https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=14bauhr&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-29T13:18:29ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Time&diff=102856Time2021-11-06T12:47:30Z<p>14bauhr: /* Kerbin calendar */ link fix</p>
<hr />
<div>{{Stub||<br />
* Outdated. This is based on pre-1.0 Kerbin rotation, and so assumes the wrong sidereal period.<br />
* Needs to consider multiple timescales available<br />
* Should consider contracts and deadlines?}}<br />
{{Outdated}}<br />
<br />
The measurement of '''time''' in [[KSP]] is kept according to both Earth and [[Kerbin]]-specific units. Hours, minutes, and seconds progress exactly as they would on Earth, whereas days are defined by Kerbin's rotation, resulting in a solar day of six hours (sunset occurring three hours after sunrise). Prior to version [[0.23.5]], the game relied on a timeline which measured days in Earth-time (1 day = 24 hours) meaning a single day included four sunrises. <br />
<br />
== Mission time ==<br />
During a mission, the time elapsed since launch is called [[w:Mission Elapsed Time|Mission Elapsed Time]] or MET for short. When clicking on the mission clock in the top left of GUI, it switches between MET and Kerbin time (also called UT/Universal Time) elapsed since the beginning of the savegame.<br />
<br />
MET (Mission Elapsed Time) counts up using the Kerbin Time System and shows the time since the engines were first ignited.<br />
== Kerbin calendar ==<br />
The following table outlines the orbital period and frequency of each [[celestial body]] in the [[Kerbol System]]. The following table calculates Earth Months as 365 days/12 months/year ≈ 30.4 days. A solar Kerbin day is 6 hours long, the [[Mun]] has an orbital period of 38.6 hours which defines a Kerbin month, and [[Kerbin]] has an orbital period of 2556.5 hours which defines a Kerbin year.<br />
{| class="wikitable"<br />
|-<br />
! rowspan="2" | Celestial Body !! rowspan="2" | Parent !! rowspan="2" | Hours !! colspan="3" | Kerbin !! colspan="3" | Earth !! rowspan="2" | Revolutions<br />per Hour !! colspan="3" | Revolutions per Kerbin !! colspan="3" class="unsortable" | Revolutions per Earth<br />
|-<br />
! Days !! Months !! Years !! Days !! Months !! Years !! Day !! Month !! Year !! Day !! Month !! Year<br />
|-<br />
| [[Moho]] || [[Kerbol]] || 615.49 || 102.58 || 15.95 || 0.24 || 25.65 || 0.84 || 0.07 || 0.00 || 0.01 || 0.06 || 4.15 || 0.04<br />
|| 1.19 || 14.23<br />
|-<br />
| [[Eve]] || Kerbol || 1571.7|| 261.95 || 40.72 || 0.61 || 65.49 || 2.15 || 0.18 || 0.00 || 0.00 || 0.02 || 1.63 || 0.02 || 0.46 || 5.57<br />
|-<br />
| style="padding-left:1em" | [[Gilly]] || Eve || 107.9 || 17.98 || 2.80 || 0.04 || 4.50 || 0.15 || 0.01 || 0.01 || 0.06 || 0.36 || 23.69 || 0.22 || 6.77 || 81.19<br />
|-<br />
| [[Kerbin]] || Kerbol || 2556.50 || 426.08 || 66.23 || 1.00 || 106.52 || 3.50 || 0.29 || 0.00 || 0.00 || 0.02 || 1.00 || 0.01 || 0.29 || 3.43<br />
|-<br />
| style="padding-left:1em" | [[Mun]] || Kerbin || 38.60 || 6.43 || 1.00 || 0.02 || 1.61 || 0.05 || 0.00 || 0.03 || 0.16 || 1.00 || 66.23 || 0.62 || 18.91 || 226.94<br />
|-<br />
| style="padding-left:1em" | [[Minmus]] || Kerbin || 299.50 || 49.92|| 7.76 || 0.12 || 12.48 || 0.41 || 0.03 || 0.00 || 0.02 || 0.13 || 8.54 || 0.08 || 2.44 || 29.25<br />
|-<br />
| [[Duna]] || Kerbol || 4809.80 || 801.63 || 124.61 || 1.88 || 200.41 || 6.59 || 0.55 || 0.00 || 0.00 || 0.01 || 0.53 || 0.00 || 0.15 || 1.82<br />
|-<br />
| style="padding-left:1em" | [[Ike]] || Duna || 18.20 || 3.03 || 0.47 || 0.01 || 0.76 || 0.02 || 0.00 || 0.05 || 0.33 || 2.12 || 140.47 || 1.32 || 40.11 || 481.32<br />
|-<br />
| [[Dres]] || Kerbol || 13303.60 || 2217.27 || 344.65 || 5.20 || 554.32 || 18.22 || 1.52 || 0.00 || 0.00 || 0.00 || 0.19 || 0.00 || 0.05 || 0.66<br />
|-<br />
| [[Jool]] || Kerbol || 29072.60 || 4845.43 || 753.18 || 11.37 || 1211.36 || 39.83 || 3.32 || 0.00 || 0.00 || 0.00 || 0.09 || 0.00 || 0.03 || 0.30<br />
|-<br />
| style="padding-left:1em" | [[Laythe]] || Jool || 14.70 || 2.45 || 0.38 || 0.01 || 0.61 || 0.02 || 0.00 || 0.07 || 0.41 || 2.63 || 173.91 || 1.63 || 49.66 || 595.92<br />
|-<br />
| style="padding-left:1em" | [[Vall]] || Jool || 29.43 || 4.91 || 0.76 || 0.01 || 1.23 || 0.04 || 0.00 || 0.03 || 0.20 || 1.31 || 86.87 || 0.82 || 24.80 || 297.66<br />
|-<br />
| style="padding-left:1em" | [[Tylo]] || Jool || 58.87 || 9.81 || 1.53 || 0.02 || 2.45 || 0.08 || 0.01 || 0.02 || 0.10 || 0.66 || 43.43 || 0.41 || 12.40 || 148.80<br />
|-<br />
| style="padding-left:1em" | [[Bop]] || Jool || 110.92 || 18.49 || 2.87 || 0.04 || 4.62 || 0.15 || 0.01 || 0.01 || 0.05 || 0.35 || 23.05 || 0.22 || 6.58 || 78.98<br />
|-<br />
| style="padding-left:1em" | [[Pol]] || Jool || 153.70 || 25.62 || 3.98 || 0.06 || 6.40 || 0.21 || 0.02 || 0.01 || 0.04 || 0.25 || 16.63 || 0.16 || 4.75 || 56.99<br />
|-<br />
| [[Eeloo]] || Kerbol || 43608.90 || 7268.15 || 1129.76 || 17.06 || 1817.04 || 59.74 || 4.98 || 0.00 || 0.00 || 0.00 || 0.06 || 0.00 || 0.02 || 0.20<br />
|}<br />
<br />
While on Earth, Calendar were created and are used to predict sun related event, Kerbal Calendar is purely astronomical and describe its motion relative to a fixed external frame :<br />
