled to run long-term research on experiment data
, providing much higher amounts of science over time.
Graphics:
- New Smoke effects added to Launchpads
- New Surface Effects added whenever rocket engines fire near terrain
- New Water Effect added whenever rocket engine fire near water
- Revised all part shaders for improved rendering of lighting effects and shadow
s.
- Main Flight UI can now be made transparent.
Career:
- Added new Tourism contracts and tourist kerbals.
- Added ISRU resource extraction contracts.
- Added Grand Tour contracts.
- Replaced Rescue contracts with Recovery contracts, which can ask the player to
recover a part, a kerbal, or both, and can spawn on the surface of planets, wit
h props nearby.
- Added two 'immediate' Strategies to convert existing Reputation and Science in
to Funds.
- World First contract line now extends all the way out to Eeloo, and is depende
nt on player progression.
- Record contracts are now always active, and will complete in order even over t
he course of a single mission.
Tutorials:
- All tutorials revised and rewritten to explain most game features.
- Expanded Flight Basics Tutorial to cover the essentials of launching into orbi
t.
- Added new Return from Mun tutorial.
- Added new Science and R&D Tutorial.
- Added new Docking tutorial.
Flight:
- 'Warp To' action added to orbit context menu. Allows warping to a specific spo
t along your trajectory.
- 'Warp to next morning' button added to KSC toolbar.
- Asteroids can now be found orbiting near Dres.
- Engine thrust now varies according to Isp and throttle setting, instead of the
other way around.
Controls:
- Completely revised Input Mapping system.
- Flight input bindings is now much more straightforward and more flexible as we
ll.
- Duplicate control bindings for Docking/Staging modes now replaced by a much mo
re robust system based on secondary key bindings.
- Joystick Axes are now consistently enumerated and persist across sessions.
- Up to 10 joysticks with 20 axes each now supported.
- Added secondary channels for Axis Bindings.
Cameras:
- New 'Chase' Camera mode added, old mode now called 'Locked'.
- Added Camera wobble/vibration effects during flight (engine vibration, explosi
ons, ground roll, G-force, and many more)
- TrackIR support added to all game views (toggleable independently in game sett
ings). (FreeTrack also reported to work)
- Added FOV control to main flight camera. (Hold ModKey and zoom)
ng category tabs.
* Existing categories overhauled into 'By Function' Filter.
* Split Propulsion category into Engines and Fuel Tanks.
* Added 'By Resource' Part Filter: Lists parts based on resources they contain/u
se
* Added 'By Manufacturer' Filter: Lists parts based on their manufacturers
* Added 'By Module' Filter: Lists parts based on the modules (functionalities) t
hey implement.
* Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on
the Tech Tree.
* Custom Filters (and subcategories) can also be created and edited for user-mad
e collections of parts.
* The Parts list can now be sorted based on several criteria (to organize displa
yed parts after filtering).
* Added Sorting by Size to parts list
* Added Sorting by Cost to parts list
* Added Sorting by Mass to parts list
* Added Sorting by Name to parts list (default)
* Subassemblies can also be sorted and arranged into custom categories.
Editor Overhaul (General):
* The VAB and SPH are now based on a single scene.
* Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM
framework used for character animation and many other systems in the game.
* Most editor Keyboard inputs are now remappable.
* All Craft files can now be cross-loaded in the VAB and SPH.
* Crew assignment is now fully persistent during construction, including detache
d parts.
* Vastly improved placement logic for angle-snapped parts.
* Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the
[R] Key
* Radial Symmetry coordinate frame can also be toggled with [F] key.
Upgradeable Space Center Facilities:
* All KSC Facilities can now be upgraded through levels (currently 3 levels impl
emented for all facilities).
* Added new models for KSC facilities at each level.
* KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to t
op level separately.
* Upgrading Facilities costs Funds, lots of Funds.
* Repair Cost of destroyed structures varies depending on facility level. (Highe
r-Level Facilities are more expensive to repair)
KSC Facility Upgrade Effects:
* Vehicle Assembly Building / Spaceplane Hangar:
- Increase part count limit
- Unlock Basic and Custom Action groups
* Launchpad / Runway:
- Increase Mass Limit for launched vessels
- Increase Size Limit for launched vessels
* Tracking Station:
- Unlock Patched Conics in Map View
- Unlock Unowned Object Tracking
* Astronaut Complex:
- Unlock EVAs off of Kerbin's surface.
- Increase Active Crew Limit
- Unlock Flag-Planting during EVA
* Administration:
- Increase Active Strategy Limit
- Increase Strategy Commitment Limit
ed on CompoundPart.
* Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connectin
g between both ends of a CompoundPart.
* Added CModuleStrut, creates a physical Joint between both ends of a CompoundPa
rt
* Added CModuleFuelLine, creates a fuel re-routing between both ends of a Compou
ndPart.
* LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert
Steering' when inverted.
* Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out
options will push/pull from all other selected parts evenly)
Kerbals:
* Kerbals now have Skills they can develop.
* Kerbals now gain experience after returning from missions.
* Kerbal Experience is needed to level up crew skills.
* Added Scientist Skill. Scientists increase recovery value of collected data, t
ransmission value of uploaded data and the lab boost factor (when manning a lab)
.
* Added Engineer Skill. Engineers are able to repair broken parts like Rover Whe
els and repack parachutes.
* Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is
available as long as at least one pilot is aboard.
* Crews in the Astronaut Complex can now be Sacked (if available) or given up fo
r dead (if missing).
SAS Overhaul:
* SAS is no longer available in any vessel for free. A pilot or an operational S
AS-cabable probe core are needed for SAS to be available.
* Level 0 pilots and basic probes provide basic SAS functionality (kill rotation
)
* Higher level pilots and more advanced probes provide new Autopilot Functions.
* Added new Autopilot System featuring 8 modes:
- Stability Assist (Basic SAS)
- Prograde/Retrograde Hold (Level 1 Required: Automatically orient and m
aintain attitude towards prograde or retrograde vectors.
- Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automaticall
y orient and maintain attitude towards R+, R-, N and AN vectors.
- Target/Anti-Target Hold (Level 3 Required): Automatically orient and m
aintain attitude towards the selected target.
- Maneuver Hold (Level 3 Required): Automatically orient and maintain at
titude towards the first upcoming maneuver's burn vector.
* AP modes respect the current reference frame on the navball (surface, orbit or
target).
* Overhauled the existing ModuleSAS part module so it acts as a SAS provider in
any level.
* Removed ModuleSAS from all parts except probe cores.
* Tweaked the R&D tech tree progression for all probe cores.
* Tweaked costs and descriptions for all probe cores.
* Probe cores set up with progressing levels of SAS service.
New Contracts (Fine Print Mod by Arsonide):
* Added asteroid redirection contracts.
* Added surface outpost construction contracts.
* Added orbital station construction contracts.
* Added satellite deployment contracts.
* Added survey contracts at specified locations on the map.
* Fine Print contracts revised and overhauled with new graphics and to follow Ca
reer progression.
* Fine Print contracts unlock based on KSC Facility level when applicable.
NavBall Vectors:
* The Navball now shows all 6 vectors when in Orbit mode: Progade, Retrograde, R
adial In/Out, Normal and Antinormal.
* Off-screen maneuver vectors now have an arrow which points towards them so the
y're easier to find.
New:
Flight:
* Added a new stock craft, the Learstar A1: A hybrid multistage vessel that func
tions very much like the Shuttle did.
* MapView Filtering state is now persistent.
* Added a Full Throttle Key (Z)
* New "Space Center" Button above the altimeter allows you to return to the Spac
e Center without having to go through the Pause Menu.
* Added MonoProp gauge to OMS engines on staging stack
* Added 'Return to Editor' buttons to flight end dialog when Reverting isn't all
owed (due to difficulty settings).
Editors:
* VAB and SPH scenes now show visible KSC facilities in their current states (as
in destroyed).
* Hold ModKey to override surface attachment in editors (when you want to stack
to a node but can't because the part insists on sticking to the surface).
Crew Management:
* Automatic Crew Hiring is now disabled depending on difficulty setting.
Scenery:
* Tweaked the main terrain shader to use worldspace triplanar mapping on near de
tail textures. This means we now have enough texture accuracy to texture small r
ocks or even blades of grass. This is still an ongoing project though, not all C
elestial Bodies use this new shader yet.
R&D:
* Entry Purchases in R&D are now required depending on difficulty mode.
* Added a 'Purchase All' button to purchase all parts after researching a node i
n R&D.
* Science Results in Sandbox Mode. They may not be worth much Science (or any at
all), but running science experiments in Sandbox Mode will now show you the sam
e results as in other game modes.
* Recovering/Transmitting Science Data requires an operational R&D Facility (as
in not destroyed).
Misc:
* GameDatabase code tweaked to allow modders to write their own asset loaders.
* Added GameEvents.OnCrewTransferred, fired from CrewTransfer and EVAs leaving a
nd boarding
* Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-hig
h-res (multisampled) screenshots.
* Application Launcher added to tracking station (Messages and Contracts App vis
ible).
Bug Fixes and Tweaks:
* Fixed a small bug where entering the KSC scene for the first time in a session
would cause it to jitter from FP inaccuracy. This fixed itself after going into
other scenes, but was annoying nonetheless.
* Tweaked text on Editor Cost Widget, so characters align with the Funds widget
below.
* Funds Widget now has commas to separate groups of 3 digits.
