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(I'm terrible at ASCII art :P)
Thank you for downloading the Kerbal Space Program!
Version 0.25.0
================================================================================
====================
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.
IMPORTANT NOTICE FOR WINDOWS 64-BIT USERS:
A 64-bit version of the game is available, however, we cannot guarantee stabilit
y with it. Bugs specific to 64-bit builds are likely to be bugs in the Unity Eng
ine itself, so please keep that in mind when running the KSP_x64 executable. If
you encounter any issues, please try again with the 32-bit version. Also, check
out our forums for support: http://forum.kerbalspaceprogram.com/
================================================================================
===================
Disclaimer:
THIS SOFTWARE IS CONSIDERED TO BE IN ALPHA STATE, AND MAY CONTAIN BUGS. SQUAD AN
D SQUAD STAFF TAKE NO
RESPONSIBILITY FOR ANY DAMAGE OR LOSS OF DATA THAT MAY OCCUR AS A DIRECT OR INDI
RECT RESULT OF USING
THIS SOFTWARE, AND CANNOT GUARANTEE ANY DEGREE OF PERFORMANCE OR STABILITY, OR E
VEN THAT THE SOFTWARE
WILL BE USABLE AT ALL. USE AT 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 & Server Development:
Alejandro Mora
Game & Tools Development:
Mike Geelan
UI Development:
Jim-Kyrre Benjaminsen (a.k.a. Romfarer)
Programming:
Marco Salcedo
Project Manager:
Eduardo Reyes
Producer:
Miguel Pia (a.k.a. MaxMaps)
3D Artist:
Daniel Rosas
Rogelio Dominguez
Content Design:
Nicholas Havas
Hugo Gutierrez
Community Contributor:
Chris Thuersam (a.k.a PorkJet)
Sound Design:
Ed Castillo
Original Music:
Vctor Machado
KSP Main Theme:
ChangeLog:
====================================== v0.25.0 =================================
========================
Highlights:
Destructible Facilties at KSC:
* Crashing into buildings at KSC can now cause them to collapse, which although
satisfying, is very counter-productive to the Space Program.
* Destroyed Facilities won't function until repaired, although most facilities c
an still operate with some degree of damage.
* Repairing broken facilities will cost you in Career Mode.
* Added a new Context Menu to Facilities at KSC which show extra info and to rep
air when necessary.
New Explosion Particle and Sound FX:
* We've added a huge new set of sounds and effects, which can be seen (and heard
) whenever a facility at KSC gets destroyed or repaired.
* Part explosions have also been overhauled for much more violent and better-loo
king fireworks.
New Difficulty Options Menu:
* A new panel is now available when starting a new game (and also through the in
-game settings menu) to allow configuring difficulty settings, like whether or n
ot crews can respawn, whether facilities can be destroyed, and several other par
ameters.
Administration Facility:
* Added a new facility near the Astronaut Complex, and lets you access the Strat
egies screen.
* Added a new music track to play in the background of the Admin Facility, calle
d "Stratejazz".
Strategies:
* Managing your Career is greatly expanded with the addition of Strategies. Stra
tegies let you take control over how your Space Program is managed, allowing you
to tune it to best fit your own playing style.
* Space Program Department Reps: Meet Mortimer Kerman, your Finances guy, Linus
Kerman, Science rep and Wernher's intern (because Wernher is too important to be
bothered with these meetings) and Walt Kerman, PR representative who takes his
job very literally sometimes, and Gus Kerman, head of Operations, who hopefully
cleaned his boots before showing up this time.
* Strategies are of course, completely mod-friendly, and defined through cfg. So
are the departments, in fact.
Crew Transfer:
* Kerbals in the same vessel don't need a spacesuit anymore to switch seats. Jus
t click the crew hatch and select Transfer to tell them to go sit somewhere else
.
