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    ******************************************* __ ___ ______ ______

    / / / / / __ \ / _ \/ / / / / / |_| / / | |/ // / | |___ / /_/ // / \___ \ / ____ // /| | ___ \ | / /

    / / | | \ \_/ / / //__/ |__| \_____/ /___/

    *******************************************(I'm terrible at ASCII art :P)

    Thank you for downloading the Kerbal Space Program!

    Version 0.25.0

    ====================================================================================================

    Installation / Updating:

    Zip Package:* Unzip the contents of this package onto a directory of your choice (ex. C:/Program Files/KSP)* If you plan to overwrite a previous version of KSP with this one, please delete the contents of the folder before unzipping.

    Windows Installer:* Run the installer .msi file once it finishes downloading, follow the instructions it presents.

    OSX Dmg Installer:

    * Mount the dmg volume once it finishes downloading, then open it with Finder.* Drag and drop the KSP icon and over the Applications icon.

    KSP Patcher:* Run Patcher.exe (Found in the same folder as KSP.exe), and log in using your KSPStore credentials.* The Patcher tool will download any files needed to update the game to the latest version.* Patcher not included in the Steam version.

    Steam:* Steam will keep the game automatically updated. You can change update preferen

    ces in Steam's application settings for KSP.

    ==================================================================================================

    WARNING: It's very likely that parts, ships and/or saves created on previous versions will be incompatible with the latest release. Although we try to preservesaved data as much as we can during development, it is impossible to ensure backward-compatibility on every update, especially with modded installs, so please keep this in mind. If you encounter something that appears to be a bug, try againon a fresh installation and no addons. It may just be an incompatibility issue.

    IMPORTANT NOTICE FOR WINDOWS 64-BIT USERS:

    A 64-bit version of the game is available, however, we cannot guarantee stability with it. Bugs specific to 64-bit builds are likely to be bugs in the Unity Engine itself, so please keep that in mind when running the KSP_x64 executable. If

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    you encounter any issues, please try again with the 32-bit version. Also, checkout our forums for support: http://forum.kerbalspaceprogram.com/

    ===================================================================================================Disclaimer:THIS SOFTWARE IS CONSIDERED TO BE IN ALPHA STATE, AND MAY CONTAIN BUGS. SQUAD AN

    D SQUAD STAFF TAKE NORESPONSIBILITY FOR ANY DAMAGE OR LOSS OF DATA THAT MAY OCCUR AS A DIRECT OR INDIRECT RESULT OF USINGTHIS SOFTWARE, AND CANNOT GUARANTEE ANY DEGREE OF PERFORMANCE OR STABILITY, OR EVEN THAT THE SOFTWAREWILL BE USABLE AT ALL. USE AT YOUR OWN RISK.

    (not that any of the above should happen anyway, but it's good to be on the safeside)

    ====================================================================================================

    Credits:

    Created By / Lead Game Developer:Felipe Falanghe (a.k.a HarvesteR)

    Game & Server Development:Alejandro Mora

    Game & Tools Development:Mike Geelan

    UI Development:Jim-Kyrre Benjaminsen (a.k.a. Romfarer)

    Programming:Marco Salcedo

    Project Manager:Eduardo Reyes

    Producer:Miguel Pia (a.k.a. MaxMaps)

    3D Artist:Daniel RosasRogelio Dominguez

    Content Design:Nicholas HavasHugo Gutierrez

    Community Contributor:Chris Thuersam (a.k.a PorkJet)

    Sound Design:Ed Castillo

    Original Music:

    Vctor Machado

    KSP Main Theme:

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    Written by Felipe FalangheArranged by Vctor Machado

    Stratejazz:Written & arranged by Felipe Falanghe

    Other Tracks:

    Arcadia, Bathed in the Light, Brittle Rille,Dreamy Flashback, Frost Waltz, Frost Waltz (Alternate),Frozen Star, Groovy Grove, Impact Lento, WizardtoriumWritten by Kevin MacLeod (incompetech.com)Licenced under Creative Commons: By Attribution 3.0

    QA Lead:Ted Everett

    QA Team:Mathew David Banks (a.k.a. sal_vager)Colum Cantwell (a.k.a. Liquid)

    Dane JensenKyle KotowickSean Larkin (a.k.a. Seanoog)Sven RiedelDavid Tregoning (a.k.a. TriggerAu)Ivan Welsh (a.k.a. hermes47)Alessandro Villa (a.k.a. diomedea)PanarchistMartin Mager (a.k.a. Nachtwind)

    Public Relations:Robert Holtzman

    Community Manager:Anthony Guzzardo

    Executive Producers:Ezequiel AyarzaAdrin Goya

    Special Thanks to:The KSP CommunityThe KSP Community Moderation TeamThe Experimental Testing TeamThe Orbiter Community - Hail Probe!Ondraus Jenkins and people at Bungie AerospaceKurtjmac and all our loyal Youtubers and Streamers!

    Loading Screen Artwork by:Riess, of Our Intrepid Crew

    Legacy:Chad Jenkins (a.k.a. C7) - Technical ArtistJeff C. (a.k.a. NovaSilisko) - Content DesignJacobo Rosas - Content DesignArtyom Zuev (a.k.a. Bac9) - Content DesignRob Nelson (a.k.a N3X15) - Game and Web DevelopmentMario Maqueo - Programming

    Juan Carlos Demeneghi - Additional ArtIvn Vzquez - Additional ArtAnthony Keeton - Community Manager

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    James Kupperian (a.k.a. Skunky) - Community ManagerChaz Chiarello - Media DirectorClaira Lyrae Safi - Content DesignLock Bel (a.k.a. 707-Engineering) - QAClay Campbell - QAArthur Villain - QA

    ChangeLog:

    ====================================== v0.25.0 =========================================================

    Highlights:

    Destructible Facilties at KSC:* Crashing into buildings at KSC can now cause them to collapse, which althoughsatisfying, is very counter-productive to the Space Program.

    * Destroyed Facilities won't function until repaired, although most facilities can still operate with some degree of damage.* Repairing broken facilities will cost you in Career Mode.* Added a new Context Menu to Facilities at KSC which show extra info and to repair when necessary.

    New Explosion Particle and Sound FX:* We've added a huge new set of sounds and effects, which can be seen (and heard) whenever a facility at KSC gets destroyed or repaired.* Part explosions have also been overhauled for much more violent and better-looking fireworks.

    New Difficulty Options Menu:

    * A new panel is now available when starting a new game (and also through the in-game settings menu) to allow configuring difficulty settings, like whether or not crews can respawn, whether facilities can be destroyed, and several other parameters.

    Administration Facility:* Added a new facility near the Astronaut Complex, and lets you access the Strategies screen.* Added a new music track to play in the background of the Admin Facility, called "Stratejazz".

    Strategies:* Managing your Career is greatly expanded with the addition of Strategies. Strategies let you take control over how your Space Program is managed, allowing youto tune it to best fit your own playing style.* Space Program Department Reps: Meet Mortimer Kerman, your Finances guy, LinusKerman, Science rep and Wernher's intern (because Wernher is too important to bebothered with these meetings) and Walt Kerman, PR representative who takes hisjob very literally sometimes, and Gus Kerman, head of Operations, who hopefullycleaned his boots before showing up this time.* Strategies are of course, completely mod-friendly, and defined through cfg. Soare the departments, in fact.

    Crew Transfer:* Kerbals in the same vessel don't need a spacesuit anymore to switch seats. Jus

    t click the crew hatch and select Transfer to tell them to go sit somewhere else.

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    Spaceplane Parts Overhaul:* We've incorporated many parts fromthe very awesome SpacePlane Plus mod by Chris Thuersam (PorkJet), giving stock spaceplane parts a much needed overhaul.* Many, many new parts: Wing sections, Control Surfaces, Air Intakes, Fuselage Sections and even Cargo Bays added.* All parts in the Mk2 set were redesigned to be symmetrical in 3 axes. They also act as lifting surfaces too.

    * The Mk1 Cockpit and Mk1 fuselage sets were also overhauled, and we've also added a new Inline intake part.* Rebuilt all stock vessels using the new parts.* Obsolete spaceplane parts replaced by new ones when applicable. (Delta wing, Structural wind, Wing Connector, Mk2 fuselages)

    KSC Vessel Markers:* You can now see (and focus/recover) vessels landed near the Space Center directly from the Space Center scene. Markers will show their positions and expand toshow extra information when clicked.

    NavBall Vectors:* The Navball now shows all 6 vectors when in Orbit mode: Progade, Retrograde, Radial In/Out, Normal and Antinormal.* Off-screen maneuver vectors now have an arrow which points towards them so they're easier to find.

    New:

    Flight:* Added a new stock craft, the Learstar A1: A hybrid multistage vessel that functions very much like the Shuttle did.* MapView Filtering state is now persistent.* Added a Full Throttle Key (Z)

    * New "Space Center" Button above the altimeter allows you to return to the Space Center without having to go through the Pause Menu.* Added MonoProp gauge to OMS engines on staging stack* Added 'Return to Editor' buttons to flight end dialog when Reverting isn't allowed (due to difficulty settings).

