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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)
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====================
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)
Programming:
Marco Salcedo
Jesus Montao
Brian Provan (a.k.a Arsonide)
Bob Palmer (a.k.a RoverDude)
Nathanael Deraney (a.k.a NathanKell)
Bill Currie (a.k.a taniwha)
Claw (a.k.a Claw)
Lead Producer:
Jose Luis Palacios Vives
Technical Producer:
Ted Everett
3D Artist:
Daniel Rosas
Content Design:
Nicholas Havas
Christoph Thrsam (a.k.a PorkJet)
Community Contributor:
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
Assistant QA Manager & Community Contributor:
David Tregoning (a.k.a. TriggerAu)
Lead QA Testers:
Mathew David Banks (a.k.a. sal_vager)
Steve Diver (a.k.a Squelch)
The Awesome QA Team:
Colum Cantwell (a.k.a. Liquid)
Dane Jensen
Kyle Kotowick
Sean Larkin (a.k.a. Seanoog)
Sven Riedel
Ivan Welsh (a.k.a. hermes47)
Alessandro Villa (a.k.a. diomedea)
Panarchist
Martin Mager (a.k.a. Nachtwind)
Jonny Paton
Claw (a.k.a Claw)
Community Leads:
Andrea Catao
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
Ivn Vzquez - Additional Art
Anthony Keeton - Community Manager
James Kupperian (a.k.a. Skunky) - Community Manager
Chaz Chiarello - Media Director
Claira Lyrae Safi - Content Design
Lock Bel (a.k.a. 707-Engineering) - QA
Clay Campbell - QA
Arthur Vilain - QA
Anthony Guzzardo - Community Manager
Alejandro Mora - Game & Server Development
Tanuki Chau - Community Contributor
Rogelio Dominguez - 3D Artist
Hugo Gutierrez - Content Design
Miguel Pia (a.k.a. MaxMaps) - Producer
ChangeLog:
=================================== v1.1.2 =====================================
=======================
* Fixed an issue with triggers and convexity in loading models.
* Fixed exception in the Stage Only mode of Vessel Resources panel.
* Fixed for LT-1 and LT-2 landing legs causing a physics jerk when retracting.
* Fixed an issue where some vessels might explode on go to pad (introduced in 1.
1.1).
* Fixed an issue with PQS shader accessibility.
* Optimized moment of inertia calculations and some matrix operations.
* Fixed an issue with an offset in the small landing gear part.
* Optimized drag calculations.
* Made wheel autostrutting more configurable.
* Fixed some display issues in KSPedia.
* Fixed an issue in FlightLogger regarding reverting / loading saves.
* Increased brake torque tweakable's upper limit to 200%.
* Added editor tweakables for spring and damper strength for suspension.
* Removed non-working "disable suspension" tweakable.
* Fixed issue with popup dialogs sharing the same title which broke game loading
when loading multiple vessels all lacking parts.
* Removed unneeded image effects on UI camera for increased performance.
* Fixed issue where IVA field of view changes applied to flight camera on exitin
g IVA.
* Remove some garbage creation in Part.Update.
* Fixed an issue where Kerbals on EVA rescue contracts weren't fully destroyed i
f the contract was not done. Added a check to clear any 'empty' EVA'd Kerbal ves
sels in existing saves.
* Fixed an issue where Kerbals were able to be renamed through KB.
=================================== v1.1.1 =====================================
=======================
UI:
* Added FlightUI Element Scaling and Navball Position Slider.
Wheels:
* Added auto-struts to every wheel, similar to fairing payload struts. They atta
ch to the most massive part on the vessel. This prevents wheel suspensions from
becoming unstable when the wheel is attached to a weaker part. (Attaching legs t
o pylons no longer causes vessels to bounce and/or break dance.)
* Fix suspension distance and offset being inversely proportional to the rescale
Factor of a wheel. Fixes LT-1 and LT-2 leg suspensions actually getting smaller
despite scale being larger, causing them to visually sink into the ground, and h
ave shorter useful suspensions.
* Some configuration tweaks suggested by GoSlash27 for the free and fixed landin
g gears have been integrated, which dramatically improve issues with instability
on those gears. Thank you GoSlash27!
* Fixed some model hierarchy issues with small and medium retractable landing ge
ars, which fixes some odd suspension forces, an animation issue, and the inabili
ty to lock the suspension on these gears.
* Raise the default integration substeps on wheels from 4 to 8, which should dra
matically improve the accuracy of the wheel simulation without affecting perform
ance too much.