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).
n and out of its sphere of influence, some flying by harmlessly, others on impac
t trajectories. Ranging in size from just a few meters through 5 size classes up
to gigantic objects weighing thousands of tons, these new objects should provid
e a new challenge for both new and veteran players. Each asteroid is procedurall
y generated, so no two are the same. Also, asteroids can have samples taken from
them by EVAs, providing a constant source of valuable science data, right on th
e edge of Kerbin's SOI.
* Object Discovery and Tracking:
Before you set out after an asteroid, you first need to identify and track them
using the Tracking and Discovery features on the Tracking Station Facility. Sele
ct one of the unknown objects spotted near Kerbin, and start tracking it activel
y to reveal more information about it. Also mind that untracked objects can be l
ost if they're left unobserved for too long.
* The Advanced Grabbing Unit (aka "The Claw")
As the name probably implies, this new part is the means by which asteroids can
be captured to be redirected. Just arm the device, approach the target carefully
, and the claw will do the rest. It's like a docking node, but without the need
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
same placement rules so it won't break ships that have it.
- Nose Cones now actually help with improving stability during atmospheric fligh
t.
- Revised a lot of part values and descriptions, in preparation for them actuall
y meaning something in the near future.
- Overhauled the landing legs and gears, they now have proper shock-absorbing su
spensions.
* Editor:
- Added a system to allow saving and loading of Sub-Assemblies.
- Subassemblies are subsets of spacecraft, which can later be attached to other
designs and re-used.
* Space Center:
- The KSC Facilities have all been revised, and feature new ground meshes and ma
ny other graphical improvements.
- Greatly improved the Island Airfield.
- Added lighting FX to several facilities. The Runway (among many other things)
is now properly lit at night.
- Added a new backdrop and soundtrack for the Astronaut Complex Facility.
- Added a new music track for the R&D Facility.
* Flight:
- It is now possible to recover a flight after landing/splashdown on Kerbin with
out going through the Tracking Station. Look above the Altimeter.
- The SAS system was again largely overhauled, based on all the feedback we've g
otten from everyone. It's now stabler than ever.
* Solar System:
- Celestial Bodies now support Biome Maps, which are used to create different co
nditions for experiments.
- Biomes are currently implemented on Kerbin and on the Mun, more will be added
on later updates.
* Launcher:
- We've got a new launcher application for KSP, featuring a news bulletin, patch
er management, and also allows you to tweak settings from outside the game.
* Windows and OSX Installers:
- The KSPStore version of the game can now also be downloaded as an installer wi
zard on Windows, and as a .dmg image on OSX.
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
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
*
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
Fixed a misspelled parameter on the smallRadialEngine cfg
Fixed an issue with the solar panels exposure detection maths.
Fixed a case where RCS could become activated by ASAS during time warp and eat
all propellant
- Adjusted Solar Panel raycasting to prevent false positives on planetary occlus
ion
- Gimbal module now displays vectoring information in the VAB
- Adjusted initialization of the gimbal module for better mod support - gimbals
now have an optional movement speed parameter
- Changed Airflow Display during timewarp on the intakes
- Gave Launch Pad Clamps power, so probes don't die waiting for a launch window.
* Many other small tweaks and fixes.
==================================== v0.18.0 RC4 ===============================
=======================
Bug Fixes and Tweaks:
* Controls:
- Fixed an issue with ASAS which could cause unfocused vessels to start correcti
ng for the wrong vessel's rotation.
* Part Loader:
- Fixed an issue with DAE loading.
* UI:
- Fixed the resources button on the Map.
* Docking:
- Exposed docking node acquire and capture thresholds to the cfg.
==================================== v0.18.0 RC3 ===============================
=======================
New:
* Stock Craft:
- Added the Aeris 4A. A just-barely-able-to-SSTO spaceplane.
Bug Fixes and Tweaks:
* Docking:
- Docking nodes now have a "Control from Here" option, to make off-axis docking
procedures easier.
- Docking nodes can now specify a transform for the "control from here" action i
n the cfg.
* PartModules:
- A few tweaks to enhance modability on Engines, Solar Panels and generic animat
ion modules.
