Editor Overhaul (Gizmos):
* Added Offset and Rotation Gizmos to Editor ([2] and [3] keys)
* Added Re-root tool to Editor ([4] key)
* Gizmo coordinate system can be toggled between Absolute and Local with the [F] key.
* Rotation and Offset gizmos can also snap to angles and to a 3D grid.
* Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame.
* Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo)
* WSADQE keys still work to rotate in 90° or 5° (Shift) increments, and are now more consistent with pitch, yaw and roll rotations.
Editor Overhaul (Parts List):
* Fully overhauled Parts List UI.
* Added Filters system to allow new methods to find parts, apart from the existing category tabs.
* Existing categories overhauled into 'By Function' Filter.
* Split Propulsion category into Engines and Fuel Tanks.
* Added 'By Resource' Part Filter: Lists parts based on resources they contain/use
* Added 'By Manufacturer' Filter: Lists parts based on their manufacturers
* Added 'By Module' Filter: Lists parts based on the modules (functionalities) they implement.
* Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on the Tech Tree.
* Custom Filters (and subcategories) can also be created and edited for user-made collections of parts.
* The Parts list can now be sorted based on several criteria (to organize displayed parts after filtering).
* Added Sorting by Size to parts list
* Added Sorting by Cost to parts list
* Added Sorting by Mass to parts list
* Added Sorting by Name to parts list (default)
* Subassemblies can also be sorted and arranged into custom categories.
Editor Overhaul (General):
* The VAB and SPH are now based on a single scene.
* Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game.
* Most editor Keyboard inputs are now remappable.
* All Craft files can now be cross-loaded in the VAB and SPH.
* Crew assignment is now fully persistent during construction, including detached parts.
* Vastly improved placement logic for angle-snapped parts.
* Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the [R] Key
* Radial Symmetry coordinate frame can also be toggled with [F] key.
Upgradeable Space Center Facilities:
* All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities).
* Added new models for KSC facilities at each level.
* KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately.
* Upgrading Facilities costs Funds, lots of Funds.
* Repair Cost of destroyed structures varies depending on facility level. (Higher-Level Facilities are more expensive to repair)
KSC Facility Upgrade Effects:
* Vehicle Assembly Building / Spaceplane Hangar:
- Increase part count limit
- Unlock Basic and Custom Action groups
* Launchpad / Runway:
- Increase Mass Limit for launched vessels
- Increase Size Limit for launched vessels
* Tracking Station:
- Unlock Patched Conics in Map View
- Unlock Unowned Object Tracking
* Astronaut Complex:
- Unlock EVAs off of Kerbin's surface.
- Increase Active Crew Limit
- Unlock Flag-Planting during EVA
* Administration:
- Increase Active Strategy Limit
- Increase Strategy Commitment Limit
* Research And Development:
- Increase Max Science Cost Limit
- Unlock part-to-part Fuel Transfer
- Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex)
* Mission Control:
- Increase Max Active Contract Limit
- Unlock Flight Planning (Requires Patched Conics in Tracking Station)
Space Center (General):
* All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible).
* Hold Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels.
* Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats.
* Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level.
* Space Center ground sections and Crawlerway change levels based on level of neighboring facilities.
* The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures.
Facility Interiors:
* Editor scenery now loads independently of the editor scene.
* Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH)
* The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside.
* Interior Scenery loads based on current editor Facility and Facility Level.
