Kerbal Space Program
Update 1.10.0.02917 (02 July 2020)
1.10.0 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog)
Improvements
- Added the ability to fine tune fairings or use the existing, snap mode. This behavior reacts to the editor's angle snap.
- Added ESA missions tutorial.
- Adjusted the Remove Row button in KAL to only delete the row when clicking on the red cross, not the whole segment.
- Fuel cells can be set started in the VAB or SPH for launch.
- Drag cube debug information now available in VAB/SPH when show aero data in PAW debug option is on.
- Improve drag cube system to handle Part Variants and Shrouds on the same part.
- Add additional drag cube information to Debug Aero info in PAWs.
- Persist Aero GUI UI debug window setting and Debug Aero info in PAWs setting between game sessions.
- Performance improvements for engine module.
- Performance and memory improvements for launching a vessel from the space centre.
- Performance and memory improvements for part action windows by caching them.
- Performance and memory improvements for reading and writing config nodes, so better performance for loading and saving.
- Performance and memory improvements for undo and redo in VAB/SPH by caching stage manager icons.
- Intended duplicated group-actions have a marker to distinguish the part side .
- Converter actions now indicate resource type to differentiate them.
- Performance and memory improvements for loading vessels.
- Preview and select suits for Kerbals via the suit selector icon (coat hanger).
- Performance and Memory improvements for game, craft and mission load dialogues.
- Performance and Memory improvements for vessel loading.
- Performance and Memory improvements for ModuleJettison in VAB/SPH.
- The KSC's grass now changes according to the currently set terrain shader quality.
- Revamped Jool, giving it a new animated shader and high resolution textures.
- Laythe planet textures revamp. Low, medium and high quality terrain shaders.
- ESA Collaboration missions implemented for base game.
- Added EVA button to the crew transfer dialog. Functions the same as the crew hatch dialog EVA button.
- Added the ability to have open-ended/uncapped fairings.
- Sliders now display units in the Part Action Window where appropriate.
- Optimized fairing mesh construction and exploded view heuristic by caching mouse position.
- Reduced GC and unnecessary calculations performed for variants on fairings.
- Reduced number of meshes and colliders for fairings to improve draw calls and standarize at 24-32 sides.
- Added Marquee scrolling to a few PAW items for when the text is super long. Text is ellipsis in this case and on mouse over will move left then right.
- Performance improvements in flight mode by caching variables in ThermalIntegrationPass and PartBuoyancy.
- Hide UI elements that aren't being used and avoid unnecessary updates in flight mode.
- Performance and memory improvements for DeltaV simulations.
- Speed up craft loading and use less memory in VAB/SPH.
- The PAW starts towards the outside of the screen instead of over the center of the rocket/screen.
- The camera will not position itself at an appropriate distance when switching vessels to prevent the camera starting inside vessels.
- KSP now has Comets!
- Added two new contracts for comets.
- Added surface sample science experiment for comets.
- Comets can explode into smaller fragments while entering a CB's atmosphere.
- Fairings can now be set to not auto-expand in SPH/VAB via a new PAW option.
- Improve performance of splash FX in water by using combination aof close splashes and limiting how many occur in close proximity
- Adjusted the "dark" them color to be more visible in the variant selector.
Localization
- Changed Japanese translation of "Polar Crater" based on community feedback.
- Stock vessel name and description translations.
- Fix science done at Dessert not showing localized name.
- Fix Service Module parts displaying unlocalized text for Shroud.
- Fix Command parts displaying unlocalized text for Cutaway.
- Fixed a localization issue on the Strategies occurring on FR, IT and PT
- Fix unlocalized label for facility level during missions.
- Fix grammar issue in From the Moon tutorial.
- Updated SC-9001 Science Jr. perform science button so it now matches the new part name.
- Fixes translation error in FTE-1 part in Japanese.
- Fix missing character in KSP Merchandise link in main menu in simplified Chinese.
- Improved phrasing for landing label in Russian.
- Fix localized string when debugging aero details.
- Fix localization issues with tab headings in Tracking Station.
- Fix KSPedia - Numbers on Resources/Conversion Management page alignment in Russian and Chinese.
- Fix KSPedia 'app launcher' text box on the Manual/Flight Interface page alignment in Portuguese.
- Fix KSPedia text on Rocketry/Basics/Centered page spacing in Japanese.
- Fix KSPedia text on Manual/Management page spacing in Portuguese.
- Fix KSPedia unlocalized text for measurements is displayed in the 'Effective Range Table'.
- Fix KSPedia Japanese Incorrect break line in Control.
- Fix numerous part description texts.
- Fix a couple of messages in tutorials.
- Fix action sets override explanation tooltip text.
- Fix Localization of Vessel Naming Group and vessel name in PAWs.
- Removed line breaks in the Orbit's Ejection field tooltip in English.
Parts
- Add fuel line ESA variant.
- Add Thoroughbred ESA variant.
- Added Rockomax X200-32 ESA variant.
- Revamped R-11 'Baguette' External Tank and added silver variant.
- Revamped R-4 'Dumpling' External Tank and added silver variant.
- Revamped R-12 'Doughnut' External Tank and added silver variant.
- Added new variants to the fairings size 1, 2 and 3. Now we have them in white, black and white, orange, silver and gold.
- Revamped Struts and added white variant.
- New Moho Planetary Observer (MPO) Probe.
- New Moho Transfer Module (MTM).
- Fix Mainsail's Center Of Thrust.
- Fix LV-N engine FX particle offset.
- Added the ESA variant to the Rockomax X200-16 Fuel Tank.
- New Flag parts, these new parts can be placed on fairings by holding the Mod key or by setting the Fairing Expansion = Off setting in the fairings PAW.
- Parts with Flag Decals on them can now have their decal set to mirrored.
- New Magnetometer Boom science experiment.
- Advanced Grabbing Unit textures revamped and added a Dark variant.
- New Advanced Grabbing Unit Jr. With 2 variants
- Fix for LV-N engine not stacking correctly at the bottom.
- Added a white and yellow variant to all TD decouplers and TS separators.
Bugfixes
- Fix Action Groups app position.
- Fix mesh scale on short compoundparts causing reentry FX issues.
- Fixed Interstage fairings holding onto the payload in certain use cases.
- Fix dV calcs for stages drawing resources across decouplers with crossfeed enabled.
- Fix unable to timewarp after using Set Position and then Set Orbit cheat.
- Fix autostrut being incorrectly reset on parts attached to dynamic nodes if the part is the parent.
- Fix drag cubes on J-90 Goliath, 48-7S Spark, LV-909 Terrier, RE-M3 Mainsail, RE-L10 Poodle RE-I5 Skipper, and numerous other parts.
- Fix craft browser selecting wrong tab when player switches between VAB/SPH.
- Fix the highlight and navigation colors not being set on game start when the settings file did not exist.
- Fixed a bug that stopped the player from progressing in the Basic Science Tutorial.
- Fix Action Groups app header in flight.
- Fix Lights toggle image not showing all rays properly in Altimiter UI.
- Fix comm link not displaying correct strength when focusing on a relay satellite.
- Fix node icons being rendered on top of other Flight scene UI elements.
- Fix broken off solar panels, fairings and shroud parts left on the surface causing vessels to remain in landed state after they take off.
- Fix Dont Show Again not working for Delete all Messages functionality.
- Fix LV-T45 config by removing duplicate definition of testmodule.
- Fixed veteran kerbals dissappearing when being dismissed.
- Fix Navball render issue when Maneuver mode is enabled.
- Fix resources not being displayed in tracking station in Prospecting Eeloo Scenario.
- Fix asteroids having incorrect mass when docking.
- Fix bug causing kerbals to not respawn in Space Center.
- Fix bug causing difficulty settings to revert when reverting flight.
- Fix maneuver node label not showing when switching selected node.
- Fix an issue where Maneuver Mode's Maneuver Editor's Gizmos can enlarge or shrink when clicked extremely fast.
- Fix 3.75m decoupler and separator drag cubes creating too much drag.
- Fix issue where some vessels were not being reset to the terrain when loading them in a save game where the game terrain detail settings had been changed since it was last saved.
- Fix a different tone of white in the white fairing variant.
- Fix Launch platform selector getting stuck when opening dialogs while it is already open.
- Fix Portrait Gallery when EVAing and all gallery pictures have been hidden.
- Fix lighting on specular shaded part icons.
- Fix 3D object masking in Editor and RnD scenes for Windows platform and openGL forced.
- Pinned PAW stays open in the editor on click events and on part selection.
- Add some clarity in the strategies that have no-duration (Bail-out and Sell-out) so players dont expect them to remain active over time.
- Fix Z-100 battery light showing white in toolbar and tooltip icons sometimes.
- Fix fuel overlay becoming offset when dragging the root part by hiding the overlay during that drag.
- Remove Jettison event for Jettison parts that are fairings as they cannot be jettisoned manually.
- Fix hitching in the main menu.
- Fix visual artefacts of atmosphere planets in map view at high timewarp rates.
- Interior lights of ship cockpits and passenger modules are linked to the toggle lights action group.
- Fixed bug causing empty stages not to be deleted.
- Fix label overlap that was happening in some languages.
- Part Action Windows will always close when its part is destroyed.
- Fixed bug where drain valve values were being defaulted to true.
- Fixed bug which caused some building lights to remain on during the day.
- Fix camera out of frustum error when reloading flight scene in some scenarios.
- Fix inertial tensor errors when reloading flight scene in some scenarios.
- Fix log messages when running missions with test experiment node and node is set to any experiment.
- Maneuver mode UI negative handles don't flip functionality anymore after adjusting the tool sensitivity.
- Docking Port Actions now fire docking ports on same vessel.
- The technology path lines don't disappear anymore.
- Fix tutorial 'orbit 101' getting stuck when trying to get to the inclination value of 10 degrees.
- Correctly handle engines burning across stages for dV calcs.
- Fix decoupler handling when no parts attached to decoupler for dV calcs.
- Fix stage UI dV display fluctuating up and down whilst burning engines.
- Fixed NRE when changing the variant of a surface-attached LV-1 'Ant'.
- Fix not copying resource amounts when copying parts in VAB/SPH.
- Fix contract part naming to use real part names and not 'research lab' or 'materials bay'.
- Fix for some keybindings activating when typing in toolbox part search in VAB/SPH.
- Fix camera shake issues in the SPH when using shift and hovering over UI elements.
- Fixed disappearing mode toggle button in KerbNet dialog.
- Fix for Shadow Projection Settings resetting.
- Fix PAW group headers being cut off in some languages.
- Fixed an issue where the UT field in Precision Maneuver Editor wasn't able to display Universal Time in the 'y
- Fix 'Cannot deploy while stowed.' bug for service bays.
- Fix manuever node handles changing value incorrectly when dragging 'anti' handles.
- Fix randomization error in Sentinel causing short lifetimes of discovered asteroids.
- Fix Exception storm when inflatable heat shield destroyed by overheat in some situations.
- Fix incorrect Line Break - Tracking Station - The string 'Last seen
- PAW title now matches the new name of an asteroid after being renamed.
- Maneuver node no longer moves along the planned trajectory instead of the current one when moving it ahead in time using the Maneuver Mode UI input field.
- Fix crew assignment being blocked after loading second ship.
- Fix the vesselSituation on unloaded space objects being Flying instead of Orbiting.
- Fix flickering Celestial body self-shadow issues with DX11 platform.
- Fix icons in map view not rescaling properly when UI scale changes.
- Fix the EVA 'Board' button prompt not disappearing when the target vessel is destroyed.
- Fix unlocalized label for mk1-3 pod lights.
- Fixed the Island runway textures.
- Fix camera behavior when camera mode is activated multiple times in flight mode.
- Fix loading of Modders KSPedia slides.
- Fix beginner tutorials being locked out after pressing Save or Load game buttons.
- Fix NRE flood when creating or selecting a maneuver node with the Maneuver Mode UI Intercept tab open.
- Fix Set Orbit cheat to allow rendezvous with vessels in an escaping sphere of influence situation.
- Fairing panels now display the proper texture you see in the editor instead of pure white.
- Fix incorrect drag cube and class size on Asteroids after they have been grappled and subsequently ungrappled or reloaded via scene change or save game load.
Mods
- Add IPartMassModifier to ModuleJettison. Allows mods to implement mass change on jettison.
- Fix application of mass to resource ratios in ModuleResourceConverter recipes.
- Renamed a duplicated shader "KSP/Particles/Alpha Blended" to now have one named that and another named "KSP/Particles/Alpha Blended Scenery".
Making History 1.10.0
Improvements
- Tracking of vessels now works for creator defined vessels that undock and get created during a mission from another vessel. Mission creators can now assign parts that have had vessel rename and priority set to test against in mission nodes.
- Moved localization files to base game.
- Add checkbox to FlyThrough Test Node to allow the map marker to be hidden
- Added a new icon for Test Grapple node in Mission Builder.
- Add setting (MISSION_NAVIGATION_GHOSTING) to show nav marker ghosting when the target is behind you. Defaulted to on for all mission games (including ESA).
- Added a new Grapple test node to verify if a grabbing unit took hold of a space object.
- Space Objects can now be selected in the Distance to node.
- Test vessel velocity can now be compared relative to vessels, kerbals, and space objects instead of just the orbited CB.
- Nodes in Making History support comets the same as asteroids.
Localization
- Fixed wrong localization for asteroid nodes in mission builder.
- Fix descriptions for Shrimp and SWM-94 parts.
Parts
- Kickback booster revamp and ESA variant.
- Added new variants to the fairings size 1.5 and 3. Now we have them in white, black and white, orange, silver and gold.
- Added a white and yellow variant to the size 1.5 and size 4 TD decouplers and size 1.5 and size 4 TS separators.
Bugfixes
- Fix scenario loading in Mission Builder scene causing Mission Issues.
- Fix Vessel/Part tracking on Nodes for Dock/Undock/Decouple/Couple events during a mission.
- Added Create Comet node to be used on the Mission Editor. Under the Spawnables section.
- Fixed minor typo in Intermediate Tutorial for Missions
- Fixed label size to better suit other languages in SpawnAsteroid, mission builder.
- Fix label displaying incorrect experiment for collected science data when prompted to overwrite.
- Fix incorrect orbit around The Sun for asteroids spawning in missions.
- Fix lighting brightness on displayed Kerbals and Vessels in the GAP.
- Fix bug that impeded time warping after finishing a mission.
- Fix Dawn of Space Age mission failing inmediately after lift off in some cases.
- Fix drag cubes for the 3.75m Structural Tubes.
- Fixed mirror symmetry placement for structural panels.
- Fix GAP vessel filter ribbon disappearing when selecting alternate vessel/part selector in the SAP.
- Fix #autoLOC_8005448 showing in Mission builder test distance validation report.
- Fix bug causing unlocked servos to be locked when launching
- Fix missing line break in node description.
- Fix log messages when running missions with test experiment node and node is set to any experiment.
- Fix log messages about Gene Kerman's animations being legacy when using him in message nodes in a mission.
