Readme
Readme
Readme
*******************************************
Version 1.3.0
===================================================================================
=================
Installation / Updating:
Zip Package:
* Unzip the contents of this package onto a directory of your choice (ex.
C:/Games/KSP)
* If you plan to overwrite a previous version of KSP with this one, please delete
the contents of the folder before unzipping.
Windows Installer:
* Run the installer .msi file once it finishes downloading, follow the instructions
it presents.
Steam:
* Steam will keep the game automatically updated. You can change update preferences
in Steam's application settings for KSP.
Languages:
* Steam - Open the properties for Kerbal Space Program to select your preferred
language.
* KSP Store - Language patches are available from the download section of your
Store account.
* (Windows) - Select and download your preferred language, run the executable,
and follow the onscreen instructions (localized).
* (Mac and Linux) - Select and download your preferred language, open the zip and
follow the readme instructions inside.
===================================================================================
===============
WARNING: It's very likely that parts, ships and/or saves created on previous
versions 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 backward-compatibility on every update, especially with modded
installs, so please keep
this in mind. If you encounter something that appears to be a bug, try again on a
fresh installation and no
addons. It may just be an incompatibility issue.
===================================================================================
================
Disclaimer:
THIS SOFTWARE MAY CONTAIN BUGS. SQUAD AND SQUAD STAFF TAKE NO RESPONSIBILITY FOR
ANY DAMAGE OR LOSS OF DATA
THAT MAY OCCUR AS A DIRECT OR INDIRECT RESULT OF USING THIS SOFTWARE, AND CANNOT
GUARANTEE ANY DEGREE OF
PERFORMANCE OR STABILITY, OR EVEN THAT THE SOFTWARE WILL BE USABLE AT ALL. USE 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:
Felipe Falanghe (a.k.a HarvesteR)
Game Designer:
Robert Shaer
Programming:
Julio Zarate
Isaac De La Vega
Bjorn Askew
Jamie Leighton (a.k.a JPLRepo)
Bob Palmer (a.k.a RoverDude)
Rodrigo Fernandez (a.k.a. Roy)
David Tregoning (a.k.a. TriggerAu)
Lead Artist:
Leticia Mercado
3D Artist:
Pablo Ollervides
Lead Producer:
Nestor Gomez
Assitant Producer:
Fernanda Diaz
Business Development:
Alejandro Del Bosco
Additional Music:
V�ctor Machado
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
Lead QA Testers:
Bewing (a.k.a Bruce Ewing)
Marc Gale (a.k.a Technicalfool)
Rafael Hern�ndez
Community Leads:
Daniele Peloggio
Andrea Cata�o
Tech Support:
Manuel Tejada
Marco Salcedo
Executive Producers:
Ezequiel Ayarza
Adri�n Goya
Legacy:
Mathew David Banks (a.k.a. sal_vager) - QA Lead
Mike Geelan (a.k.a Mu) - Programming
Jim-Kyre Benjaminsen (a.k.a. Romfarer) - Programming
Brian Provan (a.k.a Arsonide) - Programming
Nathaniel Deraney (a.k.a Nathankell) - Programming
Bill Currie (a.k.a. Taniwha) - Programming
Jeremie Rossignol (a.k.a. Nightingale) - Programming
S�bastien Gaggini (a.k.a. Sarbian) - Programming
Claw (a.k.a Claw) - Programming
Daniel Rosas - Content Design
Christoph Thursesam (a.k.a. PorkJet) - Content Design
Nicholas Havas - Content Design
Frank Pierce - Content Design
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
Iv�n V�zquez - Additional Art
Anthony Keeton - Community Manager
James Kupperian (a.k.a. Skunky) - Community Manager
Chaz Chiarello - Media Director
Claira Lyrae Safi - Content Design
Lo�ck 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 Pi�a (a.k.a. MaxMaps) - Producer
Jesus Monta�o - Programming
Jose Luis Palacios Vives - Lead Producer
Ted Everett - Technical Producer
Daniel Rosas - 3D Artist
Kasper Nahuis - Community Lead
Colum Cantwell (a.k.a. Liquid) - QA
Dane Jensen - QA
Kyle Kotowick - QA
Sean Larkin (a.k.a. Seanoog) - QA
Sven Riedel - QA
Panarchist - QA
Martin Mager (a.k.a. Nachtwind) - QA
Jonny Paton - QA
Erick Capistrano - QA Lead
Ed T. Toton III (a.k.a. Necrobones) - QA
ChangeLog:
=================================== v1.3.0
============================================================
+++ Localization
* Keyboard layouts for foreign keyboards in Settings Menu.
* Localization of all text in game to Spanish, Russian, Japanese, Chinese-
Simplified.
* KSP now reads the language from buildID.txt
* Debug menu option to log missing Language tags (which is persisted in settings).
* All fonts are loaded regardless of selected language to assist in save file
language switching and sharing.
* Resize PAW menus to fit languages.
* Resize Tutorial dialogs to fit languages.
* Add ability to scroll KSC facility upgrade stats when hovering over the upgrade
button.
* Add new debug tool to show Localization tags instead of translations.
* Add Resource name display in staging, PAW and Resource App will change to
Abbreviations if too long.
* Add Resource name tooltips to staging, PAW and Resource App for abbreviated
resource icons.
* Add scroll sections to KSC Facility Upgrade stats in Facility pop-up windows.
* Add button to reload the Localization texts dictionary in the debug menu.
* Add hibernation info page to KSPedia.
+++ Enhancements
* Compound parts can be selected from both ends.
* Updated the strut model so the connector does not intersect with the mesh.
* Contract back stories have been changed/enhanced.
* GUI control for changing Local/Absolute attachment and editing reference.
* GUI control for changing symmetry mode.
* Change Science Containers to pull from experiments before other science
containers.
* Increased the size of the PAW title bar and pin button.
* Ambient light adjustment.
* Asteroid Day Mod merged into stock.
* IVAOverlay now has keyboard shortcut - Modifier + ChangeCamera (Alt+C in
windows).
* Upgraded TMPro.
* New PAW pin icon.
+++ Modding
* Localization class added for Localization string processing.
* Fix reflected KSPModule attribute on PartModule.
* Added GameEvent onCommandSeatInteractionEnter which fires before a Kerbal
enters/leaves external command seat.
* Added a mod hook in for science values.
* Add public accessors to MapView MapNodes for modders.
* Event for Kerbal name change (to match with type/status change events).
* Some object renames for clashes with Unity classes
* Add public accessor to instance of tutorial dialog
* Propellent.displayName added for localization.
* Resource definitions now have displayName field.
* FlightGlobals.GetHomeBodyDisplayName() is the localized equivalent of
FlightGlobals.GetHomeBodyName()
* Vessel & Protovessel displaylandedAt is the localized equivalent of landedAt
string.
* Vessel.SetLandedAt() - added two new optional input variables.
* CustomParameterNode.LocalizedSection added.
* Added displayseatName and displayseatIndex to InternalSeat Node.
* CelestialBody has had several variables added and removed for localization.
* CBAttributeMaps have also had variables added for localization.
* ResearchAndDevelopment.GetExperimentSubject has a new optional displaybiomeID.
* ResearchAndDevelopment.GetBiomeTagsLocalized added.
* ScienceData.displaytitle added for localization.
* Vessel.displaylandedAt field added for localization.
* Add an extra parameter on the GenericAppFrame method to receive a displayName
separated from the logic.
* Add GameEvent onFairingsDeployed when fairings deploy.
* Add IscalarModule to ModuleJettison and public Enumerator for DragCubeSystem.
* Atmospheric and Exospheric harvesters can now make use of an optional Intake
Transform (this can be set via the �intakeTransformName� field.
* Add GetExperimentBodyName to ScienceUtils to API for mods.
=================================== v1.2.2
============================================================
+++ Bug Fixes
* Fix crash to desktop when using Aero Overlay display and Part highlighting in
Flight.
* Fix one final GUI flickering issue regarding the Parts List Scrollbar.
* Fix CommNet occlusion multiplier GUI setting.
* Fix to prevent kerbals with existing name being created.
* Fix MPL(Science lab) ladder sliding.
* Fix Grass textures around Research and Development Facility.
* Fix for corrupt save files breaking the resume menu.
* Fix where some science experiments only trigger once on action groups.
* Fix part action menus remaining on screen when switching to the Astronaut
complex.
* Fix Building Picker Lines in Space Center not being cleared when application
loses focus.
* Fix null reference exception when overwriting SubAssemblies in VAB/SPH.
* Fix resource converters load percentage display not updating after start/stop.
* Fix for several issues with the KSC flagpole outside the Administration Centre.
* Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to
launch vessels from the KSC.
* Model fixes to the large drill part.
* Fix some more Text overflows in GUI.
* Fix where Fairings Disappears After using settings in flight.
* Fix for strut connectors attaching below surface on SRB-KD25k.
* Fix edge smoothing on Mk1 Inline.
* Fix particle effects on drills.
* Fix asteroid drill mass calculations.
* Fix for selecting/focusing craft that are very late for maneuver nodes.
* Fix for contracts app showing the wrong number of contracts.
+++Modding Stuff
* Add a common base class to all gameevents to allow mods to register and fire
their own gameevents.
* Add method for searching for gameevents and mods can register to other mods
gameevents.
* Add title to ResourceInfo so we can have a displayname that's not the key.
+++LoadGameDialog
When a game is saved it now creates an associated metadata file - called
<SAVENAME>.loadmeta alongside the <SAVENAME>.sfs. This file contains a hash of the
sfs save. When the loadgame dialog opens it will compare the hash in the .loadmeta
file with the hash of the savegame, and if so it will use the data in the .loadmeta
file for the load dialog details instead of parsing the whole save file.
+++Miscellaneous Stuff
* Biome refresh for Ike, Moho and Dres.
* Add Right-Shift as a default secondary binding for editor scroll when not OSX.
* Stop inactive aero/thermal data being shown in the editor scenes.
* Add display format to difficulty options values.
* Vessels now remember active navigation (Waypoints) when loading save games.
* Apply Engineer bonuses to drills and ISRU correctly.
* Update more details in DOxygen api docs.
=================================== v1.2.1
============================================================
+++ Bug Fixes
* Fix Maneuver Nodes not showing dV when target changes.
* Fix highlighter chewing memory every frame.
* Fix CBs being in different places in 1.2 by adjusting GeeASL.
* Fix engine glow not originating from engine thrust location.
* Fix for non-resettable experiments listing a reset cost.
* Fix KSPedia inaccuracy about reentry friction.
* Fix for drills shutting down when you approach.
* Fix "Mammoth" collider pushing away parts on stage.
* Fix for MysteryGoo container having collider too large.
* Fix for ModuleRCSFX KSPField.
* Fix for contract weights getting messed up in save files.
* Fix for Gas bursts on decouplers being in the wrong place.
* Fix for EVA orientation on lab hatches.
* Removed duplicate "Lowlands" biomes from Mun.
* Fix for revert deleting Messages.
* Removed writing from Mk3->Mk2 adapter.
* Fix for text overflow, etc for flag plaque.
* Miscellaneous KSPedia text tweaks.
* Fix for Subassembly DropZone tooltip not closing.
* Fix for StackGraph not following links across decouplers if one of the decouplers
is a root part (Fuel crossfeed issue).
* Fix for ladder slide on Mk1 Inline.
* Fix for ScientistBonus in ModuleScienceConverter being broken.
* Fix loop using wrong iterator in GetModulesImplementingInterface.
+++UI Fixes
* Fix UI Flickering in Editor when lots of parts loaded.
* Fix UI Flickering in MC when lots of Contracts listed.
* Fix for Mapnode text not updating when controls locked.
* Fix for UIScaling applying incorrectly to the AppLancher and apps.
* Fix for asteroid KB Info text wrapping.
* Fix for text missing against some Action Menu items for wheel actions.
+++Miscellaneous Stuff
* Update to Biome Maps for Bop, Gilly and Pol.
* Adjust minimum FoV for enhanced mode on Roverbody and NDS to allow more zoom when
landed.
* Add Reset All Settings option to settings.
* Add customizable binding for Editor Scroll Modifier for Zoom - default to left-
command for OSX instead of left-shift.
* Add new default binding for precision control of "Return" for OSX instead of
capslock.
* Change default camera reset binding to not clash with Abort Action group.
* Change default eva light binding to not clash with translate left.
* Allow mods to circumvent contract weight limits
=================================== v1.2.0
============================================================
+++Unity 5.4
* Engine change from 5.2 to 5.4.0p4
+++Code cleanup
* Heavily reduced garbage generation caused by foreach loops, Linq usage, and
various other things.
* Made sure that all of our singleton classes properly clean themselves up.
* Optimized KerbalEVA.
* Rewrote CrewManifest and related crew handling (roster, vessel crew list, etc).
* Optimized PartModules.
* Optimize latitude/longitude/altitude calls to often use a combined get-all
method.
* Fix how some enumerator interfaces are declared in classes.
* Optimized waypoint site name generation to generate a lot less garbage with its
string lists.
* Many part modules now cache parts instead of polling the entire vessel multiple
times per frame.
* Revised how most forces and torques are applied (see note on this subject below
in Moddability).
* Added DoubleCurve
* ScenarioModules now awake and load during game load and so are valid in modules'
OnStart.
* Considerable work to Krakensbane and FloatingOrigin to improve precision and
performance and lower garbage.
* Various ISRU fixes and performance improvements.
* Default KSPEvents and KSPActions to being nonpersistent in terms of state. This
means all their fields won't be serialized/deserialized to and from the save game
files.
* Now always use g0 = 9.80665 and G (big G) = 6.67408e-11 for gravitational
constants.
+++Flow Overhaul
* Rewrote resource flow entirely. Now just four flow modes. Can set per-tank
priority for all but AllVessel and NoFlow. Surface crossfeed for rocket engines as
well as jets. Fixed priority issues. Much faster. PartResources no longer
MonoBehaviours. Can set crossfeed per attach node. Electric Charge now uses
STAGE_PRI so can be prioritized. Resource transfer in flight can be set to require
valid crossfeed for those resources which obey crossfeed. With Advanced Tweakables
on, can see flow graph in VAB/SPH (right-click on a part).
+++SAS
* Fixed SAS unlocking for all ships in physics range when maneuvering the ship in
focus.
* The code for the older �Stability Assist� and somewhat newer �Pilot Steering�
modes has been unified.
* SAS now dynamically adjusts for the vessel�s mass properties and available
control authority.
* SAS uses a �stability decay� method to reduce oscillations (or twitching) when
very near the target orientation.
* Pilot Steering modes now include a �coast� and �stop� mode when transitioning
between steering points.
+++Wheels
* WheelColliders are now properly handled by collision manager, and no longer
require the wheel "blocking" workaround to clip into other parts.
* Fix hill "sticking" force overcompensating, resulting in a not so slow drift
uphill when parked on one with wheels or legs.
* Wheel deployment modules now search along the animation timeline upon retraction
for the time closest to where the wheel suspension is located, instead of starting
from 100%. This fixes the hop when retracting landing legs.
* Added tweakable that allows player to specify whether his wheels deploy while
shielded in a cargo bay.
* Fix landing legs being exported to the wrong collision layer.
* Wheel gravity is now properly handled in a standard manner, which should fix a
good deal of instability.
* Fix EVA kerbals blowing up wheels on contact. They now go through them.
* Fixed landing legs teleporting from a semi-deployed state to a semi-retracted
state when retracted.
* Wheel damage does not process damage for two seconds after a vessel loads,
prevents spontaneous explosions.
* Suspension colliders are no longer disabled for 0.5 seconds upon retract, causing
them to fall through the ground momenarily, blowing up your engines.
* Deployable landing gear and legs now have deployment sounds.
+++Communications Networks
* Additional functionality and gameplay components to the Antenna and Probe parts
through a series of distinct but related mechanics. When CommNet is enabled, probes
will require a connection back to Kerbin or to a control point to have full
control, and crewed vessels lacking pilots will have slightly limited control
without such a connection. Relays can extend the range of such connections and
bounce signals around planets and moons that would otherwise occlude. Science
transmission receives a bonus for high signal strength. New antenna parts allow
building complex networks, which can be visualized in map view. See KSPedia for
more details.
+++KerbNet
* Added KerbNet, which allows the player to see terrain under their satellite, and
place custom waypoints with a targeting interface. Allows the player to see biomes
and anomalies at higher levels. Scan field of view for KerbNet varies by part and
smoothly changes between surface altitude and orbital altitude.
* KerbNet allows all probes and labs manned by a scientist to map as long as they
have a communications network connection that eventually bounces to Kerbin.
* Gave KerbNet visibility modes to hide some of the interface around the map.
* Gave KerbNet auto-refresh settings to allow it to refresh without player
intervention.
* Gave KerbNet enhanced mode, which activates on some vessels such as rovers to
give them better sensors in certain situations.
* Add game option that allows KerbNet to either orient to the orbit normal,
preventing flipping when passing over the poles, or to orient to north, which is
less disorienting for some players.
* Many aspects of KerbNet given flavor and fluff. Scanning a sun results in yellow
and white noise, scanning a gas giant is similar except hued based on that planet.
Stars and scan static can appear in the background past the horizon of a scan.
* Resources can specify a scientific abbreviation. Utilized in KerbNet for the mode
icon.
+++Debug Window
* Completely overhauled the debug window to utilize new Unity GUI.
* New debug console has syntax highlighting that highlights classes with persistent
pastel colors if they bracket their names. [Bracket] your class names in debug logs
modders.