* On Earth, noon will always occur at about 12 hours. On Kerbin, from the KSC, the first sunrise occurs at 4h13 on day 1, and the 209th occurs at 1h08. This is because humans usally refer at a 24 hours long [https://en.wikipedia.org/wiki/Day#Apparent_and_mean_solar_day solar day], while Kerbals usually refer to a 6 hours long [https://en.wikipedia.org/wiki/Day#Stellar_day stellar day].<br />
* Kerbin having a perfect circular equatorial orbit, and its rotation axis being not tilted, there are no seasons : every days are the same, night has the same duration (~3h25) as days, anywhere on kerbin, and the position of the Sun in the sky solely depends on latitude. That's why orbital period was the only choice of year, [https://en.wikipedia.org/wiki/Year#Astronomical_years while Earth has many].<br />
* Noon on Kerbin always occurs on hour 0 minute 0 and second 0 where the day and year are variable. (Year ?, Day ?, 0:00:00)<br />
<br />
== Phase angles ==<br />
The phase angle determine the angular distance between two bodies around the same object. The phase angle of a body exactly on the other side of the central body is 180°. If the central body is on one side, and the two compared bodies are in line, the phase angle is 0°.<br />
<br />
With the starting phase angles listed below it is possible to calculate the phase angle at any given moment. This information can be used to determine if both bodies are aligned for a transfer orbit. To calculate this value, the revolutions per second (RPS) for both bodies is required. This is the inverse of the orbital period:<br />
{{Formula|math=r = \frac{1}{p}|where=* <math>r</math> is the revolutions per time unit<br />
* <math>p</math> is the orbital period in the time unit<br />
<small>Both time units are ''second'' for RPS</small>}}<br />
The phase angle change per second is then simply the subtraction of the origin from the target's planet RPS. This also tells when the current alignment repeat again, by inverting the phase angle change again. This time is called synodic orbital period.<br />
{{Formula|math=p_\text{synodic} = \left\vert\frac{1}{\frac{1}{p_t} - \frac{1}{p_o} }\right\vert|where=* <math>p_\text{synodic}</math> is the synodic orbital period<br />
* <math>p_t</math> is the sidereal orbital period of the targeted body<br />
* <math>p_o</math> is the sidereal orbital period of the original body}}<br />
<br />
There are [[calculation tools]] available online which tell which is the best phase angle for an efficient transfer. Knowing this, the first alignment date can be calculated by first subtracting the starting phase angle from the desired phase angle. This gives the required first change with needs to be divided by the the phase angle change to determine how long it takes to get the first alignment.<br />
<br />
=== Starting phase angles ===<br />
The following table shows the phase angle in degrees and revolutions of each planet at the beginning of each game (UT = 0s).<br />
<br />
{| class="wikitable"<br />
|-<br />
! Planet || Degrees || Revolutions<br />
|-<br />
| Moho || 84.92° || 0.23589<br />
|-<br />
| Eve || 15.00° || 0.04167<br />
|-<br />
| Duna || 135.51° || 0.37642<br />
|-<br />
| Jool || 238.43° || 0.66231<br />
|-<br />
| Dres || 10.02° || 0.02783<br />
|-<br />
| Eeloo || 309.98° || 0.86106<br />
|-<br />
|}<br />
<br />
=== Example ===<br />
The revolutions per second for Duna is:<br />
:<math>r = \frac{1}{17315400 s} = 5.77520589 \cdot 10^{-8} Hz</math><br />
The phase angle change per second relative to Kerbin is then:<br />
:<math>r_\text{relative} = r_\text{Duna} - r_\text{Kerbin} = -5.09017 \cdot 10^{-8} Hz</math><br />
The optimal phase angle for a transfer from Kerbin to Duna is 0.12323 revolutions or 44.3628°. The starting phase angle is 0.37642 revolutions so the first time change required is -0.25319 revolutions.<br />
:<math>t_0 = \frac{\beta}{r_\text{relative} } = \frac{\beta}{r_\text{Duna} - r_\text{Kerbin} } = \frac{-0.25319}{-5.09017 \cdot 10^{-8} Hz} = 4974119 s</math><br />
The transfer windows will then repeat periodically using the synodic period between both bodies:<br />
:<math>p_\text{synodic} = \left\vert\frac{1}{\frac{1}{p_\text{Duna} } - \frac{1}{p_\text{Kerbin} } }\right\vert = \left\vert\frac{1}{-5.09017 \cdot 10^{-8} Hz}\right\vert = 19645709 s</math><br />
:<math>t_n = t_0 + n \cdot p_\text{synodic}</math><br />
<br />
== See also ==<br />
* [[Time warp]]<br />
<br />
[[Category:Celestials]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Parts/Cargo&diff=102731Parts/Cargo2021-10-03T06:11:31Z<p>14bauhr: </p>
<hr />
<div>==== {{lang<br />
|en=Storages<br />
|de=Lagerung<br />
|es=Almacenamiento<br />
|fr=Stockage<br />
|it=Stoccaggio<br />
|ja=ストレージ<br />
|nl=Opslag<br />
|zh-cn=存储单位<br />
|}} ====<br />
{{Stats Table Storages}}<br />
<br />
==== {{lang<br />
|en=Equipment<br />
|zh-cn=设备<br />
|}} ====<br />
Note: Most small parts can be stored in cargo bays as well<br />
{{Stats Table Equipment}}<br />
<br />
==== {{lang<br />
|en=Deployables<br />
|}} ====<br />
{{Stats Table Lamps}}</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Kerbal_Space_Program_Wiki:Tasks&diff=102730Kerbal Space Program Wiki:Tasks2021-10-03T06:00:48Z<p>14bauhr: /* Breaking Ground parts */ new section</p>
<hr />
<div>{{Box||'''This is a list of tasks that you can help contribute to this wiki.'''}}<br />
<br />
This is a list of tasks that other people have requested to be completed. Feel free to add something you want to be checked/done and others can then claim those.<br />