- Fix misnamed FL-TX440 Tank variants so they are consistent.
- Fix a number of typos in the 'Dawn of the Space Age' mission.
- Fix wrong size category for FL-R5 RCS Fuel Tank and the Heat Shield (1.875m) parts.
- Fix stutter and error in planet viewer transition.
- Fix button text issues on Play mission dialog for non-English text.
Bugfix
- Fixed erratic positioning of Dessert Airfield windmills.
Breaking Ground 1.5.0
Improvements
- Solar Panel and RTG now displays the power units produced based on Experience trait settings in the Part extended tooltip.
- Added action groups for the fan blades for toggling the Roll, Yaw and Pitch controls independently and also Turn them all ON or OFF.
Localization
- Localized Blades Control Rotations.
Parts
- Fan Shrouds now have a node stack on top.
Bugfixes
- Fix an issue where the Track Editor would remain open after switching vessels.
- Fix for localization overlapping bug for all languages in graphics settings.
- Fix spelling errors in robot scanner arm parts.
- Fix tooltip not appearing for max limit axis.
- Fixed bug when a KAL controlling another KAL's parameters play position stopped.
- Fix issue with motors engaging on launch when they have been set to disengaged in editor.
- Fixed mirror symmetry placement for propellers, blades, alligator hinges and rotational servos.
- Fix Autostrut on Robotic Parts being cancelled (set to off) in some use cases.
- Fix Autostrut debug visualization on Robotic Parts when locked/unlocked.
- Fix the FTE-1 Drain Valve releasing particles when switching between VAB and SPH.
- Fix non-cargo parts being able to be stored in a cargo container.
- Fix Hinges and Pistons sometimes returning to build angle when locked.
- Fix lock/unlock of robotic parts not working when fired from an action group.
Update 1.9.1.02788 (27 February 2020)
Localization
- Fix Drain Value Resource Names Localization in PAWs.
Bugfixes
- Fixed an NRE when the warning "Warning No Control!" and player was able to click another facility while the dialog is open.
- Fix altimeter dropdown in flight from being locked under certain incorrect conditions.
- Fix some issues on Kerbin texture atlas for Ultra Detail Shader.
- Fix broken propellant tooltips for abbreviated propellant names in stage icons.
- Reverted Wheel Friction and Brake changes to 1.8.1 behaviors.
- Fix Ground physics material settings for EVA kerbal interactions. Stop that sinking feeling.
- Fix for kerbal helmet safety not being applied after cheating a vessel to airless world
- Fix unable to drag maneuver nodes on future patched conics.
- Fix Set position cheat overheating vessels set into position within an atmosphere.
- Fix error in Intake air resourceDefinition config that marked it as drainable.
Making History 1.9.1
Localization
- Fix unlocalized text in the Intermediate Tutorial.
Bugfixes
- The VAB and SPH should not be open in the stock Meet me in Zero G mission.
Breaking Ground 1.4.1
Bugfixes
- Fix non-motorized robotic parts being free moving.
Update 1.9.0.02781 (13 February 2020)
Improvements
- Added Camera mode (unlocked camera movement controls) when game is paused in flight and you hide the UI.
- Adjust Kerbal ladder navigation to remove sliding and provide better automatic transition between ladders.
- Part Mass and Cost now clamp their value to avoid negative numbers results from Mass/Cost Modifiers - configured per part via minimumMass and minimumCost in each parts cfg.
- Revamped Kerbin scaled space planet.
- Implement single camera system when running in DX11 for improved performance.
- Add new part - FTE-1 Drain Valve to drain resources from attached parts.
- Add new Cheat option in the Debug Menu - Set Position to teleport a vessel to a position relative to the surface of a celestial body.
- Added medium and high Quality shader for Moho.
- Adjust Wheel brake setting and auto-friction to take into account Gee. Helps with rovers flipping over.
- Each KAL Window now persists its screen position with the KAL.
- KSPedia slides and assets now load on demand and are released when the KSPedia window is closed.
- Add handling for Ships folder in GameData/SquadExpansion where stock craft including DLC parts can be stored.
- Added Ultra Quality shader for Kerbin.
- Implement new Max Time Warp logic to allow faster warp rates when on rails. This is managed by gamesettings (ORBIT_WARP_MAXRATE_MODE = PeAltitude).
- Implement Limit modifier for altitude based Max Time Warp logic so players can tune when the mode is set to (ORBIT_WARP_MAXRATE_MODE = VesselAltitude).
- Change Default VesselSwitching Keys ( [ or ] ) to bypass debris and spaceobjects.
- Add Mod + VesselSwitching Keys ( [ or ] ) to include debris and spaceobjects.
- Add search box to career tech tree.
- Added High Quality shader for Kerbin.
- Created new textures with higher detail for Kerbin's low quality terrain shader.
Localization
- Fix variant name in selector being cropped in some languages like Japanese
- Fix missing font character affecting some KSPedia slides in Russian.
- Fix missing font character affecting Orbit Info UI in Chinese.
Parts
- Revamped Skipper engine.
- Revamped Mainsail engine with silver variant.
- BACC "Thumper" Solid Fuel Booster revamp.
- RE-M3 Mainsail (New "Full", "Mid" and "Bare" variants).
- RE-I5 Skipper (New "Shroud", "Truss Mount" and "Bare" variants).
Bugfixes
- Fix tab key switching for columns in the settings screen, it will focus the first available item.
- Fix part filter showing no parts after switching between subassemblies, variants and simple mode.
- Fix renamed asteroids needing a scene change to update screen and kb info.
- Fix NREs where Breaking Ground Science VesselType should not be available without the DLC.
- Fix surface attach node handling on Part Variants.
- Fix action sets input losing focus when renaming and moving the mouse away from the input field.
- Fix errors EVAing in timewarp via crew hatch dialog.
- Fix additional launchsite CommNet stations being active even when those launchsites are not active in the currently loaded save.
- Fix shadows on KSC filler tiles when lights are shone on them.
- Fix NREs and oxygen timeliness checks resulting in kerbals dying when they shouldn't when no helmet on.
- Fix NRE pressing Ctrl-Z (undo) many times with symmetry part selected.
- Fix audio FX fade when objects move away from player's camera.
- Fix dV calcs for boosters with fuel flow priorities changed (specific use cases).
- Fix Discontinuity in texture mapping on the Mun with high quality shader.
- Fix Walkway textures around level 3 RnD building.
- Fix issue where symmetry could break when restoring a held part on a vessel and immediately placing the held part again.
- Fix Inputlock manager issue with MenuNavigation breaking single mouse clicks.
- Fix SAS target mode misalignment when control point is not the vessel root
- Fix NRE when deploying science experiments attached to debris when on EVA.
- Fix reentry FX.
- Fix target marker disappearing in the Ascent Tutorial.
- Fix Terrain shader causing crashes on AMD GPUs.
- Fix underwater fog.
- Fix log spam when player attempts to drag maneuver nodes backwards through patched conics crossing SOIs.
- Fix dV calcs on stages that have different tank priorities in the same stage.
- Fix manipulating maneuver nodes unhiding the Navball throughout gameplay.
- Fix NRE being generated when staging a service module inside of a fairing in liftoff during flight.
- Fix Kerbodyne S3-14400, Kerbodyne S3-7200 and Kerbodyne S3-3600 colliders being visible during Place Mode.
- Fix Rockomax Brand Adapter 02 being off-center.
- Fix Mastodon and Skiff bottom attach nodes being backwards.
- Fix issue with quicksaves loading active vessel about to crash causing the vessel to pass through the terrain. Quicksaves can no longer be made when the active vessel is about to crash into the ground (including EVA kerbals).
- Fix contract generation issues in Editor when reputation changes by allowing contract generation in Editor scene.
- Fix parachutes deploying on quicksave load or staging when set to only stage when safe and conditions are not safe.
- Fixed texturing being broken on corner of Bop.
- Fix part highlight remaining on parts when removed from action groups in the editor.
- Fix error when manipulating servos that are part of an action group
- Fix terrain texturing jitter on celestial body low quality shader when landing from Orbit.
- Fix mirror attach on bicouplers.
- Fix KSPedia Aircraft/Basics/Balancing act page slide missing in Chinese
- Fix opening the In-Flight Action Sets Editor unlocking vessel functions without a Command Module present in flight during gameplay.
- Fix the KAL-1000 curve starting below minValue for some parts.
- Fix Flight UI mode being locked during Time Warp.
- Kerbal Body collider adjusted to reduce collisions while on a ladder.
Mods
- Add Per Kerbal PhysicMaterial Accessors for Modders so you can adjust each kerbals bounciness - SetPhysicMaterial, ResetPhysicMaterial.
- Fix Issue for mods when copying parts that had modified resource lists.
- Fix potential NRE in music player for mods.
- Set the KSP Assembly version correctly on game start so KSPAssemblyDependency will work for KSP versions.
- Added events for Action Groups in flight visibility changes so mods can handle any UI changes they need to in each mode
- Added Pause/UnPause events when the action groups show/hide in flight.
- Fix PQS.radiusmax not including some noise PQSMods in the calcs PQSMod_VertexHeightNoise and PQSMod_VertexPlanet. Should mean that radisumax is no longer below any vertex in most cases
Making History 1.9.0
Improvements
- Added new stock vessels to be used in any game mode. Some of them are featured in stock missions.
Parts
- Retuned Engine Plates mass and costs.
Bugfixes
- Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions.
- Fix in mission builder where an NRE is generated when a flag planted in a pod triggers a node to destroy the same pod.
- Fix a truck collider in the Dessert Airfield.
- Moved the mission status check from the physics loop to the main game clock to prevent physics simulation being out of sync with respect to UI.
- The VAB and SPH should not be open in the stock Meet me in Zero G mission.
- Fix missions getting stuck if they have a mission briefing and the player changes scenes before closing the mission briefing dialog box.
- Fix scoring in Trouble in the Void stock mission.
- Body collider adjusted to reduce collisions while on a ladder for vintage suits.
Breaking Ground 1.4.0
Improvements
- Blade controls are no longer instantaneous.
- Blades SAS support improved.
- Added new stock vessels to be used in any game mode.
- Add new kspedia slides.
- Blades auto-detect cyclic vs collective control mode based on location of rotation axis relative to the vessel center of mass, per control axis. Mode indicated in Rotation Control State group in Advanced Tweakables.
- Blade authority limiter default set to 3 degrees.
- Blades auto-detect inoperable control axis (rotation axis within 5 degrees of control axis).
- Blade rotation axis shown as green arrow in aero debug display. Length is logarithmically proportional to rotation velocity (vessel relative).
Bugfixes
- Fix cargo part model getting stuck on screen when pressing altimeter buttons.
- Fix deployed science power kerbal trait text in AC tooltips.
- Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions.
- Fix heaviest part autostrut for robotic parts attached in reverse depending on ship part order.
- Fix potential NREs using rotate tool on robotic parts.
- Fix robotic part animations stutter changing Auto-shift state playing through KAL-1000.
- Fix robotic parts losing functionality when auto-restart is enabled.
- Body collider adjusted to reduce collisions while on a ladder for futuristic suits.
Update 1.8.1.02694 (30 October 2019)
- 1.8.1.02694 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog)
Localization
- Fix missing Chinese characters on main menu.
- Fix missing units in the Maneuver editor UI in Chinese.
- Fix a few dV KSPedia slides showing corrupted characters in Russian.
- Fix autoloc instead of vessel name appearing in target set screen message.
Bugfixes
- Fix game settings being reset every time game is started.
- Fix Linux mousewheel scroll direction.
- Fix bug with interstage fairings not occluding everything within.
- Fix the mk3 shuttle cockpit lights.
- Fix duplicating module info on part extended tooltips in editor and RnD scenes.
- Fix shroud shading on disconnected sub-assemblies in editor scene.
- Fix FloatEdit and ScaleEdit UI prefabs.
- Fix KSC vessel markers becoming too persistent and not leaving the game when switching between buildings at the KSC until game is restarted.
- Fix NREs in Portrait Gallery when kerbals die in flight.
- Fix T-100 fuel tank clipping on surface attach node.
- Fix kerbal helmet/heads becoming unclickable when on ladders.
- Move the CB cast shadows game setting to the graphics section of settings where it should have been.
- Fix Easter eggs, monoliths, randoliths not receiving CB shadows.
- Fix parts still being considered shielded from airstream after deploying a fairing in some use cases.
- Fix Action groups icon not appearing in Editor scene when switching between facilities with different upgrade level.
- Fix Altimeter and Staging tumblers disappearing at some scale values.
- Fix walk paths around Level 3 R&D building. This includes texture artifacts for the Linux version.
- Fix material artifacts in level1 and level 2 grass tiles.
- Fix error when pressing undo while holding a radial symmetry part.
- Fix Ocean on Eve.
- Fix DragCube generation discrepancies in partdatabase - was affecting drag and thermals.
- Fix NRE in editor scenes when reverting from flight and using transform gizmos.
Mods
- FloatEdit and ScaleEdit PAW prefabs fixed.
Making History 1.8.1.02694
Bugfixes
- Fix unable to select "Create new mission" button on Mission play dialog the very first time.
Missions
- Fix mission "Meet Me in Zero G" does not complete in certain conditions when landing back on Kerbin.
- Fix Manufacturer name on engine plates and tubes.
Breaking Ground 1.3.1
Bugfixes
- Fix items in PAW switching positions in a group depending on state of fields.
- Fix generation of free Electric Charge for robotic parts if stopped with the PAW closed.
- Fix setting robotic part motors to disengaged in editor and then persisting that way when vessel is launched.
- Fix bug related to being able to delete endpoints on KAL-1000 tracks by disabling ability to delete them.
- Fix bug when removing parts from vessel and they have multiple actions mapped in KAL.
Update 1.8.0.02686 (16 October 2019)
1.8.0.02686 Changelog - BaseGame ONLY (see below for MH and BG changelog)
Improvements
- Upgrade KSP to Unity 2019.2.2f1 version.
- Standalone Windows build now uses DX11 Graphics API. Many visual improvements to shaders and FX.
- Implement Unity Incremental Garbage Collection.
- Implement new celestial body shaders and textures for Mun, Minmus, Duna, Ike, Eve, Gilly.
- Update Main Menu Mun terrain shader.
- Add Terrain Shader Quality graphics setting.
- Improve the TrackingStation load time.
- Implement ability to edit Action Groups in flight.
- Performance improvements to the VAB/SPH scenes.
- Performance improvements in the flight scene.
- Performance improvements in the Tracking Station scene.
- Add ability to edit resource values in PAWs using the key input.
- Add Warp to node button on dV readout in NavBall display.
- Add enable/disable wheel motor Actions to all wheels.
- Add ability to limit the maximum size of PAWs via settings.cfg.
- Improve the Action Groups/Sets UI.
- Add PAW_PREFERRED_HEIGHT to settings.cfg for players to set a prefered max height.
- Made staging and docking UI available in map view
- Pinned labels in map view now persist pinned even when leaving and re-entering map view
- "Delete All" functionality for messages app has been implemented.