* Fixed a bug in the Editor which prevented some parts from attaching properly t
o n-couplers using symmetry (like the RamJet Turbines)
* Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's of
ficial mod site.
* Massive reorganization of the part folders in the GameData directory.
* Inline Reaction wheel rescaled to size 0, since it was redundant with the Adva
nced Reaction Wheel module before.
* Cupola Part mass changed from 4.5 to 1.76. Total mass (with full monoprop) is
now 1.8
* Tweaked the intake area of several intakes for better consistency.
* Fixed Experimental parts not being available in cases where the node was resea
rched but the part itself not purchased.
* Set up a transition matrix system to bypass unnecessary loading screens on som
e scene transitions.
* Improved number formatting on all Contract values, from "F1" (123456789.0) to
"N1" (123,456,789.0)
* Overhauled the in-game settings dialog UI, which was sorely in need of some at
tention.
* Removed useless 'None' option for Docking Lin/Rot state when assigning a key o
r axis in the Input Screen.
* Revised and updated in-game and readme credits.
* Fixed mouse detection for KSC facilities not working if camera was zoomed too
far out.
* Fixed a bug where crew portraits would draw out of place after switching vesse
ls.
* Fixed a bug which could cause a general game breakdown on rare occasions when
vessels planted themselves into the ground.
* Fixed Index Out of Range exception and general crash on moving to flight after
deleting a crewed part in a certain way.
* Kerbal recovery reward set to zero for the time being, to stop reputation expl
oit from recovery at the launchpad.
* Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it wa
s a Mk1 type part anyway).
* Fixed several cases of UIs not stopping mouse clicks on objects behind themsel
ves.
* Fixed a bug on OSX which made it impossible to open the Crew Hatch Dialog and
possibly other dialogs too.
* Contracts App panel is now scalable in the VAB/SPH
* Fixed missing title bar on VAB/SPH on larger resolutions
* Fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was use
d.
* Fixed scaling issues with OMS Engine.
* Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship de
sign.
* Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurfa
ce instead.
* Fixed minor visual issue with galaxy backdrop.
* Moved over ion engine and xenon tanks to Propulsion from Utility.
* Fixed Staging input locks not clearing if leaving the Editors while hovering o
ver staging icons. (resulted in total game freeze)
* Improved GUI skin for input page in Game Settings scene.
* Editor sidebar panel transition speed increased.
============================ First Contract (v0.24.2) ==========================
=========================
HOTFIX:
* Fixed a critical issue which prevented opening the right-click menus for sever
al parts.
============================ First Contract (v0.24.1) ==========================
=========================
Bug Fixes and Tweaks:
Parts:
* Fixed a relatively serious issue with module loading which could result in mis
sing modules if loading old craft.
* O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (small
er).
* Fixed an issue with propellant-defined resource flow modes which prevented som
e configurations of Vernier engines from working correctly.
* Fixed an issue with some decoupler modules failing to apply ejection forces wh
en activated.
* Fixed missing FX components on root parts after resuming a saved game or rever
ting.
* Fixed a potential issue with the internal maths in ModuleRCS, which could resu
lt in odd RCS response from center-aligned or stack-mounted RCS modules.
UI:
* Fixed an issue with the App Toolbar where mod apps wouldn't display/hide prope
rly at the VAB.
* Fixed an issue with custom staging icons and switching vessels.
* Fixed an issue where the Messages Dialog in the VAB would drift out of place w
hen discarding many messages.
Contracts:
* Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seat
s or claws wouldn't complete the contract.
Tutorials:
* Fixed a save-related bug which made the Orbiting 101 tutorial impossible to co
mplete.
Flight:
* Fixed vessels not leaving 'pre-launch' condition during take-off roll.
* Fixed a very annoying and potentially destructive bug where approaching anothe
r vessel could mess up your control state.
Game Balance:
* Tweaked costs for several spaceplane and aerodynamic parts:
- Advanced Canard: 900 -> 800
- Standard Canard: 1500 -> 720
- Delta Wing: 500 -> 680
- Swept Wing: 500 -> 620
- Wing Connector: 500 -> 560
- R8 Winglet: 500 -> 640
- Structural Wing: 500 -> 540
- Aerodynamic Nose Cone: 680 -> 240
- C7 NCS Nose Cone: 680 -> 320
- Rocket Nose Cone (large): 1000 -> 450
- Standard NC (small): 680 -> 180
Modding:
* Added IPartCostModifier interface, to allow part modules to tweak a part's cos
t.
Agencies:
Added Agencies, which offer contracts.
Each agency has its own personality traits, which affects the generation of th
contracts they offer.
Agency Logos added from the winners of the Community Logo Design Contest.
Clicking the agency logo in the Mission Control screen will display extra info
about the Agency.
* Vessel Recovery:
- Recovering vessels now refunds you for the value of recovered parts and resour
ces.
- Recovered value varies based on distance from the Space Center. Land at the Ru
nway for 100% value.
* Space Center:
- Added a universal time clock to the KSC scene UI.
- Added a Pause Menu to the KSC scene, instead of leaving to the main menu immed
iately on pressing the Quit button.
- The KSC Pause Menu allows saving and loading with a custom filename.
* UI:
- Added new UI Toolbar, which exists in all game scenes and is mod-friendly.
- Added new UI Widget to display state of ongoing Contracts in Flight, KSC and t
he Construction Facilities.
- Added new UI Widgets to display the current amount of Science, Reputation and
Funds.
- Added Messages UI App, shows messages about contracts and such.
- Redesigned the Resources Panel from flight as a toolbar app, overhauled panel
graphics.
- Overhauled the old 'Science Summary' dialog into a complete 'Mission Summary',
displaying information about recovered Experiments, Parts and Crew.
* Parts:
- Added new "Vernor Engine", a very powerful RCS module powered by Liquid Fuel +
Oxidizer.
- Added new O-10 Maneuvering Engine, a low-thrust main engine powered by Monopro
pellant.
- Gimballing Engines now respond to roll input.
- 4x Engine Cluster and RAPIER Engine have gimbal roll authority even if stacked
over the centerline (due to multiple nozzles).
* Builds:
- Added Windows 64-bit executable.
* Tutorials:
- Added several new tutorials.
* Game:
- Added 'Science' Game Mode, where Science is the only currency and Mission Cont
rol is closed (as in pre-0.24 'Classic' Career).
Bug Fixes and Tweaks:
* Flight:
- Asteroids are now able to collide with other asteroids.
- New launches now start with throttle set to 50%, like in the old days.
- Saving restriction when throttled up removed.
- Timewarp restriction when throttled up removed. Engaging time warp now automat
ically cuts throttle.
- Improved logic for detecting a vessel in 'orbiting' situations.
* Editors:
- Fixed a bug in the editors where dragging a part off the ship and deleting it
straight away would not generate an undo state.
- Fixed a bug where ctrl+clicking over a part in the build area would not reveal
the part in the parts list.
- Orientation of VAB scenery rotated so spacecraft orientation is consistent at
launchpad.
- VAB Flag moved to the opposite wall.
for a mate node on the other side. Better still, the AGU can be used to grab on
to much more than just asteroids. In fact, it can pick up just about anything, e
ven Kerbals.
* New SLS-inspired Size 3 parts:
We've added a host of new parts, featuring the largest engines and fuel tanks e
ver seen in KSP. These new parts were designed based on NASA's upcoming Space La
unch System, and they pack a huge amount of rocket power. Here they are:
- Size 3 Liquid Fuel + Oxy Tanks, in Full, Half and Quarter-Sized Variants
- 4x Size 3 Engine Cluster. The single most powerful piece of rocketry we've ev
er added to KSP.
- Advanced Size 3 Single-Nozzle Engine, for when you need immense amounts of th
rust in your upper stages
- New Liquid Fuel Booster: A new way to boost your spacecraft, the LFB is a sin
gle part featuring twin engines, plus a very respectable amount of fuel. What mo
re, you can even stack more liquid fuel tanks on top of it.
- The Launch Escape System: Modelled after the Apollo LES, this new escape towe
r can save your crew should you underestimate the sheer power of your new rocket
s.
* Completely Overhauled Part Joints:
We have completely re-done the way parts attach to one another, to allow for muc
h greater flexibility and control over each joint. Joints are also more accurate
and stable, as both jointed sides are now anchored at the attachment node (this
wasn't possible before the Unity 4.3 update).
- Large parts also have a new system that allows them to attach much more rigid
ly to other parts, eliminating many cases where spamming struts was required.
- Increased PhysX's global max angular velocity settings to improve joint stabi
lity.
- Angular inertia values for parts now properly scale with mass. Some ships may
feel heavier to fly now, but handling feels much more realistic overall. This a
lso improves joint stability a lot.
- Re-did the Strut Connector joints as well, to use the new joints system inste
ad of their old ones. This dramatically improved their reliability and significa
ntly reduced the number of ocurrences where ships spontaneously disassemble them
selves on the launchpad.
New Features:
* Added new buttons to the Map Filtering panel to filter Unknown and SpaceObject
type vessels.
* Focusing vessels on the Tracking Station will now display their patched conics
trajectory.
* Added Time Warp controls to the Tracking Station and Space Center scenes.
* Added a button to the Time quadrant in the main flight UI to allow switching b
etwen Mission Time and Universal Time.
* Targeted vessels now display their trajectories as patched conics instead of s
ingle orbits.