* Added separate settings for wheel integrator substep accuracy for active and i
nactive vessels, which can be tweaked in each wheel's part configuration, or glo
bally from settings.cfg. Inactive vessels get slightly less accuracy to improve
performance.
* "No crash damage" cheat now prevents wheels from blowing up their parts due to
gratuitously large impacts. It does not, however, prevent the wheel from enteri
ng the damaged state.
* Halved the deflection magnitude of free and fixed gears, as they are technical
ly much more rigid than other gears, but their lack of suspension travel makes t
hem much more vulnerable to deflection stress, making them twice as tough.
Editor:
* Performed significant optimisation of performance intensive areas such as part
attaching and dettaching.
* Implemented general optimisation throughout editor.
* Implemented automatic temporary symmetry when the logic expects the symmetry m
ode or method to be different. I.e when placing engines on tri-couplers in SPH u
sing mirror mode. Fixes part initialization issues.
Bug Fixes and Tweaks:
* Made Kerbal Portrait and ScreenMessage lists public.
* Show complete cost (base cost + module cost) in part tooltips in editor.
* Add optional PQS shader using all mappings (for modders).
* Tweak skin<->internal conduction, slightly increase internal max temps of Mk1
cockpits.
* No longer spam the log when parsing plugin data.
* Tweak default exhaust heating upwards slightly.
* Change building impact damage to be based on kinetic energy by default, not mo
mentum. Make damage configurable in Physics.cfg. Fixes an issue with building da
mage and wheels.
* Improve orbit calculation when in 1x warp. Orbit info no longer flickers.
* Show specified rather than calculated sea level temperature when viewing a pla
net's page in the knowledge base window in map view.
* Add more checks (flameout or port disabled) to RCS's Torque Provider.
* Optimizations to vessel stat-finding and orbital force calculations.
* Add the missing extension method, uncomment the bits that needed it
* Admin facility now with vertical scrolling.
* Adjusted Career Widget Z Pos for higher scaling.
* Restore part delete sound when deleting parts in editor.
* Considerable tweaks to building damage to avoid wheels insta-popping them.
* Renamed the editor filter for Surface Attach to Surface Attach Only to avoid c
onfusion.
* Optimized getGeeForceAtPosition to not recalculate things it shouldn't.
* Increased stability in orbital calculation when off rails.
* Added UI Element scaling for all in-flight UI elements.
* Removed a fix for a 5.1.1 unity bug which had a unefficient complexity.
* Check if the body has an ocean before checking if we're under water!
* Removed text length on input device name.
* Fixed NRE from Underwater Fog.
* Fixed gigantor solar panel showing through the main craft.
* Fixed a bug with science lab science/day display.
* Fixed where the target could be unset in tutorials.
* Fixed latitude not displaying in AeroGUI.
* Fixed an issue where missing directories could break save/load.
* Fixed an exception in Procedural Fairing interstages.
* Fixed inability to timewarp near Jool.
* Fixed some miscellaneous tutorial bugs.
* Fixed an issue with RequestResource on EVA kerbals.
* Fixed an issue with the underwater FX applying even if the body does not have
an ocean.
* Fixed issue with decouple action firing jettison in ModuleJettison.
* Fixed lab display rate to count scientist multiplier.
* Fixed memory leak in part highlighter and attach node icon destruction.
* Fixed inability to target things by using map context menu.
* Fixed targeting being improperly locked in map view.
* Fixed typo in science tutorial.
* Fixed an oversight when computing duration/deadline text.
* Fixed for NRE in UIPartActionController
* Fixed colour tint on some parts.
* Fixed multiple docking port joint weakness.
* Fixed KSPedia page corruption from switching scenes.
* Fixed issue with decouple action on jettison.
* Fixed Ap/Pe flickering.
* Fixed an issue where scientist bonus was counted twice in labs.
Wheels:
* Completely overhauled wheels, landing gears and landing legs with a new from-s
cratch modular implementation.
* Bespoke wheels physics, largely replaces PhysX's stock vehicle physics model.
* Greatly improved tire friction model and general handling.
* Wheel damage module/model which does not require damage meshes to work. All wh
eels (including landing gear) can now be damaged from overstress.
* Steering model features true Ackermann steering.
* Steering model is much smarter in relation to wheel placement on the vessel, r
equiring much less tinkering to line up steering on multiple wheels.
* Wheel Motor module drains resources in proportion to torque output, as opposed
to the old fixed EC drain when driving.
* Wheel Motor module features automatic, tweakable, overrideable traction contro
l.
* Wheel friction is also tweakable.