<br />
To avoid that multiple people work at the same time at the same task you should claim tasks by answering to them. <!-- we might want a template placed at the top of the section --> Also answer to a task to remove your claim if you aren't working on it anymore and want others to finish the task.<br />
<br />
Use {{Tlx|task|complete/claimed/pending/|optional message}} to show the task's status.<br />
<br />
For saving the place, delete the sequence if the task is finished, and everyone is pleased with the result!<br />
<br />
'''[{{Plain link|url={{fullurl:{{FULLPAGENAME}}|action=edit&section=new}}|name=Add a new task}}]'''<br />
<br />
== Version 1.0 release ==<br />
With version 1.0 we need to do some stuff:<br />
* Thrust is now depending on pressure not flow. {{Tl|Infobox/Part/FuelConsumption}} could become obsolete and {{Tl|Infobox/Part/Thrust}} should be verified and used in the relevant templates. Also {{Tl|Thrust}} should be checked. If it's like the other template it should be merged into that and then removed.<br />
** The {{Tl|Infobox/Part/Thrust}} is now working and in use. {{Tl|Infobox/Part/FuelConsumption}} is only used directly by {{Tl|Infobox/Part/jet engine}}. After that dependency is fixed, the page could be moved to {{Tl|Infobox/Part/consumption}}} and the variable fuel flow specific code could be removed (moving the page to verify that nothing is using that template then).<br />
* Updating {{strikethrough|{{Tl|Parts}}}} and {{[http://wiki.kerbalspaceprogram.com/index.php?title=Special%3APrefixIndex&prefix=Template%3AStats+Table&namespace=0 Stats Table]…}}<br />
Feel free to add additional point and cross out/delete handled points. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 20:52, 29 April 2015 (UTC)<br />
<br />
== UPDATING ==<br />
Updating some element:<br />
===Pictures===<br />
keep the original name, just update it!<br />
<br />
'''''Note: The picture updating is not possible now, due to migration problems!'''''<br />
<Gallery><br />
File:Rover-wheel-compare.png|some new part has arrived since... - Done<br />
File:Docking_Nodes.png|some new part has arrived since... - Done as well<br />
File:Tech Tree.PNG|still 0.25 - check if new version changed before update - if it has remained same: just report it!<br />
File:Debug Toolbar.png|New version needed - please, without background!<br />
</Gallery><br />
And a further note: is the claw docking port? [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 06:07, 28 March 2015 (CDT)<br />
:Well it works similar to one but the image is used where only the docking ports are listed. And to be honest I think it doesn't belong there but that is only my personal preference.<br />
:Regarding the image I'd have three suggestions:<br />
:* Make it when the Sun is not so high so that there aren't so many shadows making the image so dark.<br />
:* Prevent as much background as possible (my version before had only the sky as background)<br />
:* Don't look directly at it. The difference between the two lateral docking ports (the ones in the top left) is marginal from that viewpoint. You don't really see that the lower one has the Mk2 shape.<br />
<br />
===Templates===<br />
<br />
== New great projects ==<br />
=== Cartography ===<br />
<Gallery><br />
File:Gilly Biome Map 0.90.0.png|high detail<br />
File:Biome_gilly.png|informative<br />
</Gallery><br />
Some solution needed (as a template).<br />
# Insert-able high detail maps + translatable info-bars <br />
# Thumbnail/full detail appearance<br />
<br />
This project also needs:<br />
high-detail colorful biome/elevation/(resource) maps<br />
<br />
== Translation/correction ==<br />
==== [[Early Versions/fr]] translation ====<br />
{{task|claimed}}<br />
Translate this page to [[Early versions|English]] and add link to [[Version history]].<br />
<br />
I just made and translated the page as requested, only to find the info was already included in [[Version history]]. No work is needed on [[Early Versions]], it didn't even need to be made. Rather, [[Early Versions/fr]] needs to be combined with [[Version history/fr]] and [[Early Versions/fr]] deleted. Also, there's already [[Early versions|Early '''''v'''''ersions]], but the title isn't capitalized properly. Stuff's screwed up and I don't know how to fix it. [[User:Samuel010898a|Samuel010898a]] ([[User talk:Samuel010898a|talk]]) 15:15, 31 August 2017 (UTC)<br />
<br />
==== Authors/editors look for native speaker correctors ====<br />
{{task|claimed}}<br />
For '''English''' speaker:<br />
* [[Tutorial:Learning basics of rocket building]] - a step by step tutorial, only the first section of the three is ready. [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 09:13, 19 April 2015 (CDT)<br />
::Edited up to "Action Groups" — [[User:Bob_Kerman|Bob Kerman]]([[User talk:Bob_Kerman|talk]]) 20:10, 5 May 2015 (PST)<br />
<br />
== Pictures needed ==<br />
==== For .svg mages ====<br />
Creating the more informative .svg version of some picture:<br />
<Gallery><br />
File:Orbit_Synchronization_how_to.png|Exley maneuver<br />
File:MunarTrajector.png<br />
File:The moment of Mun intersects the orbit of Kerbin.jpg|(Maybe with a shorter name)<br />
</Gallery><br />
Make the texts correctable!<br />
<br />
For "Orbit_Synchronization_how_to.png" - pictures by stages of the maneuver would be more preferable!<br />
{{clear|both}}<br />
