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Offline Asid

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Kerbal Space Program
« on: April 21, 2015, 03:35:41 PM »
Kerbal Space Program 1.0 on 27-04-15

Official: http://forum.kerbalspaceprogram.com/threads/116085-Just-7-days-til-Kerbal-Space-Program-1-0-comes-out!
"Just 7 days til Kerbal Space Program 1.0 comes out!

We're proud to announce Kerbal Space Program will be released on the 27th of April. Enjoy the first preview video!"

« Last Edit: November 10, 2015, 09:31:41 PM by Asid »
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Offline Asid

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Re: Kerbal Space Program 1.0
« Reply #1 on: April 28, 2015, 02:03:20 AM »
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Offline Asid

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Re: Kerbal Space Program 1.0
« Reply #2 on: November 10, 2015, 09:31:30 PM »


KSP 1.0.5 is live!

Greetings, Kerbonauts!

It has been a while, longer than we anticipated in any case, but we're now here with a new update for Kerbal Space Program: version 1.0.5!

This update features content, bugfixes and rebalances that were part of the upcoming monster update 1.1, which will feature such things as multithreaded physics calculations and 64 bit support for Windows and OSX. That update is taking longer than anticipated, and we came to a point where a lot of content was ready to go through testing and be released on its own merits. With these parts ready we wanted to get them to you as fast as possible, and I think we have succeeded in a speedy delivery of this patch.

Here are some of the highlights in this patch

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.

As always there is much more to discover in the update, and we hope that our fantastic people on the Media Group and KSPTV have given you a taster of what to look for.

Full changelog here: http://forum.kerbalspaceprogram.com/content/358-KSP-1-0-5-is-live!
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Offline Beef

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Re: Kerbal Space Program
« Reply #3 on: November 11, 2015, 04:55:41 PM »
I love this game! Have spent many hours playing it. Always a challenge, but I have managed to get to the Mun ( <--that is the correct spelling)...

Lots of mods for this game as well.

And Scott Manley on YouTube is the guy to watch to learn more about this game.He's got a cool accent like Asid too...
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Offline Asid

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Re: Kerbal Space Program
« Reply #4 on: November 11, 2015, 05:15:56 PM »
Silent patch for KSP 1.0.5 published

    Hello everyone!

    As announced in the devnotes today we have published a 'silent' patch for 1.0.5. This quick patch brings a few fixes to issues that popped up in the update:

    Code:

    - 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)

    Steam users will not have to do anything to have this patch applied to their game, those of you who have downloaded it through the KSP store can redownload the game, and finally if you've bought the game through GOG the patch is currently in their approval process, we'll update this thread once it's available. The build number in the main menu will jump from 1024 to 1028 after the patch is applied.

    The update is now available for download.

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Offline Asid

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Re: Kerbal Space Program
« Reply #5 on: April 20, 2016, 04:18:36 PM »
Kerbal Space Program update 1.1 “Turbo Charged” is now available!




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.

Kerbal Space Program 1.1 is now available on the KSP Store and on Steam, and will soon be available on other third party platforms such as GOG. Read the full announcement on our FORUMS: http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/kerbal-space-program-11-turbo-charged/
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Offline Asid

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Re: Kerbal Space Program
« Reply #6 on: October 13, 2016, 03:54:04 PM »
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