- Improve the KSC grass and asphalt texture and shader to reduce tilling.
- Improve textures for the VAB building on level one.
- Model revamp for the level one and level two Research and Development nissen huts.
- Increased precision for eccentricity in advanced orbit info display.
- Upgrade VPP and improve wheel and landing leg function.
- Expose global kerbal EVA Physics material via setting.
- Add do not show again option to re-runnable science experiments.
- Add actions for same vessel interactions functionality.
- Implement per-frame damage threshold on destructible buildings.
- Add vessel name title to flag PAWs.
- Add a confirm dialog with the option of “Don’t display again” when a kerbal removes a science experiment data.
- Disable Pixelperfect on UI Canvases to improve performance - available to configure via settings.cfg.
- Increase precision for numerical editing of maneuver nodes.
- Kerbal position on ladders and command pods improved.
- Add ability for users to add their own loading screen pictures to the game. Folder is KSP/UserLoadingScreens
Localization
- Fix incorrect naming of The Sun.
- Fix Action Sets text in VAB/SPH for some languages.
- Fix Text in dV KSPedia pages in Japanese.
- Fix Chinese Localizations.
- Fix dV readout for Chinese language.
Parts
New Parts:
- S2-33 “Clydesdale” Solid Fuel Booster.
- S2-17 “Thoroughbred” Solid Fuel Booster.
- F3S0 “Shrimp” Solid Fuel Booster.
- FM1 “Mite” Solid Fuel Booster.
- Protective Rocket Nosecone Mk5A (“Black and White” and “Gray and Orange”).
- Add rock/dirt debris FX to the Drill-O-Matic and Drill-O-Matic Junior.
Updated Parts (reskinned):
- Service Bay (1.25m).
- Service Bay (2.5m).
Color Variants:
- Protective Rocket Nose Cone Mk7 (New “Orange” color variant)
- Protective Rocket Nose Cone Mk12 (New “Orange” color variant)
Bugfixes
-
bringbackthesandcastle - Fix the Mun sandcastle easter egg from not appearing.
- Fix Maneuver editor so that the mouse wheel adjusts the node now in the contrary direction (same behavior as dragging down/up).
- Fix a null reference error when player threw away a vessel with fuel flow overlay turned on in the editor.
- Fix an input lock when switching between Editing the vessel and the Action groups menu.
- Fix user created vessels disappearing from the vessel spawn dialog.
- Fix the random selection of Mun vs Orbit scene when returning to Main Menu.
- Fix input field rounding on Maneuver Node editor fields.
- Fix a Null reference in the Editor when selecting a part and opening the Action Part Menu.
- Fix pressing Enter key confirms the game quick save dialog.
- Fix PAWs will now scale downwards from the header keeping more consistency on the fields.
- Fix an input lock issue where some PAW buttons disappeared when editing a numeric slider field.
- Fix Menu Navigation was missing in the quicksave dialog.
- Fix Mini Settings had some items that would be skipped when navigating with the arrow keys.
- Fix for remove from symmetry causing NRE in flight scene.
- Fix the FL-A10 collider no longer mismatching its geometry.
- Fix Control Surface and Aero Toggle Deploy Action not working in all situations.
- Joysticks and gamepads on Linux are again recognized and usable.
- Fix Action Groups UI and Color issues.
- Fix the LV-T30 Reliant Liquid Fuel Engine ́s bottom attach node.
- Fix a texture seam on the Probodobodyne Stayputnik.
- Fix a z-fighting issue on the destroyed VAB at level 3.
- Fix the Z-4K Rechargeable Battery Bank ́s bottom attach node.
- Fix the concrete tiling texture of the SPH at level 3.
- Fix a grass texture seam in front of the VAB at level 3.
- Fix missing texture and animation on the level one Administration Building flag.
- Smoothened Kerbal IVA expression transitions to avoid strange twitching.
- Make the LV-TX87 Bobcat exhaust FX more appropriate.
- Fix kerbal portraits when launching vessel with multiple kerbals in external command chairs.
- Fix drills operating when not in contact with the ground.
- Fix thrust center on the Mainsale engine.
- Add bulkhead profile to LV-T91 Cheetah, LV-TX87 Bobcat, RK-7 Kodiak and RE-I12 Skiff.
- Fix re-rooting of surface attach nodes.
- Fix kerbal IVA expression animations transitions.
- Fix shadows at KSC and in flight.
- Fix “sinker” warning during game load.
- Fix lengthy Map Transition when lots of vessels in the save.
- Fix overlap in vessel type information window.
- Fix a Null Reference when copying parts with alternative colours.
- Fix an error where the custom crafts were not loaded in the Load Craft dialog after navigating the tabs.
- Fix a null reference when clicking the Remove Symmetry button on some parts.
- Motorized wheels no longer keep generating torque even when the motor is set to ‘Disabled’
- Re-centered an off center scrollbar in the mini settings dialog.
- Rebalance decoupler, MK1-3, MK1 lander can, MK2 lander can, separators costs, crash tolerances, weight.
Mods
- Target framework now .NET 4.x.
- DXT3 DDS formatted textures are not supported by Unity or KSP any more. You must convert to DXT5.
- Added UIPartActionWindow.UpdateWindowHeight to allow mods to dynamically set the PAW max height
- MapviewCanvasUtil.GetNodeCanvasContainer created as more performant method than MapViewCanvasUtil.ResetNodeCanvasContainer. Use the rest one only when you need to force a scale reset
- ModuleResourceAutoShiftState added that can be used for startup/restart of parts based on resource availability.
- VesselValues are now cached per frame. Can use ResetValueCache() to reset the cache.
1.8.0.02686 Changelog - Making History DLC ONLY
Improvements
- User can now click and drag and release to connect two nodes in the mission builder.
Parts
New Parts:
- THK “Pollux” Solid Fuel Booster
Updated Parts (reskinned):
- Kerbodyne S3-14400 Tank
- Kerbodyne S3-7200 Tank
- Kerbodyne S3-3600 Tank
Bugfixes
- Craft Thumbnails are not shown/generated for stock missions.
- Fix Kerbals spawning on EVA in missions spawning on their sides (very briefly).
- Fix Intermediate and Advanced Tutorial becoming stuck.
- Fix Typos in some part descriptions.
- Fix vessel width and height restrictions on Woomerang and Dessert in career games.
- Fix camera becoming stuck if in IVA mode when a vessel spawns in a mission set to change focus to that vessel.
- Fix hatch entry colliders on the M.E.M. lander can.
1.8.0.02686 Changelog - Breaking Ground DLC ONLY
Improvements
- Add renaming of Deployed Science Stations.
- Add alternators (producing electric charge) on LiquidFuel Robotic Rotors.
- Add propeller blade AoA, lift and airspeed readouts to their PAWs.
- Add Reset to built position button in PAWs of Robotic parts which causes them to reset their Angle, RPM or Extension.
- Add shutdown/restart function to robotics parts based on resource availability.
- Add preset curves functionality to the KAL controller.
- Add part highlighting on mouseover in KAL.
- Improve Robotic Part Resource usage info in editor.
- Add interact button to open PAW for Deployable Science parts.
- Added new KSPedia slides for Grip Pads, Propellers and Track Editor.
- Improve Robotics Parts Resource usage to use less resources when moving slower.
- The PAW button “Reset to Launch Position” for robotic parts now reads as, “Reset to build:” + Angle, RPM or Extension depending on the robotic part to avoid confusion.
Localization
- Fix description text on R7000 Turboshaft Engine in English.
- Fix localization of resource name in robotic part PAWs.
- Fix KAL help texts.
Parts
New Parts with Variants:
- S-062 Fan Shroud
- S-12 Fan Shroud
- S-25 Fan Shroud
- R-062 Ducted Fan Blade
- R-12 Ducted Fan Blade
- R-25 Ducted Fan Blade
- Readjusted the liftCurve, liftMachCurve and dragCurve values on the propellers and helicopter blades.
Rebalanced Robotic Resource Consumption values:
- G-00 Hinge
- G-L01 Alligator Hinge
- G-11 Hinge
- G-L12 Alligator Hinge
- G-W32 Hinge
- Rotation Servo M-06
- Rotation Servo M-12
- Rotation Servo M-25
- Rotation Servo F-12
- EM-16 Light Duty Rotor
- EM-32 Standard Rotor
- EM-64 Heavy Rotor
- EM-16S Light Duty
- Rotor, EM-32S Standard Rotor
- EM-64S Heavy Rotor
- 1P4 Telescoping Hydraulic Cylinder
- 3P6 Hydraulic Cylinder
- 3PT Telescoping Hydraulic Cylinder
- R121 Turboshaft Engine
- R7000 Turboshaft Engine
Bugfixes
- Fix Deployed Science Log and Message system spam.
- Fix Deployed Science parts sometimes exploding when coming off rails if in contact with another part (kerbal, etc).
- Fix Deployed science parts being visible during the astronaut complex when opening that scene from the Editor.
- Fix Robotic Parts using EC when moving to initially set position on launch.
- Fix slider numeric values in some PAW fields could go out of range.
- Fix autostrut processing for some use cases regarding root part being robotic part.
- Fix autostrut delay when vessel comes off rails for vessel with robotic parts.
- Fix Actions at the end of KAL track not firing in Play Once mode.
- Fix separation of the blades when attached to an active rotor.
- Fix rotation of cargo parts in extended tooltips.
- Fix cargo part icons appearing in Astronaut Complex when pinned.
- Fix drag on pistons.
- Fix cargo parts now rotate at the same speed as in the Editor on the inventory grid during Flight.
- Fix mirroring of hinges and rotation servos.
- Fix KAL Window not closing when vessel goes outta range.
- Fix incorrect naming of the Sun in science experiments.
- Fix mirrored attaching to rotor side nodes.
Update 1.7.3.02594 (11 July 2019)
Hello everyone!
Kerbal Space Program 1.7.3 is live!
In this patch we focused on taking care of additional details of both 1.7 and the Breaking Ground Expansion. We’ve fixed nearly 40 bugs for this patch, and we added brand new features based on your feedback as well as some other elements to enhance the KSP experience. With substantial improvements to the KAL-1000 Track Editor, and the addition of new parts like true propellers, grip pads and turbine engines, we can't wait to see what crazy contraptions you will come up with!
Check out this patch's Changelog for further details:
1.7.3 Changelog - BaseGame ONLY (see below for Breaking Ground changelog)
Improvements
- Added same vessel part collisions advanced tweakable.
- Adjusted KerbalEVA Action messages to be above center screen.
- Made KerbalEVA screen position configurable via Game Settings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y
- Add ability to switch secondary docking ports (docked) to primary via the PAW.
- Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking.
- Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel.
- Remove from symmetry functionality added to all parts.
- Add capability for text entry on float fields in the Part Action Window.
- Clear some references on returning to the main menu to release memory.
- Add ExternalCmdSeat Ejection Force (advanced tweakable).
- Add Leave Seat KSPAction.
Localization
- Fix Contracts using Greek alphabet from failing to display when game set to Russian Language.
Bug Fixes
- Fix maneuver node tabs being interactable in flight mode even when tabs are hidden.
- Fix temperature renderer messing with child part renderer parameters.
- Fix EVA portrait when launching a vessel with Kerbal in external command seat.
- Fix kerbal highlighting during mouse over.
- Fix radiator panels not rotating properly.
- Fix loss of axis and extended action group data when copying parts in the editor.
- Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled.
- Fix part positioning errors on vessel spawning far from Unity Origin.
Mods
- Part class now has isVesselEVA property which handles when vessel is null.
- Add ability to override default flow mode on ModuleResource.
- Add activeEditor attribute to BaseAction to allow these to be disabled.
- Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW.
- Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving.
1.7.3 Changelog - Breaking Ground 1.2.0 DLC ONLY
Improvements
- Deployed Science Parts will appear under Deployed Science filter and have map nodes if not connected to a Control Station.
- Add Seismic Science Screen Message even if in sandbox game mode.
- Add grip pad Parts.
- Add Propeller Parts.
- Add LF/Air Rotors.
- Add Nose Cones.
- Changed compound part editor behavior to follow robotic parts.
- Changed Rotor Torque to now affect strength and not RPM.
- Re-balanced all rotors.
- Add Extra animations for interacting with Deployed Science.
- Add Surface Features VFX - apply forces.
- Add Kerbal taking rock sample animation.
- Add priority value to KAL - highest priority wins, equal priorities the values are averaged
- Add ability to assign axes controls to KAL.
- Add axis Functions to KAL: Move Up, Move Down, Copy/Paste Row, flip Axis vertical/horizontal, align ends, clamp values.
- Add resize/scale function to KAL.
- Add play speed slider.
- Add additional KSPActions for all servos - engage, disengage, lock, unlock, etc.
- Add shadows LOD settings on Surface Features.
Localization
- Fix for piston showing variant names in English for all languages.
- Fix Action Groups KSPedia page in Japanese.
Parts
New Parts with Variants
- GP-004 Grip Pad.
- GP-036 Grip Pad.
- GP-156 Grip Pad.
- GPS-025 Grip Strip.
- GPS-156 Grip Strip.
- EM-16S Light Duty Rotor.
- EM-32S Standard Rotor.
- EM-64S Heavy Duty Rotor.
- R121 Turboshaft Engine.
- R7000 Turboshaft Engine.
- Propeller Blade Type A.
- Propeller Blade Type B.
- Propeller Blade Type S.
- Helicopter Blade Type A.
- Helicopter Blade Type B.
- Helicopter Blade Type S.
- Tiny Nose Cone.
- Very Small Nose Cone.
- Fixed 36P Hydraulic Cylinder colliders.
Bug Fixes
- Fix kerbal transfer being blocked by scanner arm.
- Fix input locks on EVA kerbals if they ragdoll whilst playing the deployed science part interaction animation.
- Fix EVA kerbals speed when they interact with a deployed science part whilst running or walking.
- Fix Science Completed percentage on deployed science experiment PAWs when they are deployed in an invalid situation.
- Fix Deployed Science experiments continuing to generate science after their Control Station is terminated in the tracking station.
- Fix pistons not starting in correct position at launch when locked in the editor.
- Fix collecting Surface Features failing due to kerbal movement caused by animation.
- Fix excessive EC draw by scanner arm when time warping.
- Fix hinge rotation when using mirror symmetry.
- Fix piston drag not changing as extension changes.
- Fix Deployed Science parts appearing too high above the surface in some situations.
- Fix WCoM math of parts with servo rigidbodies.
- Fix SAS cancelling angular velocity of rotors.
- Fix Robotic Parts Resource information in extended tooltips.
- Fix EVA kerbal speed when interacting with Deployed Science parts.
- Fix default science display in Deployed Science Experiments in invalid experiment situation.
- Fix default 3P6 Hydraulic Cylinder has a noticeable gap when attaching parts to it.
- Fix misspelled word in the description of the Grand Slam Passive Seismometer.
- Fix texture seams are present on Hydraulic Cylinders, Pistons and Servos.
- Fix an NRE is generated when pausing the title at the Space Center after crashing a vessel with a Deployed Seismometer.