    Editors:* VAB and SPH scenes now show visible KSC facilities in their current states (asin destroyed).* Hold ModKey to override surface attachment in editors (when you want to stackto a node but can't because the part insists on sticking to the surface).

    Crew Management:* Automatic Crew Hiring is now disabled depending on difficulty setting.

    Scenery:* Tweaked the main terrain shader to use worldspace triplanar mapping on near detail textures. This means we now have enough texture accuracy to texture small rocks or even blades of grass. This is still an ongoing project though, not all Celestial Bodies use this new shader yet.

    R&D:* Entry Purchases in R&D are now required depending on difficulty mode.* Added a 'Purchase All' button to purchase all parts after researching a node i

    n R&D.* Science Results in Sandbox Mode. They may not be worth much Science (or any atall), but running science experiments in Sandbox Mode will now show you the sam

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    e results as in other game modes.* Recovering/Transmitting Science Data requires an operational R&D Facility (asin not destroyed).

    Misc:* GameDatabase code tweaked to allow modders to write their own asset loaders.* Added GameEvents.OnCrewTransferred, fired from CrewTransfer and EVAs leaving a

    nd boarding* Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-high-res (multisampled) screenshots.* Application Launcher added to tracking station (Messages and Contracts App visible).

    Bug Fixes and Tweaks:

    * Fixed a small bug where entering the KSC scene for the first time in a sessionwould cause it to jitter from FP inaccuracy. This fixed itself after going intoother scenes, but was annoying nonetheless.

    * Tweaked text on Editor Cost Widget, so characters align with the Funds widgetbelow.* Funds Widget now has commas to separate groups of 3 digits.* Fixed a bug in the Editor which prevented some parts from attaching properly to n-couplers using symmetry (like the RamJet Turbines)* Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's official mod site.* Massive reorganization of the part folders in the GameData directory.* Inline Reaction wheel rescaled to size 0, since it was redundant with the Advanced Reaction Wheel module before.* Cupola Part mass changed from 4.5 to 1.76. Total mass (with full monoprop) isnow 1.8* Tweaked the intake area of several intakes for better consistency.

    * Fixed Experimental parts not being available in cases where the node was researched but the part itself not purchased.* Set up a transition matrix system to bypass unnecessary loading screens on some scene transitions.* Improved number formatting on all Contract values, from "F1" (123456789.0) to"N1" (123,456,789.0)* Overhauled the in-game settings dialog UI, which was sorely in need of some attention.* Removed useless 'None' option for Docking Lin/Rot state when assigning a key or axis in the Input Screen.* Revised and updated in-game and readme credits.* Fixed mouse detection for KSC facilities not working if camera was zoomed toofar out.* Fixed a bug where crew portraits would draw out of place after switching vessels.* Fixed a bug which could cause a general game breakdown on rare occasions whenvessels planted themselves into the ground.* Fixed Index Out of Range exception and general crash on moving to flight afterdeleting a crewed part in a certain way.* Kerbal recovery reward set to zero for the time being, to stop reputation exploit from recovery at the launchpad.* Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it was a Mk1 type part anyway).* Fixed several cases of UIs not stopping mouse clicks on objects behind themselves.

    * Fixed a bug on OSX which made it impossible to open the Crew Hatch Dialog andpossibly other dialogs too.* Contracts App panel is now scalable in the VAB/SPH

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    * Fixed missing title bar on VAB/SPH on larger resolutions* Fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was used.* Fixed scaling issues with OMS Engine.* Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship design.* Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurfa

    ce instead.* Fixed minor visual issue with galaxy backdrop.* Moved over ion engine and xenon tanks to Propulsion from Utility.* Fixed Staging input locks not clearing if leaving the Editors while hovering over staging icons. (resulted in total game freeze)* Improved GUI skin for input page in Game Settings scene.* Editor sidebar panel transition speed increased.

    ============================ First Contract (v0.24.2) ===================================================

    HOTFIX:

    * Fixed a critical issue which prevented opening the right-click menus for several parts.

    ============================ First Contract (v0.24.1) ===================================================

    Bug Fixes and Tweaks:

    Parts:* Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft.* O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (small

    er).* Fixed an issue with propellant-defined resource flow modes which prevented some configurations of Vernier engines from working correctly.* Fixed an issue with some decoupler modules failing to apply ejection forces when activated.* Fixed missing FX components on root parts after resuming a saved game or reverting.* Fixed a potential issue with the internal maths in ModuleRCS, which could result in odd RCS response from center-aligned or stack-mounted RCS modules.

    UI:* Fixed an issue with the App Toolbar where mod apps wouldn't display/hide properly at the VAB.* Fixed an issue with custom staging icons and switching vessels.* Fixed an issue where the Messages Dialog in the VAB would drift out of place when discarding many messages.

    Contracts:* Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats or claws wouldn't complete the contract.

    Tutorials:* Fixed a save-related bug which made the Orbiting 101 tutorial impossible to complete.

    Flight:* Fixed vessels not leaving 'pre-launch' condition during take-off roll.* Fixed a very annoying and potentially destructive bug where approaching anothe

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    r vessel could mess up your control state.

    Game Balance:* Tweaked costs for several spaceplane and aerodynamic parts:- Advanced Canard: 900 -> 800- Standard Canard: 1500 -> 720- Delta Wing: 500 -> 680

    - Swept Wing: 500 -> 620- Wing Connector: 500 -> 560- R8 Winglet: 500 -> 640- Structural Wing: 500 -> 540- Aerodynamic Nose Cone: 680 -> 240- C7 NCS Nose Cone: 680 -> 320- Rocket Nose Cone (large): 1000 -> 450- Standard NC (small): 680 -> 180

    Modding:* Added IPartCostModifier interface, to allow part modules to tweak a part's cost.

    ========================= First Contract (v0.24.0) =======================================================

    New:

    * Currencies:- Added Funds and Reputation as new Career Mode Currencies.- Funds are required to launch vessels.- Part Costs are now in use in Career Mode.- Resources like Liquid Fuel and Mono Propellant now have costs of their own, which figure into the cost of a launch.- Tweaking a part's resource sliders in the Editors will adjust the cost of the

    vessel accordingly.

    * Mission Control:- The Mission Control Facility is now active in Career Games.- Mission Control allows you to select Contracts, review them, and either acceptor decline them.- Added Gene Kerman as advisor in the Mission Control screen, ready to give hisopinion about what you're doing.- The Mission Control screen also features an 'archives' tab, where you can review previously-completed contracts.

    * Contracts:- Contracts require you to complete objectives, in order to gain Funds, Scienceand Reputation- Once accepted, contracts must be completed before the deadline expires.- Contracts will fail if the deadline expires or if some critical parameter fails (like killing a Kerbal in a mission to rescue him).- Added procedurally generated 'mission briefings' for contracts, which may evenmake sense sometimes.- Contracts come in three levels of Prestige ("Trivial", "Significant" and "Exceptional"). Higher levels offer greater rewards and are usually more ambitious.- Reputation regulates the amounts of each level of contracts on offer.

    * Early 'Starter' Contracts:- First Launch: Launch any vessel.

    - Altitude Records: Set a new altitude record.- Reach Space: Escape Kerbin's atmosphere- Achieve Orbit: Achieve a stable orbit around Kerbin.

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    * Dynamically Generated Contracts:- Part Test: Perform a test of a part in a specific location, situation and within given flight parameters (when applicable).- Collect Science: Return or transmit any scientific data from a specific location.- Rescue Kerbal: Rescue a Kerbal who is stuck in orbit.

    - Plant Flag: Plant the Agency's flag on the surface of a given location.- Explore: Complete several exploration goals for an unexplored location.

    * Agencies:- Added Agencies, which offer contracts.- Each agency has its own personality traits, which affects the generation of the contracts they offer.- Agency Logos added from the winners of the Community Logo Design Contest.- Clicking the agency logo in the Mission Control screen will display extra infoabout the Agency.

    * Vessel Recovery:

    - Recovering vessels now refunds you for the value of recovered parts and resources.- Recovered value varies based on distance from the Space Center. Land at the Runway for 100% value.* Space Center:- Added a universal time clock to the KSC scene UI.- Added a Pause Menu to the KSC scene, instead of leaving to the main menu immediately on pressing the Quit button.- The KSC Pause Menu allows saving and loading with a custom filename.* UI:- Added new UI Toolbar, which exists in all game scenes and is mod-friendly.

    - Added new UI Widget to display state of ongoing Contracts in Flight, KSC and the Construction Facilities.- Added new UI Widgets to display the current amount of Science, Reputation andFunds.- Added Messages UI App, shows messages about contracts and such.- Redesigned the Resources Panel from flight as a toolbar app, overhauled panelgraphics.- Overhauled the old 'Science Summary' dialog into a complete 'Mission Summary',displaying information about recovered Experiments, Parts and Crew.