* Added new 3D interior scenery for Level 1 and 2 VAB
* Added new 3D interior scenery for Level 1 and 2 SPH
* Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI
* Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab)
* Added new 2D interior backdrops for Level 1 and 2 Mission Control UI
* Added new 2D interior backdrops for Level 1 and 2 Administration UI
Parts (Mk3 Spaceplane Set):
* Added 15 new 'Mk3' parts:
- Mk3 Cockpit (IVA is blank atm)
- 3 Mk3 Rocket Fuel Tanks (2.5m, 5m, 10m versions)
- 3 Mk3 Liquid Fuel Tanks (2.5m, 5m, 10m versions)
- Mk3 MonoProp Tank
- Mk3 Crew Tank (holds 16 Kerbals, IVA is blank)
- Mk3 - Mk2 Adapter
- Mk3 - 1.25m Adapter
- Mk3 - 2.5m Adapter (slanted)
- 1.25m to Mk2 Adapter
- 1.25m to 2.5m Adapter
- 1.25m to 2.5m Adapter (slanted)
- 3.75m to Mk3 Adapter
- Mk3 Cargo Bay Long
- Mk3 Cargo Bay Medium
- Mk3 Cargo Bay Short
* Old Mk3 cockpit, fuselage and adapter removed.
Parts (General):
* Struts and Fuel Lines now use a common base system called CompoundPart.
* New CompoundPartModule base class added to provide functionality for parts based on CompoundPart.
* Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting between both ends of a CompoundPart.
* Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart
* Added CModuleFuelLine, creates a fuel re-routing between both ends of a CompoundPart.
* LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert Steering' when inverted.
* Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out options will push/pull from all other selected parts evenly)
Kerbals:
* Kerbals now have Skills they can develop.
* Kerbals now gain experience after returning from missions.
* Kerbal Experience is needed to level up crew skills.
* Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab).
* Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes.
* Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard.
* Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing).
SAS Overhaul:
* SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available.
* Level 0 pilots and basic probes provide basic SAS functionality (kill rotation)
* Higher level pilots and more advanced probes provide new Autopilot Functions.
* Added new Autopilot System featuring 8 modes:
- Stability Assist (Basic SAS)
- Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors.
- Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors.
- Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target.
- Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector.
* AP modes respect the current reference frame on the navball (surface, orbit or target).
* Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level.
* Removed ModuleSAS from all parts except probe cores.
* Tweaked the R&D tech tree progression for all probe cores.
* Tweaked costs and descriptions for all probe cores.
* Probe cores set up with progressing levels of SAS service.
New Contracts (Fine Print Mod by Arsonide):
* Added asteroid redirection contracts.
* Added surface outpost construction contracts.
* Added orbital station construction contracts.
* Added satellite deployment contracts.
* Added survey contracts at specified locations on the map.
* Fine Print contracts revised and overhauled with new graphics and to follow Career progression.
* Fine Print contracts unlock based on KSC Facility level when applicable.
* Existing contracts also revised to better follow progression of KSC facilities.
* Existing and new contracts revised to be configurable.
New Biomes:
* Added new Biome Maps to all celestial bodies.
* Over a hundred new biomes available in total.
* Added cheat menu option to visualize biomes in map view.
Misc:
* Added a one-page 'Welcome Intro' tutorial module to all newly-started games.
* Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to.
* Added new Tooltips for several UI controls in the Editor, R&D, Flight and many other areas.
* Added new ESA flags.
* Improved some of the Loading Screen images.
* Added new Craft Stats app to Editor toolbar, to display ship information like part count, total mass and size.
* Craft Stats app icon will turn orange if any limit is exceeded for the current editor facility level.
* Added new sound fx for gizmos and re-root in editors.
* Added new destruction FX for all new facility models.
* Added EditorBounds system to define part spawn point, construction boundaries, camera starting position and bounds for each editor interior.
Bug Fixes and Tweaks:
* KSPScenario 'Remove' creation options now work.
* Added new PreSAS and PostSAS callbacks to vessel API.
* Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can.
* Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway)
* Fixed several issues with destructible building persistence.
* KSC grounds grass shader now uses worldspace UV coords for consistent tiling.
* KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain.
* Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales.
* Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors.
* Tweaked sideslip factor in landing gear (was much too strong).
* Increased Mk55 Engine's ISP and gimbal range.
* Fixed an issue with part rotation and placement using Mirror symmetry.
* Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry.
* Re-saved all stock craft so they are fully compatible with this version.
* Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data.
* Crew auto-hire will respect Astronaut Complex crew limit.