- Fix keyboard keys still manipulate gameplay when changing the name of the Track Editor of the Kal-1000 in flight mode and the Editors.
- Fix Geyser and Cryovolcano force is not synced with audio and particles.
- Fix deployed science parts missing 3rd animation.
- Fix Kerbals lose their ROC-hammer after quick loading.
- Fix PQ celestial bodies shadow casting option is not enabled when "Celestial bodies cast shadows" setting is on.
- Fix Rotors not able to reach maximum RPM when un-motorized/motor disabled.
- Fix KAL controlling parts across vessel.
- Fix KAL controller being affected by space bar.
- Fix stage manager display having empty headers in Chinese.
- Fix kerbal Ragdoll with future suits when they stumble.
- Fix rotor joints when node attaching parts to rotors.
Miscellaneous
- Added colliders to the Communotron Ground HG-48 dish.
- Added unfocused capability to CtrlSurface PAW to reinstate easy access for KrakenTech.
Modding
- Changed servo current values (extension/position/angle) to be float fields for mod support.
Patch 1.7.2.02555 (13 June 2019)
1.7.2 Changelog - BaseGame ONLY (see below for Breaking Ground changelog)
Improvements
- Redesign the Action sets icon during flight to make the current action number more visible.
- Made engine thrust limit, and cargo bay deploy limit, and control surface and airbrake authority limits bindable to axis groups.
- MainThrottle axis can be bound, but only in absolute mode.
Localization
- Fix shadow casting string not displaying correctly if player doesn’t have the Breaking Ground Expansion.
- Localize the strings for the Axis Actions in the Settings under the vessel Tab.
Parts
Bugfixes
- Fix kerbal flags clipping into backpacks.
- Fix lowest part of vessel calculations for Wheels when coming off rails.
- Fix localisation for survey waypoint contract objectives.
- Fix NRE in maneuver node editor.
- Fix PAW displayDirty not working in the editor.
- Fix symmetry counterparts (bow-tie) autostrutting.
- Fix cutoff string in recovery science report screen.
- Fix null reference on ship load when parts have changed their attach nodes.
- Fix missing string in Absolute Control / Incremental Control tooltip.
- Fix science value of repeat experiments.
- Fix EVA portrait clipping in some situations.
- Fix EVA portrait texture being transparent
Mods
Miscellaneous
1.7.2 Changelog - Breaking Ground DLC ONLY
Improvements
- Implement random orientation for surface features.
- Add a scale variable in the rocsdef.cfg.
- Increase unfocused range on deployed science Part Action Windows to 20m.
- Add screen message for seismometer science if in sandbox game.
- Kerbals can now change their future suit emissive colors via their PAW and persists to save game roster.
- Kerbals can now interact with Deployed science parts (interaction animation).
- Increased interaction range of science experiments on arms so that they match folded arm length.
- Add Robotics radio button to SteamWorks Craft exporter. Will add Robotics Steam Tag and requires Breaking Ground DLC to workshop items exported with this radio button set on.
- Add Geyser and Cryovolcano Sound FX.
Localization
- Localise attach nodes in rotor PAW.
- Localise surface feature debug menu.
- Localise extended information for robotics modules.
- Fix localization issue in the kspedia for Breaking Ground where Chinese and japanese were incorrect.
- Fix localisation for contracts in Japanese being slightly incorrect.
- String fixes in all languages.
Parts
Color Variants:
- 1P2 Hydraulic Cylinder (New “Gray with Stripes” color variant).
- 3P6 Hydraulic Cylinder (New “Gray with Stripes” color variant).
- 1P4 Telescoping Hydraulic Cylinder (New “Gray with Stripes” color variant).
- 3PT Telescoping Hydraulic Cylinder(New “Gray with Stripes” color variant).
- EM-16 Light Duty Rotor (New “Gray with Stripes” color variant).
- EM-32 Standard Rotor (New “Gray with Stripes” color variant).
- EM-64 Heavy Rotor (New “Gray with Stripes” color variant).
- G-00 Hinge (New “Gray with Stripes” color variant).
- G-11 Hinge (New “Gray with Stripes” color variant).
- G-01L Alligator Hinge (New “Gray with Stripes” color variant).
- G-12L Alligator Hinge (New “Gray with Stripes” color variant).
- G-32W Alligator Hinge (New “Gray with Stripes” color variant).
- Rotation Servo F-12 (New “Gray with Stripes” color variant).
- Rotation Servo M-06 (New “Gray with Stripes” color variant).
- Rotation Servo M-12 (New “Gray with Stripes” color variant).
- Rotation Servo M-25 (New “Gray with Stripes” color variant).
Bugfixes
- Fix Surface Feature frequency math. Should be much easier to find now.
- Remove crater bay from Laythe surface feature biomes.
- Made scanner arm retraction more linear to avoid collisions.
- Fix kerbal flags clipping into backpacks.
- Fix for animation pop when deploying deployed science parts.
- Fix correct scale of the surface features.
- Fix scan sound not stopping when scan is interrupted for scanner arm.
- Fix Future suits emissive toggling correctly with Lights action button.
- Fix Cargo Backpack visibility in external command chairs.
- Fix dropped deployed science parts in VAB/SPH not launching with main vessel.
- Fix potential NRE in Deployed Science when changing scenes.
- Fix deployed science deployment on some slopes.
- Fix flags getting stuck to scanner arm when they're planted too close.
- Changed "Current extension" in piston paw to only display two digits after the decimal point to avoid numbers changing all the time.
- Changed the kerbal name in the female future prefab to fix the prefab being wrong in the partInfo.
- Fix ROC finder arrows.
- Update laser position for scanner arm every frame to avoid gaps if vessel shifts.
- Fix black lines appearing on the sides of the Hydraulic and Telescoping pistons, Rotation Servo M-25 and G-32W Hinge.
- Fix visible texture seams in Laythe Boulders and Eeloo AliensGlaciers.
- All the Surface features now display correct normal maps and shading.
- Fix the flashing lights projected on Kerbal faces when walking while wearing the Breaking Ground EVA suit.
- RCS jets now line up properly with the jetpack while wearing the Breaking Ground EVA suit.
- Fix PD-3 Weather Analyzer “Deploy” and “Retract” animations mismatch sound effects.
- Fix "Remove from Symmetry" PAW option not appearing for original part when attached to vessel in editor.
- Use localised deployable part name as vessel name. Will only affect newly deployed parts.
- Fix scanner arms being audible across the known universe.
- Fix surface attachments on the moving part of the pistons.
- Fix servo limits getting messed up when loading a craft file or reverting to the editor.
- Fix bad piston behavior when pressed against its limits.
- KSPedia fixes.
- Fix piston servo locking not working.
- Fix NRE when starting a mission with Making History and Breaking Ground installed and vessel contains rotor and wheels.
- Fix servo limits resetting every time the PAW was opened in the editor.
- Fix hinge target angle updates in the editor causing child parts to pull apart.
- Fix deploy cargo part icon appearing at the correct time in Kerbal’s PAWs for all Kerbal states.
- Fix autostruts handling on craft/vessels that have robotic parts for known use cases.
- Show all the tylo dark boulder science results messages.
- Fix incorrect message displayed when attempting to pick up a second ROC.
- Fix deployed science sounds heard from 200m+ distance.
- Fix deployed science part “Deployable Science Part” subcategory duplicated.
- Fix Ionographer PD-22 search tags.
- Fix HG-48 antenna search tags.
- Fix scanner arm interfering with parachute deployment.
- Robotics part category size changed to be more appropriate.
- Fix Deployed Science contracts displaying incorrect completion amount and not completing properly.
- Fix Deployed Science not ever transmitting last 10% of science generated.
- Fix Deployed Science science generation calculations.
- Fix Science report UI not displaying correct color bars information for Surface feature arm science.
- Fix Deployed Science contracts sometimes being given for the wrong CB.
- Adjust tolerance for determining if a robotic hinge is moving.
- Reduce log messages when Deployed Science tries to transmit and has no CommNet or power.
- Fix Surface feature and Deployed Science contracts being offered when EVA is not unlocked at the Astronaut complex.
- Fix Surface feature contracts being offered when Surface features are not enabled in the current save game.
- Fix NRE quickly deploying a cargo part when a kerbal just started holding it.
- Fix Deployed Science contracts counting experiment science on other CBs than the CB the contract is for.
- Fix Deployed Science Solar Panels producing zero power when loaded by game is in time warp.
- Fix hinges not using EC when target angle updated via incremental axis group binding
Miscellaneous
- Improved detail on the neck ring texture of the Breaking Ground EVA suit.
Mods
- Add Game events for robotic parts locking/unlocking.
Patch 1.6.1.02401 (10 January 2019)
1.6.1 Changelog - BaseGame ONLY (see below for MH changelog)
Bugfixes
- Fix collider on Stayputnik.
- Fix issue with partdatabase.cfg - Drag cubes and Mods causing issues with Mk-2 lander can and associated NREs.
- Fix unable to launch old ships with old Mk-2 lander can in career and science sandbox games.
- Fix What’s new screen - Don’t show again text disappearing when hovering.
- Fix some issues on high gravity or heavy vessels suspension stability introduced in 1.6.0 by changing maximum suspension damper clamp back to a value of 2.
1.6.1 Changelog - Making History DLC ONLY
Bugfixes
- Fix NRE when jettisoning SM-25 doors.
- Fix issue with failure nodes not working on Making History Stock missions.
Patch 1.6.0.02395 (21 December 2018)
1.6 Changelog - BaseGame ONLY (see below for MH changelog)
Improvements
- DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option.
- Stock and mobile launch sites are now navigable in all game modes.
- Performance improvements for DV calculations that are used by Burn Indicator.
- Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red.
- Performance improvements for craft browser menus.
- Craft browser menus now check for craft compatibility.
- Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key.
- Generate reflections of the environment to be displayed on shiny parts.
- Improved part search in the editors to give more relevant results with short search terms.
- Adjusted shadows from The Sun to be more precise.
- Add new idle animations when the kerbal is standing in the ground.
- The command parts now have an option to change their 'forward' direction in the PAW.
- Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere.
- Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN.
- Allow wheel spring and damper advanced tweakables to be set up to a value of 3.
Localization
- Localize the phrase “Advanced Message App:” in the Mini-Settings dialog.
- Some Community feedback for localization strings applied.
Parts
Updated Parts (reskinned):
- Mk2 Lander Can
- 48-7S Spark
- RE-L10 Poodle
- LV-909 Terrier
- FL-A10
- FL-A5
- ADTP-2-3
- Rockomax Brand Adapter
- Rockomax Brand Adapter 02
- TVR-200 Stack Bi-Coupler
- TVR-1180C MK1 Stack Tri-Coupler
- TVR-2160C Mk2 Stack Quad-Coupler
- TVR-200L Stack Bi-Adapter
- TVR-300L Stack Tri-Adapter
- TVR-400L Stack Quad-Adapter
- Small Nose Cone
- Aerodynamic Nose Cone
- Advanced Nose Cone - Type B
- Advanced Nose Cone - Type A
- Protective Rocket Nose Cone MK7
Color Variants:
- Mk2 Lander Can (New “Lander” and “Rover” color variants)
- 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants)
- LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants)
- FL-A10 (New “White” and “Orange” color variants)
- FL-A5 (New “White” and “Orange” color variants)
- ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants)
- Rockomax Brand Adapter (New “Black and White” and “Orange” color variants)
- Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants)
- TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants)
- TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants)
- TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants)
- TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants)
- TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants)
- TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants)
- Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants)
- Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants)
- Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants)
- Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants)
Other Part changes:
- Fixed the normals maps on the Stayputnik.
- Fixed the normals maps on the Okto.
- Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant.
Bugfixes
- Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes.
- Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator.
- Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator.
- Fix flashing Burn Indicator and display of DV when vessel are prelaunch.
- Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report.
- Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips.
- Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH).
- Fix fuel being drained from tanks when fuel availability icon is double-clicked.
- Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters.
- Fix double quotes in stock craft descriptions.
- Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode.
- Fix Drills can operate and generate ore only when deployed and proper surface contact.
- Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default).
- Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH).
- Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly.
- Removed unnecessary horizontal slider in the mini settings UI.
- Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range.
- Fix flickering of fairings in editor scene.
- Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario.
- Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel.
- Fix NRE is no longer generated when rockets crash on the Launchpad.
- Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX.
- Fix cost of fairings shells now is included with initial vessel load.
- Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship.
- Fix last part of interstage fairings not having correct variant applied when vessel is loaded.
- Assigned the correct category to the cfg of all engines.
- Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT
- Fix Vessel without name cannot be saved in the editor and no longer generates an error.
- Fix part hover highlighting no longers shows from inside IVA or Internal camera.
- Fix inverted interstage fairings not being able to activate when a decoupler below them has activated.
- Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars.
- Fix potential NRE when completing an orbital survey.
- Fix Words no longer duplicate on contracts.
- Fix Burn Bar and Orbit stays the same when a new target is selected.
- Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves.
Mods
- Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene.
- Variants can now disable animations and events.
- Alternative control point orientations can be configured on ModuleCommand.
- Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet
- Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE
Miscellaneous
- Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists.
- Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher.
- Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel.
- The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals.
1.6 Changelog - Making History DLC ONLY
Improvements
- Open mission menus now check for craft file compatibility.
Localization
Parts
- The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat.
- The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50
- The following Structural Tubes were rebalanced: T-25, T-37, T-50
Bugfixes
- Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog.
- Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left.
- Fix Kerbals now appear swimming in the correct position on the water when spawning.
- Fix undo function will no longer ignore copied nodes in mission builder.
- Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator.
- Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE.
- Fix Localization description of craft Valkshod 2 on trouble in the Void mission.
- Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission.
- Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission.
- Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned.
Patch 1.5.1.02335 (19 October 2018)
- Some players reported an issue regarding aerodynamics, which was applying body lift in the wrong direction. After some in-depth examination, we noticed that some of the code written for the asteroid physics revamp was interfering with the aerodynamic physics in certain circumstances, so we are releasing this Hotfix to deal with this specific issue.
Patch 1.5.0.02332 (16 October 2018)
- 1.5 Changelog - BaseGame ONLY (see below for MH changelog)
Improvements
- Optimized the game for 4K resolution and increased the UI scale to 200%
- Added higher impact tolerance to retracted solar panels.
- Deployable parts now use separate value for their impact resistance when retracted.
- Implemented a new version of the kerbal suits for the base game. This includes IVA suits for recruits and veterans as well as EVA suits.
- Revised the behaviour of asteroids within Kerbin's SOI and gave them better VFX.
- Added a "What's New" dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog).
- Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver.
- Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes.
- Kerbals can now be placed in external command seats in the VAB/SPH.
- Wheel suspension now has auto spring/damper to combat bouncing wheels. This can be turned on and off via Advanced Tweakables per wheel (in symmetry).
- Added a Burn Time Indicator slide to KSPedia.
- In editor (VAB/SPH) switch symmetry mode back to what it was set to after hovering over a node.