* New debug console has command input support which is moddable, type /help for a
full listing of commands, and what they do.
* Added new debug screen for creating kerbals with specific names, genders, skills,
levels, and classes.
* Debug options for displaying errors/exceptions as screen messages.
* Added set orbit debug cheat screen.
* Added rendezvous controls to set orbit debug cheat screen.
+++Orbits
* All anomalies (ObT, mean anomaly, eccentric anomaly, true anomaly) are now
consistently negative when approaching the periapsis for both elliptical and
hyperbolic trajectories (previously, only hyperbolic trajectories used negative
anomalies). This means that eccentric anomaly and true anomaly are now in the range
-pi..pi instead of 0..2pi for elliptical trajectories.
* Reference frames instead of quaternions are used for calculating orbital position
and velocity, leading to increased speed when rendering patched conics.
* Improved precision in orbit calculations.
* Rewrote orbit targeting / closest approach finding.
* Fixed issues where objects jump when going on and off rails.
* Fix target orientation markers when the target is on rails.
* Refactored such that orbital position and velocity and vessel position and
velocity are correct for the FixedUpdate cycle.
* Made target relative velocity work for celestial bodies.
* Trajectories that re-encounter a body just escaped are now detected.
* Trajectories that encounter two bodies now correctly show the first encounter
even if it is further out (eg, Mun stealing a Minmus encounter).
* Elliptical encounter trajectories no longer flicker.
* Conic patch settings (draw mode and limit) are now exposed in the Video Settings.
* Added game option for legacy orbit targeting.
* Map node labels space themselves out nicely when cluttered.
* Targeting info for moons in other SoIs now works.
+++Contracts
* Contracts are now also weighted by celestial body, so if the player starts
declining contracts to Jool, they will see them less often.
* Contracts now keep track of if they have been viewed. There are three states:
unseen, seen but not clicked, and clicked and read.
* Contract weighting now applies negative weight if a contract has been viewed when
it expires.
* Exploration contracts now always appear in Mission Control if there is not one
currently available.
* Explore contracts overhauled, they now utilize the same logic World Firsts used
to use to select a "package" of related objectives. They can appear multiple times
per planet now, and should have a much more logical progression than they used to.
* Exploration contract progression slowed slightly, now requires science on a
planet before allowing a fly by of the next one. Also, in the early game, return
from orbit and return from fly by are required before advancing on the Muns of the
homeworld.
* Removed old single objective World First contracts, other than the initial four.
* Waypoint captions for survey contracts now state the altitude band of each
waypoint.
* Fix contract orbits not cleaning up properly when their contracts are cancelled
as opposed to completed.
* Grand tour contracts now require a new vessel to complete, so they cannot be
cheesed by keeping one around that has seen every planet.
* Fix contextual surveys not properly bouncing the navigation waypoint.
* Asteroid recovery objective reworded and given a note for clarity.
* Asteroid side objectives in facility construction contracts will now not appear
unless the same requirements for asteroid recovery contracts to appear are met.
* Crew transfer progress tracking objective reworded to make it clear that it does
not need to utilize existing crew.
* Reworded objective to hold above a waypoint in stationary orbit contracts for
clarity.
* If Kerbal G limits are enabled, tourists can either require going unconscious or
require not going unconscious during the trip. Check the parameter details!
* Adjusted Exploration contract flavor text to work better in multi-objective
scenarios.
+++Biomes
* Biomes for many bodies have been redesigned for clarity, beauty, and utility. And
we've hidden a few extra surprises around as well!
+++Easter Eggs
* Added hidden fun stuff to almost every planet.
* Mohole given an empty PQSCity, which allows it to appear in KerbNet.
* Gave many easter eggs colliders.
* Fix Duna's SSTV not playing.
* Unburied Duna's MSL.
+++Other Work
* Advanced Tweakables option in Gameplay Settings. With it off, some advanced
features are hidden. Defaults off.
* Autostrutting available for all parts (AT).
* Autostruts can be gated behind a technology in career and science mode defined in
Physics.cfg, by default it is the same technology regular struts are on.
* Add grandparent mode to auto-struts.
* Parachutes can have automatic holding of deployment until safe (AT).
* Actuation toggles now affect symmetry counterparts in editor (some other
RCS/gimbal bits do too). Also hidden under Advanced Tweakables (AT).
* Utilize HSV color space in more locations.
* Quadrupled the amount of loading screen messages. You know, the important stuff.
* Loads of new options in the difficulty settings.
* Science data can be transferred by the part-part transfer mechanic (for certain
probe cores).
* Added physics easing for when landed/splashed vessels come off rails.
* Certain probe cores (and the new science container part) can transfer data with
no EVA required.
* There is an additional drag curve whose function is to raise drag coefficient to
a power based on the mach number. This leads to blunter things having (relatively)
more drag supersonic than they did and pointier things having (relatively) less
than they did. Pods will slow down better on steep reentries and planes will
produce drag in better proportion to how streamlined they are (less overpowered
airplane drag).
* Fairings now include support for placing multiple payloads in them (and showing
trusses for said payloads).
* Tourist contracts work better with the Kerbal Gee Tolerance option.
* Add a small negative contract weight for contracts that are read but not
accepted.
* Existing resource narrow band scanner ported to KerbNet interface, allowing it to
zoom, among other things.
* Removed biome readout information and flag rendering on narrow band scanner.
* Added ellipsis to many text labels and fields, to prevent overflow while looking
nice.
* Input keys in the settings screen automatically expand with screen resolution.
* Default parachute deployment mode set to "when safe" - players everywhere
rejoice.
* All tooltips cooked to a nice golden color.
* Added Viewmatic Survey Satellite stock relay craft.
* Added /b4d455 command, which starts a game off with basically everything.
* Background ambiance in the space center scene now fades smoothly between birds by
day and crickets by night.
* Background ambiance in the space center scene now fades out when at max time
warp.
* Background ambiance in general no longer always starts at zero, it randomly seeks
when the scene loads. Hence, loading a game no longer immediately plays the exact
same bird trill.
* Most stock planes given a look over based on player feedback.
* Added editor part categories for ground, electrical, communication, thermal,
payload, and coupling parts.
* Screen message text given much higher visibility.
* Facilities in the space center now have verbose context menus in sandbox mode,
allowing you to see their upgrades. They always show the maximum level of upgrades.
* "Require Complete" on antennae is now persistent and its state is saved.
* Added community contest winner kerbal and unique waypoint names.
* Camera can now be pointed at parts, not just vessel center of mass.
* Added Plane and Relay vessel types/icons.
* Airbrakes now have deployment limits.
* Rebalance fairing panel mass downwards slightly.
* Difficulty options for limiting part pressure and G-force tolerance.
* Difficulty option for kerbal G-force tolerance. Kerbals go unconscious if their
tolerance is exceeded.
* Slight performance tweaks to some early 1.25m engines.
* Swap around some early science parts in the tech tree.
* Redid Eve's atmospheric pressure curve to smooth it out and remove errors. Eve's
atmosphere thins out much faster now, so the high atmosphere is thinner. Also
tweaked Jool's atmosphere so it rapidly goes from 15 atmospheres to 50 in the last
few kilometers to achieve crushing pressures.
* Can right-click on icons in the staging list to trigger the Part Action Window.
* Support Rigid Attachment (non-bendy) option for part joints in cfg and in the
PAW.
* Added an "Action Groups Always Allowed" advanced difficulty option.
* Add 0.625m heat shield.
* Lift from capsules and heat shields better handled to make lifting reentries
better (easier).
* Restructured in-flight pause menu to better show all options.
* Don't lock all controls when using Warp To, only some.
* Fix terrain vanishing at 1000m depth.
* Allow targeting of close vessels by double-clicking.
* Angle the canopies of parachutes in symmetry away from each other.
* Resource transfer rate when transferring between parts now based on ingame time
(taking warp into account) not realtime.
* Fix issues with TR-2L stats.
* Show tooltips on kerbal portraits.
* Fix scientist skill text.
* Fix issue with ladders not being re-grab-able if you board a seat, retract a
ladder, leave the seat, then extend the ladder.
* Update maneuver node patches (for targeting) when the vessel target changes.
* The runway lights now follow the day/night cycle.
* Moved a low tech wheel to a lower tech tier.
* Moved an atmospheric sensor down to the science tech branch.
+++Moddability
API Docs: https://kerbalspaceprogram.com/api/index.html
* Added FlightGlobals.VesselsLoaded and FlightGlobals.VesselsUnloaded which lets us
iterate over a specific portion of Vessels without checking the entire list.
* Added onVesselPartCountChanged event, fires any time a part is added or removed,
the moment it happens, unlike onVesselModified.
* Added onVesselStandardModification event, collects various vessel events and
fires them off with a single one. (onVesselPartCountChanged, onVesselModified,
docked, undocked, et al)
* Added onScreenResolutionModified event, fires when the screen resolution is
modified.
* Added many accessors/setters.
* Vessel control level can be clamped to a field in Vessel (so can be restricted to
Partial even if otherwise would be Full).
* GetModuleMass/Cost methods can now be passed the situation.
* Fix where kerbal mass (if set to nonzero) was not applied in the editor.
* Added two new dictionary-related classes (DictionaryValueList and
ListDictionary).
* Celestial bodies now cache all of their PQS Cities.
* All game root nodes now generate a random persistent seed, which is different
from game to game.
* All forces on valid parts except wheel forces are now done via
Part.AddForce/Torque/AddForceAtPosition. Note that the forcemode used is Force; to
use a different forcemode, convert the force to the correct amount. It is the job
of the Flight Integrator to then apply all these forces to actual rigidbodies
(rather than all the disparate modules' job).
* Use mass-weighted average angular velocity of parts for vessel angular velocity.
* ITorqueProvider now reports two Vector3s, positive torque (that produced by
control actuation 1,1,1) and negative torque (that produced by -1,-1,-1).
* Added various accessors.
* Node definitions can take an extra digit after size, either 0 or 1: that sets
whether the node can crossfeed. Defaults to 1 (yes). NODE definitions can take
crossfeed = True/False
* ModuleEngines now supports `clampPropReceived = True`. This will clamp the ratio
of propellant requested based on prior results, so if IntakeAir is listed first and
less than the full requirement is returned, it will request only that ratio of
further propellants. In this case the "Prop Req Met" display will show the minimum
requirement-met ratio rather than the average. Engines that use IntakeAir (or other
cases like that) need to have `clampPropReceived = True` in each of their MODULEs
that do that, and need to have that PROPELLANT first and the other PROPELLANTs
later. See stock jet cfgs for examples.
* Added another crew transfer event.
* Added more startup options for KSPAddon
* Allow kerbals to have/save/load arbitrary experience points.
* ResearchAndDevelopment.GetTechnologyTitle(string id) will convert a tech ID to a
tech title and is available as soon as parts start loading (can be used in
GetInfo() ).
* Support max pressure (dynamic + static), `maxPressure`, and max G, `gTolerance`,
for parts.
* Added system to allow mods to add custom difficulty settings.
* Added CelestialBody.hasSurface so mods that add a PQSController to gas giant
don't cause silly things such as "Plant a flag on Jool" contracts.
* Replaced all checks for experience traits (Pilot, Scientist, Engineer) with
individual experience effects. They are now loaded before part loading so can be
queried in GetInfo().
* Icons in TechTree.cfg can now use a relative path (allows mod icons to live
outside the Squad directory).
* Added KSPAssemblyDependencyEqualMajor as an attribute. Use instead of
KSPAssemblyDependency if you want to force requiring the stated major version, not
>= the major version, from your dependency.
* If you are setting a vessel's position and/or changing its orbit, call
Vessel.IgnoreGForces(framecount) on the vessel for the number of frames that g
forces should be ignored (try 1, then 2 if that doesn't work, etc).
* ModuleDeployablePart (covers antennas, solars, radiators) also has a gResistance
(for Gs) as well as windResistance (for Q).
* Crew transfer now derives from a generic abstract PartItemTransfer class. Classes
can derive from it to implement any kind of (crew transfer-style) part-part
transfer. Also we fire an event right before a crew transfer is created so mods can
just kill it and easily create their own CrewTransfer-derived class and have that
be called on that event.
* Extended ModuleScienceContainer to allow sending and, (from
ModuleScienceExperiment) receiving, experiment data. Also added support for a
Collect All option to such containers.
* ModuleColorChanger supports changing arbitrary shader colors and implements
IScalarModule. ModuleAnimationSetter works similarly and is used to more directly
link an animation to being set by IScalarModule.
* PartModules now support upgrades. In a MODULE node, add an UPGRADE node. Inside
that add one node per techID you wish to provide upgrades, in ascending order.
Inside that place keys and nodes you wish to upgrade. e.g. `UPGRADES
{ basicRocketry { maxThrust = 250 } }` will change maxThrust to 250 once
basicRocketry unlocks. Upgrades will never override persistent data. Further, by
default they overwrite each other; to make a node apply on a clean slate (so you
can, say, add two PROPELLANT nodes and not have them conflict due to the overwrite
logic) set `IsExclusiveUpgrade__ = True` in the upgrade's node. That will clear the
upgrade state and apply that upgrade fresh. Upgrades are applied only when you add
a part to a craft in the VAB/SPH, they don't magically apply in flight. When a part
on a craft is upgraded, a new option will appear in the PAW (when in VAB/SPH) where
you can view the current stats of all those modules with upgrades.
* ModuleEngines now supports alternate (RealFuels-style) throttling and rates.
* ModuleEngines now supports throttle-Isp interactions. Turn on with
useThrottleIspCurve = True and set the throttleIspCurve and
throttleIspCurveAtmStrength curves. Final Isp = input Isp * Lerp(1,
throttleIspCurve.Eval(throttle state), throttleIspCurveAtmStrength.Eval(atms of
pressure))
* Support part upgrades, see docs.
* Added events dealing with kerbals going on/off ladders on parts and added a new
vessel field for accessing the vessel of the part of the ladder the kerbal is
climbing (if all of those are valid).
* CelestialBody now has thermo/atmo stats methods so FlightIntegrator's temperature
calcs can be called from anywhere / any mod.
* Events that throw an exception now print the full stack trace.
* PartModuleUtil.PrintResourceSI() is now just KSPUtil.PrintSI().
* Add ModuleDragAreaModifier with field areaFactor. Note: this will also affect
buoyancy and thermo.
* Added ModuleHeatEffects and FXModuleThrottleEffects which can take any number of
IScalarModules and are set by skin temp and throttle respectively.
* AvailablePart.entryCost is now get-only and calls a static delegate so they can
be
* FindEngineNearby and FindEngineInterface are now PartModuleList methods instead
of being duplicates in FXModuleAnimateThrottle and ModuleAlternator.
* Many KerbalEVA, Kerbal, and KerbalExpressionSystem methods made virtual, and
kerbal spawning in ProtoCrewMember and EVA spawning in FlightEVA made delegates.
* Added IContractObjectiveModule, which allows mods to specify valid parts for
contract objectives, rather than it being configuration based.
* Waypoint captions on the map are now moddable.
* Added game events for CommNet status changes both for the connection in general
and the connection to KSC.
* Added game event that fires when PQS starts, just before the sphere is started.
* Added game event that fires when PQSCities start.
* Added game event for orbital resource survey completion.
* Added game event for vessel control state changing.
* Orbit now has a constructor that clones another orbit.
* Vessel now has a method to kill all parts in permanent ground contact (eg: launch
clamps).
* Added ModuleGenerator.isGroundFixture for launch clamps.
* The "escape" progress milestone now uses standard World First award methods,
which allows it to be disabled by mods properly.
* Icon_Hidden tag now hides all children of the transform so tagged.
* Add requiresFullControl to events, actions, and UI controls. If false, will work
normally in full and partial control and refuse to work only with no control. If
true, will work only with full control.
* AssemblyLoader ignores abstract classes.
* Support symbols in the font.
* Made Kerbals and EVA kerbals more moddable. EVAs and the flag now have partial
part cfgs which can be modded. All Kerbal and KerbalEVA methods are virtual and the
FSM is opened up. New hooks added.
* Made vessel load/unload/pack/unpack ranges changeable in Physics.cfg.
* Support adding options to the game difficulty screen.
* Vessel now has radarAltitude. Use it for min(altitude, heightFromTerrain)
* add PartModule.OnIconCreate which runs just before the partmodule is stripped
from the icon gameobject when the editor part icon is being created.
* Particle systems can be registered with FloatingOrigin for handling
origin/krakensbane offsetting natively.
* ProtoPartResourceSnapshot no longer relies on strings, and its resourceValues
node is now inaccessible. Instead, directly get / set the
amount/maxAmount/flowState.
* PartModules now come with a resHandler object (of type ModuleResourceHandler) for
handling ModuleResource / RESOURCE nodes, so code need not be duplicated.
* When a landed vessel goes off rails and is detected to be landed on parts, not
the ground, it is offset up slightly, controlled by one static Vessel field
HeightFromPartOffsetGlobal (default 0.5 meters) and one instance field
heightFromPartOffsetLocal (default 0 meters). The vessel is offset upwards the sum
of those two fields.
* Fix OnVesselSwitching always sending a null reference, add
OnVesselSwitchingUnloaded.
* Allow reference to Kerbal's animator cache and renderer cache.
* Add map toggle interface for mods.
* OrbitTargeter opened up, delegate added for creating the on-click context menus
so they can be modded.
* Add delegates so KB apps can be modded.
* Add currency-agnostic CanAfford method.