* Maneuver Nodes are now persistent.
* Targeted Objects are now persistent.
* Added buttons to discard/accept maneuvers on the delta-v gauge by the navball.
* Added buttons to add/remove an orbit to the date of a maneuver node, allowing
nodes to be planned for several orbits ahead.
* Maneuver handles can now be fine-tweaked with the mousewheel when hovering ove
r them.
* RCS and XenonGas containers on earlier stages are now drained before container
s on later stages.
* Celestial Bodies now show a 'Focus View' button on their context menus in Map
View.
Bug Fixes and Tweaks:
* Celestial bodies you have an encounter patch with will display that patch in l
ocal mode when they are focused on the Map View or Tracking Station.
* Switching between Linear and Rotation controls in Docking UI mode no longer to
ggles SAS.
* Fixed a bug where patched conics on extremely eccentric orbits could break the
simulation at very high warp speeds.
* Fixed incorrect rendering of ascending and descending nodes when targeting a n
on-closed orbit.
* Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display r
endezvous information on the map.
* Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engin
es. All were severely underpowered to be of any practical use.
* Quicksaving is now allowed at all times. In unstable situations, an autosave w
on't be created at the same time.
* Greatly improved the accuracy of the physics->rails transition, eliminating dr
ift on nearby vessels when warping during a rendezvous situation, especially hig
h-velocity ones.
* The Map Filtering buttons now toggle independently on left click, and toggle s
ingle/all on right click.
* Fixed several cases where Kerbals on EVA would glitch out in very painful ways
, mostly when the game changed reference frames while they were in ragdoll state
.
* Intersection nodes between orbits no longer 'skip' the closest intersection wh
en placing a maneuver node near the player's position.
==================================== v0.23.0 ===================================
======================
New:
* The Science Archives:
- Browse through all the science you've done in your Career games in this new se
ction of the R&D Facility.
* Tweakables:
- Several parts can now be tweaked individually by right-clicking them during co
nstruction.
- Landing Gear can be set to start out deployed or retracted, and can also be ma
de steerable.
- Engines can have a thrust limiter set on them, so you can balance out asymmetr
ical thruster configurations (or use differential thrust for taxiing).
- Wheels can be tweaked to have their engines toggled, steering locked, all befo
re launch (and after, of course).
- Control Surfaces can be tweaked to toggle response to pitch, roll and yaw inpu
t individually.
* Science Revisited:
- Transmitting scientific data no longer allows you to max out the value of a su
bject just by repeating the transmission multiple time.
- Removing the experiment data from some experiment modules (for transmission or
by EVA) will render them inoperable.
- Resetting an experiment can still be done freely as long as the data is not re
moved from the module.
* Solar System:
- Added a new Biome Map for Minmus.
- Cleaned up the Biome Maps for Kerbin and the Mun, to remove areas where Biomes
would be detected incorrectly.
* The Lab Module:
- Added a new part called a Laboratory Module, which allows experiment data and
samples to be processed before transmission, increasing their science value.
- The Lab Module requires 2 crews inside to operate and a whole lot of power as
well.
- Added a new button to the experiment review dialog to process collected data o
n the Lab if one is available (and operational) on your vessel.
* EVA Data Transport:
- Kerbals on EVA can now collect the data from experiment modules and store them
on crew-carrying modules.
- Kerbals can also collect data from other data container modules, including oth
er Kerbals.
- EVAs can also store samples collected from other experiments on the Lab.
* Part Tooltips Overhaul:
- The tooltips that pop up when mousing over a part on the editors have been com
pletely redesigned.
- The tooltips show essential info only at first, but can be expanded to show mo
re info with RMB.
- Once expanded, you can right-click again to collapse, or to pin other tooltips
if you hover over other parts.
- Re-organized the part information to group stats for each module and resource
container on a part.
- Added a larger icon for the part on the tooltip itself, featuring a scale to g
ive an idea of size before picking.
* All-around Optimizations:
- We've gone over all our code to make sure it runs as efficiently as possible.
- Upgraded to Unity version 4.2.2 to make full use of its own bugfixes and tweak
s.
- Texture loading has been sped up, loading times are noticeably reduced.
* [Windows-Only] 6-DOF Device Support:
- 6-DOF input devices such as the Space Navigator are now supported both as came
ra and flight controllers.
- Scroll Lock will toggle the device mode in flight.
- Due to driver limitations this is a Windows-only feature for now. We're ready
to implement support in OSX and Linux as soon as those drivers become available.
Bug Fixes and Tweaks:
* Parts:
- The logic for all-vessel resource flow (such as Electric Charge and MonoPropel
lant) has been re-done.
- Fixed those resource containers not being able to drain fully or store an amou
nt larger than their current available space.
* Docking:
- Fixed an issue that caused docking ports to resume their states incorrectly af
ter docking, making it impossible to undock afterwards.
- Fixed a big issue with docking operations through physicsless parts in the hie
rarchy between the port and the original vessel root.
* EVAs:
- EVAs now use actual MonoPropellant for their jetpacks, instead of their own fu
el.
- Fixed an issue with collision resolution that caused EVAs to sometimes fall ov
er and become uncontrollable.
- Kerbals other than you will now pick themselves up from ragdoll state if they
are involved in any 'accidents' or are flat out being used as Kerbowling pins.
- Parts that land onto splashed-down parts are now considered to be landed. This
allows EVAs to walk on floating platforms.
* Other Fixes:
- The Return key will no longer reset the staging sequence in the Editors, or re
turn you to the Main Menu at KSC.
- The Main Menu now remembers the 'page' you were at when you left it, so if you
return from a loaded game, you'll find it still at the "Start Game" screen.
- Fixed several issues with joystick axis mapping and indexing.
- Updated the Input settings screen to expose a few new control options that wer
en't accessible before.
- Fixed an issue that could lead to loss of GUI responsiveness after leaving fli
ght during reentry or supersonic flight.
==================================== v0.22.0 ===================================
======================
New:
* Career Mode:
- Career Mode is now open! Although still very much under development, you can n
ow start new Career saves.
- Sandbox mode, of course, is also available from the start.
*
s
* Science:
- Researching requires Science, which must be earned by performing experiments d
uring your missions.
- You can now collect surface samples while on EVA, and process them to do Scien
ce.
- Science experiments return results, which are different for each situation in
which the experiment is performed.
- Experiments can (as all proper experiments must) be repeated over many differe
nt situations across the whole Solar System.
- Added a new dialog to show the results of experiments when reviewing the colle
cted data.
- Added a new dialog to show a breakdown of all scientific progress made after r
ecovering a mission.
*
.
s
-
Parts:
Added new scientific parts, like the Materials Bay and the Mystery Goo Canister
Also added experiments to many existing parts.
The old science sensors now have a purpose. They all have their own experiment
which enable them to log scientific data.
The antennas are now functional, and can be used to transmit science data back
to Kerbin, if recovering the physical experiments is not an option.
- Antennas consume massive amounts of power when transmitting. Make sure you hav
e fresh batteries in.
- Added a new deployable antenna, which is an intermediate model compared to the
two original ones.
- Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the
Progress
The game
upcoming
Progress
Tracking:
now tracks your progress as you play, providing essential data for th
Career Mode features.
data is (optionally) uploaded to our servers,
* Misc:
- Improved the in-game shadowing to enable shadows at much larger distances.
- Added several new parts from the KSPX pack as stock content.
Bug Fixes and Tweaks:
- Scenario Modules now properly save and load when the rest of the game saves an
d loads.
- Scenario Modules can now have multiple target scenes set.
- Improved the internal logic for switching to nearby vessels, it shouldn't refu
se to switch with valid vessels nearby anymore.
- Added a system to attempt upgrading incompatible save files if/when possible.
- Tweaked PQS on other planets and moons to not initialize until approached. Imp
roved performance a bit.
- Added a new system on PQS to clamp terrain subdivision while moving very fast.
Orbiting low near the surface is a lot smoother now.
- Many more small tweaks and improvements.
==================================== v0.20.2 ===================================
======================
Bug Fixes and Tweaks:
- Tweaked the PNG and JPG texture loaders to not use such insane amounts of memo
ry.
- Fixed the issues with mousewheel input on Linux.
==================================== v0.20.1 ===================================
======================
Bug Fixes and Tweaks:
- Tweaked the logic for part-to-part collisions. Things should be much less like
ly to explode on contact.
- Reverted the Mun's height values, so landmarks and bases shouldn't spawn below
ground anymore (mind 20.0 saves though).
- Tweaked part components on EVA so they start up with the right values.
- Tweaked the suspension on the new Medium Rover Wheels, to fix jittering.
- Fixed the too-low resolution on planetary diffuse and normal maps.
- Fixed the screen resolution not being properly applied on game start.
- Fixed some situations where the 'Control From Here' selection would be lost on
resuming a game save.
- Fixed a serious issue with the Cupola Pod that could cause spontaneous unplann
ed vessel disassembly.
- Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It
was harmless but wasted resources.
- Fixed the scale of Gilly in the Tracking Station scene.
- Fixed a few issues with flags behaving weirdly after they were toppled down.
- Fixed the camera jitter when walking around on EVA.
==================================== v0.20.0 Exp================================
======================
Bug Fixes and Tweaks:
- Decoupled vessels now properly inherit the action group state of the original
vessel.
- "Root-dropping" decoupling now properly preserves the staging count for the ne
w decoupled vessel.