- Allow pinning of PAWs and resource transfer for highlighted parts from Resources App.
Localization
- Fix lingoona gender tags in resource names in PAWs.
- Localization of bulkhead size and other automatic search string tags.
- Fix community localization feedback for the Fly Through? Node pt.2
- Fix Community localization feedback for fly through Node pt. 2 in Japanese.
- Fix German community localization feedback for "Schwerkraft mindern", changed to "Sanfte Schwerkraft Aktivierung"
- Did a general grammar and lexical pass on KSPedia.
- Localized Debug menu UI titles.
Parts
- Updated Parts (reskinned):
- Mk1 Command Pod
- HECS
- HECS2
- OKTO
- OKTO2
- QBE
- RoveMate
- Stayputnik
- FL-T100
- FL-T200
- FL-T400
- FL-T800
- RT-5 "Flea" Solid Fuel Booster
- RT-10 "Hammer" Solid Fuel Booster
Color Variants:
- Mk1 Command Pod (New "Dark", "White" and "Gray and White" color variants)
- RoveMate (New "White", "Silver" and "Gold" color variants)
- FL-T100 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants)
- FL-T200 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants)
- FL-T400 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants)
- FL-T800 (New “Dark”, “Black and White”, “White” and “Gray and Orange” variants)
- RT-5 Flea (New “White”, “Orange” and “Yellow and White” variants)
- RT-10 Hammer (New “White”, “Orange” and “Yellow and White” variants)
Other Part changes:
- Some parts now take advantage of the new "Bumped Specular (Mapped)" shader which achieves significantly better metallic reflections.
- Fix issue where engine shrouds were becoming offset on vessel focus.
- Improved OKTO and OKTO2 mesh colliders to fit them better.
- Improved Stayputnik attach node positions to make better contact with other parts.
- Rotated the RoveMate ninety degrees to make it match with its Navball orientation; also added 4 new attachment nodes to the sides.
- HECS rotation fixed - rotated 30 degrees. - NB:This does rotate the control orientation for old vessels using this part.
- Fixed Rockomax Jumbo-64 Fuel Tank normal map alignment issue.
Bugfixes
- Fix issue where incorrect tooltip icons were being displayed in the R&D scene.
- Fix icon blurring for flags, icons, tutorial images (and more) at different texture settings.
- Fix mini-biomes persisting after touching one and then moving vessel away from it.
- Fix mini-biome structure detection around the KSC.
- Fix log spam and messages related to stock launch sites if Making History DLC is not installed.
- Fix issues with decouplers in symmetry being staged via the Part Action Window.
- Fix issues with decouplers in symmetry being staged separately.
- Fix transparent materials in Part Picker Icons.
- Fix Gigantor XL panel when using Undo in editor.
- Fix transparent materials showing in part highlighting in editor.
- FIx for ship orbit line not rendering when burning straight from a physics bounce on flight load.
- Music volume settings are now applied as soon as the player leaves the settings menu in the KSC.
- Ambient noise in KSC and VAB/SPH is now controlled by ambient volume setting and not the music setting.
- Fix music problems when switching between VAB and SPH.
- Remove Gender on Resource displayName in PAW.
- The game no longer locks up when attempting to create a save file, vessel or mission using a reserved DOS name.
- Fix for Kerbal EVA's clipping through vessel model when forcefully dismounted from an external command seat.
- Fix for auto localization keys coming up in the target icon when a vessel with a localized name was targeted and moused-over'd.
- The sun flare no longer shines through Jool.
- Fix for reentry VFX disappearing when the camera is far from the vessel.
- Fix for asteroids not displaying reentry VFX.
- Fix bug where kerbal parachute lifting surfaces weren't active when loading a quicksave.
- Fix camera positioning on entering editor scene/loading vessel to show vessel correctly.
- Fix bulkhead filter strings to work for all valid sizes.
- Fix when a part is selected and the user attempts to write a ship description the hotkeys will still trigger.
- Fix In the editor-based tutorials, Werhner's window overlaps the ship so you can't place parts.
- Fix hard points reporting the wrong stage to the StageManager.
- Fix wheel friction being applied incorrectly based on Celestial Body G. Stops sliding on slopes.
- Fix wheel suspension bouncing.
- Fix exploding landing legs when docking/undocking.
- Fix landing legs applying massive spring setting when fully compressed.
- Fix Engine plates for all engine plates now show short on their first variant choice.
- Fix Stations in orbit now complete contracts as they should.
- Fix Map nodes, Maneuver nodes and other elements display correctly when changing the UI Scale while playing.
- Fix Part filters with size 1.5 not being filtered when selecting size 1.
- Fix double carets displaying in some Scenario text descriptions.
- Fix log error removing wheel debris.
- Fix error in docking tutorial when player unsets target vessel.
- Fix jetpack rotates correctly in all scenes
Mods
- ModuleDeployablePart now has KSPField impactResistanceRetracted.
- ModuleWheelSuspension now has KSPField maximumLoad.
- Added IsUIShowing property to UIMasterController.
Miscellaneous
- 1.5 Changelog - Making History DLC ONLY
Improvements
- Improved the Builder canvas system and connectors for speed and performance.
- Fly through node volumes can now be set with negative values for the volume to work with submarines.
Localization
- English grammar, spelling, and punctuation fixes.
Parts
- Updated Parts (reskinned):
- SM-18 Service Module.
Color Variants:
- Structural Panels (Improved "Gold" variant and added a new "Silver" variant).
Other Part changes:
- SM-18 bottom lid uses the new "Bumped Specular (Mapped) shader".
- Fix issue where engine shrouds were becoming offset on vessel focus.
- Fix size 1.5 items showing in size 1 sort filter in VAB/SPH.
Bugfixes
- Fix for NRE when saving a mission where the craft files used in vessel situations have been deleted
- Fix Kerbals Exploding when resuming a test mission checkpoint taken on a Kerbal EVA node
- Fix issues with connector lines in Builder when changing planets in the GAP
- Fix where when boarding the EAS command seats were not triggering when a kerbal boarded for the node to pass.
- Fix when a vessel is spawned in an orbit, the orbit was getting the reference of the celestial bodies rotation, giving different results like a rotated orbit with the same orbit values on another node.
- Fix connector lines when in some cases they were badly rendered.
- "Selected part" option now appears when selecting one part in the repair node.
- Don't reset available and unavailable part lists when changing the part filter and update the list to handle the required parts nicely.
- Fix weights and costs of all the engine plate variants being the same.
- Solved discrepancy between the start mission time in the Mission editor and in the actual mission.
- Fixed GAP parts filter on some nodes so they work similar to the part restrictions on Vessel Spawn Node.
- Fixed normal map on mobile launchpads, Woomerang and Dessert launchpad.
- Fix for localization tags for localized vessel and node names coming up in various parts of the UI.
- Fix for incorrect information about docked nodes order of evaluation in intermediate tutorial.
- Fix mission Builder banners appear in low resolution with the 'Texture Quality' setting lowered.
- Fix Clicking “Stay on Editor” in the Mission Builder, no longer auto-fills empty pod seats with available kerbals.
- Fix *Clicking “Stay on Editor” in the Mission Builder, no longer removes the assigned kerbal on the EAS-1 Command Chair.
- Fix Assigned crew dragged and dropped on the VAB and SPH, updates the crew count correctly.
- Fix NRE when "Kerbal Rescued" node with "Any Crew/Tourist" option is activated during Missions.
Missions
- Removed erroneous info about event node processing order from intermediate tutorial.
- Added the Part Count node, so player can check a vessel's part count, even if the vessel is unloaded.
Miscellaneous
- Implemented new text for agent descriptions and mentality.
Patch 1.4.5.02243 (30 July 2018)
Improvements
- Make mapnode behind body transparency configurable and improve behavior for pinned/hovered nodes (MAPNODE_BEHINDBODY_OPACITY in gamesettings).
- Pop dialogs can now be closed/dismissed with ESC key.
- Improvements to wheels/legs bouncing/sliding and oscillations. (Particularly when overloaded).
- Removed pop-up which offers to delete incompatible saves and craft files and replaced with a pop-up which only warns of incompatibility when incompatible save/craft files are attempted to be opened.
Localization
- Fix RnD Archives Biome Filter not showing spaces in biome names.
Parts
Bugfixes
- Fixed a bug where EVA facial animations were corrupted when the kerbal was mid-air and a quicksave was loaded.
- Fix settings showing for expansion when expansion not installed.
- Fix wheel explosions on docking landed vessels.
- Fix vessels jumping when docking landed to a large mass vessel.
- Fix Engineers report not taking variants into account for size dimensions.
- Fix Engineers report not showing correct part/mass/size restrictions when swapping between different level VAB/SPH using the switch editor button.
- Fix Kerbal on EVA occlusion inside all cargo bays as well as when the enter/leave command seats inside cargo bays.
- Revised the initial state of the Exploring Gilly scenario, so that vessels don’t bounce off the surface out of control on start.
- Fix vessels splashed inside another splashed vessel being removed when outside physics bubble.
- Fix undo in VAB/SPH not working when you delete all but the root part.
- Fix Reentry FX on Fairings.
- Adjust SRB Engine FX and Sparks.
- Fix NRE on PQSCity if transform has not been parented to a CelestialBody.
- Fix Aero FX appearing in IVA mode inside the models.
- Fix a localization issue that caused the Station One scenario to be corrupted in asian languages.
Mods
- Added localScale param and behaviour to EffectDefinitions: PREFAB_PARTICLE, PREFAB_MULTI_PARTICLE, MODEL_MULTI_PARTICLE and MODEL_PARTICLE
Miscellaneous
- Add option to delete in progress mission files when deleting a mission.
- Add Unity Analytics dialog and link to the players Unity Privacy Data page for personal data opt-out management.
1.4 Changelog - Making History DLC ONLY
Improvements
- Allow minimum of 10m on fly through node.
- Added checks for vessel compatibility when loading missions.
Localization
Parts
- Added ModuleTestSubject for all of the MH Parts.
Bugfixes
- Fixed Mission Builder exiting in some cases not closing the "Launch New Test" dialog.
- Fix mission breaking and PauseMenu lockup when a node is deleted from end of mission path.
- Fix nodes using Launch Sites as targets not detecting all Launch Sites.
- Fix missing string for Snap to Grid tooltip in Builder.
- Fix failure when going to the Tracking Station from the Mission Builder when there are no vessels.
- Fix persistence for Ignoresurfacevelocity setting on nodes.
- Fix Out of Range error when Vessel Explode action fires and disintegrates craft to separate vessels.
- Fix where on the Mission App it was not displaying correctly the target Launch Site name with the nodes: Vessel Destroyed and Vessel Landed.
- Some additional Loop protection in MEFlow Parser.
- Fix SnapToGrid locking in Mission Builder.
- Fix FlyThrough nodes waypoint being at surface and not the target location.
- Fix Test Distance node throwing log spam when target vessel may not have spawned yet.
- Fix slider percentage entries for part failure multipliers in Builder .
- Fix canvas objects not scaling with the UIScale settings.
- Fix DirectoryNotFound exception when playing a mission from Main Menu after previously testing a mission from the Mission Builder.
- Removed Invalid “none” option on Resource Drain node creating KeyNotFound exceptions.
- Fix when creating a new mission GAP size no longer resets to default.
- Fix test Kerbal EVA node when assigning specific vessels to the node for EVA test.
- Fix vessel landed node detection of launch sites.
- Fix for GAP rendering in an incorrect scale for the Landed Vessel node
Patch 1.4.4.02215 (22 June 2018)
Improvements
- Improve wheel suspension micro-oscillation and sliding.
- Increase PQS cache on startup and performance improvements.
- Added vessel position data to debug menu.
- Updated map nodes to be visually different when behind a celestial body.
- Added version display in game to include installed expansion versions.
Localization
- Localization string changes for German.
- KSPedia updates for German.
Parts
- ModulePartVariants now supports cost and mass modifiers for variants. Note that if this is added to existing variants, the mass of crafts in flight will be preserved at the old value. Only new vessels are affected.
Bugfixes
- Fix smoke plume VFX issues across all smoke types.
- Fix missing Jetpack EVA jets for rotation groups in all suits.
- Fix Rapier Smoke plume.
- Fix splashdown VFX being on wrong world axis.
- Fix splashdown VFX being under the surface.
- Fix Smoke VFX velocity being changed by engine input (ie once its emmited its in the world space).
- Fix lower quality reentry VFX not displaying.
- Fix reentry VFX being too compacted.
- Fix reentry VFX showing from hidden side of vessel (ie. showing through the vessel).
- Fix various other VFX emitter issues: Flameout VFX, SRB Engine flame VFX, Explosion VFX
- Fix screen resolutions list in the main KSP game settings.
- Fix timing issue in startup of cargo bays sometimes occluding parts they shouldn’t.
- Fix parachute breaking RCS when P is pressed while kerbal is EVA in space.
- Fix Gilly and Bop scaling in map mode.
- Fix Kerbal (EVA) occlusion inside cargo bays, fairings, etc.
- Fix Resource contracts unable to complete (in non-English games) due to localized resource name being persisted in saves.
- Fix Craft Thumbnails not rendering when tall launchclamps in use.
- Fix Tylo crater biomes.
- Fix launch site display being unlocalized in tracking station widgets.
- Fix fairings and shroud displacement when switching to vessels.
- Fix advanced tweakables in PAW to correctly display all text in Asian languages.
Mods
- Allow ScenarioModule’s to start at MainMenu scene.
Miscellaneous
- Added internal ability to filter and display game settings by DLC Expansion.
- Removed Red Shell.
1.3 Changelog - Making History DLC ONLY
Improvements
- Add SPH camera panning to the GAP when SPH camera controls are set.
- Add Making History stock launch sites to Career game Points of Interest list.
- Add parameter details for any action nodes in the Missions App during mission play.
- Add validation error for nodes that have part selectors and the selected part is invalid.
- Add incompatibility checks to mission files for a range of checks including version issues and action or test modules that aren’t available.
- Improve information displayed in node body for repair node.
- Improved Mission file size and load performance.
- Reworked builder canvas and camera to improve performance
- Change line connectors in the builder to improve visual quality.
- Added GAP camera settings and canvas zoom setting to game settings.
- Added ability to set launch sites as targets for vessel crashed and landed nodes.
- Auto-recover vessels on launch sites when spawning creator defined vessels to launch sites during a mission.
- Remove launch clamps from vessels spawning splashed on liquid surface.
- Added key binding to focus the search bar in the mission builder.
- Added Escape key binding for closing all dialogs in the mission builder.
- Added tab and shift-tab key binding to move between SAP input fields in mission builder.
Localization
- Localize values and status for no active vessel on test nodes.
Parts
- Updated the M1-F rover wheel suspension to resolve an issue with ground bounce / jitter and increased the suspension stiffness and ground clearance.
- Structural tubes now vary mass and cost based on length/diameter. Note that mass updates only apply to new instances of these parts - vessels in flight will not have the mass of these parts adjusted.
Bugfixes
- Fix mouse scroll in the GAP to work when mouseover GAP, and not require a click first.
