Hopefully 0.22 fixes the audio stuttering which currently makes this game unplayable for me (and many others). All depends on if they updated to the new Unity version yet (which fixes the audio problem).
New Milestone reached! Update 0.22 Enters Experimental Phase!
Squad is proud to announce Update 0.22 has entered the last phase of development; Experimentals! All features implemented into a solid build for our playtesters to go and find the smaller bugs our QA team may have missed.
Keep an eye on our Twitter and Facebook accounts to learn more about 0.22’s now impending release.
Blast off!
I can't fucking wait !!!!!!!!!!!!!!
0.21 experimental phase lasted over a month.
So you'll have to wait.
Hopefully this time it will be way shorter.
They introduced experimental branch testing during the development of 0.22, so it should mean most of big issues are already sorted out.
Release is imminent ! (at least I hope so ^^ )
Also, the tech tree :
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
Looks like a great update. Only wish they would overhaul the navball already, or just the in-flight UI in general. It's very uncomfortable that we have to switch between normal and map view for lots of stuff (or just stuck on the map while our carefully constructed masterpiece is just a blip on the screen, terrible waste) and still have to eyeball most of the things we do. Just add 2 MFDs to the sides and it would make everyone's life a million times easier. They could monitor staging, orbital information, landing data, docking orientation, etc.
I just wanted to leave a note about the start of 0.22 experimental last week but it seems I´m to late thx to Silent Lurker^^
I hope squad doesn´t need another month to pass the experimental/alpha/beta/demo/for youtubers and their mothers only/testing/press/release candidate/gamma-delta-orion version... man these guys learned the big publisher stuff fast
The new research stuff looks SO PROMISING. The collection of parts that are available at the very start are erh... cute
The date suggests it will be out today (16th here already). Feels way too fast for the experimental phase, if the previous update is anything to go by.
Nothing so far, but every community is going rabid over that date. It would be so hilarious if they came out and said that it was just some misunderstanding and the date only meant the release of the next trailer, the update is a month away.
* Career Mode:
- Career Mode is now open! Although still very much under development, you can now start new Career saves.
- Sandbox mode, of course, is also available from the start.
* Research and Development:
- Added the Research & Development Facility to the Space Center.
- R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode).
* Science:
- Researching requires Science, which must be earned by performing experiments during your missions.
- You can now collect surface samples while on EVA, and process them to do Science.
- Science experiments return results, which are different for each situation in which the experiment is performed.
- Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System.
- Added a new dialog to show the results of experiments when reviewing the collected data.
- Added a new dialog to show a breakdown of all scientific progress made after recovering a mission.
* Parts:
- Added new scientific parts, like the Materials Bay and the Mystery Goo™ Canister. Also added experiments to many existing parts.
- The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data.
- The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option.
- Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in.
- Added a new deployable antenna, which is an intermediate model compared to the two original ones.
- Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it.
- Nose Cones now actually help with improving stability during atmospheric flight.
- Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future.
- Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions.
* Editor:
- Added a system to allow saving and loading of Sub-Assemblies.
- Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used.
* Space Center:
- The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements.
- Greatly improved the Island Airfield.
- Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night.
- Added a new backdrop and soundtrack for the Astronaut Complex Facility.
- Added a new music track for the R&D Facility.
* Flight:
- It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter.
- The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever.
* Solar System:
- Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments.
- Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.
* Launcher:
- We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game.
* Windows and OSX Installers:
- The KSPStore version of the game can now also be downloaded as an installer wizard on Windows, and as a .dmg image on OSX.
Bug Fixes and Tweaks:
* Fixed an issue that caused a stream of errors to be thrown after planting a flag and opening the map.
* Fixed several minor and not-so-minor issues with scene transitions.
* Greatly improved the scene transition times. Loading delays between scenes should be significantly reduced.
* The SAS indicator on the UI now changes colors to indicate when your input is overriding it.
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments.
- Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.
but as can see its only the bold. Some people thought it would be widespread/other planets etc.
Very nice update. The science itself is a bit limited, but still impressive for a first iteration. Had a few very lucrative missions. My first Mun landing gave me around 6-700 points with multiple devices on board and successful return to Kerbin. Messing around Kerbin is a bit of a waste of time, barely any points to be made, but you'll swim in points once you land on the Mun. Just the first sample in any biome there will give more than 100 points, and I think it will be double if you return it instead of transmitting the data (as in EVA sampling, no just using the machines, but they give good points too).
The career mode hsa finally given me a space to learn and enjoy, before i was always trying to use lots of parts that i didnt really understand but thought it was gonna work, failure ensured and my fun was ruined with frustration.
But now i gotta use what little i have available and make an effort to survive, get points etc, this has finally given me a learning space and im enjoying it a lot props for delivering the career mode, this has made it very accesible and fun to newcomers or noobs.
The career mode let's you earn science points (SP) that you basicaly spend to buy new equipment for your rockets.
But since, in the begining, your rockets are really crappy, you can earn them buy collecting stuff from your home planet, such as samples of water and rocks
Sounds silly, but it acustoms you to taking off and landing, and since collecting the same sample a second time is almost worthless, you have, as Leo once said, to go deeper, which is, in this case, IN FRICKING SPACE!!!
It's fun, it makes you think (and quite a lot, actually!), and the possibilities ares gigantic (building your Mir Station, or a base on the Mun is possible! ).
If you are into this kind of stuff, I would recommend warmly!
And yes Ixi, take cows to the upper atmosphere, I wanna taste your space provolone
"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
According to the wiki, there are 10 biomes on kerbin (and mun). 10? oO I thought it were 4 or 5 max. They should make at least some kind of layer for the map or something.
Ive played it more than ive ever played it, just because i have to build with what i have and i have to understand and exploit it, and when new things come in i have to start new proyects and learn the new things.
Career mode is what this game needed. AWESOME just awesome.
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