- Fixed the EVA flags looking weird during the initial part of the flag-plant an
imation.
- Fixed staging icons on decoupled parts not being removed from the staging list
.
- Fixed the suspension jitter on the Medium Wheels.
- Several improvements to how collisions are detected and handled in the editors
.
- Symmetrical counterparts now properly glow red or green based on whether they
can attach or not.
- Added a sound for when placing/releasing parts in the editor isn't possible.
- Added the flag pole to the editor scene background.
- Adjusted collision and torque values for the medium wheels so they're a bit fa
ster and tougher.
- Adjusted wheel breaking logic to take into account the relative velocities of
rigidbodies.
==================================== v0.20.0 ===================================
======================
New:
*
-
Parts:
Command Seats for Kerbals on EVA.
New Cupola pod with IVA.
New Small Lander pod with IVA.
2 new Probe Cores.
New Large Docking Clamp.
New Medium Wheel.
* Flags:
- Kerbals on EVA can now plant Flags on terrain.
- Several Stock flags to choose from.
- Flags are moddable. Create your own!
- Planting a Flag allows you to name the site, which becomes a focusable object
in flight and on the Tracking Station.
- Planted flags have a Plaque, which can be written during placement, and read o
nly when approached by an EVA.
- Added a Flag selector to the Game Start Dialog.
- Added a Flag Pole Facility to the Space Center.
- Added a FlagDecal part module. Allows any part to have a part of its model tex
tured with the selected flag.
* Editor:
- Added Flag selector to Editor scenes, to select a flag for the mission (defaul
ts to space program flag).
- The Editor no longer requires that the first part on a vessel be a Command Pod
.
- Any part which allows both stacking and surface-attaching can be used as the v
essel root.
- Added a new part filtering system to the parts list, which allows excluding an
d greying-out parts based on any criteria.
- It is now possible to delete the first part on a vessel, and replace it.
* UI:
- Added the first iteration of the Kerbal Knowledge Base: A collection of vessel
* Added visual (and sound) effects for re-entry and supersonic flight.
* Overhauled the Kerbal Face Expression System with new animations, which are al
so visible on EVA.
* Added wheel parts and modules for the construction of rovers.
* Added several new general purpose structural parts.
* New mesh for the launch pad area, now with 100% less launch tower.
* New mesh for the Runway, with sloping edges to drive on and off it.
Bug Fixes and Tweaks:
* The sun no longer shines from below on ships and scenery objects at night, or
while in orbit over the dark side of a planet.
* Fixed the airspeed sound not looping properly, and adjusted the pitch range fo
r it.
* Various minor balance tweaks.
* More texture variety added to probe cores, to better determine their positioni
ng.
* Fixed a few objects that were on the wrong layer.
* Fixed an issue when comparing versions, which could result in false 'incompati
ble' warnings.
* Fixed an issue with velocity changes when resuming 1x time while on a hyperbol
ic orbit inside a rotating reference frame.
==================================== v0.18.4 L3 ================================
======================
Bug Fixes and Tweaks:
* Changed the debug toolbar key combo to ModifierKey+F12 (RShift+F12 by default)
* Changed the quick scenario loader key combo to ModifierKey+F10 (was Ctrl+F10 b
efore)
* Removed an unused shader that caused the game to crash on Linux systems with A
MD video drivers.
==================================== v0.18.4 L2 ================================
======================
Bug Fixes and Tweaks:
* The Alt modifier key is now remappable, and defaults to RightShift on Linux.
* Remapped all ocurrences of the Alt key to RightShift on Linux (as Alt is OS-re
served on most distros).
* Fixed double-clicks not working properly.
==================================== v0.18.4 L1 ================================
======================
* Linux Version Release
Bug Fixes and Tweaks:
* Added a setting to tweak the mouse wheel axis scaling.
* Input Axes now support linear scaling.
* The Debug console can now also be toggled using the Grave and AltGr keys
==================================== v0.18.4 RC3================================
=======================
Bug Fixes and Tweaks:
* Fixed the latest version checking.
* Fixed some places that were using an old and inaccurate value for the vessel's
=======================
* Demo release
==================================== v0.18.2 ===================================
=======================
* Official Release
New:
* Scenarios:
- Added a scenario called Station One, where a refueling station is already in o
rbit.
==================================== v0.18.2 RC6================================
=======================
Bug Fixes and Tweaks:
* Main Menu:
- Fixed an issue which caused the Load Game dialog to give false positives when
checking for invalid saves.
* Graphics:
- 800x600 is no longer a valid resolution option. Minimum possible resolution is
now 960x720.
==================================== v0.18.2 RC5================================
=======================
Bug Fixes and Tweaks:
* Tutorials:
- Fixed the Construction Tutorial erroring out with an "incompatible" sfs when l
aunching after completing the tutorial.
- Tutorial Scenarios now delete the instructor objects when the ScenarioModule i
s destroyed.
- The Construction Tutorial now allows launching the constructed vessel, and goi
ng back to edit it later.
*
n
-
Controls:
Action groups are now locked when in map view, to prevent accidental activatio
without being able to see the ship.
Map View won't lock RCS off anymore when the navball is up.
* UI:
- Added some sanity checking to text fields (vessel names and saves), so illegal
characters don't cause trouble.
==================================== v0.18.2 RC4================================
=======================
Bug Fixes and Tweaks:
* Controls:
- Added input locks to action groups and part context UIs, so they lock when app
ropriate.
* UI:
- Part Resource Context Gauges now correctly go away when the corresponding part
gets detached from the current ship.
* Parts:
- Fixed an issue that could cause RCS thrusters to fly off on their own because
of numerical spikes.
- Landing gear now remember to set the brakes when resuming flight.
* Gameplay:
- Added a rule to prevent saving the game or switching vessels while the current
one is throttled up.
- Unrestricted vessel switching is now only allowed if the vessel to be focused
is loaded and unpacked.
==================================== v0.18.2 RC3================================
=======================
New:
* Training:
- Added a Basic Flight Tutorial.
- Added a Basic Vessel Construction Tutorial.
* Solar System:
- Added a new icy planet called Eeloo, somewhere out past Jool.
Bug Fixes and Tweaks:
*
d
-
Gameplay:
Fixed an issue where crashing a ship wouldn't properly remove the root part an
cause weird "physics" sometimes.
Fixed an issue with renaming vessels from symmetrically-placed command pods.
* Maneuver Nodes:
- Fixed a small but annoying issue where maneuver gizmos would switch modes when
rotating the camera just after creating a maneuver.
* Training:
- Fixed Gene Kerman introducing himself as Wernher von Kerman on the Orbit 101 t
utorial.
* Parts:
- Fixed an issue where the root part of a vessel would live on in a weird state
after crashing.
* Docking:
- Fixed an issue where docking ports wouldn't resume their fuel crossfeed proper
ly sometimes.
==================================== v0.18.2 RC2================================
=======================
Bug Fixes and Tweaks:
* Parts:
- Fixed an issue with the engine fairings which caused engines to lose mass on s
ave/load cycles.
- RCS thrusters no longer try (and fail) to do lever arm compensation.
* Music:
- Fixed an issue where some tracks were subject to doppler effects in flight.
* Solar System:
- Pol's gravity increased slightly
- Bop and Pol's semi-major axes increased (Bop's SOI almost intersected Tylo's)
==================================== v0.18.2 RC1================================
=======================
New:
* UI:
- Added a button to open the SpacePort site on the Main Menu (opens on the defau
lt browser)
* Music:
- Added two new tracks for space and another one for construction.
Bug Fixes and Tweaks:
* Docking:
- Fixed ejected debris being incorrectly typed as "Unknown".
* UI:
- Fixed an issue where the "Resume Saved" dialog wouldn't show if a save folder
was missing its persistent.sfs file.
- The "Resume Saved" and Craft Load dialogs now offer to clean up incompatible f
iles if any are detected.
- Incompatible/Invalid entries on those dialogs are now greyed out, and the reas
on why they can't be loaded is displayed.
- Fixed an issue with popup dialogs cutting out content (text and buttons) when
multiple dialogs were spawned at once.
- The Resources panel is now visible while in the Map View.
* Parts:
- Decouplers now break the connection at a specific node, instead of breaking th
e connection to the parent part. This enables choosing which side will remain at
tached.
- Physicsless parts now get "promoted" to physical ones if they become the root
of a vessel (by decoupling)
* Persistence:
- Vessel rotation is now stored relative to the universe, instead of in worldspa
ce. This fixes vessels having seemingly random rotations upon resuming a save.
==================================== v0.18.1 ===================================
=======================
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue which could cause an error when undocking if the undocked vesse
l was missing its original root part.
- Fixed the vessel snapping when docking, which could cause misaligned docking c
onnections sometimes.
- Fixed an issue where docking to docked vessels could cause trouble when undock
ing again in a different order.
- Fixed manually-defined vessel types getting lost after docking.
* Parts
=======================
Bug Fixes and Tweaks:
*
n
-
UI:
Fixed the Action Groups menu not working.
Fixed an issue with the resource transfer UI coming up in an invalid state whe
a resource was pinned to the screen.
Fixed the Action Groups panel not scaling to the bottom of the screen.
* Parts:
- Added a NoCrossFeedNodeKey parameter to the stackBicoupler. Prevents fuel from
flowing across stacks.