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
I wish I had more time to play kerbal. last time it was year ago and I made it to the moon (crash landed but still )
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
Indeed, my first early access purchase continues to prove itself. Even though I have hardly played it yet, due to lack of time and my preference to play my games on a (albeit alienware m17x) laptop for convenience of sitting in my sofa in the living room It's a bit hard playing KSP with a trackpad instead of a proper mouse.
But I'm going to, one day. I'm building up the hype in my mind with every update
As development in Beta has progressed, one thing has become very apparent, Kerbal Space Program is about to reach a state in which every single one of the original goals for the game has been reached, and we can say that our original design document has been fulfilled.
Because of this, the next update will be our 1.0 release, and with it we will be leaving Early Access. This is a landmark moment for us at Squad, as after over four years of development, we feel that KSP is finally ready to be viewed by all as a complete game. However, this is not the end by any means.
What does 1.0 mean for everyone then? Most noticeably, it means KSP will be leaving the Early Access program. And while this does mean we are ready to call KSP a complete game after the next release, it does not mean development itself is complete. Far from it, in fact.
We see no better way to follow up on reaching our initial goals than to continue development on Kerbal Space Program, beyond Beta, past our original plans. This means that after 1.0 is out, we will continue on with free updates 1.1, 1.2, and so on.
This has only been made possible by the astounding, incredible support we have gotten from you all. Consider everything that will come after 1.0 as our way of saying thank you, for believing in our crazy little rocket-launching game, for supporting us through four incredible years, for sticking with us all the way here, and in advance already for staying around for 1.0 and beyond.
So lets talk about the nearby future then, here’s what we plan to have on update 1.0.
* New Drag Model:
We’ve redesigned the way drag is calculated, now it will take into account things such as part occlusion, facing, and got rid of the calculation being based on part mass.
* New Lift System:
Corrected the lift so that it is now (properly) a function of the square of velocity, not linear. This allows for far more effective, and accurate, wings.
* Aerodynamic Stability Overlay:
A new part of the UI that shows you the stability of your crafts as you build them, so you can easily tell at a glance how air-worthy (or not) your design is, and see the effects of any changes as you build.
* Engineer’s Report:
A new panel in the VAB and SPH which will warn you of crucial (and generally frustrating) issues in your design, such as a lack of fuel tanks, engines or landing gear, among many other advanced concepts like those.
* TimeWarp To:
Fumble with timewarp and mess up your burns no more, with this new feature you can choose a point along your orbit and the game will take you there as fast as physically possible.
* Deep Space and Planetary Refueling:
Adding a new system and a set of parts that will allow you to collect matter from Asteroids and other bodies, then process it into useful things, like Fuel or Oxidizer.
* Game Over:
Be careless with your funds and reputation and you might promptly find you no longer have a job at the Space Center.
* New Landing Gears:
With the much larger Mk3 parts, we too felt the need for equally much larger landing gears. We’re giving you larger and more diverse ones to fix that.
* New, Larger Wings:
Mk3 crafts also require you to make large wings out of way, way too many small ones. We’re adding wings that are not only larger than all others, they also carry fuel, so you can finally make room for a properly massive payload area.
* Kerbal Clamber:
Kerbals can now climb over small obstacles and out of ladders up onto flat surfaces; because their job wasn’t dangerous enough already.
* Female Kerbals:
Long time in the making, finally joining the team at KSC.
* Economic Systems Rebalance:
Strategies, Part costs, contract payouts, they all needed to be fixed, and have all gotten a much needed balancing pass.
* Part Stats Rebalance:
We’re making sure no part is too light, too heavy, too powerful, or too weak. Exploiters beware!
* New Contracts:
We aim to bridge the gap between the early and late game contracts, as playtesting showed the difficulty curve could use some easing.
* Tier 0 Buildings:
The originally revealed buildings have been enhanced and modified to meet our original vision for them.
* Sound Overhaul:
Adding sounds to several parts of the game and interface that needed them, as well as improving some existing ones.