* Suspensions are smart and self-adaptive, tuning themselves to always be smooth
and springy independently of vessel mass and weight distribution.
* New Extra-Large 6-wheeled landing gear.
* Fix Unity bug that prevents us from ignoring collisions between wheel collider
s and parts on the same vessel by disabling wheels that are within a certain ran
ge of other parts on a vessel. Where this sphere is and how large it is are conf
igurable in the settings file.
* Add clipping/blocking indicator to wheels.
* Added ability to toggle wheel suspension.
* Balanced spring, damper, and damage ratios for all gears, wheels, and legs.
* Use suspension displacement for true wheel load, rather than contact depth.
* Differentiate impact and deflection stress in wheel damage modules.
* Re-exported all wheels with proper collision layers that ignore their own hous
ing colliders, and other wheels.
* Destroy wheels when not in use, recreate when necessary.
* Clip tips of landing legs when wheel colliders exist, to prevent them from hit
ting before the collider and blowing up the part.
* Added identifier to wheels, now that legs, gears, and wheels are all the same
module.
* Fixed Unity 5 upgrade making our landing legs tiny.
* Reset wheel caliper when steering goes inoperative.
* Fix ground detection issues with wheels.
* Doubled bogey range of landing leg feat, to get them to properly line up with
the ground.
* Added game event when wheels are repaired.
* Made wheel grounded state, and type persistent, so contracts could access land
ed states.
* Allow deployment standin colliders to work with our new collision manager.
New Stock Vessels:
* VAB
- Jumping Flea
- AeroEquus
- ComSat Lx
- GDLV3
- Kerbal 1
- Kerbal 1-5
- Orbiter One
- PT Series Munsplorer
- Science Jr.
* SPH
- Bug-E Buggy Rover
- Crater Crawler Rover
- Prospector Rover
Tutorials:
* All tutorials have either been updated for 1.1 or completely rewritten, and so
me new ones have been added. The flight and editor tutorials have been replaced
by six new tutorials.
-Basic Construction/Getting Started covers the KSC itself and simple ves
sel construction.
-Basic Flight covers launching that vehicle on a simple flight.
-Intermediate Construction covers building a suborbital craft and adding
science instruments, fuel, etc.
-Suborbital Flight covers flying that vessel, using science parts, and r
eentry.
-Advanced Construction covers building an orbit-capable craft, including
tweakables, solar panels, batteries, multiple stages, different engine types, e
tc.
-Go For Orbit covers flying that craft to orbit (gravity turns, circular
ization, etc).
-Orbit 101 and Science Basics have been fixed to use 1.1-correct code an
d information.
-The Mun tutorials are replaced by three new Mun tutorials: one that cov
ers
- trans-munar injection and Munar orbit insertion
- landing on the Mun (including reverse gravity turns)
- taking off from the Mun and returning to Kerbin (and how to EV
A on another world).
- Docking and the two asteroid tutorials have been fixed to use 1.1-corr
ect code and information.
- Disable saving and loading in tutorials.
- Can blacklist scenarios/tutorials from showing up by editing a public
static list of filenames.
- Add a direction target and a position target for use in tuts and elsew
here.
- Fix an issue where the player could create saves that overwrite tutori
als and scenarios.
Scenarios:
* Added several new scenarios and upgraded the old ones.
- Land the Dynawing on the runway.
- Experience a fiery re-entry with the Dynawing from Kerbin orbit.
- Beat SpaceX at their own game by landing a flyback booster at the KSC,
boat not included.
- Return from Duna in a very basic vessel (no heat shield!).
- Traverse the Mun with the Crater Crawler roving base.
- Enjoy the low gravity delights of Gilly.
- Aerobrake at Jool, then explore the Jool system.
- Look for ore on Eeloo.
- Top up your tanks at Minmus.
- Fly the new Aeris4A from Space Station 1.
KSPedia:
* A new UI which features all-new content explaining every aspect of the game in
depth.
- Access via AppLauncher button
- Tree of Screens down left
- Navigation buttons across top for Forward and Back
Editor:
* Symmetry partner action groups now propagate when removing/replacing parts in
the editor.
* Symmetric partners no longer get "lost" during build.
* Offset and rotation gizmos now work properly for radial symmetry forks.
* Fix improper symmetry propagation when building singular wings, then mirror at
taching in SPH.
* Fix node/stack attach in editor to connect proper nodes (especially with thin
parts and cargo bays).
* Editor now displays preference for surface attach first, then node/stack attac
h.
* Multiple changes for re-root tool. New text message and ability to re-root arb
itrary part branches (merged, subassembly, and branches in stand-by).