==================================== v0.18.0 RC1 ===============================
=======================
New:
* Flight Planning:
- Implemented map cues for close approaches when targeting celestial bodies.
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue which caused docking nodes to sometimes not be selectable as ta
rgets.
- Fixed an issue where very large/wobbly docked vessels could become misaligned
after reloading.
* UI:
- Fixed the Parts list on the SpacePlane Hangar not reaching the bottom of the s
creen on some resolutions.
- Fixed the Stats Tracking and Version Prompt dialogs fighting for window focus
when the running the game for the first time.
- Fixed the gauges on engine icons reading 50% when no fuel was available.
* Flight Planning:
- Fixed an issue which made maneuver gizmos non-draggable sometimes.
- Fixed an issue where placing a second maneuver after having passed the first o
ne would get it placed incorrectly.
- Map cues for target objects will now only appear if the cues are inside the pa
tch bounds.
* Parts:
- Corrected a misspelled parameter on some parts.
==================================== v0.18.0 x6 ================================
=====================
Bug Fixes and Tweaks:
* Physics:
- Fixed an issue which caused ships to sometimes respond weirdly to pitch, yaw a
nd roll controls after switching vessels.
*
-
Part Modules:
Improved the part description texts on the editor tooltips.
The Engine Nacelle part now has a functional air intake.
Alternator Modules now produce resources based on the final engine thrust outp
- Fixed an issue with RCS thrusters and the ship center of mass which could caus
e them to not work properly if the vessel was moving quickly.
- Fixed an issue with the OX-4B solar panels that could cause a null ref spam if
they got ripped off in an airstream.
- Improved the triggering logic on the Launch Clamps a bit.
* Control:
- It is now possible to leave SAS on and focus another vessel.
- ASAS modules run automatically on unfocused vessels.
- Fixed an issue which caused ASAS to not function properly after decoupling a s
econdary vessel.
* Resources:
- Fixed an issue with all-vessel-flow resources which caused resources to not fl
ow properly if a few containers had very low but non-zero amounts on them.
- Fixed a problem with the IntakeAir resource which made radial intake parts sto
p working.
- Fixed a glitch with fuel lines that allowed disconnected parts to continue pro
viding fuel to engines.
- Flow rates on the Resource UI aren't affected by time warp anymore.
* VAB/SPH:
- Fixed an issue which made it possible to start the editors with an empty ship.
- The Part Rotation keys now have their own bindings in the settings.
* Physics:
- Fixed an issue where animated parts wouldn't ignore collisions on the same ves
sel properly, causing "phantom forces" even when they weren't animating.
==================================== v0.18.0 x4 ================================
=====================
Bug Fixes And Tweaks:
* General
- On rails warping not allowed when the ship is throttled up.
* VAB/SPH:
- Remapping the Staging Mode Pitch, Yaw and Roll keys won't affect the part rota
tion keys on the editors anymore.
*
-
Part Modules:
Parts now have temperature indicators on the icon stack again
Intakes now produce drag at higher speeds and mach numbers
Fixed an issue that prevented engines from saving ignition states
Fixed engine action groups linkage
Some rcs tanks still had the old rcsTank part behavior. They're now displaying
information correctly.
- Changed default start behavior for generators, so they could work independentl
y of staging
- Fixed the solar panel colliders getting re-enabled on destroyed panels
- Fixed Gigantor panels not producing electricity due to an error in the part.cf
g file
- Adjusted raycasts for solar panel blocking detection
*
k
Resources:
Engines now have gauges for each resource next to their icons.
These gauges show how many resources are available to that engine.
Fixed the resource search algorithms. "Stage Only" display mode should now wor
properly.
- All resource containers will display a dry mass value in the VAB. (The weight
of the part with no resources)
* Action Groups:
- Action groups can now be given a cooldown time, and cannot be toggled again un
til the cooldown period ends.
- Action group cooldowns are persistent and time-warpable.
* Docking:
- Fixed a bug where decoupling pre-docked vessels could leave them uncontrollabl
e.
- Decoupled vessels now get proper default names based on their vessel types.
- Fixed the Mk1 Pod not setting a "Ship" vessel type.
- Docking nodes now have an action to enable/disable resource crossfeed.
- Fixed an issue that could cause docking nodes to stop functioning if the game
was saved and reloaded just after undocking.
- Clamp-o-tron Jr. now has a top stack node and can be properly attached in the
VAB.
- Docking ports of different sizes can no longer be docked together.
- It is now possible to dock multiple ports simultaneously, and dock to ports on
the same vessel.
* Parts:
- Mainsail and Poodle given thermal animations.
- More accurate collision model for large stack decoupler.
- Enabled surface attaching onto the regular decoupler.
- Fuel Lines and Strut Connectors now stay connected after decoupling (unless th
ey were connected across the decoupled bits).
- Light modules now use interpolated dimming, and support the use of animations
to enable emissives
==================================== v0.18.0 x3 ================================
=====================
New:
* Physics:
- Added a slider to the settings screen to control the maximum delta time allowe
d for a single frame.
- The MET timer on the UI will turn yellow (and red) if time is passing slower t
han normal (if max DT exceeded).
Bug Fixes And Tweaks:
* Part Modules:
- Fixed a serious issue in which non-controllable vessels would prevent your own
vessel from receiving input properly.
==================================== v0.18.0 x2 ================================
=====================
New:
* Docking
- It is now possible to select a Vessel Type when renaming a vessel.
- VesselTypes are used to determine dominant vessel when docking (when possible)
.
* Parts:
Flight Planning:
Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulti
trajectory for it.
Maneuver Nodes can be tweaked in realtime using a Maneuver Gizmo.
Once set, a Delta V gauge next to the NavBall provides guidance cues to fly t
maneuver.
Maneuvers can be chained to create complex flight plans.
* Targeting:
- It is now possible to set other objects as targets.
- It is also possible to target orbits on the map.
- Targeted orbits display Ascending and Descending Nodes
- Targeted vessel orbits also display orbital intersects, and cues to assist wi
th rendezvous.
- New Target NavBall Mode, shows speed and velocity vectors relative to the sel
ected target.
- The Waypoint vectors on the navball now point to/from the selected target.
* Part Resources
- Completely overhauled resources system for parts.
- Resources include Liquid Fuel, Oxidizer, RCS Monopropellant, Electric Charge,
Intake Air, and more.
- New Resource Container parts, including batteries, new tanks, solar panels, a
nd heaps more.
- New Resource Display on the UI, makes the state of resources much easier to v
isualize at a glance.
* Part Modules
- Many part types rewritten using the new PartModule System.
- Added Solar panel modules, which track the sun, and fragment when exposed to
fast moving air
- Radial and Stack decouplers are now a module and have Gui Actions
- Added Generic Animation module with GUI Actions
- RCS module Added, with visual FX mode
- Added Engine module which supports full GUI actions, and utilizes resources t
o allow for custom defined propellants
- Jet engines now require intakes to operate
- Gimbal module added, with gimbal lock capability for action groups
- Heat Animation Module added (allows heat based animation on parts)
- Throttle FX animation Module (allows throttle based animation on parts)
- Full suite of Sensors that use a base Sensor module added
- Parachute module added. Supports repacking of a spent chute on EVA. Chutes ca
n be emergency cut if deployed.
- Fairing Module added to all engines to cover them until they are activated
- Resource processing / generation module added. Converts resources from one ty
pe to another
- Landing gear module upgrade for better functionality and support for action g
roups
- Physical object behavior added. Allows for breakable parts (IE, the solar pan
els) More to come.
- Part Modules can be combined in a single part, to create compound functionali
ty and emergent behaviours.
* Action Groups:
- A Massive overhaul to how parts work.
- Assign parts to groups in the VAB and SPH, to create advanced vessel function
ality.
- Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and m
ore.
- Also, 10 Custom Groups which can be set to do anything.
* Staging:
- It is now possible to edit the staging sequence while in flight.
- Stages now only show parts that will respond to the stage activation (reduces
clutter significantly).
* Docking Controls:
- New control mode for docking/orbital maneuvers. Works similarly to EVA contro
ls.
- New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z T
ranslation Gauges.
* Completely overhauled Moho:
- No longer tidally locked. Instead, it rotates roughly twice for every orbit
it makes
- Surface gravity changed to 0.25
- Orbit line color changed to better reflect its new design
* PQS terrain quads are now positioned as closely as possible to their vertices,
for maximum mesh stability.
* Added a game setting to disable the automatic orientation when pressing any of
the WSAD keys while jetpacking on EVA.
==================================== v0.17.1 x1=================================
===================
New:
* The flight UI now scales dynamically depending on screen resolution, to always
have the same pixel size.
Bug Fixes and Tweaks:
* Fixed an issue with the terrain engine that resulted in invisible oceans.
* Fixed a small bug on the patched conics maths that could have caused some trou
ble.
* Fixed the misaligned Music and Voice Volume sliders on the Audio Settings Scre
en.
* Added a Render Quality slider to the video settings screen.
* Fixed an issue where ships could break apart when changing warp rates too quic
kly (the "Space Cthulhu" bug)
* Fixed an issue with the VAB/SPH UI, that made it possible to launch without a
ship, causing a total game crash.
* Removed an unused asset from the tracking station scene, which was taking up m
emory without adding anything.
* Fixed a problem that could cause parachutes to despawn when travelling at high
speeds.