* Parts:
- Tweaked a few cfg values for air intakes, landing legs and the sepratron motor
s.
* Credits:
- Updated credits scene to add music information and generally sped it up a bit.
==================================== v0.18.0 RC2 ===============================
=======================
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
ut, and only when they are operating properly.
- Command Modules no longer wait for their vessels to become focused before sett
ing the part as an input source.
- Fixed the Decoupler module not properly saving its state (could cause a null r
ef on resume).
- Unmanned command pods now hold a small amount of electric charge on them.
* VAB/SPH:
- Part icons on the list are now rotated again.
- Part tooltips now keep a few pixels away from the cursor itself.
- Fixed the editor UI becoming active on refocus or cancelling load without a se
lected initial part.
- Fixed the editor camera becoming active on the same cases as above.
* Controls:
- Fixed the SAS toggle and hold keys not working properly.
- Fixed unfocused vessels not receiving control updates properly after resuming
the game.
- Fixed the SAS losing sync with the Lin/Rot control modes if toggled manually w
hile in docking mode.
* Main Menu:
- Fixed the "flights in progress" count on the game load dialog not counting all
commandable vessels properly.
* Docking:
- Preattached Nodes now also have the option to enable/disable crossfeed.
* Flight Planning:
- Fixed the Burn Vector on the navball and DeltaV reading being incorrect if the
maneuver was in a different SOI than you.
* Tutorials And Scenarios:
- Updated the tutorials and scenarios from 0.17 to be compatible with 0.18.
- Updated all stock craft to be compatible with 0.18
==================================== v0.18.0 x5 ================================
=====================
Bug Fixes And Tweaks:
* Docking:
- Undocking the primary docking node on a multiple-docking-port system will no l
onger undock other ports.
- When the primary docking node undocks, other docked nodes reset so that one of
them can dock as primary.
- All docked nodes now have the "Undock" action available (and that will undock
only that node).
- Updated IVA nav ball to have working target and maneuver node indicators.
* Persistence:
- Loading an sfs or craft file that contains more part module defs than the part
has at loading time won't crash the game anymore (the surplus modules just won'
t load)
* PartModules:
- Manned Command Pods no longer generate power. They can store some amount of ch
arge on themselves though.
- Engines from the LV-T 45 and above are now fitted with alternators, which will
produce electricity while the engine is running.
- 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
* 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
k 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:
*
d
-
Physics:
Added a slider to the settings screen to control the maximum delta time allowe
for a single frame.
The MET timer on the UI will turn yellow (and red) if time is passing slower t
Parts:
2.5m fuel tanks have been redone.
Added two new sizes of 2.5m tank (double and quarter length)
Added big nose cone for 2.5m rockets.
* Part Modules:
- Added ModuleCommand. It controls whether a part is able to provide input to th
e ship.
- Crewed pods require a minimum set of crew aboard, and unmanned pods require po
wer.
* Action Groups:
- Added Buttons to the Flight UI to show (and control) the state of the Lights,
Gear, Brakes and Abort groups.
* Planet Changes:
- Enhancements of Eve, Duna and Tylo.
Bug Fixes and Tweaks:
* Docking:
- Fixed an issue where docking two vessels with the exact same mass would cause
the game to crash.
- Added a DockingNode module to the Clamp-O-Tron Jr. (it seems we forgot about t
hat one)
- Fixed a bug which caused docking nodes to not function properly if they had be
en connected to a decoupler earlier.
- Landers and other controllable vessels are no longer flagged as debris after d
ecoupling.
- Vessels no longer rely on crew capacity to determine if it is controllable. No
w, a vessel is controllable if it's got at least one operational control source.
* Flight Planning:
- Fixed the DeltaV Gauge not hiding when pressing F2.
- Fixed the sync icon's Separation value, which was being incorrectly calculated
.
* Part Modules:
- Fixed an issue on the Generator Module which caused it to accummulate resource
definitions as it was saved and loaded.