* Editor now selects proper root for merged craft that have been re-rooted.
* Fix offset gizmo when using on parts attached to hollow parts such as cargo ba
ys, service bays, and structural fuselages.
* Offset gizmo now allows slightly larger offset distance when holding Shift.
* WASDQE no longer corrupts rotations when using the offset tool.
* Parts rotated with rotate gizmo now properly maintain rotation when removed or
copied.
* Make editor gizmo input locks matter.
* Make a public property for which action group is selected in the editor.
* Fixed a part highlighting issue when moving the mouse from child to parent par
t.
* Fixed an issue when copying ghosted parts and attaching them to the main ship.
* Engineer Report recognizes new wheels.
* Fixed part action group editor highlights disappearing at odd times.
Map View:
* Touched up the colors of all icons and orbits in map view.
* Warp To Next Day now functions in every scene, including the tracking station,
and deals properly with inclination.
* Contract waypoints revised to run on Unity 5 canvases, and generally look more
consistent with the other icons on the map.
* Saved vessels with maneuver nodes set in the future will now alternate between
displaying their MET and the time until their next maneuver node in the trackin
g station.
* Fixed coordinate display to properly wrap around east/west.
* Split map control lock into two different ones (MAP_UI and MAP_TOGGLE).
* Changing camera angle and zoom no longer causes AN/DN lines to disappear (as m
uch)
* Maneuver nodes can be placed on nearly any orbit patch.
* Targeting information is now available when on an escaping trajectory.
* Encounter information now accurately portrays the target's position at time of
intercept when the target is on a flyby: the position markers will be in the co
rrect SoI.
* Point at which celestial bodies' meshes are disabled is now tunable in plugins
.
* Orbit line fading can be controlled in Settings.
* Conic patches when leaving an SoI are now correct.
* Many drunken relative mode patches fixed.
* Moving a maneuver node that has been set to a future orbit no longer loses tra
ck of the setting.
* "Warp to here" and maneuver node placement work on all patches prior to the fi
rst maneuver node, not just the patch on which the manuever node has been placed
.
* Fix a bug where entering an SoI with an existing manuever node would not allow
the above anyway.
Contracts and Milestones:
* Contract types are now weighted, this means as you accept a contract type, it
will become more common over time, and appear more often in mission control. As
you decline them, they will become less common.
* Satellite contracts no longer utilize waypoints to display node information. T
hey use a regular orbit renderer, and animate the spline to show the direction o
f the orbit.
* Flybys for tourism contracts and flyby milestones now trigger properly on unfo
cused vessels.
* Science milestones and contracts now respond to lab and orbital surveyor trans
missions.
* Contextual contracts that ask you to add an amount of something to a vessel no
w display the current amount that the vessel has.
* MiniISRU now counts as ISRU for contract requests.
* Station contracts no longer consider asteroids a vessel is docked to when deci
ding if it is "new".
* Contextual contracts no longer generate on active vessels.
* Manned vessels with no crew and unmanned vessels with no power do not generate
contextual surveys.
* Part test parts are now also highlighted in the technology tree.
* The mobile base contract objective now actually checks if the base is sitting
on motorized wheels.
* Fix some contextual contracts mis-identifying certain vessels.
* Add part test subject for new inflatable heat shield.
* Hide failure penalties on contracts that cannot be failed.
* Fix survey contracts displaying waypoints for cancelled contracts.
* Contracts recognize new wheels modules.
* Slightly reworded focused and contextual survey briefings for grammar and read
ability.
* Fix crew sensitive game progression not being applied in some cheats.
Physics:
* Use absolute path for Physics.cfg, fixes some path-related bugs.
* Fix a bug with drag cubes and skinned mesh renderers.
* Resources take heat with them on transfer.
* Disable Aero FX when thermo debug colors is enabled.
* Support (correctly) making occlusion change convective coefficient not tempera
ture.
* Fix sun-based temperature curves to properly deal with tilt (basing it off tru
e anomaly) and vary with latitude.
* Make Eve's upper atmosphere slightly gentler.
* Tune engine exhaust heating.
* Rework blackbody glow slightly for more flexibility and less obvious glow.
* Speed up buoyancy calculations.
* Fix an issue with moment of inertia calculations thanks to the kOS and RemoteT
ech teams.
Vessels:
* Splashed vessels touching or with kerbals standing on them no longer warp to t
he ocean floor when loading.
* Debris that gets automatically cleaned up in the space center will now attempt
to recover for funds, science, reputation, and crew. Free launch clamps!