* Add many more options to ModuleLiftingSurface and for customizing body lift.
* ModuleAnimateGeneric now supports defaultActionGroup.
* ConfigNode now formats float and double values such that no data is lost.
* ConfigNode AddValue/SetValue now support most types.
* Flag decals in IVAs (InternalFlagDecal module)
* Add Crew counts to Vessels
=================================== v1.1.3
============================================================
Editor:
* Fixed game crashing during deletion of parts under certain conditions.
* Fixed Gizmos buttons not properly highlighting after loading a craft.
* Fixed Fuel tank Part Action Window sliders to dynamically update symmetry
partners when adjusted in editor.
* Fixed frozen parts showing up in front of the main vessel.
* Fixed fairings being see-through when a part inside or behind is highlighted.
* Fixed certain fairing configurations causing inputlocks.
* Fixed interstage fairing panels not being properly deleted when an interstage is
removed from the ship.
* Fixed Abnormal lighting and contrast.
* Fixed Re-rooting and attaching frozen parts causing improper part selection.
* Fixed an exception in FXModuleAnimateThrottle when in the editor.
* Fixed inputlock preventing pressing [Delete] key from deleting a part.
* Subassemblies can now be used as the start of a craft (fixes editor being non-
responsive).
* CoM indicator now accounts for mass of physicsless parts added to parent.
* "Ground Crew" option now toggles off all animated components of VAB/SPH. Fixes
increased CPU Load and Temp.
* "Place" gizmo now provides onscreen message in editor to be consistent with other
gizmos.
Orbit:
* Fixed Circular Orbit Ap/Pe jump on exiting timewarp.
* Fixed on-rails SoI transition message to properly report both SoIs.
* Greatly reduce Apoapsis/Periapsis changing with no input, with thanks to ferram4
and eggrobin. option is toggleable in Settings->Gameplay and tunable in
Physics.cfg.
* Lower the thresholds for floating origin shift and krakensbane when above the
inverse rotation threshold, and use doubles when recomputing velocity during change
(and do so immediately rather than via PhysxX).
* GetEccentricAnomaly now correctly returns negative eccentric (hyperbolic) anomaly
values when the true anomaly is before the hyperbola's periapsis, and should be
more numerically stable.
* GetEccentricAnomaly no longer spams E is NaN.
* Conic patch creation is a little more efficient.
* Ignore G spike on the frame where SoIs switch.
* Orbit reported position will no longer be a frame ahead of velocity.
Misc. Fixes:
* [KSPedia] Fixed Bug with KSPedia asset bundle Dependancies.
* Fixed symmetric part stage icons not expanding in stage manager.
* Fixed Quicksave filename accessibility.
* Fixed Multiple core heat producers not being properly cooled by radiator panels.
* Fixed NRE when trying to overwrite or cancel out of save folder overwrite dialog.
* Fixed E is NaN! tA: (pi) spam with some generated contracts.
* Fixed Flags no longer displaying properly in the Tracking Station Info Box..
* Fixed Flag transparency issues in editor.
* Fixed Science lab spamming the log with "Updating" warnings whenever right-click
menu is open.
* Fixed funds penalties not being applied when Hiring Kerbals.
* Fixed being unable to rename vessels via Knowledge Base.
* Fixed NRE in ModuleGrappleNode.Release when parent is null.
* Fixed UI_ChooseOption - onFieldChanged being called even when the field value
hasn't changed.
* Fixed Body lift missing when loading the Physics.cfg file.
* Fixed Parts Tooltip window location being misplaced when changing UI scale.
* Fixed issue with the sea level pressure display in the Knowledge Base.
* Fixed an exception in PartModule OnLoad and OnStart causing vessel load failure.
* Fixed a NaN in FlightIntegrator atmospheric thermo.
* Fixed issue in Moment of Inertia calculations.
* Fixed Rocket Exhaust FX not being moved by FloatingOrigin/Krakensbane when
emitters are disabled.
* Fixed missing parachute deployment sound.
* Fixed VesselModules not being properly destroyed when a vessel object is
destroyed.
* Fixed unit tests from main menu causing every test to be run 4 times.
* Fixed having an abstract UnitTest type causing TestManager to throw an exception.
* Fixed regression that was causing global gravity to be non-zero, which should
help with phantom drifting, especially with wheels.
* Fixed a logical issue causing crew rotation objectives to be much rarer than
intended on station and outpost contracts.
* Fixed staging requiring two activation's when resuming in flight mode.
* Fixed navigation waypoint getting stuck if a survey is killed in the middle of
the flight scene.
* Fixed Waypoint Markers not showing on Navball in IVA view.
* Fixed potential error from generating if attempting to IVA an EVA kerbal that has
just been loaded outside of a vessel.
* Fixed RCS TorqueProvider implementation to take thrust limiting and alternate
precision mode into account.
* Fixed an issue where the NBS dialog was not resetting its coordinates properly.
* Fixed reported typos and grammatical issues in various areas of the game.
* Fixed ITargetable FlightCoMTracker.GetVessel always returning null.
* Fixed Asteroids all spawning with a mass of 150t, regardless of class.
* Fixed race condition with map filters causing asteroids to be invisible in new
games until they were modified.
* Fixed asteroids sometimes appearing to be pitch black while being seemingly
immune to light when rotated at certain angles.
* Adjusted science data collection range of Mk1 cabin to match other science
options.
* Kerbals can no longer "Take surface sample" while in command seat.
* Fairing base purchase and entry costs adjusted to vary by size.
* Part Action Window for symmetric parts no longer needs modkey to open when a
sibling window is open.
Misc. Tweaks:
* [Modding] Additional access to fields in Mission Control.
* [EVA, Gameplay] R&D upgrade text adjusted.
* Added onVesselCrewWasModified, which consolidates many events in which crew
changes on a specific vessel. Use this to fix a few issues with crew rotation
objectives.
* Added ITargetable.GetActiveTargetable, which allows us to specify if a target
should be allowed on something that is part of the active vessel.
* Added AeroFXIgnore layer so some parts (Gigantor e.g.) can have parts of their
model ignored by AeroFX. Fixes an issue with odd Aero FX streamers.
* Added "EVA" layer, added it to various cameras, physics casts, lights, and
collision matrices to behave exactly like normal parts, except suspension raycasts
ignore it entirely. Prevents violent interactions when kerbals touch wheels.
* Added alwaysRecomputeLift to ModuleControlSurface so it can be set to not ignore
slight actuation.
* Added wheel weight stress and slip stress multipliers to game settings, allowing
players that do not want these stresses to disable them globally.
* Added onCommandSeatInteraction GameEvent, and deployableSeated to science
experiments. Use these to disable scooping up surface samples when seated.
* Added Felipe to crew name generation.
* Satellite contract orbit generation made much more modular and maintainable,
allowing us to validate generated orbits now. If an orbit parameter becomes corrupt
through save manipulation or other means, that parameter can be regenerated without
affecting the rest of the orbit.
* Clarify R&D facility upgrade text to make it clear that Kerbin is still fair game
for surface samples without the astronaut complex upgrades.
* Crew Transfer more moddable.
* Game is now paused going to MissionControl, AstronautComplex, Admin, R&D and
unpaused when closing them.
* Renamed Telus ladder to Kelus Ladder to avoid naming conflicts.
* Improvements to flag rendering in KB.
* Improvements in Tutorial input locks and Error checking
* Adjustments to the Repair/Downgrade costs of the Facilities
* Changed "Cancel warp" to use forward slash instead of Esc.
* When repaired, wheels become temporarily immune to weight and slip stresses,
slowly rising back to normal over a period of between 30 to 90 seconds.
* Reduction in the creation of Garbage Objects in Flight scene.
* Reduction in the creation of Garbage Objects in Space Center.
* Optimize Part.GetConnectedResources and Vessel.GetActiveResources for speed and
to not create garbage.
* Dramatically improve resolution of asteroid textures, while simultaneously
improving their shader performance by 400%. New shader can have very subtle
desaturated brown/red hues sometimes.
=================================== v1.1.2
============================================================
=================================== 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 attach
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 to
pylons no longer causes vessels to bounce and/or break dance.)
* Fix suspension distance and offset being inversely proportional to the
rescaleFactor 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 have shorter useful suspensions.
* Some configuration tweaks suggested by GoSlash27 for the free and fixed landing
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
gears, which fixes some odd suspension forces, an animation issue, and the
inability to lock the suspension on these gears.
* Raise the default integration substeps on wheels from 4 to 8, which should
dramatically improve the accuracy of the wheel simulation without affecting
performance too much.
* Added separate settings for wheel integrator substep accuracy for active and
inactive vessels, which can be tweaked in each wheel's part configuration, or
globally 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 entering
the damaged state.
* Halved the deflection magnitude of free and fixed gears, as they are technically
much more rigid than other gears, but their lack of suspension travel makes them
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 mode
or method to be different. I.e when placing engines on tri-couplers in SPH using
mirror mode. Fixes part initialization issues.
=================================== v1.1.0
============================================================
Unity5:
* KSP now runs on Unity5, a massive upgrade from Unity4.
New UI:
* The game UI has been completely rebuilt from the ground up on Unity's new native
UI system.
* All UI components and graphics have been improved or reworked to look and feel as
they did before.
* Removed expensive render-texture driven rendering scheme from before, expect
performance increases everywhere.
* The map view splines have been significantly overhauled, massively increasing
performance on map view.
* Map View orbit splines now fade gradually towards the trailing side to indicate
orbit direction.
* Completely revised MapView icons implementation for a much cleaner and faster
solution that is much more expandable and robust.
* Added search field in Editors.
* Crew Portraits in flight scroll smoothly, allow tweaking how many are displayed
at once, show extra crewmember info on hovering.
* Part Temperature gauges reworked and given new graphics.
* Fixed IVA atmosphere gauges to match the UI gauge.
* Fix altitude tumbler saturation when under physical warp.
* Fix negative funds/science, display bugs with strategies affecting costs.
* Action group cluster buttons (gear, lights, sas, rcs) disable with loss of
control source (probe without EC, empty pod, etc).
* Landing gear button detects state of landing gear/legs during rollout (no gear or
all gear up, and the light will be off).
* The tooltip on the EVA button is now much more verbose if there is a problem.
* Fix some bugs with building unlock abilities text.
* Fix craft thumbnail saving for special characters.
* Astronaut complex and editor action group part names now display the title,
rather than the internal part ID.
* All ModuleResource entries now print the same way, offer additional flexibility
there for printing (non-default units, SI prefixes).
* Auto-warp (eg, warp to point in orbit and warp to next morning) can be canceled
via the GUI (warp triangles or next morning button).
* Date/time formatting is now in a replaceable interface and can be customized by
mods.
* True anomaly is now always in radians.
* Tweakables get locked along with Events.
* Update community link in main menu to point directly to new forum.
* Sped up cheat menu delays, and made them autohide cheat menus if held down twice
as long.
* Filter debug menu cheats by game mode.
* Part highlighting now respects F2 (hide UI).
Graphics:
* Enhanced ocean water surface shader in Kerbin, Eve and Laythe, greatly reduces
visible tiling, and looks much more watery.
* Most parts have been upgraded to use Unity5's new PBR lighting model for more
subtle, nuanced lighting.
* Editor interior lighting was redone for all interior scenes, using Unity's new
lightmapping engine.
* Improved underwater FX tinting/fogging system.
* Moved underwater tinting into the atmosphere shader.
* Improved atmospheric halo/corona at low altitude thanks to
blackrack/SkyToneMapper.
IVA:
* Added Interior Overlay View mode, draws the interior spaces of a vessel on top of
the normal external view.
* All IVA spaces revised and improved to look good in IVA Overlay mode.
* Masking geometry added to IVA spaces so they aren't visible from nonsensible
angles or show backface geometry.
* Fixed incorrect sun light direction in IVA space.
* Added new IVA model for the Mk2 inline cockpit.
Wheels:
* Completely overhauled wheels, landing gears and landing legs with a new from-
scratch 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
wheels (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,
requiring 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 control.
* 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 colliders
and parts on the same vessel by disabling wheels that are within a certain range of
other parts on a vessel. Where this sphere is and how large it is are configurable
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 housing
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
hitting 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 landed
states.
* Allow deployment standin colliders to work with our new collision manager.
Tutorials:
* All tutorials have either been updated for 1.1 or completely rewritten, and some
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 vessel
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
reentry.
-Advanced Construction covers building an orbit-capable craft, including
tweakables, solar panels, batteries, multiple stages, different engine types, etc.
-Go For Orbit covers flying that craft to orbit (gravity turns,
circularization, etc).
-Orbit 101 and Science Basics have been fixed to use 1.1-correct code and
information.
-The Mun tutorials are replaced by three new Mun tutorials: one that covers
- 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 EVA on
another world).
- Docking and the two asteroid tutorials have been fixed to use 1.1-correct
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 elsewhere.
- Fix an issue where the player could create saves that overwrite tutorials
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
attaching 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 attach.
* Multiple changes for re-root tool. New text message and ability to re-root
arbitrary 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 bays,
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 part.
* 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 tracking
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
much)
* 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
correct 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 track
of the setting.
* "Warp to here" and maneuver node placement work on all patches prior to the first
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.
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
temperature.
* Fix sun-based temperature curves to properly deal with tilt (basing it off true
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 RemoteTech
teams.
Vessels:
* Splashed vessels touching or with kerbals standing on them no longer warp to the
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
quickload.
* Fix for kerbals entering zombie state when crashing and/or ragdolling in external
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 the
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
Photovoltaic 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 easily
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 are
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 deploy
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
quickloading.
* 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
reasonable level of thermal tolerance (though it is not ablative).
* Reaction Wheels can be set to respond to input from SAS Only, Pilot Only, or
both.
* 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 part
can neither be the first part placed, nor become the root part using the reroot
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. cracked
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 ocean.
* Docking ports no longer become unusable if saved when acquiring, and
automatically 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 was
being received from the player even if SAS was off.
* Both deployable and non-deployable radiators have an option to
activate/deactivate cooling (and corresponding EC consumption).
* Fixed a regression where static radiators were not respecting their
parent/sibling 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 rather
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
remaining).
* 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 deploy
mirrored, Radial attached parts deploy radially.
* Flight control deployment direction is no longer dependent on CoM, so they will
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 effective
output rate.
* Fix bug when attempting to transmit more science while antenna animation is
playing.
* 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)
added.
* All field UI controls now have an optional callback and can be made to not fire
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 data,
science you will get, and how long it will take to get it (based on current data
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
values 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 intact
fairing.
* Fix fairing not wanting to close in the editor if the wall ever detected a
collision.
* 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.
=================================== v1.0.5
============================================================
Parts:
* Added 'Juno' 0.625m jet engine
* Added 0.625m air intake
* Added 0.625m Liquid Fuel tank
* Added 'Panther' afterburning jet engine
* Added 'Goliath' giant turbofan engine
* Added S3 KS-25-1 'Vector' Rocket engine, with super-large gimballing range
* Added Mk3 size Cargo Ramp
* Added Mk3 engine mount piece
* Added Mk1 crew cabin, seats two
* Added new Mini-ISRU part
* Mk1 Cockpit model overhauled
* Mk1 Cockpit IVA space overhauled
* XM-G50 Air intake model overhauled
* Mk1 Fuel, Structural and Intake Fuselage parts overhauled
* T1 Toroidal Aerospike engine model overhauled
* J-33 'Wheesley' Jet engine model overhauled
* J-X4 'Whiplash' Jet engine model overhauled
* Engine Nacelle and Engine Precooler parts overhauled
Contracts:
* Added Station and Base Contextual Contracts, requiring you to modify/expand
existing bases and stations
* Added Satellite Contextual Contracts, requiring maintenance operations to
previously deployed satellites
* Added Survey Contextual Contracts, which target existing landed vessels to
request (applicable) survey missions of them
* Part Test contract generation logic has been modified. Each part now has a much
more specific set of constraints before it generates, to give it much more
consistent and realistic altitudes, speeds, and envelopes.
* Passive Progress Rewards: gives a light reward automatically to any new
achievement. These are given independently of accepted World-Firsts Contracts, but
are not as substantial.
* Contract Decline Penalty: A small reputation penalty is incurred when a contract
is declined, to prevent Mission Control from being abused as a slot machine.
* New early game part haul contracts - easier part tests that only require you to
bring the payload to a designated location.
* Early game focused surveys balanced to be much more forgiving.
* New part tests added for fairings and heat shields.
* Many milestones added that involve the player doing hidden fun stuff.
Strategies:
* Added Leadership Initiative Strategy: increases passive rewards for achievements,
at the cost of reduced contract rewards. Useful to boost self-driven playstyles.
Progress Tracking:
* Added new World First contract types for space walking, crew transfers, and
flight on atmospheric planets.
* There is also now a fourth record "track" for oceanic depth.
* Many progress nodes now track progress in separate manned and unmanned tracks.
This allows several contracts to appear at more relevant times.
* Base and Station, plant flag, kerbal recoveries (rescues), crewed surveys,
tourism, and some World Firsts contracts now require manned progress.
* Satellite contracts now require unmanned progress.
* The algorithm to choose planets for all contracts is now more reliable. Max CB
"distance" has been reduced to two. This means you will no longer see contracts for
Duna and Eve right after taking off from Kerbin.
NavBall:
* The navball is now available on EVA to assist in surveys.
* The EVA NavBall follows the orientation of the camera, rather than that of the
Kerbal. This allows looking around to get your bearings.