<br />
== Questions - info needed ==<br />
==== New Drag modell ====<br />
Does anybody knows a reliable link about the new drag model for updating the [[atmosphere]] page?<br />
<br />
==== 4 Table mages ====<br />
If somebody knows how to make a switch to hide some column in headers of the [[Template:Stats_table_wings|wings]] please help: make the dimensions hide-able with a {{{nodim}}} switch, and maybe an appear-able fuel capacity column can be added too!<br />
<br />
==== Name change in Rockomax Mark 55 Radial Mount Liquid Engine ====<br />
The name in the description changed in [[Rockomax Mark 55 Radial Mount Liquid Engine]]. Please determine in which version that was done and update the related pages ([[Rockomax Mark 55 Radial Mount Liquid Engine]] and [[Eumon Kerman]]) respectively and maybe create [[Eugene Kerman]] (or request a move of Eumon to Eugene Kerman).<br />
<br />
(See the comment by [[User:Brendan]] in [http://wiki.kerbalspaceprogram.com/w/index.php?title=Rockomax_Mark_55_Radial_Mount_Liquid_Engine&curid=292&diff=58164&oldid=54848&rcid=72042 this diff]) — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:18, 3 March 2015 (CST)<br />
<br />
== Calculate version numbers ==<br />
With {{Tl|Check version/ver}} and {{Tl|Check version/Rev}} it's possible to calculate version numbers now and templates like {{Tl|Infobox/Version}} could profit from it. For example getting the version after 0.23.5 one can do <code style="white-space: nowrap;"><nowiki>{{Check version/ver|{{#expr: {{Check version/Rev|0.23.5}} + 1}}}}</nowiki></code> and get {{Check version/ver|{{#expr: {{Check version/Rev|0.23.5}} + 1}}}}. So it's possible to get the next and previous version numbers.<br />
<br />
It only does support version numbers since 0.20.2, so both templates probably need to be extended to support prior versions. But at no point a specific revision number should be used so that is easier to change the numbers later when I miscounted and 0.20.2 wasn't the 38<sup>th</sup> revision. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 07:41, 12 March 2015 (CDT)<br />
<br />
== 100 Million Views! ==<br />
{{task|complete|Unneeded}}<br />
I would like a page for the upcoming 100 Million view mark, as it is important to the history of this website. For making a page about the 100 Million View Mark, people will understand how far and long this wiki has come. I suggest that you will put a link to this page on the [[Main Page]].<br />
<br />
One really isn't necessary. It would be more of a celebration for a site like Wikipedia, which seeks to inform the world, not some game wiki. [[User:SpinkZeroZero|<b><span style="color:red">Mr. Spink]]</span></b> <sup><sup>[[User_talk:SpinkZeroZero|<span style="color:lightblue">talk]]★[[Special:Contributions/SpinkZeroZero|<span style="color:lightblue">contribs]]</span></span></sup></sup> 02:16, 17 March 2016 (UTC)<br />
<br />
== VisualEditor ==<br />
<br />
I don't know where else I could post this so I'm doing it here.<br />
I suggest adding the [https://www.mediawiki.org/wiki/Extension:VisualEditor VisualEditor] MediaWiki extension. That would make it easier for new users that aren't familiar with the syntax to contribute to the wiki. Perhaps that increases the contribution rate. [[User:Sn0w man|Sn0w man]] ([[User talk:Sn0w man|talk]]) 10:42, 1 September 2016 (UTC)<br />
<br />
== planets orbital and physical characteristics outdated ==<br />
<br />
In version 1.2, the values of the gravitational constant and the standard gravity [http://forum.kerbalspaceprogram.com/index.php?/topic/147576-modders-notes-for-ksp-12/ have been updated]. As a result of this, several numbers stated on this wiki are outdated, such as orbital periods, solar days and the properties of synchronous orbits. It appears that the sidereal rotation periods of Kerbin, Mun and Ike are changed as well to keep a solar day on Kerbin exactly 21600 seconds and to keep Mun and Ike tidally locked. --[[User:Serpens Solidus|Serpens Solidus]] ([[User talk:Serpens Solidus|talk]]) 20:33, 14 October 2016 (UTC)<br />
<br />
I'm currently working on updating the parts(list), after that I was going to do the planets. I already updated the constants for them, but the orbital periods and others were already changed in KSP 1.0. I never had the time to update then because of my internship. [[User:ArnePeirs|Olympic1]] ([[User talk:ArnePeirs|talk]])<br />
<br />
== 1.2.9 ==<br />
<br />
1.2.9 is out for testing, you should do something on that.<br />
<br />
== Kerbal Space Program: Making History Expansion and The Kerbal Chronicles ==<br />
<br />
Kerbal Space Program has a upcoming paid expansion and an upcoming magazine called Kerbal Space Program: Making History Expansion and The Kerbal Chronicles. You should make pages for them..<br />
<br />
== 1.8 ==<br />
we need the added stuff from 1.8!<br />
:I'm in the process of adding all the pages for 1.8, just haven't gotten around to it because of work. --[[User:ArnePeirs|ArnePeirs]] ([[User talk:ArnePeirs|talk]]) 08:50, 27 October 2019 (UTC)<br />
<br />
Source: https://kerbalspaceprogram.com/en/?page_id=591<br />
<br />
== KSP2 ==<br />
<br />
How will we add KSP2 information to this wiki (and distinguish it from original KSP info)? Or will KSP2 have a separate wiki? --[[User:14bauhr|14bauhr]] ([[User talk:14bauhr|talk]]) 05:59, 3 October 2021 (UTC)<br />
<br />