- Fixed an issue on the Generator Module caused by debugging code.
- Fixed an issue on the Engine Module which could cause it to lose references if
it were the root of a vessel.
- Tweaked the module loading process to make sure it's not possible to end up wi
th duplicated modules after loading.
- Part modules now display relevant information to the VAB on mouse over
- Fixed issue where the radial decoupler module could leave anchors in the VAB a
fter removing the attached part
- Updated Gimbals to have gimbal locking right click actions
- Updated Right click action menu names to be more easily distinguishable on par
ts with multiple modules
- Added a new stage separator part. That will decouple from both sides. Extended
Decouple module to support multiple connections.
- RCS modules moved over to using ISP calculations
- Intakes now support buffered operation and resource storage modes
- Increased accuracy of rotation saving for solar panels.
- Removed srf attachment flag from engines.
- Added action group interface to docking nodes
- Fixed an issue with vessels and modules that could lead to duplicate modules o
n parts, and could cause a game crash.
- Engine Modules no longer save propellant definitions to sfs or craft files.
- Generator Modules no longer save input/output resource definitions to sfs or c
raft files.
- Increased capacity of batteries.
- Increased power consumption of Ion Engines.
- Increased mass of RTGs slightly.
- Engines no longer show effects when disconnected
- Landing gear now have status indicator lights, in addition to landing lights.
- Added light modules, used for new spotlight and floodlight parts, in addition
to landing lights
- Improved Special effects handling for Engines, Engines now have a flameout FX
group and particle effect.
- Fixed issue that could cause fairings not to properly eject if the staging ord
er was off
- Jet engines are now using power band behavior. Support for this is included in
the engine module now.
- Solar Panels generate electricity based on the distance to the sun.
- Landing gear brakes now smoothly blend in and out, to prevent jerking or flipp
ing.
- RCS modules now support events and actions
- Upgraded float curves to optionally support in / out tangents. Fixed clamping
issues on existing curves.
- Changed naming on some actions and modules for clarity.
* Docking Controls:
- Fixed a bug where having a joystick axis mapped only to Staging-mode throttle
would cause throttle to jump to 50% on Docking mode.
* IVA:
- Fixed the internal space coordinate maths. Now multiple internal spaces appear
correctly in relation to the vessel.
==================================== v0.18.0 x1 ================================
=====================
New:
* Docking:
- New Docking Node parts allow connecting ships in flight.
- Docked vessels merge into a single vessel.
- Docking Nodes can be pre-attached in the VAB and SPH.
*
ng
he
-
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.
* Fixed the music volume slider having no effect without restarting the game.
* Fixed the jitter on distant orbits on the map and tracking station.
* Fixed a potential source of errors when warping time after a ship fell to piec
es.
==================================== v0.17.1 x2=================================
===================
New:
* Added a slider in Game Settings to allow adjusting the UI size.
* Added Main Menu and Credits music.
* The Q and E keys can now be used to control yaw with the EVA Jetpack
Bug Fixes and Tweaks:
* Fixed the crewmember name textfields on the flight UI not scaling font size pr
operly.
* Fixed the terrain collision detection issues for Gilly and Bop.
* Tweaked the terrain preset settings and PQS subvision methods for a significan
t reduction in object count.
* 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=================================
===================
* Fixed an issue with the G force calculation for vessels, which could prevent s
aving or warping.
* Improved the layout of the Start Game menu.
* Fixed an issue when Kerbals became ragdolls when travelling very fast, and sta
rted displaying odd physics behaviour.
* Fixed several issues with the orbit math while on solar escape trajectories.
* Fixed an issue where some Celestial Bodies would lag behind when timewarping i
n a rotating reference frame.
* Tweaked the orbital parameters of several celestial bodies on the system, to m
ake it more interesting.
==================================== v0.17.0 x1=================================
===================
New:
* Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular Activ
ities) feature set.
* Multiple Player Saves: You can now have multiple ongoing game sessions, as eac
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).