* Extended range for switching vessels in-flight.
* Fix an issue with vessel destruction and vessel markers.
* Vessels within physics range of active vessel are no longer deleted during qui
ckload.
* Fix for kerbals entering zombie state when crashing and/or ragdolling in exter
nal command seat.
* Refactor asteroid spawning to remove duplicate code, fire events.
* A vessel's root part overhanging the edge of the launchpad no longer causes th
e vessel to be forced into the pad.
* The root part's cached transform is now set correctly, fixing some issues with
loading vessels.
* Vessel spawn dialog automatically selects "Auto-Saved Ship" when brought up.
* Vessel spawn dialog automatically tries to put a pilot in the first seat of a
vessel.
* Fix vessel spawn dialog not properly sorting in some instances.
* Add Vessel.LandedInKSC in a centralized location.
Parts:
* Integrated the Probodobodyne HECS2, Communotron HG-55, and OX-STAT-XL Photovol
taic Panels from the Asteroid Day official addon.
* Part search has been integrated with a new part tagging feature that lets part
configuration files be tagged with arbitrary meta data.
* Every part in the game tagged with arbitrary meta data, to make them more easi
ly searchable.
* Parts are autotagged with certain tags based on their physical characteristics
, so even new parts and untagged modded parts are searchable to some extent.
* Launch clamps now use raycasts instead of collisions to determine where they a
re landed.
* Added toggle option action group for fuel cells.
* Move radial drogue parachute to Survivability, with the first heat shield.
* Tweak heat and aero stress resistance of drogue parachutes.
* Added flight control authority tweak (which also allows inverted control).
* Antenna now retain their state after transmitting (i.e. extended antenna stay
extended).
* Fix a bug in parachutes that will not go from active to deployed if below depl
oy alt if they were not at semi-deploy pressure.
* Fix for guiActiveUncommanded being ignored when building part action windows.
* Airbrakes now properly retain their deployed state when rolling out or quicklo
ading.
* Added callback support when changing a button on a part action window.
* Fix issue with the Twin Boar not providing roll control.
* Add warning to non-retractable solar panel descriptions that they can't.
* Fix bug with rescaleFactor of not 1.0 and MODEL nodes.
* IPartMassModifier now affects part mass as well as display. PartModules should
not set mass directly.
* Added an inflatable heat shield. This combines excellent aerobraking with a r
easonable level of thermal tolerance (though it is not ablative).
* Reaction Wheels can be set to respond to input from SAS Only, Pilot Only, or b
oth.
* Added keybinding for part searching in the editor.
* Add ten part search algorithms, controlled by prefixing each tag with a symbol
.
* Enable the EVA button on parts with noAutoEVA if they are single part vessels,
like recovery craft.
* attachRules now have an 8th flag: allowRoot (defaults to 1). If it is 0, the p
art can neither be the first part placed, nor become the root part using the rer
oot tool.
Part Modules:
* Save/Load (and KSPField) support for VesselModules.
* Fix issues with ModuleRCS where some fields weren't hooked up right.
* Added staging toggle support to all our stageable modules.
* Support different portions of thrust per transform in ModuleEngines.
* Force a dragcube update when ModuleJettison jettisons.
* Correct typo in ModuleAnimateGeneric field names.
* Allow ModuleAblator to create a resource as it consumes the ablator (i.e. crac
ked ablator).
* Fix an issue with ModuleLight and symmetry.
* Default engines to working while shielded.
* Control surface actuation speed lerps now, like other speeds, instead of being
displaced by a constant delta.
* Fix an issue with engines not properly saving throttle.
* Fix issue with engines disabling when below "sea level" on bodies with no ocea
n.
* Docking ports no longer become unusable if saved when acquiring, and automatic
ally recover when loading from old saves.
* The grapple is more robust when grabbing the active vessel.
* Added an option to ModuleAnimateGeneric that allows animations to be disabled
after a single execution in flight mode.
* You can now customize the menu name shown for ModuleDecouple.
* You can now customize the menu name for jettisoning a fairing.
* ModuleJettison now defaults to 'Jettison Shroud' for its menu name
* Fixed an issue in ModuleReactionWheel where EC was being drained when input wa
s being received from the player even if SAS was off.
* Both deployable and non-deployable radiators have an option to activate/deacti
vate cooling (and corresponding EC consumption).
* Fixed a regression where static radiators were not respecting their parent/sib
ling cooling limitations.
* Gimbal reworked. Supports explicit +/-X, +/-Y ranges. Can enable/disable pitch
, yaw, roll activation. Fix gimbal not working when an engine is activated rathe
r than staged. Fix gimbal to use gimbal transform not part origin when computing
inversing inputs.