== [[Breaking Ground parts]] ==<br />
<br />
All stats tables for this page are missing. --[[User:14bauhr|14bauhr]] ([[User talk:14bauhr|talk]]) 06:00, 3 October 2021 (UTC)</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Kerbal_Space_Program_Wiki:Tasks&diff=102729Kerbal Space Program Wiki:Tasks2021-10-03T05:59:08Z<p>14bauhr: /* KSP2 */ new section</p>
<hr />
<div>{{Box||'''This is a list of tasks that you can help contribute to this wiki.'''}}<br />
<br />
This is a list of tasks that other people have requested to be completed. Feel free to add something you want to be checked/done and others can then claim those.<br />
<br />
To avoid that multiple people work at the same time at the same task you should claim tasks by answering to them. <!-- we might want a template placed at the top of the section --> Also answer to a task to remove your claim if you aren't working on it anymore and want others to finish the task.<br />
<br />
Use {{Tlx|task|complete/claimed/pending/|optional message}} to show the task's status.<br />
<br />
For saving the place, delete the sequence if the task is finished, and everyone is pleased with the result!<br />
<br />
'''[{{Plain link|url={{fullurl:{{FULLPAGENAME}}|action=edit&section=new}}|name=Add a new task}}]'''<br />
<br />
== Version 1.0 release ==<br />
With version 1.0 we need to do some stuff:<br />
* Thrust is now depending on pressure not flow. {{Tl|Infobox/Part/FuelConsumption}} could become obsolete and {{Tl|Infobox/Part/Thrust}} should be verified and used in the relevant templates. Also {{Tl|Thrust}} should be checked. If it's like the other template it should be merged into that and then removed.<br />
** The {{Tl|Infobox/Part/Thrust}} is now working and in use. {{Tl|Infobox/Part/FuelConsumption}} is only used directly by {{Tl|Infobox/Part/jet engine}}. After that dependency is fixed, the page could be moved to {{Tl|Infobox/Part/consumption}}} and the variable fuel flow specific code could be removed (moving the page to verify that nothing is using that template then).<br />
* Updating {{strikethrough|{{Tl|Parts}}}} and {{[http://wiki.kerbalspaceprogram.com/index.php?title=Special%3APrefixIndex&prefix=Template%3AStats+Table&namespace=0 Stats Table]…}}<br />
Feel free to add additional point and cross out/delete handled points. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 20:52, 29 April 2015 (UTC)<br />
<br />
== UPDATING ==<br />
Updating some element:<br />
===Pictures===<br />
keep the original name, just update it!<br />
<br />
'''''Note: The picture updating is not possible now, due to migration problems!'''''<br />
<Gallery><br />
File:Rover-wheel-compare.png|some new part has arrived since... - Done<br />
File:Docking_Nodes.png|some new part has arrived since... - Done as well<br />
File:Tech Tree.PNG|still 0.25 - check if new version changed before update - if it has remained same: just report it!<br />
File:Debug Toolbar.png|New version needed - please, without background!<br />
</Gallery><br />
And a further note: is the claw docking port? [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 06:07, 28 March 2015 (CDT)<br />
:Well it works similar to one but the image is used where only the docking ports are listed. And to be honest I think it doesn't belong there but that is only my personal preference.<br />
:Regarding the image I'd have three suggestions:<br />
:* Make it when the Sun is not so high so that there aren't so many shadows making the image so dark.<br />
:* Prevent as much background as possible (my version before had only the sky as background)<br />
:* Don't look directly at it. The difference between the two lateral docking ports (the ones in the top left) is marginal from that viewpoint. You don't really see that the lower one has the Mk2 shape.<br />
<br />
===Templates===<br />
<br />
== New great projects ==<br />
=== Cartography ===<br />
<Gallery><br />
File:Gilly Biome Map 0.90.0.png|high detail<br />
File:Biome_gilly.png|informative<br />
</Gallery><br />
Some solution needed (as a template).<br />
# Insert-able high detail maps + translatable info-bars <br />
# Thumbnail/full detail appearance<br />
<br />
This project also needs:<br />
high-detail colorful biome/elevation/(resource) maps<br />
<br />
== Translation/correction ==<br />
==== [[Early Versions/fr]] translation ====<br />
{{task|claimed}}<br />
Translate this page to [[Early versions|English]] and add link to [[Version history]].<br />
<br />
I just made and translated the page as requested, only to find the info was already included in [[Version history]]. No work is needed on [[Early Versions]], it didn't even need to be made. Rather, [[Early Versions/fr]] needs to be combined with [[Version history/fr]] and [[Early Versions/fr]] deleted. Also, there's already [[Early versions|Early '''''v'''''ersions]], but the title isn't capitalized properly. Stuff's screwed up and I don't know how to fix it. [[User:Samuel010898a|Samuel010898a]] ([[User talk:Samuel010898a|talk]]) 15:15, 31 August 2017 (UTC)<br />
<br />
==== Authors/editors look for native speaker correctors ====<br />
{{task|claimed}}<br />
For '''English''' speaker:<br />
* [[Tutorial:Learning basics of rocket building]] - a step by step tutorial, only the first section of the three is ready. [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 09:13, 19 April 2015 (CDT)<br />