* The navball throttle and RCS lights are hooked up to the EVA jetpack.
* The IVA navball now functions with survey navigation.
* Survey navigation icon will now automatically target the next/closest adjacent
waypoint in a survey upon completion of a targeted waypoint
Thermodynamics:
* Introduced the concept of 'Core Heat'. Allowing part systems to work much more
expressively with temperatures, reducing unwanted cross-talk between temp effects
on internal logic and heat transfer to other parts.
* Radiators should have a significant impact on core heat, allowing ISRU modules to
operate at peak efficiency.
* Incredibly hot cores should bleed off some of their heat to the parent part, with
the vessel very slowly getting warmer over time.
* Parts should not explode from core overheating, but ISRU modules may shut down.
* Thermal efficiency should be consistent across all warp levels - no cheating!
* The mini-ISRU is balanced in that it cannot operate indefinitely. It will
eventually shut down due to overheat and have to be allowed a cool-off period.
* The RTG is also part of this mechanic, making it a viable heater (Kerbals have
the added advantage of not requiring any potatoes for unplanned long-duration stays
on desolate planets).
* Fixed thermodynamics issues from 1.0.4 regarding unclamped conduction, shielded
conduction, and other runaway cases.
* Reworked upper atmospheres of planets for better aerocapture experience. Added
convection and shockwave temperature multipliers per body.
* EVA kerbals handled properly.
* Lowered max internal temperatures of crewed parts.
* Heating from engine exhaust rebalanced.
* Thermo at high warp is now no longer instantaneous, and is moddable via new
interfaces.
* Unloaded vessels will have thermo applied for the unloaded time on reload.
Physics:
* PhysicsGlobals now properly create the default values when Physics.cfg is
removed. It includes many new values.
* Drag coefficient changes based on the same factors as turbulent convection (a
Pseudo-Reynolds number). This means higher drag high up in the atmosphere, and
slightly lower drag when going very fast very low.
* Asteroids have correct drag cubes now.
* Fixed issue with radiator dragcubes being incorrect when the panels rotate.
* Add missing drag cube overrides for hollow parts.
* Kerbal EVA drag cube can now be specified in Physics.cfg.
* Fix issues with override drag cubes and root parts during revert/quickload/vessel
switch.
* Fixed issues with female kerbal ragdoll rigidbodies.
* Fixed a bug in calculating how solar flux diminishes in atmosphere.
* Jettisoned Fairing panels now exist in a new layer (L19) dedicated to non-part
physical objects.
* Contact with L19 objects does not cause vessels to shift into 'landed' state.
* Kerbals are allowed to stand on L19 objects, regardless of their own landed state
(similar to how they behave when on ladders).
* Contact with L19 objects only allows Kerbals to stand and walk while within a
surface-level altitude/speed envelope. (contact with these objects in orbit has the
same effect as bumping into anything else).
* Eve and Jool had upper atmosphere changes to thin the top band. Duna now shares
the molar mass of Eve but has a lower presure than before, leading to the same
density (and drag) at sea level but better physical characteristics.
Misc:
* Fix surface horizontal velocity being incorrectly calculated.
* Launch clamps are now properly kept at the launch pad, they will not follow the
current vessel.
* Fix an issue with localisation and settings.cfg. Fix an issue with
plugging/unplugging controllers breaking/losing settings.
* Save and load kerbal trait in save games, trait is generated from name hash only
if not specified in the save.
* Fix issue with solar day length not being calculated correctly when setting
Kerbin's rotational period.
* Workaround for kerbals becoming debris added, to prevent serious issues.
* Sped up finding a given AvailablePart (especially relevant when populating the
Load Craft menu).
* Sped up craft loading slightly.
* Sped up FlightIntegrator and in particular the Occlusion part.
* Fix some bugs in resource requests that would lower throttle or miss resources.
Optimized resource calls.
* Jets now use a fuel mode that draws an equal percentage from all reachable parts
(no-crossfeed parts will block crossfeed).
* Fixed an issue with camera pitch underwater.
* Fixed an issue with error spam from failed raycasts when >600m under water.
* Fix an issue with fast EVAing kerbals leading to NaNs.
* Fix an issue with compound parts and zero look rotation vector logspam, also
slight speedup.
* Optimized several contract/progress parameters to not require any code running in
update-loops (they're event-driven now)
* Fixed orientation of the sun light in IVA
* All older careers will have their contracts upgraded to new versions, maintaining
compatibility.
* Many new career cheats added.
* Contracts.cfg now fully comments itself.
Editor:
* Fix an issue where non-root parts spawned in the editor did not have their
partInfo set correctly.
* Fix an issue where symmetry mode could be increased past its limits.
UI:
* Units have been added to various part tooltips and Thermal Data, and the part
tooltip has more and better information shown.
* Thermal Data shows when skin temp shown is the exposed temperature only or the
unified skin temperature.
* Heatshields now show data when Thermal Data is enabled.
* Fixed temperature gauges bug where it was using internal max temperature, not
skin max temperature, despite comparing that against the current skin temperature.
* Made edge highlight separately toggleable from the gauges.
* The settings menu now shows the various settings, and F10 toggles through all
four possible arrangements.
* Flags no longer count as active flights on the Resume Game interface in the Main
Menu.
* Fix issues with FlightLogger's values not accounting for reference shifts.
* If a part on a vessel is targeted, display the vessel label over the part, not
the center of the vessel.
* Fix Center of Thrust marker in the editor (was not properly calculating
direction).
* Fix an issue where loading a save via the Load Save menu would not properly
clear, nor load, AppLauncher messages.
* Fix an issue where an unreadable agent texture would break agent loading (and
contracts generally).
* Made crew transfer available from the part right-click menu.
* Made 'rename vessel' available in flight for a vessel whether or not it is under
command (though a ModuleCommand still must be present for renaming in the flight
scene).
* Fix issues where partname not part title was used.
* Fix vector to target (on navball) to calculate from current control-from-here
transform to target transform, rather than vessel root transform to target
transform.
* Fix an issue where a tweakable being open might spam OnVesselModified events in
the editor. This also lowers memory leaks.
Input:
* Double-tapping RMB now enables a mouselook-toggle mode, similar to RMB behaviour
in IVA views.
* Added independent key binding [backslash] for mouselook toggle
* Mouselook mode can be cancelled by double-tapping LMB, MMB, or by tapping RMB or
Esc.
* Mouselook mode will also self-cancel on any scene changes, but persists through
camera mode changes, for uninterrupted panning through multiple view modes.
* Tapping ModKey no longer releases mouselook in IVA.
Graphics:
* AeroFX now tuned better (and more tunable), leading to mach effects down low
without flaming rockets at mid-altitude.
* The glow parts make when they heat too much (not the same as the highlighting
they get when near maximum temperature) has been tuned.
* Fix issues with flags resetting to default, flags never changing for first two
Pad tiers.
* Fix Val's missing visor in the main menu scene.
* Add RenderType to some PQS and Scaled shaders to aid in visual modding.
* Allow eye position offsets specified for seats in IVA, both for normal view and
for the portrait view (different variables).
* Allow IVA and IVA-kerbal rescaling.
* Credits scene now has column bars on screen aspects wider than 16:9 (clamping max
aspect ratio to 16:9)
Modding Support:
* Support having KSPEvents available even when the vessel is not under command
(defaults to false, can be set true for an event).
* Fix an issue with VesselModule / PartModule instantiation order differing for
fresh and loaded vessels.
* Fix an issue where VesselModule order could not be set, they now can override
GetOrder, by which all VesselModules are sorted.
* VesselModules default to order = 999 but FlightIntegrator has order 0 (this will
allow easy setting of some modules to run before FlightIntegrator and some
afterwards, 0 is a good delimeter).
* GameVariables are now aware whether they are called from the rocket (VAB/Pad) or
spaceplane (SPH/runway) side.
* Catch errors during ScenarioModule and Contract loading, preventing breakage when
mods throw exceptions during these times.
* Fix an issue in assembly dependency version checking.
* Added a new interface IActivateOnDecouple that will call the stated method when
the part decouples on the stated node.
* ConfigNodes/values support comments (which will be serialized on write).
* Add fallback tech tree URL in case the main URL fails to find a valid tech tree.
* PartModules can toggle their part being in the staging list or not.
* Decouplers (and docking ports, but it defaults unstaged) have it on by default.
This is part of the base PartModule so all that is needed to implement is add some
settings to the MODULE.
* Resources now have an isVisible flag, which determines whether the resource is
visible on the right-click menu. Applied it (as false) to IntakeAir.
* KerbalEVA now uses the rotPower member.
* Fix enum parsing in BaseFields (i.e. KSPFields). It should now work.
* Support tagging models with Drag_Hidden (like Icon_Hidden) so they will not be
rendered when rendering drag cubes.
* Added OnFlightUIModeChanged event, fired from FlightUIModeManager. (notifies of
changing between Staging, Docking and Map modes in flight)
* High-warp (analytic) thermo supports three interfaces,
IAnalyticTemperatureModifier, IAnalyticPreview, and IAnalyticOverheatModule for
better customization, and uses new fields in Part for tuning.
=================================== v1.0.4
============================================================
Bug Fixes:
* Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.0.3
saves would cause the game to crash.
=================================== v1.0.3
============================================================
New:
Parts:
* Added five new Radiator parts, three of which are deployable.
Misc:
* Fixed a bug where using the reset button with an Asteroid loaded would break the
Mun tutorial.
* Made part's internal highlighter much more efficient.
* Disabled flashing highlighter in temperature gauges. (fixes memory leak with
temperature overlay)
* Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative
values.
* Fix for horizontalSrfSpd being incorrectly calculated.
* Fixed unfortunate typo in the Docking Tutorial.
* Fixed an issue where moving the camera using a 3D mouse would break drag-and-
dropping of parts in the editors.
Thermal:
* 1.0.3 features a revised thermal mechanic to better balance heating/cooling
between pods and spaceplanes.
* Parts now have separate internal temperature and skin temperatures.
* Skin temperature is the temperature used for radiation and convection, as well as
engine exhaust damage.
* Part internal temperature is increased by modules that generate heat and is used
for part-part conduction.
* Part internal and skin temperature also conduct between each other.
* Solar panel efficiency is now calculated based on skin temperature.
* When in an atmosphere, there is a divide between the exposed (to convection) and
unexposed skin temperatures.
* When not in an atmosphere, only one skin temperature is tracked. the two
temperatures are unified on atmosphere exit.
* Radiative outflux and influx is tracked separately for exposed and unexposed
areas of skin (since the shock temperature is much higher than ambient
temperature).
Physics:
* Added curve to control drag coefficient exponent to DCL and Physics.cs
* With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered to
match.
* Convection velocity exponent raised to 3.3 to increase reentry heat, as well as
convection factor.
* Convection min area typo corrected.
* Newtonian convection kept pace with hypersonic convection.
* Drag curves modified to lower transonic hump.
* Wing curves modified to lower change in drag based on deflection.
* Calculation of exposed area for convection fixed, spaceplanes no longer get as
extreme heat.
* Flight integrator: allow setting of newtonian density exponent (default 0.5) and
use density or density^exponent whichever is greater.
* Broke radiation into two parts, you get the regular background temp on your face
not exposed to reentry flux, and the very high reentry one for the area that is.
* Clamped convection correctly so you will never pass external temperature.
* Added a factor to simulate the switch from laminar to turbulent flow (in layman's
terms, if you're going too fast too low, you get a massive boost to heating). That
corrects so steep reentries are in fact deadlier than shallow ones.
* Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill
chutes), buffed heat shields for new heat loads. Changed burn/rip numbers for
drogue chutes.
* Parachute module updated to use the new convection code.
* Skin temperature variables are controllable on per-part basis.
* Sped up Flight Integrator slightly by minimizing repeated loops through parts.
* Better compute various vessel values This should lower phantom orbit changing and
wobble!
* Remove thermal mass as a factor in conduction rate: what matters is area.
* Add conduction between parts' skins (as well as between the internals of parts,
between a part's internals and its skin, and between the exposed and unexposed skin
of a part, all of which were already in.)
* Fix some small issues in conduction (better clamping), sped it up slightly.
* Fixed issue with radiation (no longer have to use dirty hack to prevent parts
blowing up).
* Lowered skin thickness slightly globally, made magic number sane
(part.skinMassPerArea is now in kg/m^2).
* Added Hsp (resource thermal mass value) to Ore resource.
Parts:
* Updated Mk1 Inline Cockpit model.
* Further decrease in LV-N heat production.
* Rebalance of SRB for the new drag changes.
* KR-2L description updated, mass to 9t, SL Isp to 255.
* Jet thrusts rebalanced for new drag (thrusts lowered, BJE curves altered). Jet
Isp halved due to increased fuel quantity and lower drag.
* Lowered LV-N heat a bit, still a bit hot.
* Edited KS-25x4 "Mammoth" engine description.
* Update description of radial-mount engines to recommend use for extra attitude
control.
* Mk1 fuel tank: uses same dry mass fraction and resource filling compared to its
LFO counterpart as Mk2 parts do.
* Radial attachment point cost lowered.
* Shielded docking port radial attach node fixed.
* Aerospike mass lowered as a buff (it needed a buff to compete with late-tier
engines) and tangents fixed.
* Heat shield thermal mass modifier increased to 0.05 to deal with increased
heating. Max temp lowered to 3000 to avoid totally overpowered radiation heatloss.
* Mk3 cargo bays have override cubes (they got missed when cargo bays got custom
cubes) - should now have expected drag.
* New large landing gear have override cubes (cubes were reversed).
* Mk3 parts have breaking forces/torques specified and should no longer break on
landing.
* Mk2 cockpits have same breaking force/torque as other Mk2 parts.
* Ablator resource heat capacity increased.
* Rebalanced LV-1 to have Sea Level ISP of 80.
* Rebalanced Poodle to have Sea Level ISP of 90.
* To fix spaceplane vs pod reentry and better allow hot reentries, temp is
separated between part internal temperature and part skin temperature.
* Fixed some occlusion issues. Occlusion is now over-generous rather than under-
generous.
* Buffed heat resistance of spaceplane parts.
* Added in CoL and CoP offsets for wing parts, no longer at the attach node.
* Fix for ablator and configs not taking skin temp into account.
* Fixed Radian vs Lat/Lon bug in Overlay and made displays more consistent.
* Fixed potential exploits with sci lab.
* Removed transparency and added direct-attach node to heat shields.
* Balanced heat shields for skin temps. A Mk1-2 straight-in reentry to Eve starting
at 6.5km/sec surface (more orbital) is just barely survivable (ablator fully
depletes), and regular Eve and Kerbin Munar reentries deplete about 1/6 to 1/4 the
shield.
* Added a tuning factor to conduction between parts with different shielded states,
so a cargo/service bay won't conduct much to parts within it. Since radiation is
disabled for parts within bays, they'd just increase in temperature with no way to
cool during reentry, and parts in bays would be the first to blow up on reentry.
* Upped non-drogue chute default full-deploy altitude since pods were crashing
before the chute fully opened.
* Upped non-drogue chutes' stress/thermal limits for deployment (safe speed is now
around 290m/s at sea level rather than 250). Increased the time to fully deploy
slightly so less of a G shock.
* Increased max temp of linear RCS, slightly decreased max temp of RCS quad.
* Tweaks to fairings to change the skin:internal thermal mass distribution, and
better protect parts inside fairings and cargo bays.
* Not-Rockomax Micronode side stack nodes corrected.
* Parachutes now have deployment warnings in the Part Action menu, when it's safe
to deploy etc.
* Halved intakeAir requirements for jets. Slightly raises service ceiling, mainly
helps mitigate flameouts due to resource transfer issues.
* Balanced thermal mass of drogue chutes to correct max opening velocities.
* Attach node refinements on Wing Connector Type A and Structural Wing Type A.
* Removed drag from Intake context UI.
Modding API:
* flow multiplier curves can multiply thrust rather than flow.
* Added method to convert string to ConfigNode.
* Un-hardcoded altitude for navball velocity indicator to change modes.
FX:
* Heat animations for engine nacelles and 1.25m intakes.
* SR-71 style exhaust flame for TurboRamjet.
* Nose and tail cones heat animation.
* Fixed incorrect transparency on the letter P on the UKSA flag.
=================================== v1.0.2
============================================================
Thermal:
* Fixed ships potentially overheating when splashed down.
Parts:
* Small tweak to Mk16 parachute drag.
=================================== v1.0.1
============================================================
Thermal:
* Temperature gauge system.
* Vessels which are splashed will now have much higher convective coefficients
making them cool to ambient temperature faster.
* Removed node size from being taken into account for stack occlusion. Added custom
drag cubes for remaining hollow parts.
* Parachute heating/burning.
* Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates.
* Fixed conduction on service bays. Added Module Conduction Modifier to help
service bays not incinerate their contents & configs updated
* Updated emissivity for spaceplane configs.
* Lowered heat production on LV-N.
Resources:
* Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic.
* Removed Overheat Throttle mechanic.
* Increased mass of Ore tanks to match wet/dry ratio of stock tanks.
* Aerodynamics
* New values for physics global drag and lift multipliers.
* Added a CoP offset calculation to procedural fairings
* Fix for the aero debug drag arrows switching directions. Added body lift arrows
(cyan)
* Fixed occlusion on mk2 docking port.
* Fix for Laythe's atmosphere.
Solar Panels:
* Solar panels now use the proper inv square from FI's solar flux.
* Removed obsolete power curves from solar panels.
* Rebalanced solar panels against each other.