New:
* Kerbal crewmembers in Extra-Vehicular Activities, both at the surface and in o
rbit.
* Kerbal scientists, mechanics and ground crew all around the Space Center Facil
ities.
* New Internal Cockpit models, with full modding support.
* New (Much lighter on performance) Particle Effects and Explosions
* Several new, larger rocket parts.
Bug Fixes and Tweaks:
* Set all parts on the same vessel to ignore collisions with each other.
Hopefully this will solve all part-to-part collision problems.
* Reduced the minimum collider intersection threshold to much less than before.
Should increase collision accuracy and hopefully solve issues like landing gea
r
going through the ground. (all thanks to above fix)
* [API Change] MemoryStream wrappers that were mistakenly not committed for 1.15
.1 have been added to the code.
* Packing/Unpacking ships is now done without affecting the ship's scene hierarc
hy.
Now, vessels take care of keeping their own parts in place while packed, makin
g for much more stable
physics behavior when going in and out of time warp.
* Improved vessel/part loading from persistence procedure, for more stable and a
ccurate flight resuming.
* Fixed a bug in the Tracking Station scene, which prevented scrolling the vesse
l list.
* The Vessel Switching keys now only cycle between nearby vessels and won't caus
e the scene to reload anymore.
To switch to far-away vessels, you must use the map view.
==================================== v0.15.2 ===================================
===================
Bug Fixes and Tweaks:
* Fixed an issue with part-to-part collisions that caused unphysical forces and
caused some designs to break apart.
==================================== v0.15.1 ===================================
===================
Bug Fixes and Tweaks:
* Fixed a couple of issues with the parts action UI popups and their code bindin
gs.
* Tweaked the time warp altitude limits. It is now possible to warp fast at low
orbits around Minmus and the Mun.
* Tweaked the rotating reference frame thresholds when nearing planets, to reduc
e terrain mesh jitter.
* Fixed the 'Serpinski Terrain' issue, where the terrain mesh would break up whe
n approaching a planet after travelling very far.
* Fixed an issue with the patched conic solver failing on some escape trajectori
es.
* Fixed the normal maps on several parts.
* It is now possible to set the persistent debris budget to zero, to disable sav
self.
* Removed an 'experimental' tweak done on the terrain shader that caused the Mun
to look very bright in bright areas, and very dark in dark ones.
* Added an icon image for Landing Legs.
* Fixed the buttons of the pod selection window not responding to clicks when th
e VAB tutorial was active.
* Fixed the VAB tutorial never being shown after the first time, even when activ
ated in the settings.
* Fixed the tutorial window disappearing behind the command pod selection window
.
* Changed the ground detection system to a far more stable hold-and-release meth
od.
* Added an icon for the landing legs (and made it update its colours)
* Tweaked the landing leg collision mesh to avoid phantom forces from poorly-sol
ved collisions
* Updated the description for landing legs (missing description for the other pa
rts)
Bug Fixes:
* The KSC buildings had lost their
nded debris clean up. Fixed now.
* Fixed the flight scene time step
d cause wobbly physics).
* Fixed a problem with the Plugins
ame to halt when loading.
* Removed a save file that sneaked
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.
New:
* The part loader will check if the saved optimized meshes are out-of-date, and
update them when necessary.
* A new Fuel Line part, that allows fuel to be drained off external (side-mounte
d) tanks.
* It is now possible to warp time freely when the ship is landed.
* Added a progress bar for the loading screen.
Bug Fixes:
* Fixed the mission timer not getting started if the first stage was moved befor
e launching.
* Liquid Fuel now flows from the "top" attachment node, instead of from the pare
nt part (unless there is no top node, in which case it flows from the parent par
t).
* Parts now keep the references to the part attached in each attachment node. (m
akes top-node based fuel flow possible)
* Fixed a bug which prevented the ship selection dialogs from receiving double-c
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.
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:
*
*
*
*
Bug Fixes:
* RCS no longer stops working if a single fuel tank runs dry (and now it drains
from lower-stage tanks first).