- Fix mission browser from locking up whilst a pending delete confirmation dialog is open.
- Fix error when docking nodes in the mission builder and selecting Undo.
- Fix NRE when deleting nodes in mission builder in pressing Delete key twice.
- Fix crew dialog list/assignments in editors (VAB/SPH) when stay in editor is selected during mission play.
- Fix spawning vessels during mission play and whilst in the flight scene.
- Fix bug when attempting to test mission from the mission builder with the default mission loaded.
- Fix destructible building log errors when changing scenes during mission play.
- Fix crew assignment test node when using multiple instances of the same craft file in a mission.
- Fix mission node updates in mission builder for nodes that have number range parameters.
- Fix resource drain node not draining resources correctly in some circumstances.
- Fix part failure and repair node display in the mission builder and missions app.
- Fix localised resource names used in the part resource drain and part resource amount nodes.
- Fix localized resource names display in mission builder node bodies.
- Fix Point Of Interest bonus being awarded for reaching new launchsites if you are able to launch directly there.
- Fix Mission Objectives Flow from missing some branches in logic.
- Fix launch site display name in mission builder canvas nodes UI.
- Fix test vessel situations against launch sites.
- Fix Mission Builder music on returning from Editor.
- Fix flag spawning at start of mission when player created vessels on start node.
- Fix stuck at loading orrery on play mission under certain conditions.
- Fix infinite loading screen if user tries to test/play an empty mission.
- Fix mission browser dialogs cancel button being not interactable after deleting a mission.
- Fix automatic completion of kerbal recovery node when set to Any kerbal.
- Fix launchsite rotation to match model rotation.
- Fix possible lock-up if mission banners are missing.
- Fix NREs when spawning vessels with RCS.
- Fix not saving a revert checkpoint when spawning vessels in flight during a mission and vessel is not set to switch to that vessel.
- Fix deleting missions and possibility to have inoperable cancel button.
- Fix builder dragging at non-100% UI scaling.
- Fix vessel spawning in a mission during flight.
Missions
- Fix localized text in Mission - To the Mun Via Minmus.
- Fix localized text in Mission - Munar 1.
- Fix localized text in Mission - Sally-Hut 1.
- Fix localized crew names in Mission - Acapello 13.
Miscellaneous
- Corrected prices for structural tubes.
Patch 1.4.3.2152 (27 April 2018)
Improvements
- Log messages improved on startup.
- Tweak camera system to reduce the green line over water.
- Clicking on Launchpad and Runway no longer check/clear them of vessels until you click launch on the vessel launch dialog.
- Vessel ground positioning for landed vessels improved (Default is true).
- Added kerbal animations when parachute is deployed.
- Added ability to deploy parachute when kerbal is in command seat so that players can create paragliders.
- Default terrain settings for low detail have been increased to reduce terrain and object issues using this setting.
Localization
- Fix display name for Crater Bay biome on Laythe.
Parts
- Gave the white fairing a good washing - it is now a brighter white and more consistent with other similar shaded parts.
- Adjusted the node size on the “Dawn” Ion Engine.
- Decouplers will now properly remove their icon after staging
Bugfixes
- Fix an issue that was causing excessive drag in fairings.
- Fix UI for Linux offset issues.
- Fix Contracts parameter completion log and SMS App firing in all cases.
- Fix suspension for wheels and legs when vessel coming off rails from bouncing.
- Fix landing legs sometimes exploding on contact with ground.
- Fix the context menu when single click on orbits lines allowing to set target.
- Fix persistence of data when switching to unloaded vessel via map view.
- Fix vessel MOI not being correct when control from here is not the root part of the vessel.
- Fix reentry VFX being broken by parts which don’t have a scale of one.
- Fix IVA overlay camera showing artifacts on high specular parts.
- Eliminate possibility of having two tourist/recovery contracts with Kerbals with the same first name.
- Fix for missions or saved games names containing invalid characters freezing the game.
- Fix for music system to play tracks from the beginning when changing scenes. Music now also correctly pauses when game is paused.
- Exclude parts with no crew capacity from recovery contracts.
- Fix NRE on flagpole when SC buildings are destroyed.
- Fix ground positioning on Tutorials and Scenarios that start with landed vessels.
- Fix for KSC markers overlaying launch dialog on return from Astronaut Center.
- Fix some Z-Fighting issues with the Rockomax 64 tank
Mods
- Fix vessels disappearing from map view when procedural drag cubes are generated from root part.
- Correct the order of text returned in ConfigNode.ToString.
- Allow bypass of PatchedConics CheckEncounter log message for mods.
- Add onWillBeCopied and onWasCopied to Part and PartModule class.
- Improved difficulty settings scroll panel to accommodate many mod entries
Making History ChangeLog Version 1.2.0:
Improvements
- Add Astronauts to the available avatars for dialog message nodes and starting briefing node and added more animations.
- Add ability to set placeable launch pads in missions onto the water’s surface with auto-switchable model components.
- Add Dessert Runway and Launch Site (available in any game mode with Making History (Installed).
- Add ability to select The Sun and Jool on science experiment node.
- Improve tutorial highlighters for better ease of use
- Mission Difficulty is now more easily visualized with icons for each level
- Addition of new ActionGroup node so you can control the action groups from inside a mission
- Created an icon with a tooltip in the Missions App for additional information, such as timestamp on objective completion.
- Addition of an Advanced Tutorial for the Mission Builder
Localization
- Fix some translation issues for part failures in the PAW.
- Fix localization of Woomerang mini-biome.
Parts
- Corrected the model scale of the size 4 fairing
- The textures on the various structural panels are now symmetric
- Fixed the airlock camera, resolving an issue where some kerbals had a black portrait.
- Fixed off-center thrust on the Wolfhound and Cheetah engines.
- Corrected the node sizes on the 3.75m structural tube
- Removed obsolete test command module from SM-25 - Plenty of space inside for player added equipment.
Bugfixes
- Fix NRE when stay in editor is selected during mission vessel building and vessel has kerbals that were hired during mission play.
- Fixed an NRE caused when a 2.5m service module was the only part on a vessel
- Fix mission not progressing after stay in editor is selected during mission vessel building and the player leaves the mission and later returns and continues the mission.
- Fix ladder on Woomerang Launch Site.
- Fix mobile launch sites from not being cleaned up fully when quit to main menu from a mission.
- Fix mobile launch sites orientation to match placement in the GAP.
- Fix test orbits not being shown and spamming log when going from Mission Builder to Tracking Station.
- Fix scroll view on Tracking Station Mission Objectives list.
- Fix infinite loading screen if Tracking Station button is pressed in Mission Builder with default mission (not saved).
- Fix Null Reference Error when placing part node in mission builder and active mission has no vessel nodes.
- Fix warning on launchpad lights when not started.
- Fix no revert save being saved when mission only has creator defined vessels on the start node.
- Fix no revert save being saved when creator defined vessels spawn during the mission and are set to focus the view on these vessels.
- Fix for localization keys appearing on the UI in many places in the mission editor and flight apps.
- Fixed the impossibility of renaming new missions after a stock one had been open in the Mission Builder.
- Corrected de-clutter message when debris is removed from non-KSC launch sites.
- Fix Launch Site MapNodes in GAP being at the center of the planet.
- Fix value clamping when large number entered in Int field in SAP.
- Fix for handling corrupted zip files during mission import.
- Fix Undo/Redo behaviour with text fields and Node deleting.
- Fix for Mission Briefing saving changes when you press Cancel.
- Fixes to change mission detection for the unsaved changes warnings.
- Fix OrbitParameters node not updating all its information properly on the node text.
- Fix to SpawnVessel node to use degrees instead of radians in its Mean Anomaly values.
- Fix to the TakeKerbal node where it was getting triggered in the air for biomes and areas.
- Fix check for vessel recovery enabled in mission when clicking the launchsite facilities.
Missions
- *All stock missions fully localized.
- *Adding Sally-Hut 1 mission.
- *Adding Acapello 13 mission.
- *Adding Ziggy Kerman and the Spiders from Duna mission.
- Munar 1
- Fix Gold Award cannot be earned.
- Fix an incorrect fail condition.
- Grammar and punctuation corrections.
- Acapello 15
- Fix Gold Award cannot be earned.
- Fix mission can be completed without bringing Valentina back to Kerbin.
- Changed vessel to any/active to avoid nodes not firing when undocking/docking.
- Changed difficulty to intermediate.
- Changed crew experience level.
Known Issues
- During missions sometimes vessels and kerbals can suffer additional forces when a vessel is spawned in the middle of a mission
Patch 1.4.2.2110 (29 March 2018)
1.4.2 Changelog - BaseGame ONLY (see below for MH changelog)
Improvements
- Variants now support multiple drag cubes. These are calculated automatically on a per-variant basis.
- Updated the parachute model to more accurately reflect a real world ram air chute
Localization
- KSPedia fixes: Fixed a wrong key binding in the English EVA controls page
Parts
- The Mk1-3 Pod reaction wheel EC cost has been reduced for consistency with other parts.
- Fix centering on the Rockomax Jumbo-64.
- Tweaks to the EVA parachute shader and texture.
Bugfixes
- Fix kerbals thinking they’re still on a ladder if they get knocked off at high speed.
- Fix players not being able to quicksave when knocked off a ladder at high speed.
- Fix parachute being loaded in at 1.25x the normal size when controlling a kerbal.
- Fix player not being able to repack parachute if they rag dolled with the parachute deployed while hopping across the landscape.
- Revised EVA parachute model and shader.
- Fix kerbal being able to repack chute in the air while performing recovery maneuver.
- Fix surface FX appearing when landing legs deployed even when not on the ground.
- Fix LT-1 landing legs clipping the ground.
- Fix to the loading screen getting stuck between scenes infinitely in some cases.
- Fix contracts app icon to use it’s icon - not the new Missions app icon.
- Fix switch editor button to check facility is open before switching.
- Fix switch editor function to not load backup when all parts on existing vessel have been deleted by the user.
- Fix switch editor symmetry setting.
- Fix tourist contracts not completing correctly and messages for tourist contracts causing NRE and infinite rewards when failing.
- Fix contract parameter completion to catch errors and contract parameters now log info messages when their state changes.
- Fix UI layering for Debug menu.
- Fix the camera IVA Overlay persistence between camera modes.
- Fix NRE spam when vessel destroyed and gameobjects disappear while doing FX.
- Fix icons in map overlapping over the Apps dialogs.
- Fix NRE spam when launching a vessel on the Island Airfield.
1.1 Changelog - Making History DLC ONLY
Improvements
- Show node type icon in the node header of all nodes in the Mission Builder.
- Node category color defaults amended.
- Improve CPU Load performance when placing nodes on canvas.
- Awards display now doesn’t overflow with long texts and improved awards UI design.
- Allow zoom in Mission Builder canvas to go down to 20% - can also be reduced more via settings.cfg.
- Can now delete nodes and connectors in the builder canvas with the backspace key (in addition to the delete key).
- Add mission difficulty setting to allow/disallow vessel recovery in a mission (default - disallow).
- Add ability to go to vessels on LaunchPad/Runway when clicking the Launchpad or Runway in a mission game.
- Add kerbal killed node.
- Reordered Node parameters.
- Upgrade difficulty setting for missions in the Briefing to a slider.
- Stock missions improved (see missions section below).
- Node expand/collapse button now only appears on Node headers when applicable.
- Starting funds now has a text field and slider for setting the value.
- Change vessel viewer in Mission Builder GAP to function like the VAB/SPH camera. Can be toggled via settings.cfg.
- Change Filters in vessel viewer to completely hide/show parts rather than changing their opacity.
- Change mission briefing dialog at start of mission to max-size the text.
- Fix disabled shrouds on parts reappearing when changing vessels.
Localization
- Mission meta files now support localization. This indirectly also solves an issue where the expansion folder was not being removed when uninstalling the expansion.
- KSPedia fixes: Localized all images in the Making History section of the KSPedia. Added missing text to Chinese pages.
- Fix localized text for resource name on vessel resource node.
- Translations for GAP descriptions.
- Fix for certain pinned nodes coming up unlocalized.
- Fix missions not supporting non-ascii languages for mission names.
Parts
- The Mk2 Pod reaction wheel EC cost has been increased for consistency with other parts.
- The Wolfhound engine is now properly centered.
- The truss sections of the 5m fairing and accompanying nodes are now scaled correctly.
- Add IVA window cameras to new command pods.
Bugfixes
- Fix revert to last build/editor session in missions not always saving and therefore not allowing revert.
- Fix saving mission when entering mission difficulty settings.
- Fix checking values on time control parameters.
- Fix date handling greater than 235 years.
- Fix orbit parameters when minimized in node display in the Mission Builder canvas.
- Fix launch site being displayed when clicking on a vessel situation node with landed or
orbit selected.
- Fix spawning orbiting vessels in missions in some circumstances causing explosions.
- Fix vessel restrictions not updating in Missions App in VAB/SPH when loading a new craft file.
- Fix hovering the mouse on slider parameters in the SAP preventing the user to continue scrolling.
- Fix copy-pasted nodes that spawn things not having unique IDs.
- Fix handling of newline and tab in message nodes to display correctly when playing a mission.
- Fix vessel resource amount node to work with unloaded vessels.
- Fix Orbit Parameter and Orbit node value sliders and max values.
- Fix Start Node activated time being always 0 UT, even when the mission was set to start at a different UT.
- Fix Vessel Naming to set default type to be the parts default type.
- Fix for vessel naming changes not updating ship name in editor scenes.
- Fix node position not been saved when moving groups of nodes.
- Fix mission not progressing when loading a create vessels node checkpoint when testing a mission.
- Fix node name changes not being updated when loading checkpoints when testing a mission.
- Fix music not playing after resuming a mission being played that was last closed in the VAB/SPH.
- Fix arrange nodes function to rescale the canvas correctly so nodes do not go off the edge.
- Scale node line connectors at low zoom levels so the lines can be seen.
- Fix node connector lines not aligning correctly when parameters are pinned/unpinned.
- Change key-combo for Copy Paste in the builder to Cmd-C, CMD-V for OS-X.
- Fix import mission zip extract method for Unix based systems.
- Fix Vessel text to correctly identify Active vs Any vessel.
- Fix node connector pin buttons triggering drag.
- Fix Orbit node to support correct accuracy testing.
- Fix event node and objective hiding so these get hidden from players.
- Fix end mission dialog coming up over a dialog message node that is set to pause the mission.
- Fix vessel viewer filters in Mission Builder GAP to switch off colliders so player can select parts inside other parts.
- Fix when selecting new or load mission in the Mission Builder with a node connector being selected breaking the Mission Builder.
- Fix the Take Kerbal node not triggering correctly after switching vessel in some cases.
- Fix the LAN orientation to match the Mission Editor in the Orbit node.
- Fix the loading screen sometimes getting locked after transitioning between scenes.
- Fix orbits sometimes getting rendered over the Mission Editor canvas after loading the tracking station or flight scenes.