Career:
* Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer
mark Pol as visited with the progress tracker.
* Science contracts and science World Firsts can no longer be triggered with
science gained by reverse engineering recovered vessels. You have to transmit or
recover an actual experiment.
* Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as
the final stop on the tour.
* Capped amount of recovery contracts that can generate, but increased caps on
station and base to increase contract variety.
* Fixed "On Wheels" optional side objective not triggering on outposts when
utilizing the new fixed landing gears.
* ISRU contracts round their capacities up, to handle cases where the player brings
exactly enough resource capacity.
* Use the word "spaceflight" instead of "flight" when appropriate, to prevent
player mistaking certain things for atmospheric flight.
* If the game cannot find an agent listed in the save file, it will pick a random
agent.
* Remove some debug information from survey waypoint generation.
Parts:
* Added Tier 0 rocket fin.
* Added RescaleFactor to the RT-5 (preventing a potential regression bug).
* Removed the allowstack option from the NBS and orbital scanners to fix a bug if
they were used as the root part.
* Fixed an issue where the physicsSignificance flag was set to 1 for heat shields.
* Added an option to clamp the lower bound of the deploy pressure of parachutes.
* Adjusted parachutes to open at a slightly higher atmospheric pressure.
* Fixed fairings not initializing their masses in flight properly.
* Added module info section for fairings.
* Rebalanced engine entry costs.
Miscellaneous:
* Moved all Part Loader part info code into a separate method which is run after
drag cubes are loaded/created. Thus modules can access the part�s drag cube
information in their info.
* MapSO and CBAttributeMapSO methods made virtual and member variables protected.
* Made physics-less part mass effect KB mass value.
* Zero part count vessels will not be run through Flight Integrator.
* Increased mass on some wings.
* Fixed a nullref being caused when clicking between vessels and empty space in map
view.
* Vessels that blow up in atmosphere properly kill off their crew members.
* Added Part temperature gauges/highlighting (toggle with F10).
* Part temperature overlay can now be toggled with F11
* Part aerodynamic forces overlay can now be toggled with F12
=================================== v1.0.0
============================================================
* New:
Editor:
- New Engineer's Report Toolbar App, provides warnings and advice during
construction, notifying players of possible design issues with their ships.
- Added 'Cross-Section Profile' Filter to Parts List.
- Added Thumbnail images for Craft files in both Launch Dialog and Craft Browser
screens.
- Added 'Merge' button to Load dialog, allowing ships to be loaded without
replacing the current one
- Added confirmation dialogs when overwriting a save, launching or leaving editor
without saving.
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
based on part orientation in flight.
- Both lift and drag are dependant on density and the speed of sound. both properly
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
designed to do so.
Heat Simulation:
- Completely revised part heating model, energy flux is considered, not merely
temperature.
- 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
albedo/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 into
account.
- Celestial bodies accurately emit thermal radiation making nearby craft warmer.
- Service modules, fairings and cargo bays can be used to protect parts inside from
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-autonomous
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 into
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 as
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
MonoProp
- 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
(and 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
weren�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, and
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
reassigned 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 shadows.
- 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, with
�props� nearby.
- Added two 'immediate' Strategies to convert existing Reputation and Science into
Funds.
- World First contract line now extends all the way out to Eeloo, and is dependent
on player progression.
- Record contracts are now always active, and will complete in order even over the
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 orbit.
- 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 spot
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 well.
- Duplicate control bindings for Docking/Staging modes now replaced by a much more
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,
explosions, ground roll, G-force, and many more)
- TrackIR support added to all game views (toggleable independently in game
settings). (FreeTrack also reported to work)
- Added FOV control to main flight camera. (Hold ModKey and zoom)
* Bug Fixes and Tweaks:
Editor:
- Fixed several issues with editor attachments, attachment node orientation and
symmetry.
- Shift+Clicking a 'frozen' part in the editor will detach it from its parent.
- Fixed several bugs with cloned parts and persistence.
- The editor no longer requires a full scene reload to load new craft files.
UI:
- The KnowledgeBase panel for Vessels now shows 'Max Accel' and 'Estimated burn
time to 0m/s' (as shown on navball) fields.
- Several part context menu actions now properly apply to symmetry counterparts
automatically.
- Added new custom cursors.
Simulation:
- Fixed 'infiniglide' bug.
- Switching SOIs no longer causes the next orbit to change at high time warp rates.
- Added a warp speed limit when approaching an SOI transition.
- Kerbal EVAs should no longer fly off when disembarking in space.
- SAS now disengages autopilot modes automatically (and falls back to stability
assist) in cases where the target vectors would change very rapidly.
- Parachute deployment should no longer cause vessel disassembly at high physics
warp rates.
- Deployed parachute sway now actually has an effect on the vessel.
Parts:
- LV-N �Nerv� Engine now runs solely on Liquid Fuel and has no gimbal.
- OSCAR-B tank can now be surface attached
- Air-breathing engines now drain fuel evenly from all tanks in a vessel.
- Fixed radial decouplers not applying ejection forces correctly.
- Parachutes no longer cause massive G spikes when opening.
- Control Surfaces can now be deployed as flaps, controllable via context menus and
Action Groups.
- Stats of Antennas revised for a proper progression with the more advanced models.
- Added nicknames to all engine parts.
- Revised and balanced part costs.
- Balanced fuel amounts for Mk2 and Mk3 tanks.
- Balanced engines (Isp/thrust/mass) in line with the new aerodynamics.
- Added fuel gauge to LV-1 �Ant� engine.
- Materials Bay now faces away from the part it�s radially attached to.
- RoveMate rover body is now a probe body as well.
- The unshrouded solar panels are now non-retractable.
- Balanced probes electric charge usage, mass and crash tolerance.
- Lowered crash tolerance of the Structural Pylon to 70 from 999!
- All parts given �bulkhead profile� tags in cfg files. Profile tags inferred
automatically for parts missing this field.
- Cargo bays now properly detect enclosed parts, and can be grouped to make larger
bays.
- Experiment Modules, Solar Panels, Antennas and such will not deploy while stowed
inside a fairing or cargo bay.
- RCS thrusters will not function if stowed inside a closed cargo area (or
fairing).
- Lifting surfaces will not generate lift if stowed inside a closed cargo area (or
fairing).
Audio:
- Much improved flight ambience sounds for Kerbin and other bodies with atmospheres
- Added new sound effect when pulling high G forces.
- Eliminated audible gaps on several looping clips.
Effects:
- Improved sound/particle effects for all Air-Breathing engines
- Splashdown effects no longer spawn underwater.
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
updating 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
faster.
- 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 lock
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
reaches 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 situations.
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 assignments.
New:
Facility Interiors:
* Editor scenery now loads independently of the editor scene.
* Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB
or SPH)
* The KSC as seen from the editor facilities will change to reflect current level
and destruction state of visible facilities outside.
* Interior Scenery loads based on current editor Facility and Facility Level.
* Added new 3D interior scenery for Level 1 and 2 VAB
* Added new 3D interior scenery for Level 1 and 2 SPH
* Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI
* Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab)
* Added new 2D interior backdrops for Level 1 and 2 Mission Control UI
* Added new 2D interior backdrops for Level 1 and 2 Administration UI
Parts (General):
* Struts and Fuel Lines now use a common base system called CompoundPart.
* New CompoundPartModule base class added to provide functionality for parts based
on CompoundPart.
* Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting
between both ends of a CompoundPart.
* Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart
* Added CModuleFuelLine, creates a fuel re-routing between both ends of a
CompoundPart.
* LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert
Steering' when inverted.
* Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out
options will push/pull from all other selected parts evenly)
Kerbals:
* Kerbals now have Skills they can develop.
* Kerbals now gain experience after returning from missions.
* Kerbal Experience is needed to level up crew skills.
* Added Scientist Skill. Scientists increase recovery value of collected data,
transmission value of uploaded data and the lab boost factor (when manning a lab).
* Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels
and repack parachutes.
* Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is
available as long as at least one pilot is aboard.
* Crews in the Astronaut Complex can now be Sacked (if available) or given up for
dead (if missing).
SAS Overhaul:
* SAS is no longer available in any vessel for free. A pilot or an operational SAS-
cabable probe core are needed for SAS to be available.
* Level 0 pilots and basic probes provide basic SAS functionality (kill rotation)
* Higher level pilots and more advanced probes provide new Autopilot Functions.
* Added new Autopilot System featuring 8 modes:
- Stability Assist (Basic SAS)
- Prograde/Retrograde Hold (Level 1 Required: Automatically orient and
maintain attitude towards prograde or retrograde vectors.
- Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically
orient and maintain attitude towards R+, R-, N and AN vectors.
- Target/Anti-Target Hold (Level 3 Required): Automatically orient and
maintain attitude towards the selected target.
- Maneuver Hold (Level 3 Required): Automatically orient and maintain
attitude towards the first upcoming maneuver's burn vector.
* AP modes respect the current reference frame on the navball (surface, orbit or
target).
* Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any
level.
* Removed ModuleSAS from all parts except probe cores.
* Tweaked the R&D tech tree progression for all probe cores.
* Tweaked costs and descriptions for all probe cores.
* Probe cores set up with progressing levels of SAS service.
New Biomes:
* Added new Biome Maps to all celestial bodies.
* Over a hundred new biomes available in total.
* Added cheat menu option to visualize biomes in map view.
Misc:
* Added a one-page 'Welcome Intro' tutorial module to all newly-started games.
* Added new Edge Highlight visual effect when hovering over part icons on the
staging UI, or when selecting a new root part or choosing a part to transfer crew
to.
* Added new Tooltips for several UI controls in the Editor, R&D, Flight and many
other areas.
* Added new ESA flags.
* Improved some of the Loading Screen images.
* Added new Craft Stats app to Editor toolbar, to display ship information like
part count, total mass and size.
* Craft Stats app icon will turn orange if any limit is exceeded for the current
editor facility level.
* Added new sound fx for gizmos and re-root in editors.
* Added new destruction FX for all new facility models.
* Added EditorBounds system to define part spawn point, construction boundaries,
camera starting position and bounds for each editor interior.
====================================== v0.25.0
=========================================================
Highlights:
Administration Facility:
* Added a new facility near the Astronaut Complex, and lets you access the
Strategies screen.
* Added a new music track to play in the background of the Admin Facility, called
"Stratejazz".
Strategies:
* Managing your Career is greatly expanded with the addition of Strategies.
Strategies 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. Just
click the crew hatch and select Transfer to tell them to go sit somewhere else.
NavBall Vectors:
* The Navball now shows all 6 vectors when in Orbit mode: Progade, Retrograde,
Radial In/Out, Normal and Antinormal.
* Off-screen maneuver vectors now have an arrow which points towards them so
they're easier to find.
New:
Flight:
* Added a new stock craft, the Learstar A1: A hybrid multistage vessel that
functions very much like the Shuttle did.
* MapView Filtering state is now persistent.
* Added a Full Throttle Key (Z)
* New "Space Center" Button above the altimeter allows you to return to the Space
Center without having to go through the Pause Menu.
* Added MonoProp gauge to OMS engines on staging stack
* Added 'Return to Editor' buttons to flight end dialog when Reverting isn't
allowed (due to difficulty settings).
Editors:
* VAB and SPH scenes now show visible KSC facilities in their current states (as in
destroyed).
* Hold ModKey to override surface attachment in editors (when you want to stack to
a node but can't because the part insists on sticking to the surface).
Crew Management:
* Automatic Crew Hiring is now disabled depending on difficulty setting.
Scenery:
* Tweaked the main terrain shader to use worldspace triplanar mapping on near
detail textures. This means we now have enough texture accuracy to texture small
rocks or even blades of grass. This is still an ongoing project though, not all
Celestial 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 in
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 same
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 and
boarding
* Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-high-
res (multisampled) screenshots.
* Application Launcher added to tracking station (Messages and Contracts App
visible).
* Fixed a small bug where entering the KSC scene for the first time in a session
would cause it to jitter from FP inaccuracy. This fixed itself after going into
other scenes, but was annoying nonetheless.
* Tweaked text on Editor Cost Widget, so characters align with the Funds widget
below.
* Funds Widget now has commas to separate groups of 3 digits.
* Fixed a bug in the Editor which prevented some parts from attaching properly to
n-couplers using symmetry (like the RamJet Turbines)
* Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's
official mod site.
* Massive reorganization of the part folders in the GameData directory.
* Inline Reaction wheel rescaled to size 0, since it was redundant with the
Advanced Reaction Wheel module before.
* Cupola Part mass changed from 4.5 to 1.76. Total mass (with full monoprop) is now
1.8
* Tweaked the intake area of several intakes for better consistency.
* Fixed Experimental parts not being available in cases where the node was
researched but the part itself not purchased.
* Set up a transition matrix system to bypass unnecessary loading screens on some
scene transitions.
* Improved number formatting on all Contract values, from "F1" (123456789.0) to
"N1" (123,456,789.0)
* Overhauled the in-game settings dialog UI, which was sorely in need of some
attention.
* Removed useless 'None' option for Docking Lin/Rot state when assigning a key or
axis in the Input Screen.
* Revised and updated in-game and readme credits.
* Fixed mouse detection for KSC facilities not working if camera was zoomed too far
out.
* Fixed a bug where crew portraits would draw out of place after switching vessels.
* Fixed a bug which could cause a general game breakdown on rare occasions when
vessels planted themselves into the ground.
* Fixed Index Out of Range exception and general crash on moving to flight after
deleting a crewed part in a certain way.
* Kerbal recovery reward set to zero for the time being, to stop reputation exploit
from recovery at the launchpad.
* Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it was a
Mk1 type part anyway).
* Fixed several cases of UIs not stopping mouse clicks on objects behind
themselves.
* Fixed a bug on OSX which made it impossible to open the Crew Hatch Dialog and
possibly other dialogs too.
* Contracts App panel is now scalable in the VAB/SPH
* Fixed missing title bar on VAB/SPH on larger resolutions
* Fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was used.
* Fixed scaling issues with OMS Engine.
* Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship
design.
* Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurface
instead.
* Fixed minor visual issue with galaxy backdrop.
* Moved over ion engine and xenon tanks to Propulsion from Utility.
* Fixed Staging input locks not clearing if leaving the Editors while hovering over
staging icons. (resulted in total game freeze)
* Improved GUI skin for input page in Game Settings scene.
* Editor sidebar panel transition speed increased.
HOTFIX:
* Fixed a critical issue which prevented opening the right-click menus for several
parts.
Parts:
* Fixed a relatively serious issue with module loading which could result in
missing modules if loading old craft.
* O-10 Maneuvering engine scaling was off. Engine rescaled to proper size
(smaller).
* Fixed an issue with propellant-defined resource flow modes which prevented some
configurations of Vernier engines from working correctly.
* Fixed an issue with some decoupler modules failing to apply ejection forces when
activated.
* Fixed missing FX components on root parts after resuming a saved game or
reverting.
* Fixed a potential issue with the internal maths in ModuleRCS, which could result
in odd RCS response from center-aligned or stack-mounted RCS modules.
UI:
* Fixed an issue with the App Toolbar where mod apps wouldn't display/hide properly
at the VAB.
* Fixed an issue with custom staging icons and switching vessels.
* Fixed an issue where the Messages Dialog in the VAB would drift out of place when
discarding many messages.
Contracts:
* Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats
or claws wouldn't complete the contract.
Tutorials:
* Fixed a save-related bug which made the Orbiting 101 tutorial impossible to
complete.
Flight:
* Fixed vessels not leaving 'pre-launch' condition during take-off roll.
* Fixed a very annoying and potentially destructive bug where approaching another
vessel could mess up your control state.
Game Balance:
* Tweaked costs for several spaceplane and aerodynamic parts:
- Advanced Canard: 900 -> 800
- Standard Canard: 1500 -> 720
- Delta Wing: 500 -> 680
- Swept Wing: 500 -> 620
- Wing Connector: 500 -> 560
- R8 Winglet: 500 -> 640
- Structural Wing: 500 -> 540
- Aerodynamic Nose Cone: 680 -> 240
- C7 NCS Nose Cone: 680 -> 320
- Rocket Nose Cone (large): 1000 -> 450
- Standard NC (small): 680 -> 180
Modding:
* Added IPartCostModifier interface, to allow part modules to tweak a part's cost.
New:
* Currencies:
- Added Funds and Reputation as new Career Mode Currencies.
- Funds are required to launch vessels.
- Part Costs are now in use in Career Mode.
- Resources like Liquid Fuel and Mono Propellant now have costs of their own, which
figure into the cost of a launch.
- Tweaking a part's resource sliders in the Editors will adjust the cost of the
vessel accordingly.
* Mission Control:
- The Mission Control Facility is now active in Career Games.
- Mission Control allows you to select Contracts, review them, and either accept or
decline them.
- Added Gene Kerman as advisor in the Mission Control screen, ready to give his
opinion about what you're doing.
- The Mission Control screen also features an 'archives' tab, where you can review
previously-completed contracts.
* Contracts:
- Contracts require you to complete objectives, in order to gain Funds, Science and
Reputation
- Once accepted, contracts must be completed before the deadline expires.
- Contracts will fail if the deadline expires or if some critical parameter fails
(like killing a Kerbal in a mission to rescue him).
- Added procedurally generated 'mission briefings' for contracts, which may even
make sense sometimes.
- Contracts come in three levels of Prestige ("Trivial", "Significant" and
"Exceptional"). Higher levels offer greater rewards and are usually more ambitious.
- Reputation regulates the amounts of each level of contracts on offer.