::Edited up to "Action Groups" — [[User:Bob_Kerman|Bob Kerman]]([[User talk:Bob_Kerman|talk]]) 20:10, 5 May 2015 (PST)<br />
<br />
== Pictures needed ==<br />
==== For .svg mages ====<br />
Creating the more informative .svg version of some picture:<br />
<Gallery><br />
File:Orbit_Synchronization_how_to.png|Exley maneuver<br />
File:MunarTrajector.png<br />
File:The moment of Mun intersects the orbit of Kerbin.jpg|(Maybe with a shorter name)<br />
</Gallery><br />
Make the texts correctable!<br />
<br />
For "Orbit_Synchronization_how_to.png" - pictures by stages of the maneuver would be more preferable!<br />
{{clear|both}}<br />
<br />
== Questions - info needed ==<br />
==== New Drag modell ====<br />
Does anybody knows a reliable link about the new drag model for updating the [[atmosphere]] page?<br />
<br />
==== 4 Table mages ====<br />
If somebody knows how to make a switch to hide some column in headers of the [[Template:Stats_table_wings|wings]] please help: make the dimensions hide-able with a {{{nodim}}} switch, and maybe an appear-able fuel capacity column can be added too!<br />
<br />
==== Name change in Rockomax Mark 55 Radial Mount Liquid Engine ====<br />
The name in the description changed in [[Rockomax Mark 55 Radial Mount Liquid Engine]]. Please determine in which version that was done and update the related pages ([[Rockomax Mark 55 Radial Mount Liquid Engine]] and [[Eumon Kerman]]) respectively and maybe create [[Eugene Kerman]] (or request a move of Eumon to Eugene Kerman).<br />
<br />
(See the comment by [[User:Brendan]] in [http://wiki.kerbalspaceprogram.com/w/index.php?title=Rockomax_Mark_55_Radial_Mount_Liquid_Engine&curid=292&diff=58164&oldid=54848&rcid=72042 this diff]) — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:18, 3 March 2015 (CST)<br />
<br />
== Calculate version numbers ==<br />
With {{Tl|Check version/ver}} and {{Tl|Check version/Rev}} it's possible to calculate version numbers now and templates like {{Tl|Infobox/Version}} could profit from it. For example getting the version after 0.23.5 one can do <code style="white-space: nowrap;"><nowiki>{{Check version/ver|{{#expr: {{Check version/Rev|0.23.5}} + 1}}}}</nowiki></code> and get {{Check version/ver|{{#expr: {{Check version/Rev|0.23.5}} + 1}}}}. So it's possible to get the next and previous version numbers.<br />
<br />
It only does support version numbers since 0.20.2, so both templates probably need to be extended to support prior versions. But at no point a specific revision number should be used so that is easier to change the numbers later when I miscounted and 0.20.2 wasn't the 38<sup>th</sup> revision. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 07:41, 12 March 2015 (CDT)<br />
<br />
== 100 Million Views! ==<br />
{{task|complete|Unneeded}}<br />
I would like a page for the upcoming 100 Million view mark, as it is important to the history of this website. For making a page about the 100 Million View Mark, people will understand how far and long this wiki has come. I suggest that you will put a link to this page on the [[Main Page]].<br />
<br />
One really isn't necessary. It would be more of a celebration for a site like Wikipedia, which seeks to inform the world, not some game wiki. [[User:SpinkZeroZero|<b><span style="color:red">Mr. Spink]]</span></b> <sup><sup>[[User_talk:SpinkZeroZero|<span style="color:lightblue">talk]]★[[Special:Contributions/SpinkZeroZero|<span style="color:lightblue">contribs]]</span></span></sup></sup> 02:16, 17 March 2016 (UTC)<br />
<br />
== VisualEditor ==<br />
<br />
I don't know where else I could post this so I'm doing it here.<br />
I suggest adding the [https://www.mediawiki.org/wiki/Extension:VisualEditor VisualEditor] MediaWiki extension. That would make it easier for new users that aren't familiar with the syntax to contribute to the wiki. Perhaps that increases the contribution rate. [[User:Sn0w man|Sn0w man]] ([[User talk:Sn0w man|talk]]) 10:42, 1 September 2016 (UTC)<br />
<br />
== planets orbital and physical characteristics outdated ==<br />
<br />
In version 1.2, the values of the gravitational constant and the standard gravity [http://forum.kerbalspaceprogram.com/index.php?/topic/147576-modders-notes-for-ksp-12/ have been updated]. As a result of this, several numbers stated on this wiki are outdated, such as orbital periods, solar days and the properties of synchronous orbits. It appears that the sidereal rotation periods of Kerbin, Mun and Ike are changed as well to keep a solar day on Kerbin exactly 21600 seconds and to keep Mun and Ike tidally locked. --[[User:Serpens Solidus|Serpens Solidus]] ([[User talk:Serpens Solidus|talk]]) 20:33, 14 October 2016 (UTC)<br />
<br />
I'm currently working on updating the parts(list), after that I was going to do the planets. I already updated the constants for them, but the orbital periods and others were already changed in KSP 1.0. I never had the time to update then because of my internship. [[User:ArnePeirs|Olympic1]] ([[User talk:ArnePeirs|talk]])<br />
<br />
== 1.2.9 ==<br />
<br />
1.2.9 is out for testing, you should do something on that.<br />
<br />
== Kerbal Space Program: Making History Expansion and The Kerbal Chronicles ==<br />
<br />
Kerbal Space Program has a upcoming paid expansion and an upcoming magazine called Kerbal Space Program: Making History Expansion and The Kerbal Chronicles. You should make pages for them..<br />