* Bugfixes:
A lot of long standing bugs are being fixed, and we do mean a lot of them. Beta means bugfixes, after all.
As always, we ask you to please keep in mind that the items above are not a commitment on our part. Plans can and do change as development progresses, and this update is no different. Same as always, you'll find the complete changelog on the release notes once the update is out, or stay tuned for our development notes every Tuesday to hear the news as they develop.
Wow, impressive! I'm looking forward to proper lift and drag calculations but I'm really looking forward to being able to mine fuel on planetary bodies.
Wow, their website is getting HAMMERED right now. I was able to bring up the forum post about 1.0 ( http://forum.kerbalspaceprogram.com/content/326-Beyond-Beta ) but nothing else. I need to buy this for my buddy. It's the only game he plays on his mac but he's playing an older yarr version.
Can't wait for them to go out of EA. Have been waiting patiently this whole time for them to go out of early access (and yes, I bought the game long time ago).
The 1.0 update itself will bring, among other things, new, more realistic modelling of drag and lift, an 'Engineer's Report' warning of crucial design flaws, a game over state, and female Kerbals.
rest of planned stuff for v1.0
Spoiler:
* New Drag Model:
We’ve redesigned the way drag is calculated, now it will take into account things such as part occlusion, facing, and got rid of the calculation being based on part mass.
* New Lift System:
Corrected the lift so that it is now (properly) a function of the square of velocity, not linear. This allows for far more effective, and accurate, wings.
* Aerodynamic Stability Overlay:
A new part of the UI that shows you the stability of your crafts as you build them, so you can easily tell at a glance how air-worthy (or not) your design is, and see the effects of any changes as you build.
* Engineer’s Report:
A new panel in the VAB and SPH which will warn you of crucial (and generally frustrating) issues in your design, such as a lack of fuel tanks, engines or landing gear, among many other advanced concepts like those.
* TimeWarp To:
Fumble with timewarp and mess up your burns no more, with this new feature you can choose a point along your orbit and the game will take you there as fast as physically possible.
* Deep Space and Planetary Refueling:
Adding a new system and a set of parts that will allow you to collect matter from Asteroids and other bodies, then process it into useful things, like Fuel or Oxidizer.
* Game Over:
Be careless with your funds and reputation and you might promptly find you no longer have a job at the Space Center.
* New Landing Gears:
With the much larger Mk3 parts, we too felt the need for equally much larger landing gears. We’re giving you larger and more diverse ones to fix that.
* New, Larger Wings:
Mk3 crafts also require you to make large wings out of way, way too many small ones. We’re adding wings that are not only larger than all others, they also carry fuel, so you can finally make room for a properly massive payload area.
* Kerbal Clamber:
Kerbals can now climb over small obstacles and out of ladders up onto flat surfaces; because their job wasn’t dangerous enough already.
* Female Kerbals:
Long time in the making, finally joining the team at KSC.
* Economic Systems Rebalance:
Strategies, Part costs, contract payouts, they all needed to be fixed, and have all gotten a much needed balancing pass.
* Part Stats Rebalance:
We’re making sure no part is too light, too heavy, too powerful, or too weak. Exploiters beware!
* New Contracts:
We aim to bridge the gap between the early and late game contracts, as playtesting showed the difficulty curve could use some easing.
* Tier 0 Buildings:
The originally revealed buildings have been enhanced and modified to meet our original vision for them.
* Sound Overhaul:
Adding sounds to several parts of the game and interface that needed them, as well as improving some existing ones.
I haven't been following all of the updates. Are spacestations and bases included in the vanilla version? I know there are awesome mods out there, just wondering what you can do late game.
There must have been a door there in the wall, when I came in.
Truly gone fishing.
Regarding female Kerbals introduction, now this open quite some nice new interactions and stuff to do while long space trips.
Hope to see some "hot coffee" mods showing up
On the other hand, this mean I have to add a female voice set for Chatterer
(hope they will do this right and add a crew gender public parameter to make my life easier)
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
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