Adds a new Material Science Pod part. Landed vessels no longer explode when approached by the player (as when landing near other landed ships). Smoke trails are now properly updated in moving reference frames. This could cause extreme lag in densely populated game worlds. Adds stockalike Angara and Post-Soviet launch Vehicles. KSP is very mod unfriendly. Created a new ControlSurface module to replace the problematic Stabilizer module. Fixed a problem with the volume settings where explosions would sometimes sound out even with volume at 0%. Added new missions in collaboration with ESA. Parts: Landing gear now remember to set the brakes when resuming flight. The Map Camera no longer rotates when in a rotating reference frame. Landing Legs now use a much improved collision handling system, eliminating leg wobble on heavy ships. I'm still trying to figure out why I got a slightly smaller loading times on my rig, besides doing (almost) the same the original code was doing before the change. ), The disk terrain generator seen in early releases is implemented from the Libnoise library, giving Kerbin its current global topology (excepting a few later modifications. No need to end flight to relaunch. 1. Gave Launch Pad Clamps power, so probes don't die waiting for a launch window. Fixed a problem where vessels would be stuck as 'Landed' if boarding a part while in contact with another. "Root-dropping" decoupling now properly preserves the staging count for the new decoupled vessel. Any part which allows both stacking and surface-attaching can be used as the vessel root. The patcher will no longer spam console windows while doing its thing. Sometimes vessels could still be seen as being under acceleration and not get saved. Tweaked the terrain system to use less memory. Changed the ground detection system to a far more stable hold-and-release method. Fixed some UI controls and keys being responsive during pause. Added a progress bar for the loading screen. The ship cache is now properly cleared when starting a new game. Fixed an issue with part initialization order which could cause a lot of trouble with physics and joints. Added a floating origin system to the Scaled Space subscene, eliminating the visual jittering when viewing distant objects in the map view. Fixed an issue where controls could become locked when switching focus out of a dead uncontrollable vessel. Modular parts for faster than light travel, Addresses KSP's problem of: Everything has max buoyancy and the same pressure limit. Electricity: More power to the Kerbals! Only when creating new ones. Fixed A TON of bugs with the symmetry and ship construction in general. Functional Air Intakes: Turbines now properly require air to run, and Intakes can provide it for them, as long as there is an atmosphere around you. New disposition of the beginning of the tech tree. A male and female suit based off the new Space X suit. Here you can find everything related to the game, upcoming releases and animations. Now it is possible to select a ship file by double clicking on it. More Crew Members so you can launch missions while others are underway. The Runway Facility, to launch from and land your spaceplanes at. Fixed a problem that made it possible to delete the command pod in the VAB by using Ctrl+Z. Mesh tangents can now be loaded from file, instead of being recalculated every time. Added toggle key to switch between precision or instant input modes (Caps Lock), Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision), Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules, Fixed the staging lock LED not turning purple after launch. Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G. Parts may now create new stages for themselves through the cfg (used to be decouplers only), The game now checks for updates against the KSP site, and let's you know if there is a new version available. Added separate control bindings for walking and jetpacking on EVAs. adds the EmDrive Microwave Thruster to the game. Changed the debug console key to Alt + the key left of 1. Added a new stock spaceplane: The Ravenspear Mk4. Based on the work of rbray89, WazWaz, R-T-B, BIOZ, Support for Wooting Keyboards (e.g. Tiny containers for light-weight rockets. Career Tech Tree is smaller to fit the 26 parts. If that's enabled, it will deploy when it reaches deploy altitude from ground level, Symmetrically placed Icons are grouped into a single icon. - Added Truss Connector Port. New mesh for the launch pad area, now with 100% less launch tower. It is now possible to warp time freely when the ship is landed. The Debug Console can now be opened in the loading screen to debug load problems, Stages can now be manually created and, when empty, deleted, Stages are now represented as groups with parts inside them, instead of just separated by indicators, The