<br />
== 1.8 ==<br />
we need the added stuff from 1.8!<br />
:I'm in the process of adding all the pages for 1.8, just haven't gotten around to it because of work. --[[User:ArnePeirs|ArnePeirs]] ([[User talk:ArnePeirs|talk]]) 08:50, 27 October 2019 (UTC)<br />
<br />
Source: https://kerbalspaceprogram.com/en/?page_id=591<br />
<br />
== KSP2 ==<br />
<br />
How will we add KSP2 information to this wiki (and distinguish it from original KSP info)? Or will KSP2 have a separate wiki? --[[User:14bauhr|14bauhr]] ([[User talk:14bauhr|talk]]) 05:59, 3 October 2021 (UTC)</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=102630Planned features2021-09-19T16:38:15Z<p>14bauhr: /* Planned/Mentioned Features */</p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.12<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#FFEE44">Rotating Docking Ports</span><ref><br />
[https://kerbaldevteam.tumblr.com/post/651717764930764800/ksp-loading-leading-up-to-something-special/ KSP Loading...] on May 20<sup>th</sup>, 2021</ref><br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /> Confirmed for KSP2.<br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted] (dead link)</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}} (hinted for KSP2 through colony parts that seem to be greenhouses)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=102629Planned features2021-09-19T16:36:41Z<p>14bauhr: /* Not planned or shelved */</p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.12<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#FFEE44">Rotating Docking Ports</span><ref><br />
[https://kerbaldevteam.tumblr.com/post/651717764930764800/ksp-loading-leading-up-to-something-special/ KSP Loading...] on May 20<sup>th</sup>, 2021</ref><br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /><br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted] (dead link)</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}} (hinted for KSP2 through colony parts that seem to be greenhouses)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Work_Lamp_(Small)&diff=102628Work Lamp (Small)2021-09-19T16:24:40Z<p>14bauhr: </p>
<hr />
<div>{{In progress}}<br />
The '''Work Lamp (Small)''' is a small lamp that can be placed on the ground by Kerbals.</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Work_Lamp_(Small)&diff=102627Work Lamp (Small)2021-09-19T16:24:17Z<p>14bauhr: Created page with "{{In progress}} The '''Work Lamp (Small) is a small lamp that can be placed on the ground by Kerbals."</p>
<hr />
<div>{{In progress}}<br />
The '''Work Lamp (Small) is a small lamp that can be placed on the ground by Kerbals.</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Ringle_krag.png&diff=102626File:Ringle krag.png2021-09-19T15:59:42Z<p>14bauhr: </p>
<hr />
<div>{{delete|Unused image that is taken from a mod}}</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=FL-R25_RCS_Fuel_Tank_(Demo)&diff=102625FL-R25 RCS Fuel Tank (Demo)2021-09-19T15:52:51Z<p>14bauhr: double redirect fix</p>
<hr />
<div>#REDIRECT [[FL-R120 RCS Fuel Tank]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=1.12.1/Box&diff=1021181.12.1/Box2021-08-09T09:54:55Z<p>14bauhr: fixed outdated info</p>
<hr />
<div>{{Infobox/Version<br />
|released=2021-6-29<br />
|file=OnFinalApproachBanner.png<br />
|steam=3005571940021534579<br />
|previous=1.12<br />
|next=1.12.2<br />
}}<noinclude>{{Data template used}}</noinclude></div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Template:Stats_Table_Fireworks&diff=102117Template:Stats Table Fireworks2021-08-09T09:42:52Z<p>14bauhr: Added firework capacity</p>
<hr />
<div>{| class="wikitable sortable"<br />
{{Stats Table Header|r|m||t|m|t|}}<br />
! data-sort-type="number" | {{lang|en=Capacity|zh-cn=容量|pl=Pojemność|ko=축전량|hr=Zapremnina|hu=Kapacitás|ru=Ресурсы|ja=容量|pt=Capacidade|fr=Capacité|nl=Capaciteit|it=Capacità|es=Capacidad<br />
}}<br />
|-<br />
| {{SortCell|1}}[[File:Starshot-32icon.png|60x60px|center]]<br />
| [[Starshot-32]]<br />
{{Radial Size/Cell|1|r}}<br />
| {{Formatnum/SortCell|200}}<br />
| {{Formatnum/SortCell|0.03|2}}<br />
| {{Formatnum/SortCell|1200}}<br />
| 6<br />
| 50<br />
| 32<br />
|-<br />
| {{SortCell|2}}[[File:Starshot8.png|60x60px|center]]<br />
| [[Starshot-8]]<br />
{{Radial Size/Cell|0|r}}<br />
| {{Formatnum/SortCell|15}}<br />
| {{Formatnum/SortCell|0.00125|5}}<br />
| {{Formatnum/SortCell|1500}}<br />
| 12<br />
| 50<br />
| 8<br />
|}<br />
<noinclude>[[Category:Template:Stats Tables]]</noinclude></div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=PPD-10_Hitchhiker_Storage_Container&diff=101387PPD-10 Hitchhiker Storage Container2021-07-03T08:21:29Z<p>14bauhr: /* Product description */ unsourced</p>
<hr />
<div>{{:PPD-10 Hitchhiker Storage Container/Box}}<br />
<br />
The '''PPD-10 Hitchhiker Storage Container''' (commonly the Hitchhiker Can, or initialised as '''HSC''' ) is a crew container/habitation module that can hold 4 [[Kerbal]]s. Like the [[MK2 Crew Cabin]] and [[Mk3 Passenger Module]], it lacks [[command module]] functionality, meaning that another manned command pod, [[EAS-1 External Command Seat]], or a [[probe]] core is required to control the vessel to which the PPD-10 is attached.<br />
<br />
== Usage ==<br />
The Hitchhiker Storage Container is empty by default but can be filled in the VAB by using the crew tab.<br />
<br />