    * Parts:- Added new "Vernor Engine", a very powerful RCS module powered by Liquid Fuel +Oxidizer.- Added new O-10 Maneuvering Engine, a low-thrust main engine powered by Monopropellant.- Gimballing Engines now respond to roll input.- 4x Engine Cluster and RAPIER Engine have gimbal roll authority even if stackedover the centerline (due to multiple nozzles).

    * Builds:- Added Windows 64-bit executable.

    * Tutorials:- Added several new tutorials.

    * Game:- Added 'Science' Game Mode, where Science is the only currency and Mission Control is closed (as in pre-0.24 'Classic' Career).

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    Bug Fixes and Tweaks:

    * Flight:- Asteroids are now able to collide with other asteroids.- New launches now start with throttle set to 50%, like in the old days.- Saving restriction when throttled up removed.

    - Timewarp restriction when throttled up removed. Engaging time warp now automatically cuts throttle.- Improved logic for detecting a vessel in 'orbiting' situations.

    * Editors:- Fixed a bug in the editors where dragging a part off the ship and deleting itstraight away would not generate an undo state.- Fixed a bug where ctrl+clicking over a part in the build area would not revealthe part in the parts list.- Orientation of VAB scenery rotated so spacecraft orientation is consistent atlaunchpad.- VAB Flag moved to the opposite wall.

    - Redesigned the Parts List UI 'Footer' section.

    * Tracking Station:- Fixed a bug where map objects were created but never removed, leaving dozens of 'leaked' objects behind.

    * Space Center:- Launchpad and Runway Launch Dialogs now show vessel costs.- Added 'Edit' Button to Launch Dialogs, which takes you to the VAB or SPH to edit the selected vessel.- Launch Dialogs and Craft Browser now allow selecting vessels with 'invalid parts' (for editing).- Added new Pre-Flight Checks to prevent launching vessels containing invalid pa

    rts or with costs exceeding available Funds.

    * Solar System:- Kerbin's Solar Day is now exactly 6 hours long (sidereal day is now 59 secondsshorter).- Slight optimization to Kerbin, Mun and Eve surface shaders.

    * Parts:- Resource flow mode can now be defined for each propellant on Engine, EngineFXand RCS Modules in the part config.- Previously useless Engine Nacelle and Radial Engine Body parts repurposed as air intake + fuel tank combos.- Tweaked Costs for almost every part.- Tweaked Mass for several parts, especially spaceplane fuselage sections and structural components.- Fixed a potentially gamebreaking issue when activating a Separator if it was the root part of a vessel.- Fixed a bug where some particle FX (mainly on newer engines) would cause a stream of errors when the vessel was unloaded with the FX active.- Fixed a bug where StrutConnectors could cause hierarchy issues if linked in certain configurations.- ModuleRCS can now use multiple resources.- Fixed an issue where decoupling Physicsless parts while moving at speeds up to700 m/s could result in unplanned vessel disassembly.

    * Tech Tree:- Revised R&D node layout so 'control' type nodes have a more logical progression.

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    - Moved basic RCS parts to tier 4 (from tier 5).- Added more connections into aerodynamic parts from other nodes on tiers 5 and6.

    * Progress Tracking:- Fixed an issue introduced in 0.23.5 where unowned vessels could complete progress nodes.

    - Fixed AltitudeRecord progress node (now used for contract generation).

    * Crews:- Fixed crewmembers not being properly flagged as dead if their vessel was destroyed while unloaded.- Crewmembers are now keyed by name in the roster, and can properly be added andremoved.- Added reputation reward and penalty for recovering and killing crewmembers.- Added new unique names for Kerbals, suggested by the Community Logo Design Contest winners.

    * Misc:

    - Fixed issue with persistence when reverting to flight.- Added rich text support to several UI text fields.- Fixed several cases of texture point-filtering issues resulting in crooked text.- Fixed potential crash related to reentry FX on Linux when no depthtexture hardware support is available.- Overhauled all UI screens and text. All text fields using Arial font now use proper Calibri.- Exposed Gameplay difficulty options to the Alt+F12 Debug Toolbar.- Updated Credits Scene.- Fixed permission issues with KSPLauncher which prevented it from properly launching the game on Linux.- Messages displayed on the upper-right corner in flight are now displayed above

    the crew portraits instead.- Removed a 'rogue' tooltip from the Staging Reset button at the VAB and SPH.

    ========================= Asteroid Redirect Mission (v0.23.5.460+) HOTFIX ================================

    * This build is a quick hotfix patch to address some issues that managed to slipby testing

    Bug Fixes:* Fixed an issue with loading existing games, which would cause scenario modules(like R&D) to not load properly.* Fixed an issue which caused Kerbals on EVA to become unresponsive after resuming a save.

    ========================= Asteroid Redirect Mission (v0.23.5.459) ====================================

    The Asteroid Redirect Mission Patch is a special update in many ways. This time,we've partnered with NASA to produce a completely new set of features for the game.

    Main Features:

    * Asteroids:Kerbin is no longer alone in its orbit. Nearby are countless objects that buzz i

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    n and out of its sphere of influence, some flying by harmlessly, others on impact trajectories. Ranging in size from just a few meters through 5 size classes upto gigantic objects weighing thousands of tons, these new objects should provide a new challenge for both new and veteran players. Each asteroid is procedurally generated, so no two are the same. Also, asteroids can have samples taken fromthem by EVAs, providing a constant source of valuable science data, right on the edge of Kerbin's SOI.

    * Object Discovery and Tracking:Before you set out after an asteroid, you first need to identify and track themusing the Tracking and Discovery features on the Tracking Station Facility. Select one of the unknown objects spotted near Kerbin, and start tracking it actively to reveal more information about it. Also mind that untracked objects can be lost if they're left unobserved for too long.

    * The Advanced Grabbing Unit (aka "The Claw")As the name probably implies, this new part is the means by which asteroids canbe captured to be redirected. Just arm the device, approach the target carefully, and the claw will do the rest. It's like a docking node, but without the need

    for a mate node on the other side. Better still, the AGU can be used to grab onto much more than just asteroids. In fact, it can pick up just about anything, even Kerbals.

    * New SLS-inspired Size 3 parts:We've added a host of new parts, featuring the largest engines and fuel tanks ever seen in KSP. These new parts were designed based on NASA's upcoming Space Launch System, and they pack a huge amount of rocket power. Here they are:- Size 3 Liquid Fuel + Oxy Tanks, in Full, Half and Quarter-Sized Variants- 4x Size 3 Engine Cluster. The single most powerful piece of rocketry we've ever added to KSP.- Advanced Size 3 Single-Nozzle Engine, for when you need immense amounts of thrust in your upper stages

    - New Liquid Fuel Booster: A new way to boost your spacecraft, the LFB is a single part featuring twin engines, plus a very respectable amount of fuel. What more, you can even stack more liquid fuel tanks on top of it.- The Launch Escape System: Modelled after the Apollo LES, this new escape tower can save your crew should you underestimate the sheer power of your new rockets.

    * Completely Overhauled Part Joints:We have completely re-done the way parts attach to one another, to allow for much greater flexibility and control over each joint. Joints are also more accurateand stable, as both jointed sides are now anchored at the attachment node (thiswasn't possible before the Unity 4.3 update).- Large parts also have a new system that allows them to attach much more rigidly to other parts, eliminating many cases where spamming struts was required.- Increased PhysX's global max angular velocity settings to improve joint stability.- Angular inertia values for parts now properly scale with mass. Some ships mayfeel heavier to fly now, but handling feels much more realistic overall. This also improves joint stability a lot.- Re-did the Strut Connector joints as well, to use the new joints system instead of their old ones. This dramatically improved their reliability and significantly reduced the number of ocurrences where ships spontaneously disassemble themselves on the launchpad.

    New Features:

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    * Added new buttons to the Map Filtering panel to filter Unknown and SpaceObjecttype vessels.* Focusing vessels on the Tracking Station will now display their patched conicstrajectory.* Added Time Warp controls to the Tracking Station and Space Center scenes.* Added a button to the Time quadrant in the main flight UI to allow switching betwen Mission Time and Universal Time.

    * Targeted vessels now display their trajectories as patched conics instead of single orbits.* Maneuver Nodes are now persistent.* Targeted Objects are now persistent.* Added buttons to discard/accept maneuvers on the delta-v gauge by the navball.* Added buttons to add/remove an orbit to the date of a maneuver node, allowingnodes to be planned for several orbits ahead.* Maneuver handles can now be fine-tweaked with the mousewheel when hovering over them.* RCS and XenonGas containers on earlier stages are now drained before containers on later stages.* Celestial Bodies now show a 'Focus View' button on their context menus in Map

    View.