* RCS and Gimbals can now have actuation toggled per axis.
* Engines and RCS now support thrust curves (based on percentage of propellant r
emaining).
* Fixed an issue with exhaust heating and non-full-physics parts.
* Fixed target speed running away when grappling onto a targeted vessel.
* Fixed easting coordinates not wrapping properly for ISRU instruments.
* Changed the method for deploying control surfaces. Mirror attached parts deplo
y mirrored, Radial attached parts deploy radially.
* Flight control deployment direction is no longer dependent on CoM, so they wil
l not flip or jitter in-flight.
* Fixed a bug in FXAnimateThrottle and multiple animator components.
* Alternators default to not showing their resource bars, instead showing effect
ive output rate.
* Fix bug when attempting to transmit more science while antenna animation is pl
aying.
* Fix bug when attempting science experiment in incorrect locations causing the
"run experiment" option to disappear.
* Fix bug with "Transmit Science" option disappearing when transmission aborts.
* UI_FloatEdit, UI_ScaleEdit and UI_ChooseOption field attributes (tweakables) a
dded.
* All field UI controls now have an optional callback and can be made to not fir
e GameEvents.onEditorVesselModified event.
Science Labs:
* Vessels can now utilize multiple labs at once.
* Labs no longer duplicate science data.
* Labs with science can now be recovered for science.
* Lab button on experiment results dialog always shows if a lab is present, but
greys out when it cannot be used.
* When a lab cannot be used, a very specific reason is shown in the lab button's
tooltip.
* Lab button tooltip no longer shows just data amounts, but rather the total dat
a, science you will get, and how long it will take to get it (based on current d
ata load)
* Lab processing is now instantaneous
* Fixed a few lab errors that were displaying despite actions being successful.
* Science Labs now have 750 units of data storage to account for large return va
lues from Eeloo
Fairings:
* Clamshell fairings, fixed fairing bugs. Thanks to xEvilReeperx for inspiration
!
* Fix fairing center of lift placement.
* Fix infinite recursion state when attaching inverted fairings together
* Fix interstage fairings not connecting/closing nearby overlapping parts.
* Fix interstage "cannot activate while stowed" issue when decoupling with intac
t fairing.
* Fix fairing not wanting to close in the editor if the wall ever detected a col
lision.
* Increased fairing transparency in editor when fairing is in standby.
* Fix editor lockup when copying an interstage fairing.
* Fairings now use two collider systems.
* Fairing connection node can now be specified in the .cfg file.
Resources and ISRU:
* Fixed a bug where resource data was unavailable in the Tracking Center.
* Converted the Narrow Band Scanner to a Unity 5 UI.
* Drills should be less prone to shutdown due to physics hops.
* Fixed a drag cube issue with deployable drills that caused them to always be t
reated as if they were in their extended state.
* Fixed an issue where, upon load, radiators would be extremely hot due to core
heat.
* Fixed a bug where resource data would be persisted when saves were changed wit
hout re-loading the game.
* Drills now respect InfiniteElectricity and InfinitePropellant cheats. Note th
at for resource converters, toggling infinitePropellant removes ALL input requir
ements. This is to better facilitate modder testing.
* Resources now have a volume field (in liters) that can be used by modders wher
e volume calculations are required vs. mass.
* ModuleResourceConverter can now be configured to take inputs in mass (metric t
ons) vs. units.
* Condense infinite resource cheats into Infinite Propellant and Infinite Electr
icity.
* Drill action group names now consistent with right-click options.
Miscellaneous Improvements & Fixes:
* Added new Save Upgrading system, automatically upgrades save data from previou
s version formats into 1.1 and beyond.
- Added Wheel save data upgrade script
- Added part offset upgrade scripts for LT-1, LT-2 and SmallGearBay part
s
* Comments can now be directly injected into the debug log.
* Added a new cheat to enable stock vessel usage in career mode saves
* KSP's logging now intercepts log calls from child threads as well. In addition
, the log now includes basic information about what mod DLLs are loaded and what
folders/files exist in the root of GameData.
* Cached the components of most animated kerbals, like EVA kerbals or the space
center ground crew, much more efficient implementation.
* Many, many performance optimizations. Some thermal things are now cached in pa
rt or precalculated, gauges refactored, slight PQS improvement.
* ITorqueProvider interface to identify modules that create torque.
* Events for part resource flow state, amount state change.
* Add events for going to/from, saving/loading protovessel/crew/part/progressnod
e.