staging stack now scrolls manually using the mousewheel (when mouseing over it), Icons in the staging stack can now be multiple selected and moved as a group, Whole stages can now be dragged and repositioned, Stages can now be reset manually through a reset button. Tweaked the logic for part-to-part collisions. Added a game setting to disable the automatic orientation when pressing any of the WSAD keys while jetpacking on EVA. Fixed the VAB tutorial never being shown after the first time, even when activated in the settings. Parts now can have a context menu where you can view data and perform actions. Removed the Station One and Mun Orbit scenarios as those require parts from the full version. Loading screen moved to before the main menu appears. Added Flag selector to Editor scenes, to select a flag for the mission (defaults to space program flag). Added Shader Model 2 fallback shaders for the terrain. To The Mun and Back: Kerbal Space Program, https://wiki.kerbalspaceprogram.com/index.php?title=Version_history&oldid=100187. Added a Render Quality slider to the video settings screen. Option to force using SM2 shaders even on SM3 compatible hardware. First official release. This release is packaged by @waz on the KSP forum and includes the original code with changes to make it work again in KSP 1.4, as well as a number of subsequent fixes and improvements. The Flight camera will now remain always centered on the ship's center of mass. (configurable through the settings.cfg file), Deleting a part now requires clicking the parts list. Flight basics tutorial now requires player to set throttle to max before finishing the tutorial (and launching). Gameplay: Added a rule to prevent saving the game or switching vessels while the current one is throttled up. Released 19th April, 2016, pre-released on 30th March, 2016. (Possibly) increased performance on the flight scenes (from the terrain tweak also), Found and fixed the true cause of the orbit NaN bug. It's now possible to 'pin' the Ap and Pe nodes, so their captions remain visible after moving the mouse away. This mod is ONLY the test parts for the Hooligan Labs Airships mod. Boarding a vessel from EVA no longer toggles the vessel's SAS state. Fixed a bug where parts would lose staging info and revert to default when returning from flight to the VAB. A compound part to create physical linkages between any 2 parts, Parachutes now have a 'useAGL' parameter. Using them disables the automatic orientation system. On Chase mode the camera will not spin around at the poles anymore, and both modes are more stable overall. Fixed the screen resolution not being properly applied on game start. To switch to far-away vessels, you must use the map view. Fixed some issues with the patched conic solver not finding proper SOI transitions sometimes. Tweaked the rotating reference frame thresholds when nearing planets, to reduce terrain mesh jitter. Version of EVE plugins which highly improves performance. Byfreethinker79. The flight camera is no longer able to go upside down. Notice. [/quote] Mods break because something they depend on slightly changes. Fixed RCS and SAS toggling on other vessels. Main use is for replica building so you don't have to use hundreds of flags to create a replica. Increased the heat conductivity and heat dissipation values for all parts, to compensate for the new heat exchange system. Increased Jool's rotating frame threshold altitude to prevent entering its atmosphere with the rotating frame disabled. Fixed more ocurrences [sic] of the terrain not loading properly when entering flight. The Map Camera now responds to the keyboard bindings for camera zoom. A standalone warp drive mod inspired by Star Trek and RoverDude's Standalone Alcubierre Warp Drive. Daedalus drives, Bussard drives and Epstein drives. Fixed the rails to physics transition, so that there is no significant change anymore in orbital parameters when going out of warp. Revised part titles and descriptions for the parts added in 0.16. Fixed an issue where ships could break apart when changing warp rates too quickly (the "Space Cthulhu" bug). A new AtmosphericEngine part type, and two new air-breathing engines. The source code is available from this github repository. Tweaked the altitude of KSC to better match the terrain level. UI: Added a button to open the SpacePort site on the Main Menu (opens on the default browser). Try these: Adds a third moon to Kerbin with an orbit between Mun and Minmus. Active parts in previous stages move up to the current stage. Now they're compressed to DXT5 and support mipmaps. Added a button on the ship loading dialog to delete saved ships (prompts for confirmation). Fixed some more ocurrences [sic] of the terrain failing to load issue. Implemented Cargo part category and Inventory processing. Affecting heat and radar missiles. A