    Bug Fixes and Tweaks:

    * Celestial bodies you have an encounter patch with will display that patch in local mode when they are focused on the Map View or Tracking Station.* Switching between Linear and Rotation controls in Docking UI mode no longer toggles SAS.* Fixed a bug where patched conics on extremely eccentric orbits could break thesimulation at very high warp speeds.* Fixed incorrect rendering of ascending and descending nodes when targeting a non-closed orbit.* Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display r

    endezvous information on the map.* Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engines. All were severely underpowered to be of any practical use.* Quicksaving is now allowed at all times. In unstable situations, an autosave won't be created at the same time.* Greatly improved the accuracy of the physics->rails transition, eliminating drift on nearby vessels when warping during a rendezvous situation, especially high-velocity ones.* The Map Filtering buttons now toggle independently on left click, and toggle single/all on right click.* Fixed several cases where Kerbals on EVA would glitch out in very painful ways, mostly when the game changed reference frames while they were in ragdoll state.* Intersection nodes between orbits no longer 'skip' the closest intersection when placing a maneuver node near the player's position.

    ==================================== v0.23.0 =========================================================

    New:

    * The Science Archives:- Browse through all the science you've done in your Career games in this new section of the R&D Facility.

    * Tweakables:- Several parts can now be tweaked individually by right-clicking them during construction.

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    - Landing Gear can be set to start out deployed or retracted, and can also be made steerable.- Engines can have a thrust limiter set on them, so you can balance out asymmetrical thruster configurations (or use differential thrust for taxiing).- Wheels can be tweaked to have their engines toggled, steering locked, all before launch (and after, of course).- Control Surfaces can be tweaked to toggle response to pitch, roll and yaw inpu

    t individually.

    * Science Revisited:- Transmitting scientific data no longer allows you to max out the value of a subject just by repeating the transmission multiple time.- Removing the experiment data from some experiment modules (for transmission orby EVA) will render them inoperable.- Resetting an experiment can still be done freely as long as the data is not removed from the module.

    * Solar System:- Added a new Biome Map for Minmus.

    - Cleaned up the Biome Maps for Kerbin and the Mun, to remove areas where Biomeswould be detected incorrectly.

    * The Lab Module:- Added a new part called a Laboratory Module, which allows experiment data andsamples to be processed before transmission, increasing their science value.- The Lab Module requires 2 crews inside to operate and a whole lot of power aswell.- Added a new button to the experiment review dialog to process collected data on the Lab if one is available (and operational) on your vessel.

    * EVA Data Transport:- Kerbals on EVA can now collect the data from experiment modules and store them

    on crew-carrying modules.- Kerbals can also collect data from other data container modules, including other Kerbals.- EVAs can also store samples collected from other experiments on the Lab.

    * Part Tooltips Overhaul:- The tooltips that pop up when mousing over a part on the editors have been completely redesigned.- The tooltips show essential info only at first, but can be expanded to show more info with RMB.- Once expanded, you can right-click again to collapse, or to pin other tooltipsif you hover over other parts.- Re-organized the part information to group stats for each module and resourcecontainer on a part.- Added a larger icon for the part on the tooltip itself, featuring a scale to give an idea of size before picking.

    * All-around Optimizations:- We've gone over all our code to make sure it runs as efficiently as possible.- Upgraded to Unity version 4.2.2 to make full use of its own bugfixes and tweaks.- Texture loading has been sped up, loading times are noticeably reduced.

    * [Windows-Only] 6-DOF Device Support:- 6-DOF input devices such as the Space Navigator are now supported both as came

    ra and flight controllers.- Scroll Lock will toggle the device mode in flight.- Due to driver limitations this is a Windows-only feature for now. We're ready

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    to implement support in OSX and Linux as soon as those drivers become available.

    Bug Fixes and Tweaks:

    * Parts:- The logic for all-vessel resource flow (such as Electric Charge and MonoPropel

    lant) has been re-done.- Fixed those resource containers not being able to drain fully or store an amount larger than their current available space.

    * Docking:- Fixed an issue that caused docking ports to resume their states incorrectly after docking, making it impossible to undock afterwards.- Fixed a big issue with docking operations through physicsless parts in the hierarchy between the port and the original vessel root.

    * EVAs:- EVAs now use actual MonoPropellant for their jetpacks, instead of their own fu

    el.- Fixed an issue with collision resolution that caused EVAs to sometimes fall over and become uncontrollable.- Kerbals other than you will now pick themselves up from ragdoll state if theyare involved in any 'accidents' or are flat out being used as Kerbowling pins.- Parts that land onto splashed-down parts are now considered to be landed. Thisallows EVAs to walk on floating platforms.

    * Other Fixes:- The Return key will no longer reset the staging sequence in the Editors, or return you to the Main Menu at KSC.- The Main Menu now remembers the 'page' you were at when you left it, so if youreturn from a loaded game, you'll find it still at the "Start Game" screen.

    - Fixed several issues with joystick axis mapping and indexing.- Updated the Input settings screen to expose a few new control options that weren't accessible before.- Fixed an issue that could lead to loss of GUI responsiveness after leaving flight during reentry or supersonic flight.

    ==================================== v0.22.0 =========================================================

    New:

    * 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 Scien

    ce.- Science experiments return results, which are different for each situation inwhich the experiment is performed.

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    - 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 GooCanister. 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 backto 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 thetwo 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 otherdesigns 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 addedon 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.

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    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 isoverriding it.

    ==================================== v0.21.1 =========================================================

    Bug Fixes and Tweaks:* Removed some unused assets from KSP/Parts.* Fixed an issue with some scenery meshes that could cause bits of the UI to become unresponsive in some cases (mainly in the VAB and SPH).

    * Tweaked some object scales slightly.* Tweaked the ocean color at sea level on Kerbin (was way too dark).* Fixed an issue that would cause lag while moving parts around the editor scenes if too many crews were hired at the same time.* Fixed an issue with the new SAS not properly maintaining attitude. Should be much better now.* Tweaked some parameters on the SAS to make it more responsive.

    ==================================== v0.21.0 =========================================================

    New:

    * Space Center Scene:- The Space Center scene now uses the same terrain as in flight.- Time now passes in the Space Center scene, and day/night is consistent with in-flight.- The game terrain persists across scene transitions, making loading scenes muchfaster.

    * Construction:- Completely overhauled the interior models for the VAB and SPH buildings, complete with animated trucks and cargo lifts.- All-new exterior models for the VAB, SPH and Tracking Station.- New Astronaut Complex building.- Added a description field where you can write up a few lines to describe yourspace-faring contraptions.

    * Crew Management:- It is now possible to assign crew manually to missions before launch, both from the Construction Facilities and from Launch Sites.- Added completely new Launch Dialogs on the Runway and Launchpad at the Space center.- The new Astronaut Complex dialog allows you to hire crews from a list of Applicants, and view the status of all your crewmembers.- Revised the crew handling game logic, for a much more reliable and robust system.

    * SAS Modules:- Rewrote the SAS control logic from the ground up.- SAS is now enabled for the entire vessel, and requires actuators like winglets

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    , RCS or others to actually have an effect.- Repurposed the old SAS modules are now Reaction Wheel Modules, that apply torque while consuming electricity.- The new SAS logic allows applying manual input while SAS is on, letting you set the ship's attitude without having to constantly toggle it.

    * Procedural Terrain:

    - Added a new module to generate craters procedurally on the Mun.- Largely revised Kerbin's terrain to produce much more interesting mountains, hills, valleys and coastlines.

    * Flight Re-Flow:- Removed the physically-impossible "End Flight" button.- Added new options to "Revert" a mission back to launch or to construction.- Added new 'Recover' button on the Tracking Station, to allow recovering a vessel (as opposed to Terminating it) when possible.- Recovering vessels makes its crew available again, while Terminating kills them.- The 'Space Center' button now allows you to leave flight at any time, warning

    when necessary about saving restrictions.

    * Progress Tracking:- The game now tracks your progress as you play, providing essential data for the upcoming Career Mode features.- Progress data is (optionally) uploaded to our servers,

    * Misc:- Improved the in-game shadowing to enable shadows at much larger distances.- Added several new parts from the KSPX pack as stock content.

    Bug Fixes and Tweaks:

    - Scenario Modules now properly save and load when the rest of the game saves and loads.- Scenario Modules can now have multiple target scenes set.- Improved the internal logic for switching to nearby vessels, it shouldn't refuse to switch with valid vessels nearby anymore.- Added a system to attempt upgrading incompatible save files if/when possible.- Tweaked PQS on other planets and moons to not initialize until approached. Improved performance a bit.- Added a new system on PQS to clamp terrain subdivision while moving very fast.Orbiting low near the surface is a lot smoother now.- Many more small tweaks and improvements.

    ==================================== v0.20.2 =========================================================

    Bug Fixes and Tweaks:- Tweaked the PNG and JPG texture loaders to not use such insane amounts of memory.- Fixed the issues with mousewheel input on Linux.