* Agencies:
- Added Agencies, which offer contracts.
- Each agency has its own personality traits, which affects the generation of the
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
resources.
- Recovered value varies based on distance from the Space Center. Land at the
Runway 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
immediately 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 the
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
Monopropellant.
- 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 Control
is closed (as in pre-0.24 'Classic' Career).
Bug Fixes and Tweaks:
* Flight:
- Asteroids are now able to collide with other asteroids.
- New launches now start with throttle set to 50%, like in the old days.
- Saving restriction when throttled up removed.
- Timewarp restriction when throttled up removed. Engaging time warp now
automatically cuts throttle.
- Improved logic for detecting a vessel in 'orbiting' situations.
* Editors:
- Fixed a bug in the editors where dragging a part off the ship and deleting it
straight away would not generate an undo state.
- Fixed a bug where ctrl+clicking over a part in the build area would not reveal
the part in the parts list.
- Orientation of VAB scenery rotated so spacecraft orientation is consistent at
launchpad.
- VAB Flag moved to the opposite wall.
- Redesigned the Parts List UI 'Footer' section.
* Tracking Station:
- Fixed a bug where map objects were created but never removed, leaving dozens of
'leaked' objects behind.
* Space Center:
- Launchpad and Runway Launch Dialogs now show vessel costs.
- Added 'Edit' Button to Launch Dialogs, which takes you to the VAB or SPH to edit
the selected vessel.
- Launch Dialogs and Craft Browser now allow selecting vessels with 'invalid parts'
(for editing).
- Added new Pre-Flight Checks to prevent launching vessels containing invalid parts
or with costs exceeding available Funds.
* Solar System:
- Kerbin's Solar Day is now exactly 6 hours long (sidereal day is now 59 seconds
shorter).
- Slight optimization to Kerbin, Mun and Eve surface shaders.
* Parts:
- Resource flow mode can now be defined for each propellant on Engine, EngineFX and
RCS Modules in the part config.
- Previously useless Engine Nacelle and Radial Engine Body parts repurposed as air
intake + fuel tank combos.
- Tweaked Costs for almost every part.
- Tweaked Mass for several parts, especially spaceplane fuselage sections and
structural components.
- Fixed a potentially gamebreaking issue when activating a Separator if it was the
root part of a vessel.
- Fixed a bug where some particle FX (mainly on newer engines) would cause a stream
of errors when the vessel was unloaded with the FX active.
- Fixed a bug where StrutConnectors could cause hierarchy issues if linked in
certain configurations.
- ModuleRCS can now use multiple resources.
- Fixed an issue where decoupling Physicsless parts while moving at speeds up to
700 m/s could result in unplanned vessel disassembly.
* Tech Tree:
- Revised R&D node layout so 'control' type nodes have a more logical progression.
- Moved basic RCS parts to tier 4 (from tier 5).
- Added more connections into aerodynamic parts from other nodes on tiers 5 and 6.
* Progress Tracking:
- Fixed an issue introduced in 0.23.5 where unowned vessels could complete progress
nodes.
- Fixed AltitudeRecord progress node (now used for contract generation).
* Crews:
- Fixed crewmembers not being properly flagged as dead if their vessel was
destroyed while unloaded.
- Crewmembers are now keyed by name in the roster, and can properly be added and
removed.
- Added reputation reward and penalty for recovering and killing crewmembers.
- Added new unique names for Kerbals, suggested by the Community Logo Design
Contest winners.
* Misc:
- Fixed issue with persistence when reverting to flight.
- Added rich text support to several UI text fields.
- Fixed several cases of texture point-filtering issues resulting in crooked text.
- Fixed potential crash related to reentry FX on Linux when no depthtexture
hardware support is available.
- Overhauled all UI screens and text. All text fields using Arial font now use
proper Calibri.
- Exposed Gameplay difficulty options to the Alt+F12 Debug Toolbar.
- Updated Credits Scene.
- Fixed permission issues with KSPLauncher which prevented it from properly
launching the game on Linux.
- Messages displayed on the upper-right corner in flight are now displayed above
the crew portraits instead.
- Removed a 'rogue' tooltip from the Staging Reset button at the VAB and SPH.
* This build is a quick hotfix patch to address some issues that managed to slip by
testing
Bug Fixes:
* Fixed an issue with loading existing games, which would cause scenario modules
(like R&D) to not load properly.
* Fixed an issue which caused Kerbals on EVA to become unresponsive after resuming
a save.
The Asteroid Redirect Mission Patch is a special update in many ways. This time,
we've partnered with NASA to produce a completely new set of features for the game.
Main Features:
* Asteroids:
Kerbin is no longer alone in its orbit. Nearby are countless objects that buzz in
and out of its sphere of influence, some flying by harmlessly, others on impact
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 provide a new
challenge for both new and veteran players. Each asteroid is procedurally
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 the edge of
Kerbin's SOI.
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
betwen Mission Time and Universal Time.
* Targeted vessels now display their trajectories as patched conics instead of
single 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 over
them.
* RCS and XenonGas containers on earlier stages are now drained before containers
on later stages.
* Celestial Bodies now show a 'Focus View' button on their context menus in Map
View.
* Celestial bodies you have an encounter patch with will display that patch in
local mode when they are focused on the Map View or Tracking Station.
* Switching between Linear and Rotation controls in Docking UI mode no longer
toggles 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 non-
closed orbit.
* Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display
rendezvous information on the map.
* Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engines.
All were severely underpowered to be of any practical use.
* Quicksaving is now allowed at all times. In unstable situations, an autosave
won't be created at the same time.
* Greatly improved the accuracy of the physics->rails transition, eliminating drift
on nearby vessels when warping during a rendezvous situation, especially high-
velocity ones.
* The Map Filtering buttons now toggle independently on left click, and toggle
single/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 when
placing a maneuver node near the player's position.
==================================== v0.23.0
=========================================================
New:
* Tweakables:
- Several parts can now be tweaked individually by right-clicking them during
construction.
- Landing Gear can be set to start out deployed or retracted, and can also be made
steerable.
- Engines can have a thrust limiter set on them, so you can balance out
asymmetrical thruster configurations (or use differential thrust for taxiing).
- Wheels can be tweaked to have their engines toggled, steering locked, all before
launch (and after, of course).
- Control Surfaces can be tweaked to toggle response to pitch, roll and yaw input
individually.
* Science Revisited:
- Transmitting scientific data no longer allows you to max out the value of a
subject 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
removed 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.
* 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 tweaks.
- Texture loading has been sped up, loading times are noticeably reduced.
* Parts:
- The logic for all-vessel resource flow (such as Electric Charge and
MonoPropellant) has been re-done.
- Fixed those resource containers not being able to drain fully or store an amount
larger than their current available space.
* Docking:
- Fixed an issue that caused docking ports to resume their states incorrectly after
docking, making it impossible to undock afterwards.
- Fixed a big issue with docking operations through physicsless parts in the
hierarchy between the port and the original vessel root.
* EVAs:
- EVAs now use actual MonoPropellant for their jetpacks, instead of their own fuel.
- Fixed an issue with collision resolution that caused EVAs to sometimes fall over
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
return 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
weren't accessible before.
- Fixed an issue that could lead to loss of GUI responsiveness after leaving flight
during reentry or supersonic flight.
==================================== v0.22.0
=========================================================
New:
* Career Mode:
- Career Mode is now open! Although still very much under development, you can now
start new Career saves.
- Sandbox mode, of course, is also available from the start.
* Science:
- Researching requires Science, which must be earned by performing experiments
during your missions.
- You can now collect surface samples while on EVA, and process them to do Science.
- 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 different
situations across the whole Solar System.
- Added a new dialog to show the results of experiments when reviewing the
collected data.
- Added a new dialog to show a breakdown of all scientific progress made after
recovering a mission.
* 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 experiments
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 have
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 flight.
- Revised a lot of part values and descriptions, in preparation for them actually
meaning something in the near future.
- Overhauled the landing legs and gears, they now have proper shock-absorbing
suspensions.
* 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 many
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 without
going through the Tracking Station. Look above the Altimeter.
- The SAS system was again largely overhauled, based on all the feedback we've
gotten from everyone. It's now stabler than ever.
* Solar System:
- Celestial Bodies now support Biome Maps, which are used to create different
conditions 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, patcher
management, and also allows you to tweak settings from outside the game.
==================================== v0.21.1
=========================================================
==================================== v0.21.0
=========================================================
New:
* Construction:
- Completely overhauled the interior models for the VAB and SPH buildings, complete
with animated trucks and cargo lifts.
- All-new exterior models for the VAB, SPH and Tracking Station.
- New Astronaut Complex building.
- Added a description field where you can write up a few lines to describe your
space-faring contraptions.
* Crew Management:
- It is now possible to assign crew manually to missions before launch, both from
the Construction Facilities and from Launch Sites.
- Added completely new Launch Dialogs on the Runway and Launchpad at the Space
center.
- The new Astronaut Complex dialog allows you to hire crews from a list of
Applicants, and view the status of all your crewmembers.
- Revised the crew handling game logic, for a much more reliable and robust system.
* SAS Modules:
- Rewrote the SAS control logic from the ground up.
- SAS is now enabled for the entire vessel, and requires actuators like winglets,
RCS or others to actually have an effect.
- Repurposed the old SAS modules are now Reaction Wheel Modules, that apply torque
while consuming electricity.
- The new SAS logic allows applying manual input while SAS is on, letting you set
the ship's attitude without having to constantly toggle it.
* Procedural Terrain:
- Added a new module to generate craters procedurally on the Mun.
- Largely revised Kerbin's terrain to produce much more interesting mountains,
hills, valleys and coastlines.
* Flight Re-Flow:
- Removed the physically-impossible "End Flight" button.
- Added new options to "Revert" a mission back to launch or to construction.
- Added new 'Recover' button on the Tracking Station, to allow recovering a vessel
(as opposed to Terminating it) when possible.
- Recovering vessels makes its crew available again, while Terminating kills them.
- The 'Space Center' button now allows you to leave flight at any time, warning
when necessary about saving restrictions.
* Progress Tracking:
- The game now tracks your progress as you play, providing essential data for the
upcoming Career Mode features.
- Progress 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.
==================================== v0.20.2
=========================================================
==================================== v0.20.1
=========================================================
==================================== v0.20.0
Exp======================================================
- Decoupled vessels now properly inherit the action group state of the original
vessel.
- "Root-dropping" decoupling now properly preserves the staging count for the new
decoupled vessel.
- Fixed the EVA flags looking weird during the initial part of the flag-plant
animation.
- Fixed staging icons on decoupled parts not being removed from the staging list.
- Fixed the suspension jitter on the Medium Wheels.
- Several improvements to how collisions are detected and handled in the editors.
- Symmetrical counterparts now properly glow red or green based on whether they can
attach or not.
- Added a sound for when placing/releasing parts in the editor isn't possible.
- Added the flag pole to the editor scene background.
- Adjusted collision and torque values for the medium wheels so they're a bit
faster and tougher.
- Adjusted wheel breaking logic to take into account the relative velocities of
rigidbodies.
==================================== v0.20.0
=========================================================
New:
* Parts:
- Command Seats for Kerbals on EVA.
- New Cupola pod with IVA.
- New Small Lander pod with IVA.
- 2 new Probe Cores.
- New Large Docking Clamp.
- New Medium Wheel.
* Flags:
- Kerbals on EVA can now plant Flags on terrain.
- Several Stock flags to choose from.
- Flags are moddable. Create your own!
- Planting a Flag allows you to name the site, which becomes a focusable object in
flight and on the Tracking Station.
- Planted flags have a Plaque, which can be written during placement, and read only
when approached by an EVA.
- Added a Flag selector to the Game Start Dialog.
- Added a Flag Pole Facility to the Space Center.
- Added a FlagDecal part module. Allows any part to have a part of its model
textured with the selected flag.
* Editor:
- Added Flag selector to Editor scenes, to select a flag for the mission (defaults
to space program flag).
- The Editor no longer requires that the first part on a vessel be a Command Pod.
- Any part which allows both stacking and surface-attaching can be used as the
vessel root.
- Added a new part filtering system to the parts list, which allows excluding and
greying-out parts based on any criteria.
- It is now possible to delete the first part on a vessel, and replace it.
* UI:
- Added the first iteration of the Kerbal Knowledge Base: A collection of vessel
and planetary information on the Map and Tracking Station.
- The Knowledge Base shows information about known Celestial Bodies, displays the
crews inside vessels, and much more.
- Added Filtering by vessel type on the Tracking Station.
- Added Filtering to the Map View as well (hover around the top-center of the
screen)
- New Loading Screens, with hints.
* I/O:
- GameDatabase: Completely overhauled the loading process with a completely new
system.
- Mods and Stock Parts can now have their own separate folders for organization.
- Added a Flags folder to collect flag bitmaps.
- Added a scene transition buffer system, to ensure optimal memory cleanup when
switching scenes.
* Controls:
- Switching vessels no longer resets throttle and other input whenever possible.
- Going on EVA and boarding a vessel (or boarding a seat) also no longer reset the
vessel's input state.
- Decoupled vessels inherit the old vessel's control state.
- All parts on a stage will get activated now, even if that stage causes some of
those parts to get jettisoned away.
==================================== v0.19.1
=========================================================
Bug Fixes and Tweaks:
* Fixed re-entry shader failing on highly scaled parts
* Corrected an issue that would prevent large rover wheels from applying brakes
* Tweaked braking speed and power on rover wheels
* Adjusted how rover wheels display resource usage
* Changed Ladders on the launchpad ladders to make it easier to climb them.
* Changed the names of launchpad and runway objects to be more descriptive when you
crash into them.
==================================== v0.19.0
=========================================================
New:
* Added visual (and sound) effects for re-entry and supersonic flight.
* Overhauled the Kerbal Face Expression System with new animations, which are also
visible on EVA.
* Added wheel parts and modules for the construction of rovers.
* Added several new general purpose structural parts.
* New mesh for the launch pad area, now with 100% less launch tower.
* New mesh for the Runway, with sloping edges to drive on and off it.
* The sun no longer shines from below on ships and scenery objects at night, or
while in orbit over the dark side of a planet.
* Fixed the airspeed sound not looping properly, and adjusted the pitch range for
it.
* Various minor balance tweaks.
* More texture variety added to probe cores, to better determine their positioning.
* Fixed a few objects that were on the wrong layer.
* Fixed an issue when comparing versions, which could result in false
'incompatible' warnings.
* Fixed an issue with velocity changes when resuming 1x time while on a hyperbolic
orbit inside a rotating reference frame.
==================================== v0.18.4 L3
======================================================
==================================== v0.18.4 L2
======================================================
==================================== v0.18.4 L1
======================================================
* Linux Version Release
==================================== v0.18.4
RC3=======================================================
==================================== v0.18.4
RC2=======================================================
* Fixed an issue where controls could become locked when switching focus out of a
dead uncontrollable vessel.
* Fixed a collision issue with the large RCS Tank.
* Fixed a transparency issue with smoke FX and explosions.
* Boarding a vessel from EVA no longer toggles the SAS on the vessel.
* The VAB and SPH now show decoupler ejection forces on the part stats.
* Removed a part that wasn't ready and had sneaked its way into the build.
* Fixed a few typos on part descriptions and tutorials.
* Increased Jool's rotating frame threshold altitude to prevent entering its
atmosphere with the rotating frame disabled.
* Fixed an issue with the UI background not scaling correctly on the SPH.
* Fixed winglet colliders.
* Fixed EVA light orientations.
* Updated Copyright dates.
* Fixed vab transparency issue.
* Fixed Explosion Shader Transparency issues.
* Fixed Part Actions being clickable if Time Warp was engaged while the Action UI
was already up.
==================================== v0.18.4
RC1=======================================================
New:
* Fixed some buttons not being locked out properly on the Tracking Station and
possibly other scenes.
* The Staging Stack now automatically scrolls back into view if a staging operation
sends it off screen.
* Stage groups and icons now accurately follow the mouse when dragging.
* Fixed some UI controls and keys being responsive during pause.
* Fixed some sounds (mainly voices) being affected by 3D effects when they
shouldn't.
* Fixed an issue when going in and out of Map View after crashing the ship.
* Fixed the EVA map icons not showing.
* Fixed the planetary terrain not starting up properly sometimes.
* Fixed the error messages when exiting the game from the flight scene.
* Added a bad name filter for the Kerbal name generator.
* Fixed issues with the popup dialogs that allowed them to spawn a massive number
of duplicates.
* Parts on the parts list no longer show the author on their tooltips (that broke
immersion).
* Flight basics tutorial now requires player to set throttle to max before
finishing the tutorial (and launching).
* fixed the non-persistent StateName field on MunFlight Tutorial.
==================================== v0.18.3
(Demo)====================================================
* Demo release
==================================== v0.18.2
==========================================================
* Official Release
New:
* Scenarios:
- Added a scenario called Station One, where a refueling station is already in
orbit.
==================================== v0.18.2
RC6=======================================================
* Main Menu:
- Fixed an issue which caused the Load Game dialog to give false positives when
checking for invalid saves.
* Graphics:
- 800x600 is no longer a valid resolution option. Minimum possible resolution is
now 960x720.
==================================== v0.18.2
RC5=======================================================
* Tutorials:
- Fixed the Construction Tutorial erroring out with an "incompatible" sfs when
launching after completing the tutorial.
- Tutorial Scenarios now delete the instructor objects when the ScenarioModule is
destroyed.