new Fuel Line part, that allows fuel to be drained off external (side-mounted) tanks. Fixed a small but incredibly disruptive bug which prevented engines from being connected to fuel tanks, Added key to lock staging, to prevent accidental jettisoning (remember to set it off later). KSP Add-on Releases KSP Forum section dedicated to the release and … (they can still deploy when jettisoned), Fixed a silent error when parts set an explosion potential higher than 1.0, Changed the physical attachments between parts again, so the stack is less wobbly overall, Fixed the bug that caused the crewmember name tags to drift out of the screen. Mods and Stock Parts can now have their own separate folders for organization. Fixed the flight scene time step being incorrectly initialized as 0.04ms (would cause wobbly physics). Fixed a small bug on the patched conics maths that could have caused some trouble. The flight log will no longer show the terrain tile IDs when crashing things into them. It can be moved dynamically without breaking visually. New mesh for the Runway, with sloping edges to drive on and off it. Rescaled the exit screen to fit 5:4 aspect ratios. Sound Normalizer, keeps the volume balanced even with 50+ boosters firing, Added framerate cap to keep GPUs from screaming on light scenes. Fixed several spelling and grammatical errors. Training: Added a Basic Flight Tutorial, and a Basic Vessel Construction Tutorial. Corrected the aileron action on ControlSurface parts. Fixes recue contracts spawning kerbals in crewed parts without an EVA hatch and fixes rescue contract orbits spawning inside the atmosphere when using rescaled planet packs. The Tracking Station Facility at the Space Center, allows you to select and resume a flight in progress. Fixed a problem with fuel lines and struts becoming attached to non-existent parts when reloaded. Added options to use Angle Snapping when placing surface-aligned parts. Now it launches KSP.exe always. Planted flags have a Plaque, which can be written during placement, and read only when approached by an EVA. Overhauled Space Center terrain area in both flight and space center scenes. 50+ new interstellar worlds, way too many stars, broken pc mice and a lot of empty space to cover. fixed the non-persistent StateName field on MunFlight Tutorial. The R8 Winglet now responds to input, and can be used as an elevator, canard, aileron, rudder, or any combination. Fixed the issues with mousewheel input on Linux. Deferred adding of several part components so they're only added when they're needed. The current WIP release contains two modified stock parts as test articles, and a test craft, the plugin itself, and the source code. Fixed the MunFlight Tutorial not allowing use of the Map. Enjoy! Fixed most sound volume decay over distance problems. Fixed an issue with the terrain altitude detection, which could cause vessels (mostly debris) to fall through terrain. Fixed the misaligned Music and Voice Volume sliders on the Audio Settings Screen. Fixed the error messages when exiting the game from the flight scene. Fixed parachutes not deploying if not set to the last stage. Fixed the Orbit initialization routine, to prevent NaN errors on landed craft. UI: Fixed an issue where the "Resume Saved" dialog wouldn't show if a save folder was missing its persistent.sfs file. The game also supports the players with user-created Mods and addition of new features. Much Improved terrain on Kerbin, the Mun, and other places. CARP is a community driven project that anyone can contribute to. Several Stock flags to choose from. Kerbal Space Program 2 is being developed by Star Theory Games (not by Squad, the developers of the original), and they have confirmed that the Kerbal Space Program 2 release date will be sometime in 2020. GameDatabase: Completely overhauled the loading process with a completely new system. Fixed a problem that could cause parachutes to despawn when travelling at high speeds. Fixed a potential security issue with the patcher authentication. This revision brings several much-needed bugfixes and improvements, as well as a few new parts. Fixed the mission timer not getting started if the first stage was moved before launching. The Universal Rescale Mod for KSP Download. This enables choosing which side will remain attached. The whole planet can now detect collisions, so ejected parts can now land safely. Fixed an issue with the patched conic solver failing on some escape trajectories. Make sure the solar panel is extend, so you can see the color change. Or just let the game handle it automatically. Fixed several issues with the fuel flow logic. Ships on the KSP/Ships folders are common to all players and non-overwritable (from inside the game). With special tools (provided by the mod) kerbals now can modifying teh existing vessels … Kerbal Space