    ==================================== v0.20.1 =========================================================

    Bug Fixes and Tweaks:

    - Tweaked the logic for part-to-part collisions. Things should be much less likely to explode on contact.- Reverted the Mun's height values, so landmarks and bases shouldn't spawn below

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    ground anymore (mind 20.0 saves though).- Tweaked part components on EVA so they start up with the right values.- Tweaked the suspension on the new Medium Rover Wheels, to fix jittering.- Fixed the too-low resolution on planetary diffuse and normal maps.- Fixed the screen resolution not being properly applied on game start.- Fixed some situations where the 'Control From Here' selection would be lost onresuming a game save.

    - Fixed a serious issue with the Cupola Pod that could cause spontaneous unplanned vessel disassembly.- Fixed an issue that caused internal spaces to spawn in duplicate sometimes. Itwas harmless but wasted resources.- Fixed the scale of Gilly in the Tracking Station scene.- Fixed a few issues with flags behaving weirdly after they were toppled down.- Fixed the camera jitter when walking around on EVA.

    ==================================== v0.20.0 Exp======================================================

    Bug Fixes and Tweaks:

    - Decoupled vessels now properly inherit the action group state of the originalvessel.- "Root-dropping" decoupling now properly preserves the staging count for the new decoupled vessel.- Fixed the EVA flags looking weird during the initial part of the flag-plant animation.- Fixed staging icons on decoupled parts not being removed from the staging list.- Fixed the suspension jitter on the Medium Wheels.- Several improvements to how collisions are detected and handled in the editors.- Symmetrical counterparts now properly glow red or green based on whether they

    can attach or not.- Added a sound for when placing/releasing parts in the editor isn't possible.- Added the flag pole to the editor scene background.- Adjusted collision and torque values for the medium wheels so they're a bit faster and tougher.- Adjusted wheel breaking logic to take into account the relative velocities ofrigidbodies.

    ==================================== v0.20.0 =========================================================

    New:

    * Parts:- Command Seats for Kerbals on EVA.- New Cupola pod with IVA.- New Small Lander pod with IVA.- 2 new Probe Cores.- New Large Docking Clamp.- New Medium Wheel.

    * Flags:- Kerbals on EVA can now plant Flags on terrain.- Several Stock flags to choose from.- Flags are moddable. Create your own!

    - Planting a Flag allows you to name the site, which becomes a focusable objectin flight and on the Tracking Station.- Planted flags have a Plaque, which can be written during placement, and read o

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    nly when approached by an EVA.- Added a Flag selector to the Game Start Dialog.- Added a Flag Pole Facility to the Space Center.- Added a FlagDecal part module. Allows any part to have a part of its model textured with the selected flag.

    * Editor:

    - Added Flag selector to Editor scenes, to select a flag for the mission (defaults to space program flag).- The Editor no longer requires that the first part on a vessel be a Command Pod.- Any part which allows both stacking and surface-attaching can be used as the vessel root.- Added a new part filtering system to the parts list, which allows excluding and greying-out parts based on any criteria.- It is now possible to delete the first part on a vessel, and replace it.

    * UI:- Added the first iteration of the Kerbal Knowledge Base: A collection of vessel

    and planetary information on the Map and Tracking Station.- The Knowledge Base shows information about known Celestial Bodies, displays the crews inside vessels, and much more.- Added Filtering by vessel type on the Tracking Station.- Added Filtering to the Map View as well (hover around the top-center of the screen)- New Loading Screens, with hints.

    * I/O:- GameDatabase: Completely overhauled the loading process with a completely newsystem.- Mods and Stock Parts can now have their own separate folders for organization.- Added a Flags folder to collect flag bitmaps.

    - Added a scene transition buffer system, to ensure optimal memory cleanup whenswitching scenes.

    * Controls:- Switching vessels no longer resets throttle and other input whenever possible.- Going on EVA and boarding a vessel (or boarding a seat) also no longer reset the vessel's input state.- Decoupled vessels inherit the old vessel's control state.- All parts on a stage will get activated now, even if that stage causes some ofthose parts to get jettisoned away.

    Bug Fixes and Tweaks:

    - Streamlined PQS Terrain Assets, reduced memory usage by up to 30%.- Upgraded Debug Menu, allows reloading parts and cfg files while playing.- The Map View now properly prioritizes selecting moused-over map nodes when multiple orbits overlap.- It's now possible to 'pin' the Ap and Pe nodes, so their captions remain visible after moving the mouse away.- Removed the Splash Screen scene. Now the game starts loading as soon as the application starts.- Rewrote and organized many scattered game events into a single coherent GameEvents System, which plugins can use.- If you crash/explode, focus now shifts to the nearest controllable vessel (if

    any) instead of going straight to the End Flight dialog.- Many more small bug fixes and tweaks.

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    ==================================== v0.19.1 =========================================================

    Bug Fixes and Tweaks:* Fixed re-entry shader failing on highly scaled parts* Corrected an issue that would prevent large rover wheels from applying brakes

    * Tweaked braking speed and power on rover wheels* Adjusted how rover wheels display resource usage* Changed Ladders on the launchpad ladders to make it easier to climb them.* Changed the names of launchpad and runway objects to be more descriptive whenyou crash into them.

    ==================================== v0.19.0 =========================================================

    New:

    * Added visual (and sound) effects for re-entry and supersonic flight.* Overhauled the Kerbal Face Expression System with new animations, which are also visible on EVA.* Added wheel parts and modules for the construction of rovers.* Added several new general purpose structural parts.* New mesh for the launch pad area, now with 100% less launch tower.* New mesh for the Runway, with sloping edges to drive on and off it.

    Bug Fixes and Tweaks:

    * The sun no longer shines from below on ships and scenery objects at night, orwhile in orbit over the dark side of a planet.* Fixed the airspeed sound not looping properly, and adjusted the pitch range fo

    r it.* Various minor balance tweaks.* More texture variety added to probe cores, to better determine their positioning.* Fixed a few objects that were on the wrong layer.* Fixed an issue when comparing versions, which could result in false 'incompatible' warnings.* Fixed an issue with velocity changes when resuming 1x time while on a hyperbolic orbit inside a rotating reference frame.

    ==================================== v0.18.4 L3 ======================================================

    Bug Fixes and Tweaks:* Changed the debug toolbar key combo to ModifierKey+F12 (RShift+F12 by default)* Changed the quick scenario loader key combo to ModifierKey+F10 (was Ctrl+F10 before)* Removed an unused shader that caused the game to crash on Linux systems with AMD video drivers.

    ==================================== v0.18.4 L2 ======================================================

    Bug Fixes and Tweaks:* The Alt modifier key is now remappable, and defaults to RightShift on Linux.

    * Remapped all ocurrences of the Alt key to RightShift on Linux (as Alt is OS-reserved on most distros).* Fixed double-clicks not working properly.

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    ==================================== v0.18.4 L1 ======================================================

    * Linux Version Release

    Bug Fixes and Tweaks:

    * Added a setting to tweak the mouse wheel axis scaling.* Input Axes now support linear scaling.* The Debug console can now also be toggled using the Grave and AltGr keys

    ==================================== v0.18.4 RC3=======================================================

    Bug Fixes and Tweaks:

    * Fixed the latest version checking.* Fixed some places that were using an old and inaccurate value for the vessel's

    G-force, preventing entering warp sometimes.* Fixed an issue which caused DAE model loading to fail.

    ==================================== v0.18.4 RC2=======================================================

    Bug Fixes and Tweaks:

    * Fixed an issue where controls could become locked when switching focus out ofa dead uncontrollable vessel.* Fixed a collision issue with the large RCS Tank.* Fixed a transparency issue with smoke FX and explosions.

    * Boarding a vessel from EVA no longer toggles the SAS on the vessel.* The VAB and SPH now show decoupler ejection forces on the part stats.* Removed a part that wasn't ready and had sneaked its way into the build.* Fixed a few typos on part descriptions and tutorials.* Increased Jool's rotating frame threshold altitude to prevent entering its atmosphere with the rotating frame disabled.* Fixed an issue with the UI background not scaling correctly on the SPH.* Fixed winglet colliders.* Fixed EVA light orientations.* Updated Copyright dates.* Fixed vab transparency issue.* Fixed Explosion Shader Transparency issues.* Fixed Part Actions being clickable if Time Warp was engaged while the Action UI was already up.

    ==================================== v0.18.4 RC1=======================================================

    New:

    * Ported the game over to Unity 4. Expect improved performance.* Added a new stock spaceplane: The Ravenspear Mk4.

    Bug Fixes and Tweaks:

    * Fixed some buttons not being locked out properly on the Tracking Station and possibly other scenes.* The Staging Stack now automatically scrolls back into view if a staging operat

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    ion sends it off screen.* Stage groups and icons now accurately follow the mouse when dragging.* Fixed some UI controls and keys being responsive during pause.* Fixed some sounds (mainly voices) being affected by 3D effects when they shouldn't.* Fixed an issue when going in and out of Map View after crashing the ship.* Fixed the EVA map icons not showing.