* Science experiments can have optional cooldown timers. They can be set to not
work when shielded.
* Facility upgrades have more fields and methods exposed for modding.
* Fix an issue with ConfigNode.ParseVector2 not returning one.
* Fix so that all GameParameters are respected.
* Fix an issue with parsing ulong enums.
* Add a debug override to enable quicksaving even when not clear to save.
* Fix a bug with events that remove themselves (was killing docking and other th
ings).
* Add event when vessel reference transform changes.
* Add type-based contains and get to PartModuleList.
* Fix light dimming/brightening rates to use proper .cfg values.
* Warp-to-morning fixed for inclined launch sites. Now warps to a specified time
of day regardless of inclination/tilt.
* Fix mysterious bright spots on the terrain with certain vessels.
* Crawlerway and SPH now properly report their names when being crashed into.
* The auto-deletion of debris at KSC can be turned off (settings menu)
* Long saves (> 68 Earth years, 233 Kerbin years) no longer cause negative dates
. The date is good for over 140Gyr (though other problems will manifest)
* Quick-loading via alt-F9 a save made in the space center now returns to the sp
ace center if the save is not too ancient (pre 0.24).
* Fix issue with certain airlock hatches not properly detecting obstructions.
* Fix an issue with settings.cfg not properly importing or updating from previou
s installs.
* Added a "Return to 1x time warp" keybinding, default is /
* Fix instances where kerbals could sometimes not plant flags after bounding on
low-g worlds.
* Add Config Node Extensions and other nice parsing additions thanks to stupid_c
hris
* Allow crew respawn time to be configured globally and per part the crew dies i
n.
* Fix a serious issue with PPFX not properly disabling thanks to Agathorn.
* Added a rolling list of save backups for auto saves and quick saves. Defaults
to five backups.
* Cached component calls in many areas of the game.
* Made onCollisionEnhancerHit an actual game event.
* Added Mouse.HoveredPart, and utilized it in many scenes to have a more consist
ent way to select parts without doing lots of performance intensive raycasts.
* Added utility to CameraManager to grab the current relevant camera regardless
of mode and scene.
* Add HighLogic.CurrentGame.CurrenciesAvailable, which flags when all currency s
cenarios for the current mode are up.
* Max Experience cheat recognizes new UI elements.
* Slight optimizations to KerbalRoster.
* Added ability to cancel build of compound parts (struts and fuel lines) using
Delete.
* Fixed "open/close" right-click actions for SciJr while on EVA.
* Added ability to open and close SciJr doors from the ship (to control thermal
issues during reentry).
* Fixed issue with splashed vessels being deleted when entering physics range wh
en using NBS.
* Fixed NaNs on hyperbolic solar trajectories.
Aerodynamics:
- Complete overhaul of the flight model.
- Lift is now correctly calculated and applied for all lift-generating parts.
- Drag is now pre-calculated automatically based on part geometry, and applied b
ased on part orientation in flight.
- Both lift and drag are dependant on density and the speed of sound; both prope
rly calculated from temperature and pressure.
- Stack-mounted parts can occlude each other for drag calculations.
- Lift-Induced drag now properly simulated.
- Stalls are now properly simulated.
- A new body-lift system meaning parts can induce lift even if they are not desi
gned to do so.
Heat Simulation:
- Completely revised part heating model, energy flux is considered, not merely t
emperature.
- All game temperatures changed from Kervin to proper Kelvin.
- Radiative, conductive, and convective heating and cooling are simulated.
- Parts can have individual radiative, conductive, and convective properties.
- All parts now emit a blackbody radiation glow if they get hot enough.
- Conduction between attached parts is more accurately modelled.
- Parts can occlude other parts from being exposed to sunlight, celestial body a
lbedo/radiation and supersonic flow.
- Reentry/hypersonic flight heating is now simulated.
- Added difficulty Setting to scale aerodynamic heating.
- Atmospheric temperature, and thus density, takes latitude and sun position int
o account.
- Celestial bodies accurately emit thermal radiation making nearby craft warmer.
- Service modules, fairings and cargo bays can be used to protect parts inside f
rom heat.
- Heat shields provide (finite) ablation-based protection for parts behind them.
Parts:
- New procedural Fairings added, in 3 sizes
- New Heat Shields added, in 3 sizes
- Service Bay parts added in 1.25m and 2.5m sizes
- Several new Landing Gear parts added, in many sizes.
- Many New large airliner and shuttle style wing sections added.
- Large wing sections have internal fuel tanks.