Missions
Dawn of the Space Age
- Added missing end conditions.
- Improved instructions with better hints.
- Improvements in the objective lists in all launches.
- Fix scoring for destroyed jebnik 1 in atmosphere.
Trouble In The Void
- Improved instructions.
- Extra test for checking if the wrong kerbal has boarded.
- Fix the explosion sequence.
- Added failure condition.
To The Mun Via Minmus
- Improved instructions.
- Removed time limit.
- Fix a Time Since Node for the second Goo Experiment not working correctly.
- Fix the objective list not updating correctly in the second launch.
Meet Me In Zero G
- Improved instructions.
- Fix craft not exploding.
- Low fuel message now appears in the second launch.
- Fix orbit accuracy parameters having incorrect values.
- Fix splash down not triggering successful mission.
Blue Moon
- Improved instructions.
- Added 3 tons to the mass limit.
- Changed the values for the fuel efficiency bonus.
Munar 1
- Added failure conditions.
Acapello 15
- Fix Time Since Node in splash test had an incorrect value causing a 5 min wait for the mission to complete.
Patch 1.4.1.2089 (13 March 2018)
Improvements
- Upgrade to Unity 2017.1.3p1
- Switch directly between VAB and SPH
- EVA Chute - Kerbals of Level 3 and above have a personal steerable chute
- Advanced Mode added to Messages App - Toggled via Settings menu.
- Added Launchsites to the Map View and Filter
- Engine Sounds updated
- Particle Engine Upgraded to Shuriken.
- VesselNaming - new method to attach naming information to command modules so you can prename portions of a vessel
Localization
- Four new languages: French, German, Italian and Portuguese-Brazilian
- Added support for Portuguese keyboard layout
- List of bugfixes
- Facility names are now displayed localized in unable to launch dialogs.
- Resource names now display localized in screen messages and apps.
- Debug and settings menus are now fully localized.
- Localized pop-up warning when transmitting experiment data from parts that become inoperable if data is transmitted.
- Fixed unlocalized grammar connectors (and, or, of, etc) coming up unlocalized in Contract descriptions.
- Textbox size adjusted in various UI elements to account for localized text.
- Fixed long vessel names bleeding through the UI in KSC vessel marker dialog.
- Overall revision of display names for parts.
- Overall revision and improvement of autolocs and grammar rules.
- List of KSPedia Fixes and Improvements
- Corrected a wrong key binding that was displayed in the EVA controls section.
- Localized key binding UI.
- Localized example images for most pages.
- Properly set symbols that were showing up as HTML encoding.
- Overall grammar and syntax check.
- Lingoona upgraded to v1.5.6
- TextMeshPro Updated
- Localized Debug Screen
- Fix localization of KSC vessel markers
- Fix Localization of Facility names and strings
- Fix localization on sub assembly UI.
- Fix localization on category filters.
New parts:
- Round radial fuel tank (R-11 'Baguette' External Tank)
- Cylindrical radial fuel tank (R-4 'Dumpling' External Tank)
- TS-37 Stack Separator
Updated Parts (changed part files):
- 2.5m RCS Tank Reskin
- Fairings’ texture
Replaced Parts
- old parts hidden but still included for continuity of saves. They will be deprecated at a later date
- TR-2V Stack Decoupler ? TD-06 Decoupler
- TR-18A Stack Decoupler ? TD-12 Decoupler
- Rockomax brand decoupler ? TD-25 Decoupler
- TR-38-D ? TD-37 Decoupler
- TR-2C Stack Separator ? TS-06 Stack Separator
- TR-18D Stack Separator ? TS-12 Stack Separator
- TR-XL Stack Separator ? TS-25 Stack Separator
- ROUND-8 Toroidal Fuel Tank ? R-12 'Doughnut' External Tank
- Rockomax X200-8 Fuel Tank ? same name
- Rockomax X200-16 Fuel Tank ? same name
- Rockomax X200-32 Fuel Tank ? same name
- Rockomax Jumbo-64 Fuel Tank ? same name
- Mk 1-2 Pod ? Mk 1-3 Pod
Variants
- Parts can now have variations like textures and models
- The variants can be grouped in Themes
Other Part stuff
- Adjustments to Xenon and Monoprop capacities on stock tanks
- Parts and Vessels now have a PersistentID that lives with them for their entire life
- Add TechHidden attrib to AvailablePart so parts can be hidden from R&D
Bugfixes
- Fix alignment of external scenery in VAB/SPH scenes.
- Fix runway not appearing outside the SPH doors when inside the SPH.
- Fix a bug in Warp to Next Morning
- Add guard clauses to detect invalid flightstate on vessel launch returning to the editor.
- Fix applicant hiring costs appearing in games that don’t have funding enabled.
- Improve vessel Jumping/positioning coming off rails.
- Fix asteroid seed causing them to change shape.
Modding
- Make dragpanel edge offset configurable
- GameEvents added: onKerbalAddComplete, onKerbalNameChanged, onKerbalTypeChanged, onKerbalStatusChanged, onVesselPersistentIdChanged, onPartPersistentIdChanged, OnGameSettingsWritten, OnScenerySettingChanged, OnExpansionSystemLoaded, onPartUndockComplete, onPartCoupleComplete, onPartDeCouple, onPartDeCoupleComplete, onVesselDocking, onDockingComplete, onPartVesselNamingChanged, afterFlagPlanted, OnPQSCityOrientated, onEditorVesselNamingChanged, onEditorVariantApplied, onVesselRecoveryProcessingComplete.
- DictionaryValuesList updated to expose the list as well as the dictionary
Update (06 March 2018)
- Updated the EULA within the offline installers and in GOG Galaxy.
Patch 1.3.1.1891 (06 October 2017)
Localization
- Localization Texts updated.
- KSPedia Localization texts and graphics updated.
- Fix KerbNet localization strings.
- Fix Number and time displays for localization.
- Fix Lingoona library for Ubuntu Linux.
- Localization Performance improvements.
- Fix localization of Tutorials and Scenarios.
- Fix localization of planet names in Science Reports.
- Resource names on Mining contracts localized.
- Removed lingoona Gender tags on Biome filters in RnD archives screen.
- Texture update opening scene for Chinese.
- Fix Profanity filter for Kerbal Names in Russian.
- Fix Custom Category filters in SPH/VAB and localized some missing texts.
- Fix tooltip for custom Category filters.
- Fix incorrect text on engineer report for Antenna check.
- Fix RnD archive biome filter for mini biomes showing lingoona gender tags.
- Fix failed file deletion message when overwriting saves.
- Fix grammar To the Mun P2 Tutorial for English.
- Fix keyboard layouts overwriting EVA Light key from ‘U’ to ‘L’. Now U in all cases and G for Dvorak.
- Fix key binding display on settings input dialog.
- Fix locked facility dialog headings.
- Fix format of MET display all languages.
- Fix Flag naming dialog text positioning.
- Add noun gender indicators to resource names in Russian.
- Add localization for shielded parts PAWs in stock saves.
- Fix Keyboard layout confirmation dialog to show correct punctuation keys when binding. A reset may be required for exisiting custom layouts.
- Fix labels on settings menu for languages to fit.
- Fix use of Lastly (all languages) for contract parameters.
- Fix Engineers Report text alignment all languages.
- Log Celestial Body periods in English in the game logs.
- Fix punctuation position on Japanese and Chinese fonts.
Enhancements
- Default setting for NavBall in Mapmode (default is not to autohide).
- Default throttle setting to 0%.
- Add ability to tweak endpoints of symmetry struts and fuel lines.
- Improvements to symmetry tweaking in the editor scenes.
- Add game clock to all KSC Facility Menus.
- Game clock in all screens now shows the time in Gray when time is paused.
- Add action groups for wheel motors and wheel steering.
- Add the shadow fade fix from KSC scene to the editor scenes.
- Change the near clipping pane on game camera so it doesn’t clip when zoomed in as much.
- Add ‘Control from here’ to External Seat.
- Add action group for ‘Control from here’ to ModuleCommand and ModuleDockingNode, External Seat and Grapple.
- Exclude wheels from part recovery contracts as some are too hard to grapple.
Bug fixes
- Fix the deploy/retract actions not showing for drills on custom action groups.
- Fix UT/MET display in flight.
- Fix control command persistence when changing to map view.
- Fix delta time Part Thermal Flux calculations.
- Timewarp indicator in all screens now shows no green arrows when time is paused.
- Fix MK3 size 2 adapter collider.
- Fix issue with compound parts inside fairings causing launched vessels to explode.
- Change Settings UI text alignments to be centered.
- Fix texture on VAB level 3 floor near the outer door.
- FIx the tweakable end of compound parts not getting mirrored when moved.
- Fix an incorrect text when a station contract gets completed.
- Fix the toggles in the UI at the Main Menu stretching as much as they could.
- Fix Flag on Sentinel Telescope Icon in VAB/SPH.
- Fix Sun (stepping) movement in Flight whilst retaining sun shadows fix.
- Fix opacity issue in editor scenes for unconnected parts.
- Jetpack translation is no longer affected when an EVA Kerbal’s PAW is open and being dragged.
- Kerbals can no longer EVA from inside fairings (but can from interstage fairings) to avoid exploding vessels.
- Fix quicksaveload dialog when enter is used in the filename input box.
- Fix Grab interaction msg for EVA kerbals when ladders are retracted.
- Fix NREs on craft thumbnail creation - added filename sanitizing.
- Fix Part highlighting in VAB/SPH interacting with Light Animations on parts.
- Fix destructible building on Tracking Station Level 2 dish.
- Fix Part highlighting for new and dropped parts in VAB/SPH.
- Replace TrackIR with new implementation.
- Fix Flight camera issues when active vessel crashes into the ground.
- Fix Destructible Building error messages in log.
- Disable Save on PauseMenu when active vessel is dead to avoid invalid save files.
- Shadow tweak on buildings in KSC scene.
- Fix issue with being able to add maneuver nodes to vessels without control.
- Remove ability to create maneuver nodes with EVA Kerbals.
- Fix an issue where an atmospheric resource harvester would not properly activate.
- Fix Loading Scene picture swapping feature.
- Fix Grass texture on level 3 RnD building.
- Fix MPL cleaning experiments screen messages.
- Fix Restart Warning text on main Settings Screen.
- Fix Cannot Deploy while stowed messages.
- Fix "Toggle Display" button on scientific devices.
- Fix floor decal alignment level 2 SPH.
- Fix Difficulty settings dialog height for all tabs.
- Fix icon visuals on Contracts App when pausing during flight.
- Fix empty craft name save expection in VAB/SPH.
- Fix Tour contract kerbal gender log messages.
- Fix RnD Archives Biome filtering.
- Fix rotate and offset on compount parts in VAB/SPH.
- Fix drill action groups.
- Fix drill disable and mining when lost ground contact.
- Improve vessel ground collision checks for landed vessels coming off rails (includes recovery contract parts that are landed).
- Reduce stutter when flying fast and low over a planet.
- Fix kerbal heading calculations - fixes swimming animation jitters.
- Fix Duna Rock allows kerbals to climb and plant flags (no more ragdoll).
- Turn on Goliath and Wheesley Exhaust damage.
- Fix fairing shader not set correctly and overlaying engine FX.
- Fix external command seat ejection.
- Fix PAW actions and events ordering on pinned PAWs.
- Fix NRE on Navball in IVA when doing scenarios and training.
- Fix black line low over terrain (unfortunately re-introduces green line low over ocean).
- Fix presence of .DS_Store file no longer marks save games as modded.
Modding
- Restore CelestialBody.theName methods (marked as deprecated).
- Fix Part Filter category names capitalization for mods.
- Add property to CustomParameterUI to support Localization.
- ModuleDeployablePart now finds all animations.
- CelestialBody GetRelSurfacePosition now calling correct methods.
Patch 1.3 (6 June 2017) [macOS]
-
Missing update and localizations for the OS X version
Patch 1.3 (26 May 2017) [Windows and Linux only - macOS English version via Galaxy only]
Due to internal technical difficulties, the macOS version is unable at this time, except in English via the Galaxy client. We are working to resolve these issues and to release the full macOS version as soon as possible. We sincerely apologise for any inconvenience caused and thank you for your patience.
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.
Bug fixes
- Fix logic error in craft list dialog in editor scene.
- Fix grammar error in FL-R25 RCS Fuel Tank description.
- Fix MPL functions to only work with Scientist trait.
- Fix Runway Seams T2 and T3.
- Flatten the T1 Runway out.
- Fix Flagpole to Astronaut Center and remove upgrade/downgrade/destroy errors.
- Fix the math on the ShipConstruct Stage Count.
- Fix to highlighter Brightness not getting set on entering flight scene.
- Docking mode indicators corrected.
- Fix From The Mun tutorial: heatshield on RV jettison via staging.
- Fix Terrain seams issue (parity with 1.1.3).
- Fix Radiators on Asteroids.
- Fix Drill status on Asteroids.
- Add Craft name limit to VAB to prevent save issues with file name. Configurable via VAB_CRAFTNAME_CHAR_LIMIT
- Fix RnDTechTree refresh not updating un-purchases nodes after purchasing.
- Fix Aero GUI window NREs on scene change.
- Fix costs for Upgrade nodes being applied in TechTree.
- Fix upgraded parts to now display upgraded stats in TechTree and Parts picker in VAB/SPH.
- Fix upgrade modules not displaying correctly in expanded part tooltips in TechTree and Part picker.
- Fix number of kerbals counter in KSC vessel markers.
- Fix Tree shaders - shadows.
- Fix an issue where resource system catch-up mechanics would not work due to physics causing vessels to ‘hop’.
- Fix an issue where overriding a converter’s AutoShutdown property was not working.
- Fix to the way vessels were named on Kerbal Rescue contracts.
- Fix launch site blocked dialog not clearing on vessel spawn dialog.
- Fix green line appearing in water.
- Fix shadows of buildings in KSC scene.
- Fix manuever node errors for some situations where node is in the past and conics become invalid.
- Fix gaps in shadows on KSC buildings.
- Improved flickering Sun shadows in flight mode on all objects.
- Fix cases for old maneuver nodes with invalid patched conics.
- Fix part highlighters showing landing lights flares.
- Fix part icons to exclude flags and include lights.
- Fix Launchpad tower light to shine on correct Unity Layers.
- Fix Currency Widgets disappearing at large scales.
- Fix for StageLock persisting between games.
- Fix floor decals in level 2 VAB.
- Fix to wait for physics easing before updating vessel status.
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.
Patch 1.2.2 (07 December 2016)
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 .loadmeta alongside the .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.
Patch 1.2.1 (03 November 2016)
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
Update 1.2 (12th October 2016)
Unity 5.4
- Engine change from 5.2 to 5.4.0p4
Libraries and Packages
- Implemented Text Mesh Pro, which basically vectorizes all of our fonts, making them look much better, especially at larger font sizes. Also has a lot of extra utility that we can leverage for various effects.
- Upgraded Vectrosity to latest version.
- Upgraded Vehicle Physics Pro to latest version.
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.