    * Fixed the planetary terrain not starting up properly sometimes.* Fixed the error messages when exiting the game from the flight scene.* Added a bad name filter for the Kerbal name generator.* Fixed issues with the popup dialogs that allowed them to spawn a massive number of duplicates.* Parts on the parts list no longer show the author on their tooltips (that broke immersion).* Flight basics tutorial now requires player to set throttle to max before finishing the tutorial (and launching).* fixed the non-persistent StateName field on MunFlight Tutorial.

    ==================================== v0.18.3 (Demo)=============================

    =======================

    * Demo release

    ==================================== v0.18.2 ==========================================================

    * Official Release

    New:

    * Scenarios:- Added a scenario called Station One, where a refueling station is already in o

    rbit.

    ==================================== v0.18.2 RC6=======================================================

    Bug Fixes and Tweaks:

    * Main Menu:- Fixed an issue which caused the Load Game dialog to give false positives whenchecking for invalid saves.

    * Graphics:- 800x600 is no longer a valid resolution option. Minimum possible resolution isnow 960x720.

    ==================================== v0.18.2 RC5=======================================================

    Bug Fixes and Tweaks:

    * Tutorials:- Fixed the Construction Tutorial erroring out with an "incompatible" sfs when launching after completing the tutorial.- Tutorial Scenarios now delete the instructor objects when the ScenarioModule is destroyed.

    - The Construction Tutorial now allows launching the constructed vessel, and going back to edit it later.

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    * Controls:- Action groups are now locked when in map view, to prevent accidental activation without being able to see the ship.- Map View won't lock RCS off anymore when the navball is up.

    * UI:- Added some sanity checking to text fields (vessel names and saves), so illegal

    characters don't cause trouble.

    ==================================== v0.18.2 RC4=======================================================

    Bug Fixes and Tweaks:

    * Controls:- Added input locks to action groups and part context UIs, so they lock when appropriate.

    * UI:

    - Part Resource Context Gauges now correctly go away when the corresponding partgets detached from the current ship.

    * Parts:- Fixed an issue that could cause RCS thrusters to fly off on their own becauseof numerical spikes.- Landing gear now remember to set the brakes when resuming flight.

    * Gameplay:- Added a rule to prevent saving the game or switching vessels while the currentone is throttled up.- Unrestricted vessel switching is now only allowed if the vessel to be focusedis loaded and unpacked.

    ==================================== v0.18.2 RC3=======================================================

    New:

    * Training:- Added a Basic Flight Tutorial.- Added a Basic Vessel Construction Tutorial.

    * Solar System:- Added a new icy planet called Eeloo, somewhere out past Jool.

    Bug Fixes and Tweaks:

    * Gameplay:- Fixed an issue where crashing a ship wouldn't properly remove the root part and cause weird "physics" sometimes.- Fixed an issue with renaming vessels from symmetrically-placed command pods.

    * Maneuver Nodes:- Fixed a small but annoying issue where maneuver gizmos would switch modes whenrotating the camera just after creating a maneuver.

    * Training:

    - Fixed Gene Kerman introducing himself as Wernher von Kerman on the Orbit 101 tutorial.

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    * Parts:- Fixed an issue where the root part of a vessel would live on in a weird stateafter crashing.

    * Docking:- Fixed an issue where docking ports wouldn't resume their fuel crossfeed properly sometimes.

    ==================================== v0.18.2 RC2=======================================================

    Bug Fixes and Tweaks:

    * Parts:- Fixed an issue with the engine fairings which caused engines to lose mass on save/load cycles.- RCS thrusters no longer try (and fail) to do lever arm compensation.

    * Music:

    - Fixed an issue where some tracks were subject to doppler effects in flight.

    * Solar System:- Pol's gravity increased slightly- Bop and Pol's semi-major axes increased (Bop's SOI almost intersected Tylo's)

    ==================================== v0.18.2 RC1=======================================================

    New:

    * UI:- Added a button to open the SpacePort site on the Main Menu (opens on the defau

    lt browser)

    * Music:- Added two new tracks for space and another one for construction.

    Bug Fixes and Tweaks:

    * Docking:- Fixed ejected debris being incorrectly typed as "Unknown".

    * UI:- Fixed an issue where the "Resume Saved" dialog wouldn't show if a save folderwas missing its persistent.sfs file.- The "Resume Saved" and Craft Load dialogs now offer to clean up incompatible files if any are detected.- Incompatible/Invalid entries on those dialogs are now greyed out, and the reason why they can't be loaded is displayed.- Fixed an issue with popup dialogs cutting out content (text and buttons) whenmultiple dialogs were spawned at once.- The Resources panel is now visible while in the Map View.

    * Parts:- Decouplers now break the connection at a specific node, instead of breaking the connection to the parent part. This enables choosing which side will remain attached.

    - Physicsless parts now get "promoted" to physical ones if they become the rootof a vessel (by decoupling)

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    * Persistence:- Vessel rotation is now stored relative to the universe, instead of in worldspace. This fixes vessels having seemingly random rotations upon resuming a save.

    ==================================== v0.18.1 ==========================================================

    Bug Fixes and Tweaks:

    * Docking:- Fixed an issue which could cause an error when undocking if the undocked vessel was missing its original root part.- Fixed the vessel snapping when docking, which could cause misaligned docking connections sometimes.- Fixed an issue where docking to docked vessels could cause trouble when undocking again in a different order.- Fixed manually-defined vessel types getting lost after docking.

    * Parts

    - Fixed a misspelled parameter on the smallRadialEngine cfg- Fixed an issue with the solar panels exposure detection maths.- Fixed a case where RCS could become activated by ASAS during time warp and eatall propellant- Adjusted Solar Panel raycasting to prevent false positives on planetary occlusion- Gimbal module now displays vectoring information in the VAB- Adjusted initialization of the gimbal module for better mod support - gimbalsnow have an optional movement speed parameter- Changed Airflow Display during timewarp on the intakes- Gave Launch Pad Clamps power, so probes don't die waiting for a launch window.

    * Many other small tweaks and fixes.

    ==================================== v0.18.0 RC4 ======================================================

    Bug Fixes and Tweaks:

    * Controls:- Fixed an issue with ASAS which could cause unfocused vessels to start correcting for the wrong vessel's rotation.

    * Part Loader:- Fixed an issue with DAE loading.

    * UI:- Fixed the resources button on the Map.

    * Docking:- Exposed docking node acquire and capture thresholds to the cfg.

    ==================================== v0.18.0 RC3 ======================================================

    New:

    * Stock Craft:

    - Added the Aeris 4A. A just-barely-able-to-SSTO spaceplane.Bug Fixes and Tweaks:

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    * Docking:- Docking nodes now have a "Control from Here" option, to make off-axis dockingprocedures easier.- Docking nodes can now specify a transform for the "control from here" action in the cfg.

    * PartModules:- A few tweaks to enhance modability on Engines, Solar Panels and generic animation modules.

    * Parts:- Tweaked a few cfg values for air intakes, landing legs and the sepratron motors.

    * Credits:- Updated credits scene to add music information and generally sped it up a bit.

    ==================================== v0.18.0 RC2 ===============================

    =======================

    Bug Fixes and Tweaks:

    * UI:- Fixed the Action Groups menu not working.- Fixed an issue with the resource transfer UI coming up in an invalid state when a resource was pinned to the screen.- Fixed the Action Groups panel not scaling to the bottom of the screen.

    * Parts:- Added a NoCrossFeedNodeKey parameter to the stackBicoupler. Prevents fuel fromflowing across stacks.

    ==================================== v0.18.0 RC1 ======================================================

    New:

    * Flight Planning:- Implemented map cues for close approaches when targeting celestial bodies.

    Bug Fixes and Tweaks:

    * Docking:- Fixed an issue which caused docking nodes to sometimes not be selectable as targets.- Fixed an issue where very large/wobbly docked vessels could become misalignedafter reloading.

    * UI:- Fixed the Parts list on the SpacePlane Hangar not reaching the bottom of the screen on some resolutions.- Fixed the Stats Tracking and Version Prompt dialogs fighting for window focuswhen the running the game for the first time.- Fixed the gauges on engine icons reading 50% when no fuel was available.

    * Flight Planning:

    - Fixed an issue which made maneuver gizmos non-draggable sometimes.- Fixed an issue where placing a second maneuver after having passed the first one would get it placed incorrectly.

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    - Map cues for target objects will now only appear if the cues are inside the patch bounds.

    * Parts:- Corrected a misspelled parameter on some parts.

    ==================================== v0.18.0 x6 ================================

    =====================

    Bug Fixes and Tweaks:

    * Physics:- Fixed an issue which caused ships to sometimes respond weirdly to pitch, yaw and roll controls after switching vessels.