==================================== v0.17.0 ===================================
===================
* Official Release
Bug Fixes and Tweaks:
* Improved the input detection for the LandingGear brakes and toggle keys
* The parking brakes will only set if the vessel is stopped.
==================================== v0.17.0 x9=================================
===================
Bug Fixes and Tweaks:
* Added compatibility checking for game saves before loading.
==================================== v0.17.0 x8=================================
===================
Bug Fixes and Tweaks:
* Fixed an issue with PartModules not being initialized correctly if on a suborb
ital or hyperbolic trajectory.
* Rewrote the LandingGear part as a PartModule, for a much more robust and stabl
e implementation.
* Tweaked the friction values for the landing gear wheels
* Fixed an issue in Vessel that could cause a stream of nullref errors
* Fixed an issue with Vessels not properly updating the positions of physicsless
parts.
New:
* Double-tapping the wheel brakes key will now set parking brakes.
*
*
*
.
*
*
*
h save is kept in its own folder (instead of all using the saves/default one).
* Quick Flight Scenarios: Start flights from pre-set conditions, without interfe
ring with your persistent sandbox save, and also save your own scenarios from yo
ur main game.
* Scenario Logic Modules: Like PartModules, but for scene logic (and defined on
an SFS file instead of a part.cfg).
* Training Scenarios: Hands-On tutorials to teach you everything from craft cons
truction to orbital maneuvers.
* Center of mass, thrust, lift and drag visual cues on the construction scenes.
* Prebuilt ships included with the game, as examples and possible starting point
s.
* Many new planets and moons throughout the Kerbal Solar System.
* Physical Timewarp Modes: An alternate time-warp mode where you can accelerate
time to 2x, 3x and 4x without putting the sim on rails.
* Several new parts
Bug Fixes and Tweaks:
* Fixed an issue with numerical inaccuracy at very high velocities (the "Space K
raken" bug).
* Fixed several issues with the fuel flow logic.
* Tweaked the atmosphere rendering for Kerbin, for improved visuals.
* Ships saved by one player are private to that player. Ships on the KSP/Ships f
olders are common to all players and non-overwritable (from inside the game)
* Added a button on game loading dialog, to delete a saved game and all its cont
ents (prompts for confirmation).
* Added a button on the ship loading dialog to delete saved ships (prompts for c
onfirmation).
* Added a button on the Tracking Station to terminate an ongong flight (prompts
for confirmation).
* Implemented dynamic walk cycle blending for EVA Kerbals under G levels between
0.17 and 1G
* Added a floating origin system to the Scaled Space subscene, eliminating the v
isual jittering when viewing distant objects in the map view.
* Revised part titles and descriptions for the parts added in 0.16
==================================== v0.16.0 ===================================
===================
* Official Release
Bug Fixes and Tweaks:
* Fixed some issues with the patched conic solver not finding proper SOI transit
ions sometimes.
* Fixed an issue which prevented Mac builds from loading internal space assets.
==================================== v0.16.0 x5 ================================
===================
New:
* Added a Launch Clamp part. It holds the ship in place at the pad so it doesn't
crumble to pieces before you get a chance to launch.
Bug Fixes and Tweaks:
* mbm texture files are now DXT compressed and cleared from RAM as soon as they'
re uploaded to the GPU. RAM usage is massively improved.
==================================== v0.16.0 x4 ================================
===================
Bug Fixes and Tweaks:
* Increased the mk1 pod's rotation power back to 5.0.
* It is no longer possible to warp time or switch to distant vessels while kerba
ls are on a ladder (temporary solution).
* Fixed an issue that prevented the game from being saved while on a sub-orbital
trajectory.
* Fixed a velocity calculation for Kerbals on rotating ladders, which caused exc
essive slippage and made ladders very difficult to grab.
* Fixed the crew capacity values on the part.cfg files.
* Fixed the Orbit initialization routine, to prevent NaN errors on landed craft
* Fixed parts that use the Part class having a "Part Type not available" message
on their descriptions at the VAB.
==================================== v0.16.0 x3 ================================
===================
Bug Fixes and Tweaks:
* Fixed an issue where ending a flight through the pause menu wouldn't really en
d it, but would free the crew again for another mission.
* Fixed an issue with the EVA low-gravity walk system failing under certain phys
ics settings.
* Fixed an issue where any parts exploding on the focused vessel would cause the
Flight End dialog to appear.
* Fixed an issue where empty vessels would sometimes be controllable after switc
hing to them.
* Fixed the Retractable Ladders not saving their states properly.
* Landing Legs now use a much improved collision handling system, eliminating le
g wobble on heavy ships.
* PartTools can now serialize WheelCollider components.
* Fixed an issue where RetractableLadders would be climbable while retracted if
the ladder wasn't cycled once.
* Fixed a problem where Kerbals would collide and crash against ladder triggers
attached to parts.
* Improved detection/response to vessels below terrain and much better terrain a
ltitude detection for vessels.
* It is no longer possible to save the game (or switch vessels) while very close
to the ground and not landed (could cause terrain fallthrough).
* Fixed an issue that could cause the game to crash when starting an EVA.
* Kerbals on ladders no longer get teleported when packed (they just let go).
* Retracting a ladder with a Kerbal on it while in orbit will no longer cause th
em to go on random trajectories.
* Fixed an issue where older parts that still used direct DAE or OBJ model loadi
ng wouldn't have their collision meshes rescaled.
* Fixed a problem with EVAs saving the fuel value, which sometimes caused a conf
Bug Fixes:
* Fixed an issue with prevented unfocused ships from being saved.
* Removed the KSC on the Mun (don't ask).
* Tweaked the altitude of KSC to better match the terrain level.
* Tweaked Kerbin landclasses to raise ocean and remove the blue from the ice cap
s.
* Fixed the Sun flare not getting obscured by planets on the Tracking Station vi
ew.
==================================== v0.14.2 ===================================
===================
New:
* Created a proper icon for the game.
* A completely overhauled terrain engine
Bug Fixes:
* Fixed the patcher launching any executable after it's done patching. Now it la
unches KSP.exe always.
* Fixed a potential security issue with the patcher authentication.
* The patcher will no longer spam console windows while doing its thing.
* Rotated the Mun back to it's original orientation (a fix on the 14.1 left it f
acing the other way).
* Improved the terrain correction system for landed vessels. It now compensates
for terrain slope errors.
* The Map and Tracking Station cameras now respond to the camera control input a
xes.
* Fixed an issue with symmetrical parts not clearing references to decoupled cou
nterparts.
* Fixed an issue with the patcher not being able to login using passwords contai
ning special characters.
==================================== v0.14.1 ===================================
===================
Bug Fixes:
* Found and fixed the real cause of the staging issues that have plagued every r
elease from 13.2 onward.
* The debug console is no longer spammed with NaN errors. This could cause extre
me lag in densely populated game worlds.
* Fixed an issue where unloaded vessels would not update their orbits, causing t
hem to resume incorrectly if they switched SOIs.
* Fixed the save folder paths on the Mac version (they were ending up inside the
app package)
* It is now possible to do a Quickload (F9) after a crash (with the flight end s
creen up).
* The game will no longer overwrite the quicksave when resuming flights. Only wh
en creating new ones.
* Landed vessels no longer explode when approached by the player (as when landin
g near other landed ships)
* Fixed an issue with landing detection when landed on other vessels.
==================================== v0.14.0 ===================================
===================
* Official Release
Bug Fixes:
* Added descriptions for the small fuel tank and small engines.
* Added a more efficient input lock for when vessels are in physics-hold mode, t
o prevent staging during that period.
* Made the Langing Gear action a mappable key.
* Fixed the Alt+Tab locking staging issue. (was a poorly thought out control I h
ad set up, which was removed)
==================================== v0.14.0x6 =================================
=====================
Bug Fixes:
* Fixed yet another staging issue.
* Fixed an issue with the object scaling for Bill, Bob and Jeb, which made them
not sit right in the cockpit and their screen messages to not appear.
* Fixed a game flow issue in which it was possible to cancel the flight end scre
en, leading to an error and leaving the game stuck in the flight scene.
* Fixed an issue which might have caused repeated Kerbals to be generated.
* Fixed the End Flight screen lockup issue after KIA.
* Fixed the problem with landed vessels being lobbed into the air after resuming
a saved flight.
* Fixed the small fuel tank visual gap when connected to the mk1 pod directly.
* Fixed the tracking station rotation and texturing issues.
it)
* Tweaked the orbit rendering on the Map View to reduce clutter when several ico
ns are moused over at the same time.
* Landed or Splashed vessels now display their coordinates (or location, if avai
lable) when moused over on the Map View.
* More Crew Members so you can launch missions while others are underway.
* An External Module Loader, which enables mod makers to program their own part
modules.
Bug Fixes:
* The flight camera is no longer able to go upside down.
* The ORBITAL camera mode will no longer change orientations when switching sphe
res of influence.
* Fixed an issue with .craft file saving and loading, which makes it possible to
save ship titles independently of the file name.
* Un-warping a landed ship will no longer cause an unphysical jerk on it, which
could possibly destroy it.
* Landed/Splashed vessels no longer show an Apoapsis icon on the Map View.
* The Map Camera now responds to the keyboard bindings for camera zoom.
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)
* Decouplers now obey the third law of physics (every action has an equal and op
posite reaction).
* RCS Fuel Tanks now drain symmetrically if placed using symmetry.