- The Construction Tutorial now allows launching the constructed vessel, and going
back to edit it later.
* Controls:
- Action groups are now locked when in map view, to prevent accidental activation
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=======================================================
* Controls:
- Added input locks to action groups and part context UIs, so they lock when
appropriate.
* 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.
* Gameplay:
- Fixed an issue where crashing a ship wouldn't properly remove the root part and
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
tutorial.
* 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 properly
sometimes.
==================================== v0.18.2
RC2=======================================================
* Parts:
- Fixed an issue with the engine fairings which caused engines to lose mass on
save/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 default
browser)
* Music:
- Added two new tracks for space and another one for construction.
* 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
files if any are detected.
- Incompatible/Invalid entries on those dialogs are now greyed out, and the reason
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 the
connection to the parent part. This enables choosing which side will remain
attached.
- 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 worldspace.
This fixes vessels having seemingly random rotations upon resuming a save.
==================================== v0.18.1
==========================================================
* Docking:
- Fixed an issue which could cause an error when undocking if the undocked vessel
was missing its original root part.
- Fixed the vessel snapping when docking, which could cause misaligned docking
connections sometimes.
- Fixed an issue where docking to docked vessels could cause trouble when undocking
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 occlusion
- 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.
* Controls:
- Fixed an issue with ASAS which could cause unfocused vessels to start correcting
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.
New:
* Stock Craft:
- Added the Aeris 4A. A just-barely-able-to-SSTO spaceplane.
* PartModules:
- A few tweaks to enhance modability on Engines, Solar Panels and generic animation
modules.
* Parts:
- Tweaked a few cfg values for air intakes, landing legs and the sepratron motors.
* Credits:
- Updated credits scene to add music information and generally sped it up a bit.
* UI:
- Fixed the Action Groups menu not working.
- Fixed an issue with the resource transfer UI coming up in an invalid state when 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.
New:
* Flight Planning:
- Implemented map cues for close approaches when targeting celestial bodies.
* Docking:
- Fixed an issue which caused docking nodes to sometimes not be selectable as
targets.
- 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
screen 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 one
would get it placed incorrectly.
- Map cues for target objects will now only appear if the cues are inside the patch
bounds.
* Parts:
- Corrected a misspelled parameter on some parts.
==================================== v0.18.0 x6
=====================================================
* Physics:
- Fixed an issue which caused ships to sometimes respond weirdly to pitch, yaw and
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 output,
and only when they are operating properly.
- Command Modules no longer wait for their vessels to become focused before setting
the part as an input source.
- Fixed the Decoupler module not properly saving its state (could cause a null ref
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
selected 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
while 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.
==================================== v0.18.0 x5
=====================================================
* 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
charge 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 cause
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
secondary vessel.
* Resources:
- Fixed an issue with all-vessel-flow resources which caused resources to not flow
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 stop
working.
- Fixed a glitch with fuel lines that allowed disconnected parts to continue
providing 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 vessel
properly, causing "phantom forces" even when they weren't animating.
==================================== v0.18.0 x4
=====================================================
* 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
rotation 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 independently
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.cfg
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 work
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 until
the cooldown period ends.
- Action group cooldowns are persistent and time-warpable.
* Docking:
- Fixed a bug where decoupling pre-docked vessels could leave them uncontrollable.
- 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 they
were connected across the decoupled bits).
- Light modules now use interpolated dimming, and support the use of animations to
enable emissives
==================================== v0.18.0 x3
=====================================================
New:
* Physics:
- Added a slider to the settings screen to control the maximum delta time allowed
for a single frame.
- The MET timer on the UI will turn yellow (and red) if time is passing slower than
normal (if max DT exceeded).
* Part Modules:
- Fixed a serious issue in which non-controllable vessels would prevent your own
vessel from receiving input properly.
==================================== v0.18.0 x2
=====================================================
New:
* Docking
- It is now possible to select a Vessel Type when renaming a vessel.
- VesselTypes are used to determine dominant vessel when docking (when possible).
* Parts:
- 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 the
ship.
- Crewed pods require a minimum set of crew aboard, and unmanned pods require
power.
* 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.
* 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 that
one)
- Fixed a bug which caused docking nodes to not function properly if they had been
connected to a decoupler earlier.
- Landers and other controllable vessels are no longer flagged as debris after
decoupling.
- Vessels no longer rely on crew capacity to determine if it is controllable. Now,
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 with
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
after 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 parts
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 on
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
craft 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 order
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
flipping.
- 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 resulting
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 the
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 with
rendezvous.
- New Target NavBall Mode, shows speed and velocity vectors relative to the
selected 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, and
heaps more.
- New Resource Display on the UI, makes the state of resources much easier to
visualize 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 to
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 can
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 type
to another
- Landing gear module upgrade for better functionality and support for action
groups
- Physical object behavior added. Allows for breakable parts (IE, the solar
panels) More to come.
- Part Modules can be combined in a single part, to create compound functionality
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
functionality.
- Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and
more.
- 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 controls.
- New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z
Translation Gauges.
==================================== v0.17.1
======================================================
* Official Release
==================================== v0.17.1
x3====================================================
New:
* New option on the settings file to enable verbose debug logging, to include a
call stack trace (when available)
==================================== 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
==================================== v0.17.1
x1====================================================
New:
* The flight UI now scales dynamically depending on screen resolution, to always
have the same pixel size.
==================================== v0.17.0
======================================================
* Official Release
==================================== v0.17.0
x9====================================================
==================================== v0.17.0
x8====================================================
New:
* Double-tapping the wheel brakes key will now set parking brakes.
==================================== v0.17.0
x7====================================================
==================================== v0.17.0
x6====================================================
* Fuel tank parts no longer look into parent parts for fuel, unless connected to
them by a fuel line.
* Fixed an issue with the radar altimeter that could cause sunken parts to explode.
* Set Duna's orbital inclination to 0.06�
==================================== v0.17.0
x5====================================================
* Found and worked around a unity bug which caused several issues with parts
colliding within the same vessel, and getting twitched out of place.
* Fixed issues with the landing gear (will still need a rewrite, but should be
better now)
* Fix for advanced canard inversion of movement.
* The Map Camera no longer rotates when in a rotating reference frame.
* Disabled the Delete button when Stock craft files are selected.
* The ship cache is now properly cleared when starting a new game.
* The Simulate In Background setting no longer requires a game restart to take
effect.
* The orbit trajectory reframing maths are all done with double-precision now, to
remove jitter from the orbit splines.
New:
* Added Nuclear-Thermal Engine part
* Added focusable areas for internal views
* Added Settings for Music and Voice Volume
==================================== v0.17.0
x4====================================================
New:
* Pressing backspace will now reset the map and internal view.
* Middle mouse modifies the internal camera zoom by an additional 2x.
* Double clicking middle mouse will reset the internal camera zoom.
* Unlit/Transparent shader added to mu reader/writer.
==================================== v0.17.0
x3====================================================
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 well
as nicer looking.
==================================== v0.17.0
x2====================================================
* Fixed an issue with the terrain altitude detection, which could cause vessels
(mostly debris) to fall through terrain.
* Fixed the "cannot switch vessels" message appearing for every mouse click on the
tutorials.
* Fixed an issue where starting a new game after running a tutorial would not clear
some game state values, and result in locked buttons and tutorials starting when
they shouldn't
* Fixed an issue with warping time after crashing.
* Fixed an issue where flying through a Mun arch would destroy the vessel.
* Fixed an issue with Launch Clamps at 2x warp and above.
* Fixed an issue with the G force calculation for vessels, which could prevent
saving or warping.
* Improved the layout of the Start Game menu.
* Fixed an issue when Kerbals became ragdolls when travelling very fast, and
started 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 in a
rotating reference frame.
* Tweaked the orbital parameters of several celestial bodies on the system, to make
it more interesting.
==================================== v0.17.0
x1====================================================
New:
* Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular
Activities) feature set.
* Multiple Player Saves: You can now have multiple ongoing game sessions, as each
save is kept in its own folder (instead of all using the saves/default one).
* Scenario Logic Modules: Like PartModules, but for scene logic (and defined on an
SFS file instead of a part.cfg).
* Center of mass, thrust, lift and drag visual cues on the construction scenes.
* Prebuilt ships included with the game, as examples and possible starting points.
* 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.
* Ships saved by one player are private to that player. Ships on the KSP/Ships
folders 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
contents (prompts for confirmation).
* Added a button on the ship loading dialog to delete saved ships (prompts for
confirmation).
* Added a button on the Tracking Station to terminate an ongong flight (prompts for
confirmation).
* Implemented dynamic walk cycle blending for EVA Kerbals under G levels between
0.17 and 1G
* Added a floating origin system to the Scaled Space subscene, eliminating the
visual jittering when viewing distant objects in the map view.
* Revised part titles and descriptions for the parts added in 0.16
==================================== v0.16.0
======================================================
* Official Release
==================================== v0.16.0 x5
===================================================
New:
* Added a Launch Clamp part. It holds the ship in place at the pad so it doesn't
crumble to pieces before you get a chance to launch.
==================================== v0.16.0 x4
===================================================
==================================== v0.16.0 x3
===================================================
==================================== v0.16.0 x2
===================================================
New:
* Kerbal crewmembers in Extra-Vehicular Activities, both at the surface and in
orbit.
* Kerbal scientists, mechanics and ground crew all around the Space Center
Facilities.
* New Internal Cockpit models, with full modding support.
* New (Much lighter on performance) Particle Effects and Explosions
* Several new, larger rocket parts.
* Reduced the minimum collider intersection threshold to much less than before.
Should increase collision accuracy and hopefully solve issues like landing gear
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 hierarchy.
Now, vessels take care of keeping their own parts in place while packed, making
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
accurate flight resuming.
* Fixed a bug in the Tracking Station scene, which prevented scrolling the vessel
list.
* The Vessel Switching keys now only cycle between nearby vessels and won't cause
the scene to reload anymore.
To switch to far-away vessels, you must use the map view.
==================================== v0.15.2
======================================================
==================================== v0.15.1
======================================================
==================================== v0.15.0
======================================================
* Official Release
==================================== v0.15.0 x5
===================================================
==================================== v0.15.0 x4
===================================================
New:
* Added a small, far-flung second moon around Kerbin, called Minmus.
==================================== v0.15.0 x3
===================================================
==================================== v0.15.0 x2
===================================================
==================================== v0.15.0 x1
===================================================
New:
* The Spaceplane Hangar Facility, allows you to build vehicles horizontally, and
launch them from a Runway
* The Runway Facility, to launch from and land your spaceplanes at.
* A new Part Creation Toolset, allowing for animated models, with normal and
emmissive maps.
* A deployable Landing Gear part
* A new AtmosphericEngine part type, and two new air-breathing engines.
* A Patched Conics trajectory projection system, shows your map trajectory as it
enters and leaves the SOI of planets and moons.
* Parts now can have a context menu where you can view data and perform actions.
(Atmo engines already implement this)
* Parts now visually display their temperatures through a dynamic emmissive heat
map.
* It is now possible to manually rotate parts on the VAB and Spaceplane Hangar
prior to placement (using the WSADQE keys, Shift, Space to Reset)
* It is now possible to trim the roll, pitch and yaw inputs by holding Alt and
pressing the roll, pitch and yaw keys (Alt+X to reset).
==================================== v0.14.4
======================================================
New:
* Added Shader Model 2 fallback shaders for the terrain. Doesn't look as pretty,
but solves the black terrain issue on SM2 video cards.
* Exposed terrain parameters on the Video Settings screen (Now called Graphics
Settings).
* Option to force using SM2 shaders even on SM3 compatible hardware.
Bug Fixes:
* Sometimes vessels could still be seen as being under acceleration and not get
saved. This is fixed now.
* Tweaked the terrain system to use less memory.
* Updated Kerbin's diffuse map, to remove the blue on the ice caps on map view and
tracking station.
* Launching the updater with the game in fullscreen mode will no longer cause the
updater to crash.
* The game will no longer launch the patcher if the latest update is available only
as a full download. It will open the KSP Store instead.
* Changed the default game settings so terrain scatter is off by default
==================================== v0.14.3
======================================================
Bug Fixes:
* Fixed an issue with prevented unfocused ships from being saved.
* Removed the KSC on the Mun (don't ask).
* Tweaked the altitude of KSC to better match the terrain level.
* Tweaked Kerbin landclasses to raise ocean and remove the blue from the ice caps.
* Fixed the Sun flare not getting obscured by planets on the Tracking Station view.
==================================== v0.14.2
======================================================
New:
* Created a proper icon for the game.
* A completely overhauled terrain engine
Bug Fixes:
* Fixed the patcher launching any executable after it's done patching. Now it
launches KSP.exe always.
* Fixed a potential security issue with the patcher authentication.
* The patcher will no longer spam console windows while doing its thing.
* Rotated the Mun back to it's original orientation (a fix on the 14.1 left it
facing the other way).
* Improved the terrain correction system for landed vessels. It now compensates for
terrain slope errors.
* The Map and Tracking Station cameras now respond to the camera control input
axes.
* Fixed an issue with symmetrical parts not clearing references to decoupled
counterparts.
* Fixed an issue with the patcher not being able to login using passwords
containing special characters.
==================================== v0.14.1
======================================================
Bug Fixes:
* Found and fixed the real cause of the staging issues that have plagued every
release from 13.2 onward.
* The debug console is no longer spammed with NaN errors. This could cause extreme
lag in densely populated game worlds.
* Fixed an issue where unloaded vessels would not update their orbits, causing them
to resume incorrectly if they switched SOIs.
* Fixed the save folder paths on the Mac version (they were ending up inside the
app package)
* It is now possible to do a Quickload (F9) after a crash (with the flight end
screen up).
* The game will no longer overwrite the quicksave when resuming flights. Only when
creating new ones.
* Landed vessels no longer explode when approached by the player (as when landing
near other landed ships)
* Fixed an issue with landing detection when landed on other vessels.
==================================== v0.14.0
======================================================
* Official Release
Bug Fixes:
* Added descriptions for the small fuel tank and small engines.
* Added a more efficient input lock for when vessels are in physics-hold mode, to
prevent staging during that period.
* Made the Langing Gear action a mappable key.
* Fixed the Alt+Tab locking staging issue. (was a poorly thought out control I had
set up, which was removed)
==================================== v0.14.0x6
======================================================
Bug Fixes:
* Fixed yet another staging issue.
* Fixed an issue with the object scaling for Bill, Bob and Jeb, which made them not
sit right in the cockpit and their screen messages to not appear.
* Fixed a game flow issue in which it was possible to cancel the flight end screen,
leading to an error and leaving the game stuck in the flight scene.
* Fixed an issue which might have caused repeated Kerbals to be generated.
* Fixed the End Flight screen lockup issue after KIA.
* Fixed the problem with landed vessels being lobbed into the air after resuming a
saved flight.
* Fixed the small fuel tank visual gap when connected to the mk1 pod directly.
* Fixed the tracking station rotation and texturing issues.
==================================== v0.14.0x5
======================================================
New:
* Added small fuel tank and small engine parts
Bug Fixes:
* Fixed an issue that caused parts to be detected as landed when in collision with
parts from other vessels, even while flying.
* Fixed an issue where the persistence system would not clean out parts that were
landed on other parts, rather than on the launchpad or KSC area.
* Unloaded orbiting vessels will continue orbiting into the ground, if there is no
atmosphere to reentry-burn them.
* The 'isPersistent' part cfg parameter, ironically enough, wasn't persistent
itself.
* 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 the
VAB tutorial was active.
* Fixed the VAB tutorial never being shown after the first time, even when
activated 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 method.
* 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-solved
collisions
* Updated the description for landing legs (missing description for the other
parts)
==================================== v0.14.0x4
======================================================
Bug Fixes:
* Fixed a problem with Jeb's confidence levels (he lost his nerve on x3).
* Fixed a few issues with the atmospheric pressure and temperature curves from x3.
* Fixed another problem with staging that was made apparent in x3. It caused the
ship to 'skip' stages.
==================================== v0.14.0x3
======================================================
Bug Fixes:
* Fixed the vessel label icons, which were invisible.
* Increased the ejection force of Decouplers and Radial Decouplers (too
underpowered after the physics fix).
* Removed the landingleg.max file that snuck itself into the distribution.
* Fixed the Camera Mode text not being displayed in flight.
* Fixed the map focus switching (Tab not working).
* Fixed Fuel tanks apparently not resuming fuel levels properly (was an icon
issue).
* Fixed Landing legs not resuming their states properly.
* If a landed vessel decoupled from its base while taking off, the vessel would
still be flagged as being landed.
* Sometimes, landed vessels would spawn a few feet off the ground and stay locked
in place forever.
* SAS and ASAS modules on other vessels were getting activated along with the
current focused vessel.
* Reloaded parts were not storing references to their symmetry counterparts
properly. That caused all sorts of weird behaviour.
* Fixed an issue that caused vessels to be placed in the wrong positions
occasionally (most noticeable in the tracking station).
* Fixed an issue that caused incorrect staging when loading ships in the flight
scene.
==================================== v0.14.0x2
======================================================
Bug Fixes:
* The KSC buildings had lost their tags which identified them as eligible for
landed debris clean up. Fixed now.
* Fixed the flight scene time step being incorrectly initialized as 0.04ms (would
cause wobbly physics).
* Fixed a problem with the Plugins folder in the Mac version, which caused the game
to halt when loading.
* Removed a save file that sneaked its way into the distribution.