    * Part Modules:- Improved the part description texts on the editor tooltips.- The Engine Nacelle part now has a functional air intake.- Alternator Modules now produce resources based on the final engine thrust outp

    ut, and only when they are operating properly.- Command Modules no longer wait for their vessels to become focused before setting the part as an input source.- Fixed the Decoupler module not properly saving its state (could cause a null ref on resume).- Unmanned command pods now hold a small amount of electric charge on them.

    * VAB/SPH:- Part icons on the list are now rotated again.- Part tooltips now keep a few pixels away from the cursor itself.- Fixed the editor UI becoming active on refocus or cancelling load without a selected initial part.- Fixed the editor camera becoming active on the same cases as above.

    * Controls:- Fixed the SAS toggle and hold keys not working properly.- Fixed unfocused vessels not receiving control updates properly after resumingthe game.- Fixed the SAS losing sync with the Lin/Rot control modes if toggled manually while in docking mode.

    * Main Menu:- Fixed the "flights in progress" count on the game load dialog not counting allcommandable vessels properly.

    * Docking:- Preattached Nodes now also have the option to enable/disable crossfeed.

    * Flight Planning:- Fixed the Burn Vector on the navball and DeltaV reading being incorrect if themaneuver was in a different SOI than you.

    * Tutorials And Scenarios:- Updated the tutorials and scenarios from 0.17 to be compatible with 0.18.- Updated all stock craft to be compatible with 0.18

    ==================================== v0.18.0 x5 =====================================================

    Bug Fixes And Tweaks:

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    * Docking:- Undocking the primary docking node on a multiple-docking-port system will no longer undock other ports.- When the primary docking node undocks, other docked nodes reset so that one ofthem can dock as primary.- All docked nodes now have the "Undock" action available (and that will undockonly that node).

    - Updated IVA nav ball to have working target and maneuver node indicators.

    * Persistence:- Loading an sfs or craft file that contains more part module defs than the parthas at loading time won't crash the game anymore (the surplus modules just won't load)

    * PartModules:- Manned Command Pods no longer generate power. They can store some amount of charge on themselves though.- Engines from the LV-T 45 and above are now fitted with alternators, which willproduce electricity while the engine is running.

    - Fixed an issue with RCS thrusters and the ship center of mass which could cause them to not work properly if the vessel was moving quickly.- Fixed an issue with the OX-4B solar panels that could cause a null ref spam ifthey got ripped off in an airstream.- Improved the triggering logic on the Launch Clamps a bit.

    * Control:- It is now possible to leave SAS on and focus another vessel.- ASAS modules run automatically on unfocused vessels.- Fixed an issue which caused ASAS to not function properly after decoupling a secondary vessel.

    * Resources:

    - Fixed an issue with all-vessel-flow resources which caused resources to not flow properly if a few containers had very low but non-zero amounts on them.- Fixed a problem with the IntakeAir resource which made radial intake parts stop working.- Fixed a glitch with fuel lines that allowed disconnected parts to continue providing fuel to engines.- Flow rates on the Resource UI aren't affected by time warp anymore.

    * VAB/SPH:- Fixed an issue which made it possible to start the editors with an empty ship.- The Part Rotation keys now have their own bindings in the settings.

    * Physics:- Fixed an issue where animated parts wouldn't ignore collisions on the same vessel properly, causing "phantom forces" even when they weren't animating.

    ==================================== v0.18.0 x4 =====================================================

    Bug Fixes And Tweaks:

    * General- On rails warping not allowed when the ship is throttled up.

    * VAB/SPH:

    - Remapping the Staging Mode Pitch, Yaw and Roll keys won't affect the part rotation keys on the editors anymore.

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    * Part Modules:- Parts now have temperature indicators on the icon stack again- Intakes now produce drag at higher speeds and mach numbers- Fixed an issue that prevented engines from saving ignition states- Fixed engine action groups linkage- Some rcs tanks still had the old rcsTank part behavior. They're now displayinginformation correctly.

    - Changed default start behavior for generators, so they could work independently of staging- Fixed the solar panel colliders getting re-enabled on destroyed panels- Fixed Gigantor panels not producing electricity due to an error in the part.cfg file- Adjusted raycasts for solar panel blocking detection

    * Resources:- Engines now have gauges for each resource next to their icons.- These gauges show how many resources are available to that engine.- Fixed the resource search algorithms. "Stage Only" display mode should now work properly.

    - All resource containers will display a dry mass value in the VAB. (The weightof the part with no resources)

    * Action Groups:- Action groups can now be given a cooldown time, and cannot be toggled again until the cooldown period ends.- Action group cooldowns are persistent and time-warpable.

    * Docking:- Fixed a bug where decoupling pre-docked vessels could leave them uncontrollable.- Decoupled vessels now get proper default names based on their vessel types.- Fixed the Mk1 Pod not setting a "Ship" vessel type.

    - Docking nodes now have an action to enable/disable resource crossfeed.- Fixed an issue that could cause docking nodes to stop functioning if the gamewas saved and reloaded just after undocking.- Clamp-o-tron Jr. now has a top stack node and can be properly attached in theVAB.- Docking ports of different sizes can no longer be docked together.- It is now possible to dock multiple ports simultaneously, and dock to ports onthe same vessel.

    * Parts:- Mainsail and Poodle given thermal animations.- More accurate collision model for large stack decoupler.- Enabled surface attaching onto the regular decoupler.- Fuel Lines and Strut Connectors now stay connected after decoupling (unless they were connected across the decoupled bits).- Light modules now use interpolated dimming, and support the use of animationsto enable emissives

    ==================================== v0.18.0 x3 =====================================================

    New:

    * Physics:

    - Added a slider to the settings screen to control the maximum delta time allowed for a single frame.- The MET timer on the UI will turn yellow (and red) if time is passing slower t

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    han normal (if max DT exceeded).

    Bug Fixes And Tweaks:

    * Part Modules:- Fixed a serious issue in which non-controllable vessels would prevent your ownvessel from receiving input properly.

    ==================================== v0.18.0 x2 =====================================================

    New:

    * Docking- It is now possible to select a Vessel Type when renaming a vessel.- VesselTypes are used to determine dominant vessel when docking (when possible).

    * Parts:

    - 2.5m fuel tanks have been redone.- Added two new sizes of 2.5m tank (double and quarter length)- Added big nose cone for 2.5m rockets.

    * Part Modules:- Added ModuleCommand. It controls whether a part is able to provide input to the ship.- Crewed pods require a minimum set of crew aboard, and unmanned pods require power.

    * Action Groups:- Added Buttons to the Flight UI to show (and control) the state of the Lights,Gear, Brakes and Abort groups.

    * Planet Changes:- Enhancements of Eve, Duna and Tylo.

    Bug Fixes and Tweaks:

    * Docking:- Fixed an issue where docking two vessels with the exact same mass would causethe game to crash.- Added a DockingNode module to the Clamp-O-Tron Jr. (it seems we forgot about that one)- Fixed a bug which caused docking nodes to not function properly if they had been connected to a decoupler earlier.- Landers and other controllable vessels are no longer flagged as debris after decoupling.- Vessels no longer rely on crew capacity to determine if it is controllable. Now, a vessel is controllable if it's got at least one operational control source.

    * Flight Planning:- Fixed the DeltaV Gauge not hiding when pressing F2.- Fixed the sync icon's Separation value, which was being incorrectly calculated.

    * Part Modules:

    - Fixed an issue on the Generator Module which caused it to accummulate resourcedefinitions as it was saved and loaded.- Fixed an issue on the Generator Module caused by debugging code.

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    - Fixed an issue on the Engine Module which could cause it to lose references ifit were the root of a vessel.- Tweaked the module loading process to make sure it's not possible to end up with duplicated modules after loading.- Part modules now display relevant information to the VAB on mouse over- Fixed issue where the radial decoupler module could leave anchors in the VAB after removing the attached part

    - Updated Gimbals to have gimbal locking right click actions- Updated Right click action menu names to be more easily distinguishable on parts with multiple modules- Added a new stage separator part. That will decouple from both sides. ExtendedDecouple module to support multiple connections.- RCS modules moved over to using ISP calculations- Intakes now support buffered operation and resource storage modes- Increased accuracy of rotation saving for solar panels.- Removed srf attachment flag from engines.- Added action group interface to docking nodes- Fixed an issue with vessels and modules that could lead to duplicate modules on parts, and could cause a game crash.

    - Engine Modules no longer save propellant definitions to sfs or craft files.- Generator Modules no longer save input/output resource definitions to sfs or craft files.- Increased capacity of batteries.- Increased power consumption of Ion Engines.- Increased mass of RTGs slightly.- Engines no longer show effects when disconnected- Landing gear now have status indicator lights, in addition to landing lights.- Added light modules, used for new spotlight and floodlight parts, in additionto landing lights- Improved Special effects handling for Engines, Engines now have a flameout FXgroup and particle effect.- Fixed issue that could cause fairings not to properly eject if the staging ord

    er was off- Jet engines are now using power band behavior. Support for this is included inthe engine module now.- Solar Panels generate electricity based on the distance to the sun.- Landing gear brakes now smoothly blend in and out, to prevent jerking or flipping.- RCS modules now support events and actions- Upgraded float curves to optionally support in / out tangents. Fixed clampingissues on existing curves.- Changed naming on some actions and modules for clarity.