==================================== v0.13.3 (Demo)=============================
======================
New:
* A Stats Tracking System, so we can collect information of the game for statist
ical purposes.
Bug Fixes:
* Fixed a bug with symmetry in the VAB.
* Fixed an issue with the main camera that would create sporadic moments of lag
in map view.
* Fixed a bug that caused symmetrical parts to lose the reference to one of thei
r counterparts, leading to incorrect symmetrical placements.
* Reverted the Staging logic to the 13.1 system, as the changes made in 13.2 wer
e buggy.
==================================== v0.13.2 ===================================
===================
Bug Fixes:
* Fixed a bug with symmetry in the VAB.
* Fixed an issue with the main camera that would create sporadic moments of lag
in map view.
* Fixed a bug that caused symmetrical parts to lose the reference to one of thei
r counterparts, leading to incorrect symmetrical placements.
==================================== v0.13.1 ===================================
===================
* Official Release
Bug Fixes:
* Removed parent-wise fuel crossfeed from Radial Decouplers. Fuel Lines made tha
t obsolete.
* Fixed an issue that prevented attachment nodes from affecting connected part r
otations properly.
* Fixed an issue with the part loader, which would crash if a binary mesh was fo
und, but no .dae or .obj file was present.
==================================== v0.13.1x1 =================================
===================
New:
* Recompiled on the latest version of the Unity engine, to add multithreaded ren
dering support and better memory management.
* Changed the Fuel Line flow direction, so fuel will flow from the first-placed
end of the line to the second end.
* Holding Ctrl and clicking on a part on the ship at the VAB will now automatica
lly flip the parts list to the selected part's page.
* Added in-game credits
Bug Fixes:
* Fixed the custom part sounds loading system, which wasn't working on the last
release.
* The part loader will no longer freeze if it cannot find a part module to load.
It will load the base Part module, and make it visible but unavailable on the V
AB.
==================================== v0.13.0 ===================================
===================
* Official Release
==================================== v0.13.0x4 =================================
===================
Bug Fixes:
* Increased the heat conductivity and heat dissipation values for all parts, to
compensate for the new heat exchange system.
* Fixed the time quadrant on the UI being unresponsive to mouse clicks if there
were part icons behind it.
* Fixed the staging quadrant being partially visible in the map view.
* Fixed a problem that made it possible to delete the command pod in the VAB by
using Ctrl+Z.
==================================== v0.13.0x3 =================================
===================
Optimizations:
* Tweaked the part heat exchange model, for a considerable fps boost with very l
arge ships
New:
* Added a new icon for the Fuel Line parts.
* Changed the icon grouping rule on RCS Blocks and Strut Connectors to group to
all parts of the same type on it's stage.
==================================== v0.13.0x2 =================================
===================
New:
* Pressing F2 will hide the UI completely (so you can take UI-free screenshots).
Bug Fixes:
* Fixed the weird 'glass-like' artifacts in game during launch
* Fixed the parts not receiving mouse events on the VAB. This also affected coll
ision detection on the VAB.
* Fixed the in-flight settings screen being drawn under the main UI.
* Tweaked the fuel tank surface attachment point. It was a little too close to t
he collider, and sometimes caused false collisions.
* Fixed a bug with the parts code that allowed them to bypass receiving gravity
and drag forces if it's hierarchy root was destroyed.
* Fixed the map camera code so that it will remember where it was if you re-open
it. (this tweak was left out of the X1 build apparently)
* Fixed the part icon numbers (when multiple icons are grouped) not being positi
oned correctly on a few resolutions.
lick events. Now it is possible to select a ship file by double clicking on it.
* Improved rendering of hyperbolic (escape) orbits in the map view. The trajecto
ry is now a constant size regardless of eccentricity, and isn't warped by the sp
lines.
* The Map camera will now remember it's last position, and return to it when the
map is reopened.
NOTES:
* The new part loading system will generate optimized meshes for all parts whene
ver it finds new part models. This means the first time you run the game, it mig
ht take longer for loading to complete.
* This update introduces some new features that make ships built on previous ver
sions incompatible. If a ship fails to load, it's because it isn't compatible wi
th this version. We apologize for the inconvenience.
==================================== v0.12.0 ===================================
===================
* Official Release
==================================== v0.12.0x5 =================================
===================
Bug Fixes:
* Removed the SAS disabling itself when going into Map View or into high warp ra
tes.
* Implemented a new Kepler Equation solver for extremely high eccentricity orbit
s, the old one was becoming unstable and freezing the game.
==================================== v0.12.0x4 =================================
===================
Bug Fixes:
* Fixed a problem with the Floating Origin system which caused the ship to jitte
r on very high warp rates and speeds. (aka The Warp Shakes)
* Fixed another problem which could cause the game to crash if entering/leaving
another planet's SOI while on 1x or 2x warp.
* (Hopefully) fixed a problem with 0 inclination orbits that could cause them to
become reversed or rotated when transitioning between planets/moons.
==================================== v0.12.0x3 =================================
===================
Bug Fixes:
* Fixed a problem that caused ships to reverse direction when unwarping while on
a hyperbolic orbit.
* Fixed a few typos in some part descriptions.
* Reduced the gimbal range for the LV-T45 engine, which was way too much after t
he gimbal bug fix.
* Fixed the Decouplers not applying a separation force when jettisoned.
be toggled manually)
Bug Fixes:
* The game would crash if the VAB tutorial is advanced too far while keeping the
command module selection window open.
* Engine gimbals were not deflecting as much as they should be.
* Fixed the Max G reading on the flight end screen. Now it will only log sustain
ed G forces.
* Fixed the Surface/Orbital Speed reading getting messed up when restarting a fl
ight.
* Fixed a problem with the Time Warp code, that would sometimes force the time r
ate to 2x, but not unpack the ship. It would also cause G forces and other value
s to be incorrectly calculated.
* Fixed a problem with unpacking the ship for physics that could cause centers o
f mass to be offset, leading to uncontrollable tumbling.
* Fixed a problem that could cause orbits to become reversed when entering/leavi
ng another planet's sphere of influence.
* Changed the Time Warp altitude restrictions to be proportional to the current
planet or moon's radius.
==================================== v0.12.0x1 =================================
===================
New:
* A Moon
* New Orbital Camera Mode. Like Free Mode, but aligned to the solar system plane
, like the Map View Camera is.
* New Auto Camera Mode. Chooses between the other modes based on the state of th
e flight.
* Liquid Engines now support thrust vectoring (gimballing).
* New LV-T45 Vectoring-Enabled Liquid Engine.
* The VAB will now allow you to select a Command Module before starting a new sh
ip.
* Planets and Moons now rotate.
* It is now possible to orbit the Sun.
Bug Fixes:
* Improved the way velocities are applied when resuming physics.
* Fixed the Advanced SAS icon showing as a question mark on the VAB.
* Fixed a bug where cloning parts by removing and undoing would cause them to re
ceive duplicate IDs (and crash the game when loading the ship again).
* Tidied up the flight statistics numbers formatting a bit, so they're easier to
make sense of.
* Time Warp will now smoothly increase/decrease towards the set time rate, for a
much more fluid transition.
* Made several improvements to the Map View orbit rendering.
* Fixed the rails->physics transition, so that there is no significant change an
ymore in orbital parameters when going out of warp.
* Made some significant improvements to the physical joints that hold the ship t
ogether. Ships will not wobble anymore when going back into 1x time after warpin
g, and the joints themselves are more stable overall.
* Made a small tweak to the part tooltips on the VAB, to prevent them from going
off-screen on small resolutions. (was noticeable with the new command pod selec
tion dialog)
==================================== v0.11.1 ===================================
=================
* Hotfix Update
Bug Fixes:
* Fixed a small but very annoying bug where unpausing the game would not set tim
e running again.
==================================== v0.11.0 ===================================
=================
* Official Release
Bug Fixes:
* Solved a few more bugs with the time warp system.
* Improved the Advanced SAS module to respond based on the size of the spacecraf
t.
* Fixed the extreme performance loss when using warp with large ships.
==================================== v0.11.0x5 =================================
=================
Bug Fixes:
*
*
*
*
* Greatly improved the input lock system. Now, components that lock game control
s won't override locks placed by other components.
* Improved the flight camera code. On Chase mode the camera will not spin around
at the poles anymore, and both modes are more stable overall.
* Optimized the terrain system rendering, and got a nice boost in performance du
ring flight.
==================================== v0.10.1 ===================================
===============
Bug Fixes:
* Eliminated the sharp atmospheric cutoff at 34,500m. Now there is atmosphere up
to around 68,000m.
* Improved the drag calculations.
* Created a new ControlSurface module to replace the problematic Stabilizer modu
le. The Stabilizer is now deprecated.
* Changed the folder structure on the Mac version, so it is the same as the PC v
ersion.
==================================== v0.10.0x4 =================================
===============
New:
* Added alternate mappings to every key binding.
Bug Fixes:
* Fixed the strange holes on the north and south pole of the planet.
* Fixed the sun flare effect flickering problem.
==================================== v0.10.0x3 =================================
===============
New:
* Added a Camera Horizontal and Camera Vertical axis bindings to allow using a h
at switch or gamepad thumbstick to move the camera
Bug Fixes:
* Joystick Deadzone and Sensitivity values were applied incorrectly.
* Screen Resolution setting failed to set on game startup. Now it's applied just
before loading starts.