- All old spaceplane parts overhauled with a more up-to-date style.
- Old Avionics Nose Cone overhauled and repurposed as a standalone, non-autonomo
us SAS module.
- New atmosphere scanner part added.
- New Inline Xenon Tank part added.
- New RT-5 'Flea' Solid Rocket Booster added.
- New Fuel Cell parts added (small and large), convert LiquidFuel and Oxidizer i
nto Electricity when turned on.
- New models for Circular and Ram air intake parts.
- New models for Engine Nacelle parts.
- Several new nose cones and tail sections.
- New Airbrake part.
- New module for Airbrake parts, responds to Brakes input and can also be used a
s pitch/yaw actuator.
Internal Spaces:
- Added new IVA space for the Mk1 Inline cockpit
- Added new IVA space for the Science Lab
- Added new IVA space for Mk3 Shuttle Cockpit
- Added new IVA space for Mk3 Passenger Cabin
- Added new IVA space for Mk2 Passenger Cabin
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)
General:
- All part textures converted to DDS format, load times are now 3x faster.
- Fixed a serious persistence bug which prevented Scenario/Training saves from u
pdating scenario modules properly.
- Fixed persistence bugs which caused state data from Upgradeable Facilities to
carry over to other saves.
- Fixed an issue which caused Kerbals to not be generated randomly enough, which
led to slowdowns with larger Crew Rosters.
- Fixed issues with the terrain during scene switching making scene load times f
aster.
- Fixed terrain scatter generation which was causing memory leaks.
- Elon Kerman added to name pool.
- Crew name generator can now output 10,000+ female names
- Fixed an issue with markers in the KSC scene potentially causing the game to l
ock up.
- Restructured GameData folder, integrated the NASA folder into the Squad one.
- Valentina Kerman added to Main Menu s Space scene.
Gameplay:
- All contracts other than World Firsts or Records are halted until the player r
eaches space.
- Prevent stacking of various contract types.
- Resource parts added into satellite, station, and outpost contracts.
- Prose of contracts involving kerbals re-evaluated with gender appropriate text
.
- All contracts in career given balanced income for all three currencies.
- Science and reputation no longer scale with the celestial body of a contract,
and are handed out more conservatively in general.
- All strategies in career given equivalent exchange rates.
- Aggressive Negotiations strategy given a discount on building repair/upgrade.
- Recovery Transponder strategy now lowers maximum recovery rate, while raising
minimum recovery rate.
- Facility upgrade costs re-evaluated, lowered by about a quarter overall.
- Kerbals now properly receive experience for suborbital flights.
- Part Test contracts now request much saner flight parameters.
- Survey contracts choose much saner locations to survey.
- Sensor Experiment Modules are now able to perform experiments in all situation
s.
Debugging/Modding:
- The R&D Tech tree is now defined in a cfg-file.
- The cfg file for the Tech Tree is defined separately for each save.
- GameVariables methods are now all virtual and can be overwritten by mods.
- Added a new set of debug tools to tweak Physics parameters.
- Added a new set of debug tools to tweak R&D tech tree nodes and part assignmen
ts.
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).
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.
* 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.
* Flight Planning:
- Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulti
ng 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
he 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
* Greatly improved Kerbin:
- New types of tree meshes for various locations across the planet
- More varied biomes with more realistic and lush colors
- Slight modifications to the overall terrain
* Many, Many New Parts and Part Types:
- Solar Panels
- Lander Modules
- Probe Parts
- Ion Engines
- Batteries
- Overhauled designs on the existing parts
- And a lot more.
Bug Fixes and Tweaks:
- Fixed normal map loading
- Explosion effects now respect audio settings
- Aerospike engine attachement fixed
==================================== v0.17.1 ===================================
===================
* Official Release
Bug Fixes and Tweaks:
* Removed the old tutorial toggles from the settings screen.
* Made the EVA Yaw controls mappable.
* Fixed a potential issue with the music logic.
==================================== v0.17.1 x3=================================
===================
New:
* New option on the settings file to enable verbose debug logging, to include a
call stack trace (when available)
Bug Fixes and Tweaks:
* Fixed an issue where the menu ambience music would sometimes start playing on
other scenes after some time had elapsed.
* Overhauled the Debug Console. Entries are now labeled and colored according to
type and the text is selectable.
* 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.
New:
* Added new tree and boulder meshes for Kerbin (No more paper cutout trees)
* Implemented new version of Laythe, should be less performance intensive as wel
l as nicer looking.
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.
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
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Copyright Notice:
SQUAD, 2011, ALL RIGHTS RESERVED..
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