    * Docking Controls:- Fixed a bug where having a joystick axis mapped only to Staging-mode throttlewould cause throttle to jump to 50% on Docking mode.* IVA:- Fixed the internal space coordinate maths. Now multiple internal spaces appearcorrectly in relation to the vessel.

    ==================================== v0.18.0 x1 =====================================================

    New:

    * Docking:

    - New Docking Node parts allow connecting ships in flight.- Docked vessels merge into a single vessel.- Docking Nodes can be pre-attached in the VAB and SPH.

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    * Flight Planning:- Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulting trajectory for it.- Maneuver Nodes can be tweaked in realtime using a Maneuver Gizmo.- Once set, a Delta V gauge next to the NavBall provides guidance cues to fly the maneuver.

    - Maneuvers can be chained to create complex flight plans.

    * Targeting:- It is now possible to set other objects as targets.- It is also possible to target orbits on the map.- Targeted orbits display Ascending and Descending Nodes- Targeted vessel orbits also display orbital intersects, and cues to assist with rendezvous.- New Target NavBall Mode, shows speed and velocity vectors relative to the selected target.- The Waypoint vectors on the navball now point to/from the selected target.

    * Part Resources- Completely overhauled resources system for parts.- Resources include Liquid Fuel, Oxidizer, RCS Monopropellant, Electric Charge,Intake Air, and more.- New Resource Container parts, including batteries, new tanks, solar panels, and heaps more.- New Resource Display on the UI, makes the state of resources much easier to visualize at a glance.

    * Part Modules- Many part types rewritten using the new PartModule System.- Added Solar panel modules, which track the sun, and fragment when exposed tofast moving air

    - Radial and Stack decouplers are now a module and have Gui Actions- Added Generic Animation module with GUI Actions- RCS module Added, with visual FX mode- Added Engine module which supports full GUI actions, and utilizes resources to allow for custom defined propellants- Jet engines now require intakes to operate- Gimbal module added, with gimbal lock capability for action groups- Heat Animation Module added (allows heat based animation on parts)- Throttle FX animation Module (allows throttle based animation on parts)- Full suite of Sensors that use a base Sensor module added- Parachute module added. Supports repacking of a spent chute on EVA. Chutes can be emergency cut if deployed.- Fairing Module added to all engines to cover them until they are activated- Resource processing / generation module added. Converts resources from one type to another- Landing gear module upgrade for better functionality and support for action groups- Physical object behavior added. Allows for breakable parts (IE, the solar panels) More to come.- Part Modules can be combined in a single part, to create compound functionality and emergent behaviours.* Action Groups:- A Massive overhaul to how parts work.- Assign parts to groups in the VAB and SPH, to create advanced vessel function

    ality.- Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and more.

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    - Also, 10 Custom Groups which can be set to do anything.

    * Staging:- It is now possible to edit the staging sequence while in flight.- Stages now only show parts that will respond to the stage activation (reducesclutter significantly).

    * Docking Controls:- New control mode for docking/orbital maneuvers. Works similarly to EVA controls.- New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z Translation Gauges.* Completely overhauled Moho: - No longer tidally locked. Instead, it rotates roughly twice for every orbitit makes - Surface gravity changed to 0.25 - Orbit line color changed to better reflect its new design

    * Greatly improved Kerbin: - New types of tree meshes for various locations across the planet - More varied biomes with more realistic and lush colors - Slight modifications to the overall terrain* Many, Many New Parts and Part Types:- Solar Panels- Lander Modules- Probe Parts- Ion Engines- Batteries- Overhauled designs on the existing parts- And a lot more.

    Bug Fixes and Tweaks:- Fixed normal map loading- Explosion effects now respect audio settings- Aerospike engine attachement fixed

    ==================================== v0.17.1 ======================================================

    * Official Release

    Bug Fixes and Tweaks:* Removed the old tutorial toggles from the settings screen.* Made the EVA Yaw controls mappable.* Fixed a potential issue with the music logic.

    ==================================== v0.17.1 x3====================================================

    New:* New option on the settings file to enable verbose debug logging, to include acall stack trace (when available)

    Bug Fixes and Tweaks:* Fixed an issue where the menu ambience music would sometimes start playing on

    other scenes after some time had elapsed.* Overhauled the Debug Console. Entries are now labeled and colored according totype and the text is selectable.

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    * Fixed the music volume slider having no effect without restarting the game.* Fixed the jitter on distant orbits on the map and tracking station.* Fixed a potential source of errors when warping time after a ship fell to pieces.

    ==================================== v0.17.1 x2====================================================

    New:* Added a slider in Game Settings to allow adjusting the UI size.* Added Main Menu and Credits music.* The Q and E keys can now be used to control yaw with the EVA Jetpack

    Bug Fixes and Tweaks:* Fixed the crewmember name textfields on the flight UI not scaling font size properly.* Fixed the terrain collision detection issues for Gilly and Bop.* Tweaked the terrain preset settings and PQS subvision methods for a significant reduction in object count.

    * PQS terrain quads are now positioned as closely as possible to their vertices,for maximum mesh stability.* Added a game setting to disable the automatic orientation when pressing any ofthe WSAD keys while jetpacking on EVA.

    ==================================== v0.17.1 x1====================================================

    New:* The flight UI now scales dynamically depending on screen resolution, to alwayshave the same pixel size.

    Bug Fixes and Tweaks:* Fixed an issue with the terrain engine that resulted in invisible oceans.* Fixed a small bug on the patched conics maths that could have caused some trouble.* Fixed the misaligned Music and Voice Volume sliders on the Audio Settings Screen.* Added a Render Quality slider to the video settings screen.* Fixed an issue where ships could break apart when changing warp rates too quickly (the "Space Cthulhu" bug)* Fixed an issue with the VAB/SPH UI, that made it possible to launch without aship, causing a total game crash.* Removed an unused asset from the tracking station scene, which was taking up memory without adding anything.* Fixed a problem that could cause parachutes to despawn when travelling at highspeeds.

    ==================================== v0.17.0 ======================================================

    * Official Release

    Bug Fixes and Tweaks:* Improved the input detection for the LandingGear brakes and toggle keys* The parking brakes will only set if the vessel is stopped.

    ==================================== v0.17.0 x9====================================================

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    Bug Fixes and Tweaks:* Added compatibility checking for game saves before loading.

    ==================================== v0.17.0 x8====================================================

    Bug Fixes and Tweaks:* Fixed an issue with PartModules not being initialized correctly if on a suborbital or hyperbolic trajectory.* Rewrote the LandingGear part as a PartModule, for a much more robust and stable implementation.* Tweaked the friction values for the landing gear wheels* Fixed an issue in Vessel that could cause a stream of nullref errors* Fixed an issue with Vessels not properly updating the positions of physicslessparts.

    New:* Double-tapping the wheel brakes key will now set parking brakes.

    ==================================== v0.17.0 x7====================================================

    Bug Fixes and Tweaks:* Fixed an issue with celestial bodies updating in the wrong order, causing oddplacement of planets at high warps.

    ==================================== v0.17.0 x6====================================================

    * Fuel tank parts no longer look into parent parts for fuel, unless connected tothem by a fuel line.

    * Fixed an issue with the radar altimeter that could cause sunken parts to explode.* Set Duna's orbital inclination to 0.06

    ==================================== v0.17.0 x5====================================================

    Bug Fixes and Tweaks:

    * Found and worked around a unity bug which caused several issues with parts colliding within the same vessel, and getting twitched out of place.* Fixed issues with the landing gear (will still need a rewrite, but should be better now)* Fix for advanced canard inversion of movement.* The Map Camera no longer rotates when in a rotating reference frame.* Disabled the Delete button when Stock craft files are selected.* The ship cache is now properly cleared when starting a new game.* The Simulate In Background setting no longer requires a game restart to take effect.* The orbit trajectory reframing maths are all done with double-precision now, to remove jitter from the orbit splines.

    New:* Added Nuclear-Thermal Engine part

    * Added focusable areas for internal views* Added Settings for Music and Voice Volume

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    ==================================== v0.17.0 x4====================================================

    Bug Fixes and Tweaks:* Added smoothing to altimeter.* Fixed an issue with part initialization order which could cause a lot of trouble with physics and joints.

    * Fixed a bug with crossing SOIs at 1x warp.

    New:* Pressing backspace will now reset the map and internal view.* Middle mouse modifies the internal camera zoom by an additional 2x.* Double clicking middle mouse will reset the internal camera zoom.* Unlit/Transparent shader added to mu reader/writer.

    ==================================== v0.17.0 x3====================================================

    Bug Fixes and Tweaks:

    * Fixed a small blunder that disabled auto-saving in X2.* Planet orbits changed again.