* Deorbited/Landed parts no longer stay or go into propagated orbits.
* The Advanced SAS module will now use all control parts on the ship.
* Strut Connectors will no longer try to reattach themselves to disconnected par
ts when physics are resumed.
==================================== v0.11.0x2 =================================
=================
New:
* New Space Skybox and improved day/night/space transition
* Improved Kerbin surface texture maps
* RCS (Reaction Control System) Module Part.
* Added an 'RCS Toggle' key (Default 'R'), to toggle the RCS on and off.
* Changed the useless Overthrottle LED for an RCS LED, which indicates if the RC
S is enabled.
* Advanced SAS Module Part: Uses input-enabled parts (like winglets and RCS) to
stabilize flight, but applies no forces of it's own.
BugFixes:
* High-speed wind sound was audible for no apparent reason on map view
* Time warp dropped to 4x even though there were higher possible options availab
le (when altitude goes below the lower limit for a time rate)
* Orbital time was running much faster than it should at 2x and 4x warp.
* Fixed the Kepler Equation solver in the orbit system, which was causing a numb
er of problems when going into and out of high warp rates.
* Going into warp above 4x now is only possible if no forces are being applied o
n the ship
* Improved formatting on orbital node display numbers, to make it easier to tell
the difference between 10,000m and 100,000m
==================================== v0.11.0x1 =================================
=================
New:
* Overhauled Space Center terrain area in both flight and space center scenes.
* Integrated Orbital Analysis/Propagation system.
* In-Flight Time Compression.
* Orbital "Map" View.
* Orbit Display.
* Better Launchpad area textures.
* Splash-down effects, sounds and a basic buoyancy simulation.
* New "Atmosphere" Gauge in the UI, indicates how deep the ship is in the planet
's atmosphere.
* The Orbit system can now track and propagate hyperbolic (escape) trajectories.
* Parts can now cast shadows on themselves.
Bug Fixes:
* Added a simple but hopefully effective stall simulation for winglets and contr
ol surfaces.
* Made a few optimizations to runtime loaded textures. Now they're compressed to
DXT5 and support mipmaps.
* The MET display will now start counting on liftoff instead of on flight start.
* Tuned the terrain system a bit, to improve visual quality at high altitudes.
* 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.
==================================== v0.10.0x1 =================================
===============
New:
* Completely overhauled procedural terrain system. Much more reliable and stable
.
* The whole planet can now detect collisions, so ejected parts can now land safe
ly.
* The terrain mesh is far more stable, shorelines and mountains no longer wobble
.
* The new terrain system is completely translation and rotation-safe. It can be
moved dynamically without breaking visually.
* An Orbital analysis and propagation system, allowing for a complete planetary
simulation, among many other possibilities, is ready for implementation.
* Terrain quads are now queded for subdivision, to improve performance
* The terrain system now allows for a secondary target object, so both the ship
and the camera can subdivide the terrain.
* Mini settings screen for in-game tweaks.
* New (much better) shader for water.
* The R8 Winglet now responds to input, and can be used as an elevator, canard,
aileron, rudder, or any combination.
* It is now possible to crank anti-aliasing up to 8x.
* Joystick Support.
* A working Mac OSX version!
Bug Fixes:
* Hi-subdivision tiles now have mesh colliders, which means the far side of the
planet is no longer an insta-death trap.
* Fixed the textures stretching near the terminator
* The camera will no longer go through the ground.
* The terrain collision mesh now perfectly matches the visual terrain.
* Fixed a problem with the atmosphere, where it would fade in and out at specifi
c points in orbit.
* Fixed a few problems with some game settings not being correctly applied on ga
me start.
* Fixed a problem with the volume settings where explosions would sometimes soun
d out even with volume at 0%
* Added a basic compatibility/integrity check on loading ships. If it fails, the
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
================================================================================
===================
Copyright Notice:
SQUAD, 2011, ALL RIGHTS RESERVED.