==================================== v0.14.0x1
======================================================
New:
* Flights are regularly saved to file, to be resumed later. (yes, persistence )
* Support for multiple simultaneous flights and switching from ship to ship.
* The Tracking Station Facility at the Space Center, allows you to select and
resume a flight in progress.
* Holding the middle mouse button will allow you to rotate the flight camera about
itself, instead of rotating its pivot. (double-clicking the MMB will recenter it)
* Tweaked the orbit rendering on the Map View to reduce clutter when several icons
are moused over at the same time.
* Landed or Splashed vessels now display their coordinates (or location, if
available) when moused over on the Map View.
* More Crew Members so you can launch missions while others are underway.
* An External Module Loader, which enables mod makers to program their own part
modules.
Bug Fixes:
* The flight camera is no longer able to go upside down.
* The ORBITAL camera mode will no longer change orientations when switching spheres
of influence.
* Fixed an issue with .craft file saving and loading, which makes it possible to
save ship titles independently of the file name.
* Un-warping a landed ship will no longer cause an unphysical jerk on it, which
could possibly destroy it.
* Landed/Splashed vessels no longer show an Apoapsis icon on the Map View.
* The Map Camera now responds to the keyboard bindings for camera zoom.
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)
* Decouplers now obey the third law of physics (every action has an equal and
opposite reaction).
* RCS Fuel Tanks now drain symmetrically if placed using symmetry.
==================================== v0.13.3
(Demo)===================================================
New:
* A Stats Tracking System, so we can collect information of the game for
statistical purposes.
Bug Fixes:
* Fixed a bug with symmetry in the VAB.
* Fixed an issue with the main camera that would create sporadic moments of lag in
map view.
* Fixed a bug that caused symmetrical parts to lose the reference to one of their
counterparts, leading to incorrect symmetrical placements.
* Reverted the Staging logic to the 13.1 system, as the changes made in 13.2 were
buggy.
==================================== v0.13.2
======================================================
Bug Fixes:
* Fixed a bug with symmetry in the VAB.
* Fixed an issue with the main camera that would create sporadic moments of lag in
map view.
* Fixed a bug that caused symmetrical parts to lose the reference to one of their
counterparts, leading to incorrect symmetrical placements.
==================================== v0.13.1
======================================================
* Official Release
Bug Fixes:
* Removed parent-wise fuel crossfeed from Radial Decouplers. Fuel Lines made that
obsolete.
* Fixed an issue that prevented attachment nodes from affecting connected part
rotations properly.
* Fixed an issue with the part loader, which would crash if a binary mesh was
found, but no .dae or .obj file was present.
==================================== v0.13.1x1
====================================================
New:
* Recompiled on the latest version of the Unity engine, to add multithreaded
rendering support and better memory management.
* Changed the Fuel Line flow direction, so fuel will flow from the first-placed end
of the line to the second end.
* Holding Ctrl and clicking on a part on the ship at the VAB will now automatically
flip the parts list to the selected part's page.
* Added in-game credits
Bug Fixes:
* Fixed the custom part sounds loading system, which wasn't working on the last
release.
* The part loader will no longer freeze if it cannot find a part module to load. It
will load the base Part module, and make it visible but unavailable on the VAB.
==================================== v0.13.0
======================================================
* Official Release
==================================== v0.13.0x4
====================================================
Bug Fixes:
* Increased the heat conductivity and heat dissipation values for all parts, to
compensate for the new heat exchange system.
* Fixed the time quadrant on the UI being unresponsive to mouse clicks if there
were part icons behind it.
* Fixed the staging quadrant being partially visible in the map view.
* Fixed a problem that made it possible to delete the command pod in the VAB by
using Ctrl+Z.
==================================== v0.13.0x3
====================================================
Optimizations:
* Tweaked the part heat exchange model, for a considerable fps boost with very
large 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
collision 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 the
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
positioned correctly on a few resolutions.
==================================== v0.13.0x1
====================================================
Optimizations:
* Removed a lot of needless halts on the part processing routine during loading.
* Restructured the sound loading system so the main loading thread doesn't wait for
it to finish before moving on.
* Deferred adding of several part components so they're only added when they're
needed.
* Mesh tangents can now be loaded from file, instead of being recalculated every
time.
* The mesh loader now ignores materials from file, because they were going to be
replaced anyway later.
* Meshes are now saved to binary files (serialized) when loaded for the first time,
and loaded from those files when they're available.
* Changed the rendering method for the part icons on the staging sequence. This can
prevent thousands of objects from being created when flying large ships.
* Ship parts now have adjustable levels of physics, so small parts are not as
deeply simulated as large ones. This reduces the amount of physics objects and
joints to simulate.
* Reduced the amount of code components attached to each part, making for less
calls on each frame.
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-mounted)
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 before
launching.
* Liquid Fuel now flows from the "top" attachment node, instead of from the parent
part (unless there is no top node, in which case it flows from the parent part).
* Parts now keep the references to the part attached in each attachment node.
(makes top-node based fuel flow possible)
* Fixed a bug which prevented the ship selection dialogs from receiving double-
click 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 trajectory
is now a constant size regardless of eccentricity, and isn't warped by the splines.
* 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 whenever
it finds new part models. This means the first time you run the game, it might take
longer for loading to complete.
* This update introduces some new features that make ships built on previous
versions incompatible. If a ship fails to load, it's because it isn't compatible
with 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
rates.
* Implemented a new Kepler Equation solver for extremely high eccentricity orbits,
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 jitter
on very high warp rates and speeds. (aka The Warp Shakes)
* Fixed another problem which could cause the game to crash if entering/leaving
another planet's SOI while on 1x or 2x warp.
* (Hopefully) fixed a problem with 0 inclination orbits that could cause them to
become reversed or rotated when transitioning between planets/moons.
==================================== v0.12.0x3
====================================================
Bug Fixes:
* Fixed a problem that caused ships to reverse direction when unwarping while on a
hyperbolic orbit.
* Fixed a few typos in some part descriptions.
* Reduced the gimbal range for the LV-T45 engine, which was way too much after the
gimbal bug fix.
* Fixed the Decouplers not applying a separation force when jettisoned.
==================================== v0.12.0x2
====================================================
New:
* The Surface/Orbital speed reading will now change automatically (and can still be
toggled manually)
Bug Fixes:
* The game would crash if the VAB tutorial is advanced too far while keeping the
command module selection window open.
* Engine gimbals were not deflecting as much as they should be.
* Fixed the Max G reading on the flight end screen. Now it will only log sustained
G forces.
* Fixed the Surface/Orbital Speed reading getting messed up when restarting a
flight.
* Fixed a problem with the Time Warp code, that would sometimes force the time rate
to 2x, but not unpack the ship. It would also cause G forces and other values to be
incorrectly calculated.
* Fixed a problem with unpacking the ship for physics that could cause centers of
mass to be offset, leading to uncontrollable tumbling.
* Fixed a problem that could cause orbits to become reversed when entering/leaving
another planet's sphere of influence.
* Changed the Time Warp altitude restrictions to be proportional to the current
planet or moon's radius.
==================================== v0.12.0x1
====================================================
New:
* A Moon
* New Orbital Camera Mode. Like Free Mode, but aligned to the solar system plane,
like the Map View Camera is.
* New Auto Camera Mode. Chooses between the other modes based on the state of the
flight.
* Liquid Engines now support thrust vectoring (gimballing).
* New LV-T45 Vectoring-Enabled Liquid Engine.
* The VAB will now allow you to select a Command Module before starting a new ship.
* Planets and Moons now rotate.
* It is now possible to orbit the Sun.
Bug Fixes:
* Improved the way velocities are applied when resuming physics.
* Fixed the Advanced SAS icon showing as a question mark on the VAB.
* Fixed a bug where cloning parts by removing and undoing would cause them to
receive 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
anymore in orbital parameters when going out of warp.
* Made some significant improvements to the physical joints that hold the ship
together. Ships will not wobble anymore when going back into 1x time after warping,
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 selection
dialog)
==================================== v0.11.1
====================================================
* Hotfix Update
Bug Fixes:
* Fixed a small but very annoying bug where unpausing the game would not set time
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 spacecraft.
* Fixed the extreme performance loss when using warp with large ships.
==================================== v0.11.0x5
==================================================
Bug Fixes:
==================================== v0.11.0x4
==================================================
New:
* Changed most flight calculations to use double-precision
Bug Fixes:
* Found and fixed the most likely cause of ship destruction when exiting time warp.
* Fixed the insane G forces when transitioning into or out of high warp.
==================================== v0.11.0x3
==================================================
New:
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 parts
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 RCS
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 available
(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 number
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 on
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 control
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 controls
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
during 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 module.
The Stabilizer is now deprecated.
* Changed the folder structure on the Mac version, so it is the same as the PC
version.
==================================== 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 hat
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 of
lighter as their fuel was spent.
==================================== v0.10.0x2
================================================
New:
* Added a Throttle (Incremental) binding to the input config. This allows mapping
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 safely.
* 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.
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 specific
points in orbit.
* Fixed a few problems with some game settings not being correctly applied on game
start.
* Fixed a problem with the volume settings where explosions would sometimes sound
out even with volume at 0%
* Added a basic compatibility/integrity check on loading ships. If it fails, the
ship won't load but the game won't crash.
==================================== v0.9.0x6
==================================================
Bug Fixes:
* Fixed a problem with the input settings screen on low resolutions
* Set minimum resolution to 800x600
* Fixed an oversight on our part that would prevent the fullscreen setting from
being saved.
* Fixed some parts that were out of date on the distribution
==================================== v0.9.0X5
================================================
New:
* Parachutes can no longer deploy in a vaccuum (they wait until there is some
atmosphere to open)
* Added staging stack scrolling through the Home and End keys
* Added key mappings for Zoom In/Out, Scroll View Up/Down (VAB) and Scroll Icons
Up/Down
* Added key mappings to rotate the camera
Bug Fixes:
* Fixed the G meter spiking up towards infinity at large distances.
* Fixed some more details with the settings screen
* Changed the layout of the input mapping screen
* Fixed a problem with the sound loading system, that wouldn't load custom sounds
===================================== v0.9.0x4
================================================
New:
* Added Settings screen to configure Audio, Video and Input settings
* Removed the old Launcher menu
* Added an input mapping for the Precision Controls Toggle
* Tweaked the settings UI graphics a bit
* Changed attachment mode to the previous one, since the new one was causing
stability problems in flight
Bug Fixes:
* Staging would still sometimes fire out of order
* Fixed a problem with the symmetry that could cause the game to crash sometimes
===================================== v0.9.0x3
================================================
Bug Fixes:
* Struts could cause the game to crash if they didn't find their targets
* Alt+copying parts inside grouped icons would eventually lead to a crash
* Heavily modified staging sequences would sometimes fire out of order
===================================== v0.9.0x2
================================================
New:
* all parts now have a fuelCrossFeed value (True/False) to enable/disable fuel flow
* Added a new icon for strut connectors
* Added a mouse grab offset on the VAB, so parts can be grabbed without twitching
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
Alt+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 problems
* Stages can now be manually created and, when empty, deleted
* Stages are now represented as groups with parts inside them, instead of just
separated by indicators
* The staging stack now scrolls manually using the mousewheel (when mouseing over
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 them
to be activated after jettisoning
* The VS Gauge now uses a log scale, to allow greater precision with small values
* 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 when
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 with
the throttle controls in flight.
* Fixed parachutes not deploying if not set to the last stage. (they can still
deploy 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 wobbly
overall
===================================== v0.8.5
================================================
New:
* Added copying of parts (and sets of parts) by holding Alt while clicking on them.
* Replaced tricoupler textures and UV mapping (UV map by Dippeggs)
* Parachutes can now deploy automatically if jettisoned along with other parts
(allowing for parts to be safely landed)
* Stage decouplers can now share fuel across stages.
* Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for
scrolling)
* Added Keys to control the camera in flight (+/- for zooming)
* Added some sound effects for the parachute opening
* Added cfg-definable parameter for parachute autodeployment delay
* Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)
* Right-clicking the Symmetry Button will now step the symmetry mode back.
* It is no longer possible to select a part of the ship while the mouse is over any
interface items.
* Added toggle key to switch between precision or instant input modes (Caps Lock)
* Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant,
cyan for precision)
* Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules
Bug Fixes:
* Fixed the staging lock LED not turning purple after launch
* Icons no longer show a transparent border floating around then mousing over
disconnected parts.
* Fixed a bug where deleting a symmetrical part would sometimes leave it's
counterparts floating around.
* Fixed a bug where creating a new stage with a decoupler and then removing it
would generate errors.
* Fixed most sound volume decay over distance problems.
* Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel
tank switch lag bug)
* The Flight camera will now remain always centered on the ship's center of mass.
* The Screenshot function will now create a Screenshots directory if one isn't
found.
* The altimeter will now go past 999,999K correctly (it will move up to 1000M, then
1000G, 1000T and so on)
* Fixed a bug that could cause large ships to explode at 5,000m altitude.
===================================== v0.8.4
=====================================================
Bug Fixes:
* Fixed a small but incredibly disruptive bug which prevented engines from being
connected to fuel tanks
===================================== v0.8.3
=====================================================
New:
* Added key to lock staging, to prevent accidental jettisoning (remember to set it
off later). Set to Alt+L
* Added a tooltip for the Symmetry Button
Bug Fixes:
* Fixed A TON of bugs with the symmetry and ship construction in general. Game is
stable again.
* Fixed a bug where parts would lose staging info and revert to default when
returning from flight to the VAB. (the staging reset bug)
* Fixed a glitch introduced in 0.8.3 RC1 that allowed parts to be attached to
frozen parts.
===================================== v0.8.2
======================================================
This version is a hotfix for a couple of ugly bugs found with the 0.8.1 release.
WARNING:
The 0.8.1 release introduced a few changes to the .craft file format, so it is
possible that ships
created with versions prior to 0.8.1 might not be compatible with the new version.
Bug Fixes:
* Fixed a serious bug where swapping about symmetrical parts would crash the game
* Pod cannot be dropped if an Escape Tower (PunchOut addon) is attached
===================================== v0.8.1
=======================================================
New:
* Added options to use Angle Snapping when placing surface-aligned parts.
* Symmetrical placement mode in the VAB.
* It's now possible to set aside a part of group of parts. This enables adding
parts in between others without deleting half the ship.
* Sound Normalizer, keeps the volume balanced even with 50+ boosters firing
* Added framerate cap to keep GPUs from screaming on light scenes. (configurable
through the settings.cfg file)
* Deleting a part now requires clicking the parts list. This prevents accidental
deletion. (Or you can also press 'Delete)
* Fuel can now flow through Strut parts like the tricoupler
Bug Fixes:
* Fixed bug where starting a new ship with a loaded multi-stage ship would create
empty stages
* Smoke trail effects now fade away when nearing the edge of the atmosphere
* Fixed SkySphere culling issues at large distances
* Added cfg parameter to enforce a symmetry mode when stacking (like 3 under the
tricoupler)
* Updated editor tutorial to reflect the changes in this update
====================================== v0.8
========================================================
New:
* Saving and Loading buttons in the interface, as well as a ship loading dialog for
picking new ships.
* Ship name field in the editor, allows saving ships with any filename.
* Screenshot button to capture the screen to file.
* functioning MET indicator in the flight UI
* Pages in the VAB part list, whenever the parts exceed the size of the list.
* New skins for the UI windows that pop up. (like the flight results dialog)
* A new splash screen before the main menu enters.
* SAS toggle with 'T' key
* Option to Simulate in Background in the settings.cfg file
* Undo/Redo actions in the VAB, by Ctrl+Z and Ctrl+Y
* Fuel tanks are now stackable to increase fuel amount (and weight )
* On-screen text popup to let you know the current camera mode
* Cfg interpreter can now parse 2D, 3D, and 4D Vectors, as well as rotations (in
angle-axis format)
* Cfg-defined thrust positions and orientations, make retro-rockets and any other
craziness open for addon parts.
* Parts may now create new stages for themselves through the cfg (used to be
decouplers only)
* New texture for the Solid Rocket Booster
* The game now checks for updates against the KSP site, and let's you know if there
is a new version available
* Loading screen moved to before the main menu appears.
Bug fixes:
* Liquid Engine particle effects responding to engine cutoff
* Icon indicators for all parts that need to show information
* Custom icons for all part types
* VAB placement bug with tricouplers and fuel tanks (and decouplers)
* Reposition the NavBall and main camera focus, so the ship isn't obscured by the
interface - this one is kinda moot now, since the new camera centers the ship
better, and the navball doesn't hide the ship anymore.
* Pause also affecting particle effects
* Pausing the game no longer produces a G-force peak
* SRB mesh normals correction
* Complete rewrite of the flight camera code. No more jitters and a number of new
options in the settings.cfg
* Relaunch button on pause menu. No need to end flight to relaunch.
* Version text on main menu resetting after returning to it from game.
* Inverted the middle mouse button zoom. Now mouseing forward brings the camera
closer.
* The text on the stage indicators no longer appears over other interface elements
* Fixed excessive wobbliness with side-attached parts
* Radial decouplers now have their own module (they used to share modules with the
stack decoupler)
* Increased the inclination range for the VAB camera from 45� to 80�
* Updated tutorial to reflect the changes made in this update (like the new cameras
in flight).
* Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away
from the ship and not kill the crew everytime.
====================================== v0.7.3
========================================================
* Initial Release
===================================================================================
================
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�SQUAD, 2011, ALL RIGHTS RESERVED..
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