Misc Fixes and Changes
- Fixed issue where disabled RCS would enable during staging. Mods need to set stagingEnabled=False in their ModuleRCS blocks (unless they want staging on).
- Catch exceptions during part loading so the loading process doesn't come to a halt.
- Fix some issues with decouple modules, allow specifying the ejection force vector.
- Try/catch the other PartModule update loops so one bad module doesn't interrupt others.
- Don't try to set constant KSPFields.
- Null check when getting resource mass on unloaded vessels with removed resources.
- Remove some debug spam when querying Science Subjects by ID.
- Fix Resource Display to show all resources correctly.
- Improve launch clamp stability on revert.
- Fix an issue with ModuleTripLogger not applying to kerbals in non-root parts.
- Ablative shields with Ablator tweaked down in the VAB no longer show up pre-scorched in flight.
- Ablative shields no longer show solid black when reaching zero ablator.
- Fix serious regression with flow multipliers in ModuleEnginesFX.
- Fix a wrong rotation in Moment of Intertia calculations.
- Correct stock temperature gauges to use gauge threshold.
- Fixed currency symbols not displaying properly when UI scale is changed by using inline Text Mesh Pro sprites.
- Probe cores now have a hibernate feature which offers only partial control when activated but draws much less electricity. Can be set to automatically hibernate in warp (advanced tweakable).
- Added a game setting for default throttle (rather than keeping it in Physics.cfg).
- Fix bug where space center view can be messed up on loading a save from the main menu if the game was switched away from during load (old workaround was clear the input locks).
- Renamed Science Tech to Scanning Tech since that's what it's for.
- Fixed where CoPOffset and CoLOffset had CoMOffset added to them during application.
- Fixed where an exception during loading of parts would stop the game loading.
- IVA navball works like normal navball (vectors hidden when velocity is too small, radial and normal cues show only in Orbit mode).
- Fix an issue where prop requirement met (on engine menus) was not being intuitively correct. See note in Moddability, below, for how to update jet parts.
- Fix kerbals sliding on ladders.
- For EVA kerbals, 'SAS' light shows whether the kerbal will reorient when a translate key is pressed (as set in Input Settings). T toggles this behavior when in EVA mode.
- Several dialogs (such as quicksave) now accept Escape and Enter keys for dismissing or accepting contents. Science reports accept Tab to cycle messages.
- Quicksave and Quickload hotkeys (F5/F9) work in KSC view.
- The VAB/SPH part search tool now clears when pressing Escape.
- Crossfeed toggle module can now require a technology researched to enable itself. Radial decouplers now cannot toggle crossfeed until Fuel Systems.
- Fixed loader info in saves to not contaminate a stock save if you load a modded save while playing pure stock.
- Can toggle whether navball hides going into map view.
- Can now use antenna's Start Transmission action in control groups.
- Added ability to register credit for Kerbal experience gains in the MPL
- When a Kerbal plants a flag, credit is given to all landed/splashed Kerbals in physics range. Prevents the need to have flag-planting parties with large crews.
- Made celestial bodies rotate in the R&D archives again
- Updated in flight Pause Menu to include Load, Save and Exit options
- Updated in flight quickloads to show more detailed load dialog
- Fix CBAttributeMapSO (biome detection) to use only nearby biomes as candidates, not all biomes.
- Fix for vessels not retaining targets on quickload
- Fix for targeting hanging up in limbo state when reverting to launch
- Fix for losing targeting when switching vessels (such as when docking)
- Targeting properly restores for individual parts (i.e. docking ports) during quickload and vessel switching
- Fix for Tracking station list deselcting active vessel on list changes
- Fix for Map filter hiding the current and/or targetted vessel
- Fix an issue with stars fading in/out instantly.
- Add lift and drag displays back to wings/control surfaces.
- Fix some EVA state issues not updating correctly, leading to kerbals getting stuck 'floating'.
- Retractable landing gear produce less drag than they used to when retracted and much more when extended.
- Enable staging toggling on fairings.
- Fix ModuleSAS in standalone mode using real time not game time for resource requests.
- Properly format facility name in editor exit dialog.
- Stopping near things no longer keeps EVA interaction messages open in map.
- Corrected usage of the word "topology" in ScienceDefs.
- Settings screen does not actually set the resolution unless the resolution actually changes.
- Mark 2 docking port given the same tooltips as other docking ports.
- World First speed, distance, and altitude records can no longer be set while in a prelaunch state.
- Fix engineer report entries not updating when their icons change.
- Fix Skywinder stock vessel having no description.
- Fix typos in stock "SatelliteLauncher" craft file.
- Fix early game progression cheat not unlocking the science progress node.
- Manufacturer added to mystery goo.
- Part search now splits search terms on dashes, fixing searches for several engine designations, and things like "Convert-O-Tron".
- Version text made more visible in experimental builds.
- Using curly braces in a vessel name no longer obliterates the universe.
- Resource scanners now show "0%" rather than "Unknown" if the area is known, but the resource abundance is super low.
- Remove roll torque on docking ports (by default).
- Fix pod lights not being in Lights action group by default.
- Fix some zeroed attachment vectors on parts leading to log spam.
- Fix drag from struts and fuel lines.
- Vessel G-force is now reported correctly when on rails.
- Fix issue with ModuleDeployablePart (and solar panels, which derive from it) always reporting multiple drag cubes even when the animation isn't the panel's and it doesn't track the sun.
- Fix long-standing bug with FlightLogger not logging Gs right.
- Fix missing manufacturer for Mystery Goo.
- Ion engine now has resource bars, and will leave a tiny bit of EC remaining when drawing EC so the vessel can still be controlled.
- Fix issue with ladder tests in Engineer's Report.
- Fix explosions moving with vessel.
- Fix issue with command seat and docking port joints.
- Fix vessel counts in vessel type filters.
- Fix shielded docking ports to not be stageable.
- Fix issue where parts would play their staging FX on load, not just on staging.
- Fix an issue with zero drag area breaking physics.
- Deactivate Lab if it is activated and no scientists are present.
- Improve stars' fade-in-fade-out during dawn and dusk.
- Fix issue where loading an unloaded vessel with a converter will lead to it not processing all ore.
- Default to not logging (to flight logger or to the log file) when engine exhaust heats a part.
- Show negative funds and negative altitudes (depth) by turning the widget red.
- Fix issue with screen rotating when KSP is not the active application.
- Ignore launch clamps when getting craft size for facility checks.
- Fix CoP/CoL on two fins being off.
- When finding first vessel control source, require crewed parts to also have the command module on them before they are valid candidates.
- IVA radar altitude gauge shows height from seabed when underwater.
- Fix initial rotation of LT-1 and LT-2 landing legs.
- Don't allow docking port shields to be closed while docked.
- RCS thrust forces array properly zeroed when RCS is not firing.
- Fix Offset Gizmo issue for surface mounted parts with colliders that don't cover the entire visual model (like the LY-01). They will no longer jump when an offset is attempted.
- Fix vessels/kerbals landed on other vessels teleporting to the ground on load.
- Fix issue with a kerbal targeting a vessel and boarding it leading to maneuver node functionality being broken.
- Fix wrong vessel being made dominant during docking if the docking is so fast as to skip the acquire phase.
- Fix Aero FX being improperly applied to some explosion FX causing square particles and slowdown.
- Fix planet orbits sometimes not responding to clicks (or responding when clicked off-orbit).
- Empty science containers (or containers with limited capacity) may show experiment count/capacity.
- Fix problems with sliding maneuver nodes.
- Fix landing legs exploding when landing on Gilly.
- Fix handling of mouse interaction with solar escape trajectories (for maneuver node placement).
- Fix bad things happening when quickloading while warping.
- Fix IVA overlay button not always responding.
- Fix offset target markers when more than 200m away.
- Tweaks to wheel autoboost to help with wheels.
- Increased allowable gizmo offset when holding SHIFT.
- Fix bug when transferring fuel from an empty to an empty tank (causing the universe to come unglued).
- Added highlighter brightness factor to game settings.
- Added settingsload and settingssave commands to debug console.
- Added highlighter colors to settings.cfg so they can be edited as well.
- Added in flight UI for highlighter setting.
- Add Mouselook mapping to settings screen.
- Add shielding status to parts.
- Add Lights to MPL.
- Fix occlusion shielding radius values for Cargo Bays.
- Add version stamps to save files for version save created in and version last saved in.
- Fix issue with WarpTo orbit jumping.
- Add "Always show closest approach for target" markers option.
- Fix AppLauncher not having global scale applied.
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
Windows Patch (29th June 2016)
- Windows version update to 1.1.3.01289
Patch 1.1.3 (22nd June 2016)
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.
Patch 1.1/2 (02nd May 2016)
Contains content from Patch 1.1.1 and 1.1.2
For the full list of changes, please visit:
Patch 1.1 (20th April 2016)
For the full list of changes, please visit: http://forum.kerbalspaceprogram.com/index.php?/topic/137335-the-grand-ksp-11-discussion-thread/
Hello everyone!
Kerbal Space Program is “Turbo Charged” by the release of patch 1.1!
After almost a year of hard work our major update is finally here! In the package you’ll find a large boost in performance due to the upgrade to the Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you mod the game to ridiculous lengths and the brand new KSPedia reference guide for all the information you need to play the game!
That’s not all though, here are some of the highlights for this patch:
All new user interface
The user interface has been rewritten from the ground up to take full advantage of Unity 5’s new integrated systems. The ‘parallel’ UI systems have been removed and the game now uses only one system, adding to the performance bonus the update already brings. Almost all interface elements have been redesigned and tweaked but have retained the familiar feel for experienced players. The most notable tweaks can be found in the map view, staging, IVA portraits and the right-click part menus.
KSPedia
KSPedia will be the primary source for information on just about anything in the game. New players will find the basics of building and flying explained here, and more experienced players can take in information about more advanced concepts such as docking, in-situ resource utilisation and all the information they need to plan a successful mission to the next planet or moon.
New tutorials and scenarios
The tutorials have been extended and reworked from the ground up. The new tutorials will cover topics ranging from basic and advanced construction and flight, to docking and landing on Mun. Learn how to execute the perfect gravity turn, orbit Kerbin and land the Eagle. New scenarios unlock advanced mission concepts to any player: use a spaceplane to re-enter the atmosphere and land it back on the runway at the Kerbal Space Center, return a craft without heat shield from Duna, or beat SpaceX at their own game by flying back the first stage of a rocket to the launch pad.
Patch 1.0.5 build 1028 (16 November 2015)
- Reduced engine heating: less explosive decoupling.
- Fixed NRE on Kerbal when the part it's on dies.
- Fixed IVA breaking on crew transfer.
- Fixed typo on Dynawing craft.
- IntakeAir resource is now fully hidden in Resources App.
- Fixed body lift (it now exists again).
- Fixed every instance of part name, so root parts can be detected in all contractual instances.
- Used Unity drag to avoid integration errors on splashdown.
- Clamped parachute radiation.
- Upgrade outdated instances of vessel situations in career saves.
- Included layer 19 objects in potential enclosing colliders for cargo bays. (fixes some occlusion errors)
Patch 1.0.5 (10 November 2015)
Highlights
Contextual Contracts & Contract Changes
- The contracts system has had a major overhaul with the goal of providing you with more varied and relevant contracts. Front and center in this overhaul are the contextual contracts, which adapt to your progress in the game. Contextual contracts will take your existing infrastructure consisting of bases, stations, satellites and rovers, and will challenge you to do things such as adding new modules, rotate crews, fly in a Kerbal with a specific skill, explore the surface around it, move the orbit and so on.
- The goal of the integration of the contracts with your existing missions is to integrate them more in the natural gameplay. You will be asked to use what you have built already, alongside the existing contracts that mostly ask you to launch new items.
More changes can be found in the passive milestone rewards, which automatically reward you for any milestone you cross. These rewards are not only reflected in reputation gains, but also in funding and science bonuses. Higher rewards are still available to players who actively pursue a goal from a World's First contract they've accepted. New milestones are also available, targeting objectives such as space walks, crew transfer and atmospheric flights on alien worlds, and if you're not someone who spends a lot of time at mission control then a new strategy available from the - Administration Building is right up your alley: leadership initiative increases the passive milestone rewards at the expense of contractual rewards, providing a boost to more independent players. Finally, the game now tracks manned and unmanned progress separately.
Thermodynamic improvements
- Update 1.0.5 features many improvements to the thermodynamic systems. The thermodynamics ('thermo') system has been reworked to correct the various issues encountered in 1.0.4. In addition the thermodynamics at high timewarp feature more customizability, and support differential skin-internal temperatures and non-instant changes. We've also corrected some issues with the atmospheres of other celestial bodies, and better tuned re-entry and aerobraking across the board. When loading a long-unloaded vessel, unloaded thermal changes will be applied, too.
- The concept of core heat was also introduced, which in combination with various fixes should stop unexpected overheating of parts. Probably the best analogy of how this interacts with the rest of the thermal system (internal and skin temperature) would be to compare it to your computer’s case temperature, the temperature inside of the case, and the temperature of your CPU. For example, the ISRU should be capable of smelting materials, yet not melt the rocket it’s attached to. In game, this means that the ISRU works best with a core temperature of about 2000K, even if the part only has an internal temperature of 200-300K. This system allows us to be very expressive with the core temperature and simulate things such as warm-up time & overheating without it being directly coupled to the part temperature, which would become problematic as we enter analytics warp and temperatures equalize.
New buoyancy model
- The water buoyancy has been completely reworked. Water is now less soupy and it's very possible to build seaplanes. In keeping with our commitment to make the game as moddable as possible all the physics values can be tweaked in config files. The density of oceans differs across celestials bodies, invoking new gameplay challenges. The impact speed not only depends on the speed of the craft when it hits the water, but also the angle at which it hits the water.
New rocket and spaceplane parts
- A wide range of new and overhauled parts were introduced. The toroidal aerospike rocket engine has had an overhaul, as did the basic- and ramjet engines, the radial air intake and many mk.1 spaceplane parts. Among the new parts we find a complete working kit for mk.0 jet engines, the "Goliath" turbofan engine that would be a great fit on a large airliner and the "Vector" rocket engine, which mimics the Space Shuttle's main engines. The mk. 3 Cargo Ramp is a brand new part as well. This'll allow you to drive a payload into the back of an aircraft, or perhaps you want to create a docking bay on a space station with it! These are just some of the updated parts, we're hoping to see many new creations that incorporate them. We've also added new stock craft in the game for you to play around with.
Bugfixes & Tweaks
- KSP 1.0.5 has seen a big focus on bugfixes. Over 100 issues were fixed, including launch clamps following you to orbit, . And good news for anyone with a fine eye for detail: the black stripes on the NASA tanks now line up perfectly! There were of course plenty more bugs on the 'fixed list', and a more comprehensive list is available below.
Patch 1.0.4
Patch 1.0.3
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.
Patch 1.0.2
Bug Fixes and Tweaks:
Thermal:
- Fixed ships potentially overheating when splashed down.
Parts
- Small tweak to Mk16 parachute drag.