* Fixed a bug with the solid boosters, where they would become heavier instead o
f lighter as their fuel was spent.
==================================== v0.10.0x2 =================================
===============
New:
* Added a Throttle (Incremental) binding to the input config. This allows mappin
g an axis to control the throttle, much like the W/S keys do.
* Added sensitivity and deadzone options to each axis mapping
* Changed the Invert axis method to a more conventional checkbox
* Added a button to completely clear a control assignment.
Bug Fixes:
* Fixed a bug with precision mode controls, where they would not increment past
about 10%
* Returned the launchpad colliders to how they were before
* Fixed the altimeter registering 60m at sea level.
* Parachutes can no longer deploy in a vaccuum (they wait until there is some at
mosphere to open)
* Added staging stack scrolling through the Home and End keys
* Added key mappings for Zoom In/Out, Scroll View Up/Down (VAB) and Scroll Icons
Up/Down
* Added key mappings to rotate the camera
Bug Fixes:
* Fixed the G meter spiking up towards infinity at large distances.
* Fixed some more details with the settings screen
* Changed the layout of the input mapping screen
* Fixed a problem with the sound loading system, that wouldn't load custom sound
s
===================================== v0.9.0x4 =================================
===============
New:
* Added Settings screen to configure Audio, Video and Input settings
* Removed the old Launcher menu
* Added an input mapping for the Precision Controls Toggle
* Tweaked the settings UI graphics a bit
* Changed attachment mode to the previous one, since the new one was causing sta
bility problems in flight
Bug Fixes:
* Staging would still sometimes fire out of order
* Fixed a problem with the symmetry that could cause the game to crash sometimes
===================================== v0.9.0x3 =================================
===============
Bug Fixes:
* Struts could cause the game to crash if they didn't find their targets
* Alt+copying parts inside grouped icons would eventually lead to a crash
* Heavily modified staging sequences would sometimes fire out of order
===================================== v0.9.0x2 =================================
===============
New:
* all parts now have a fuelCrossFeed value (True/False) to enable/disable fuel f
low
* Added a new icon for strut connectors
* Added a mouse grab offset on the VAB, so parts can be grabbed without twitchin
g to reach the cursor
Bug Fixes:
* SAS could cause pod to wobble if activated with nothing more than the pod
* Debug console key not consistent with different keyboard layouts (changed to A
lt+F2)
* Undo/Redo sometimes caused struts to lose targets
* staging sometimes resetting itself
* Game would hang for a few seconds if selecting/placing a large number of parts
at once.
* loading would sometimes crash when loading a ship with struts
* some icons were not being grouped correctly according to part state
===================================== v0.9.0x1 =================================
===============
New:
* Stages are now persistent when manually edited.
* Stages are now stored in relative values. This means they're now smarter
* Parts can now specify their preferred relative stage though the cfg
* Editing the staging sequence now creates Undo states.
* The Debug Console can now be opened in the loading screen to debug load proble
ms
* Stages can now be manually created and, when empty, deleted
* Stages are now represented as groups with parts inside them, instead of just s
eparated by indicators
* The staging stack now scrolls manually using the mousewheel (when mouseing ove
r it)
* Icons in the staging stack can now be multiple selected and moved as a group
* Whole stages can now be dragged and repositioned
* Stages can now be reset manually through a reset button
* Empty stages delete themselves in flight
* Active parts in previous stages move up to the current stage.
* Parts on the VAB list will now display their stats when hovered over.
* The tooltip for parts in the VAB will no longer go lower than the screen
* Holding shift while selecting a part in the VAB will now select the pod so the
whole ship can be moved
* Parts now have an ActivatesEvenIfDisconnected parameter on the cfg to allow th
em to be activated after jettisoning
* The VS Gauge now uses a log scale, to allow greater precision with small value
s
* The Strut Connector. A compound part to create physical linkages between any 2
parts
* Parachutes now have a 'useAGL' parameter. If that's enabled, it will deploy wh
en it reaches deploy altitude from ground level
* Symmetrically placed Icons are grouped into a single icon
Bug Fixes:
* Fixed a bug that caused parts to activate out of sequence sometimes.
* The scroll wheel is no longer read if the application is unfocused.
* Staging lock is now preserved if the application is unfocused and refocused.
* Fixed the MET clock, which would loop back to 00:00:00 when a mission went on
for longer than 24 hours
* Changed the debug console key to Alt + the key left of 1. It would interfere w
ith the throttle controls in flight.
* Fixed parachutes not deploying if not set to the last stage. (they can still d
eploy when jettisoned)
* Fixed a silent error when parts set an explosion potential higher than 1.0
* Eliminated the jitter on the VS gauge
* Changed the physical attachments between parts again, so the stack is less wob
bly overall
===================================== v0.8.5 ===================================
=============
New:
* Added copying of parts (and sets of parts) by holding Alt while clicking on th
em.
* Replaced tricoupler textures and UV mapping (UV map by Dippeggs)
* Parachutes can now deploy automatically if jettisoned along with other parts (
allowing for parts to be safely landed)
* Stage decouplers can now share fuel across stages.
* Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for
scrolling)
* Added Keys to control the camera in flight (+/- for zooming)
* Added some sound effects for the parachute opening
* Added cfg-definable parameter for parachute autodeployment delay
* Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)
* Right-clicking the Symmetry Button will now step the symmetry mode back.
* It is no longer possible to select a part of the ship while the mouse is over
any interface items.
* Added toggle key to switch between precision or instant input modes (Caps Lock
)
* Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant,
cyan for precision)
* Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules
Bug Fixes:
* Fixed the staging lock LED not turning purple after launch
* Icons no longer show a transparent border floating around then mousing over di
sconnected parts.
* Fixed a bug where deleting a symmetrical part would sometimes leave it's count
erparts floating around.
* Fixed a bug where creating a new stage with a decoupler and then removing it w
ould generate errors.
* Fixed most sound volume decay over distance problems.
* Fixed a bug that caused a massive performance drop when fuel tanks emptied (fu
el tank switch lag bug)
* The Flight camera will now remain always centered on the ship's center of mass
.
* The Screenshot function will now create a Screenshots directory if one isn't f
ound.
* The altimeter will now go past 999,999K correctly (it will move up to 1000M, t
hen 1000G, 1000T and so on)
* Fixed a bug that could cause large ships to explode at 5,000m altitude.
===================================== v0.8.4 ===================================
==================
Bug Fixes:
* Fixed a small but incredibly disruptive bug which prevented engines from being
connected to fuel tanks
===================================== v0.8.3 ===================================
==================
New:
* Added key to lock staging, to prevent accidental jettisoning (remember to set
it off later). Set to Alt+L
* Added a tooltip for the Symmetry Button
Bug Fixes:
* Fixed A TON of bugs with the symmetry and ship construction in general. Game i
s stable again.
* Fixed a bug where parts would lose staging info and revert to default when ret
urning from flight to the VAB. (the staging reset bug)
* Fixed a glitch introduced in 0.8.3 RC1 that allowed parts to be attached to fr
ozen parts.
===================================== v0.8.2 ===================================
===================
This version is a hotfix for a couple of ugly bugs found with the 0.8.1 release.
WARNING:
The 0.8.1 release introduced a few changes to the .craft file format, so it is p
ossible that ships
created with versions prior to 0.8.1 might not be compatible with the new versio
n.
Bug Fixes:
* Fixed a serious bug where swapping about symmetrical parts would crash the gam
e
* Pod cannot be dropped if an Escape Tower (PunchOut addon) is attached
===================================== v0.8.1 ===================================
====================
New:
* Added options to use Angle Snapping when placing surface-aligned parts.
* Symmetrical placement mode in the VAB.
* It's now possible to set aside a part of group of parts. This enables adding p
arts in between others without deleting half the ship.
* Sound Normalizer, keeps the volume balanced even with 50+ boosters firing
* Added framerate cap to keep GPUs from screaming on light scenes. (configurable
through the settings.cfg file)
* Deleting a part now requires clicking the parts list. This prevents accidental
deletion. (Or you can also press 'Delete)
* Fuel can now flow through Strut parts like the tricoupler
Bug Fixes:
* Fixed bug where starting a new ship with a loaded multi-stage ship would creat
e empty stages
* Smoke trail effects now fade away when nearing the edge of the atmosphere
* Fixed SkySphere culling issues at large distances
* Added cfg parameter to enforce a symmetry mode when stacking (like 3 under the
tricoupler)
* Updated editor tutorial to reflect the changes in this update
====================================== v0.8 ====================================
====================
New:
* Saving and Loading buttons in the interface, as well as a ship loading dialog
for picking new ships.
* Ship name field in the editor, allows saving ships with any filename.
* Screenshot button to capture the screen to file.
* functioning MET indicator in the flight UI
* Pages in the VAB part list, whenever the parts exceed the size of the list.
* New skins for the UI windows that pop up. (like the flight results dialog)
* A new splash screen before the main menu enters.
* SAS toggle with 'T' key
* Option to Simulate in Background in the settings.cfg file
* Undo/Redo actions in the VAB, by Ctrl+Z and Ctrl+Y
* Fuel tanks are now stackable to increase fuel amount (and weight )
* On-screen text popup to let you know the current camera mode
* Cfg interpreter can now parse 2D, 3D, and 4D Vectors, as well as rotations (in
angle-axis format)
* Cfg-defined thrust positions and orientations, make retro-rockets and any othe