Program 2's release date has been pushed back to late 2021, the space sim's development team has revealed. This page was last edited on 4 February 2021, at 07:36. It will show the correct "crashed into terrain" message. An External Module Loader, which enables mod makers to program their own part modules. Adjusted collision and torque values for the medium wheels so they're a bit faster and tougher. UI: Incompatible/Invalid entries on those dialogs are now greyed out, and the reason why they can't be loaded is displayed. AR goggles? Found and worked around a unity bug which caused several issues with parts colliding within the same vessel, and getting twitched out of place. (was noticeable with the new command pod selection dialog). Parts on the parts list no longer show the author on their tooltips (that broke immersion). Fixed the scale of Gilly in the Tracking Station scene. Forum thread: [1.2] PlanetShine – v0.2.5.2 stable – v0.5 experimental [4 October 2016] Why PlanetShine? Greatly improved the input lock system. ), Some terrain was placed in the immediate vicinity of the pad, but Kerbin was still 20 km and smooth beyond it, The game featured an interface including an average propellant gauge, RCS propellant gauge, vertical speed and altimeter, kerbal portraits, g-meter and throttle indicator, most of which did not function, An electronic sign, possibly for mouse-over information, appeared; it showed quotes and countdowns in this version, Kerbin was a textured 20 km (radius assumed) sphere with no terrain, presumably with 1/900 of its current mass and an orbital speed of less than 442.9 m/s, There was a fixed Mun: another textured smooth sphere with little resemblance to the canonical, Instead of the current vessel-origin rendering system (necessary to solve floating point jitters), the game used the center of Kerbin as the origin, The game is now in an early 3D like format, Kerbin was a flat, floating tile with generated terrain, and instead of achieving orbit, you could launch past its edge and fall forever into the "void", While the graphics were 3D, the game was 2D, and one could fly and build vehicles only in the altitude-longitude plane, unable to turn north or south, and able to attach parts to only two sides, "Kerbal" comes from the name Felipe "HarvesteR" Falanghe gave small figurines he installed in modified fireworks as a teenager, HarvesteR was hired by Monkey Squad in 2010 April; the company did not develop software at the time, Development of Kerbal Space Program was authorized by Squad co-founder Adrian Goya in 2010 October, but deferred until HarvesteR could be released from marketing set projects in progress, Kerbal Space Program first compiled on 2011 January 17. A mod for KSP that adds 22 camouflage patterns, 19 solid colors and 1 Waldoto Stock, Aviator Arsenal. Music: KSP now has its own soundtrack, featuring many cool tracks, from smooth jazzy tunes to build ships by, to wondrous spacy themes as you explore the solar system. A Stats Tracking System, so we can collect information of the game for statistical purposes. Tweaked part collision handling for better efficiency. Added the flag pole to the editor scene background. Improved component heating and cooling through atmospheric friction, solar radiation exposure, convection and more, Resource gathering from planets, moons and asteroids, Parts relating to above, such as ablative. - Added P2/S2 Truss. Released 25 th July, 2014 → Main article: 0.24.2 ... (Most 0.19.0 mods should be compatible with this release) Bug Fixes and Tweaks. Wooting One/Two). Mk3 containers for really big constructions ideas! Now the game starts loading as soon as the application starts. Make sure they are the correct version for your game! Action Groups: A new way to control your ships! Tweaked part components on EVA so they start up with the right values. Fixed the Alt+Tab locking staging issue. Maneuver Nodes: Fixed a small but annoying issue where maneuver gizmos would switch modes when rotating the camera just after creating a maneuver. First (and only) beta release. Kerbals on EVA can now plant Flags on terrain. Prebuilt ships included with the game, as examples and possible starting points. Fixed the vessel snapping when docking, which could cause misaligned docking connections sometimes. Earlier this year, the space … It's all possible now! KSP openly release modder notes to inform about those changes. Removed a part that wasn't ready and had sneaked its way into the build. A new splash screen before the main menu enters. Completely overhauled procedural terrain system. The planned features lists any not released but proposed features. Fixed a few typos on part descriptions and tutorials. Bugfixes and optimizations. The debug console is no longer spammed with NaN errors.
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