The main uses of storage containers are:<br />
<br />
* Crew quarters for space stations<br />
* Crew quarters for large vessels<br />
* Holding rescued [[Kerbonaut|Kerbonauts]]<br />
<br />
[[File:Hitchhiker interior dev.png|thumb|left|IVA view]]<br />
<br />
== Product description ==<br />
<br />
{{Quote|The HSC was an invention of necessity - how do we store 4 Kerbals on-orbit without any real provisions for return? Who needed this remains a mystery, as do his motivations.<br />
|Jebediah Kerman's Junkyard and Spaceship Parts Co.}}<br />
<br />
The IVA view of this shows several boxes which apparently hold provisions. They are labeled as <small>FOOD</small>, <small>NOT FOOD</small>, <small>SCIENCE</small>, <small>MORE SCIENCE</small>, <small>TRASH</small>, <small>JUNK</small>, <small>RUBBISH</small>, <small>REFUSE</small>, <small>BOARD GAMES</small>, <small>TOOTHBRUSHES</small>, and <small>LAUNDRY</small>. A clipboard is also in the IVA view showing the YouTube video thumbnail picture of "Neil" <ref>https://www.youtube.com/watch?v=tw-0hDox6aA</ref> and the official image of KSP's second anniversary.<br />
This, combined with the fact that it is a "Large" diameter part, means that it will fit well on a space station.<br />
<!---there may be more --><br />
<br />
<div style="clear:left;"></div><br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Added lights<br />
;[[0.21]]<br />
* Added interior.<br />
* Kerbals inside now appear as portraits on the lower right corner of the screen.<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Habitation modules]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Kerbal&diff=101285Kerbal2021-06-28T10:27:24Z<p>14bauhr: /* Biology */</p>
<hr />
<div>{{for|the playable Kerbals |Kerbonaut}}<br />
[[File:Happy kerbal.jpg|thumb|right|Kerbal astronaut in [[EVA]]]]<br />
[[File:Bob EVA.png|thumb|right|[[Bob Kerman]] on [[EVA]] next to the [[Mun]] in [[Version history|version]] [[0.25]]]]<br />
'''Kerbals''' are the native denizens of the planet [[Kerbin]], and cartoonish in-game analogs for humankind. <br />
<br />
Kerbals display no variance in height or weight. They stand roughly 0.75 meters tall (2'5½"). As of [[1.11]], a Kerbal in an [[Extra-Vehicular Activity|EVA]] suit, without jetpack nor parachute, has a mass of 45.0 kilograms (99.2 lbs.), which is 0.045 in-game Mass units. When including the parachute and jetpack, a Kerbonaut has a mass of 93.875kg. When placed inside a [[command pod]], a crew cabin (eg: [[PPD-10 Hitchhiker Storage Container]]) or the [[Mobile Processing Lab MPL-LG-2]] , they add mass to the part; thus (compared to older version) anything that can hold a Kerbal was reduced to compensate for this change.<ref>https://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/111-weighing-in-on-some-changes-r212/</ref><br />
<br />
Before [[1.11]], the Kerbal's mass ''only'' counted toward the mass of a craft if seated in an [[EAS-1 External Command Seat]], and added no mass to any part that can hold a kerbal.<br />
<br />
The only Kerbals seen in-game work at [[Kerbal Space Center]] or are found in orbit during specific contract missions. These Kerbals can be retrieved as part of the contract, and used as Kerbonauts.<br />
<br />
Kerbal astronauts are often called "[[Kerbonaut|Kerbonauts]]".<br />
<br />
==Biology==<br />
[[File:Kerbal mostly naked.jpg|thumb|Kerbal from [[Kerbalizer]]]]<br />
Kerbals have massive heads with respect to their bodies, with roughly half of their total volume accounted for the head. Kerbal eyes protrude from their heads significantly, as do their corneas from the eyes. Kerbals appear to lack any irises, or they are perfectly black in color. They also possess no eyelids, and as a result do not blink.<br />
<br />
Judging by official artwork and in-game models, Kerbals appear to have two large teeth that span the length of their gums, one on the mandible and one on the skull. However, this may be due to the cartoonish art style of the game and not actual fact. One of the load screen arts on the latest (1.x) versions of KSP shows Kerbals with multiple human-like teeth.<br />
<br />
Their skin hues appear to range from light green to pale green, if they range at all. Although Kerbals appear mostly hairless, they have notable hair growth occurring on the top of their heads and [[Wernher von Kerman]] can be seen to have a mustache.<br />
<br />
Kerbals also appear to be warm-blooded, given their ability to sweat. <sup> How do you know this? </sup><br />
<br />
Kerbals have an awkward, sprawling walk due to their wide pelvis and short legs. A Kerbal's walking speed on Kerbin is about 0.87&nbsp;m/s<!-- 100meters in 1m55.03s -->, its running speed is about 2.35&nbsp;m/s. <!-- 1000meters in 3m33.16s at 2x time warp. --><br />
<br />
Anecdotal statements in the descriptions of the [[Rockomax HubMax Multi-Point Connector]] and the [[RoveMax Model XL3]] suggest that Kerbals may die from shock when exposed to unexpected technological innovations. This could also be marketing hyperbole.<br />
<br />
Kerbals seem to be in infinite supply, the in-game description of planet Kerbin saying its conditions support a "seemingly undepletable population of the eager green creatures". <br />
<br />
Their most prominent personality traits are their [[Stupidity]] and [[Courage]], as these are about the only individual traits to be seen beyond a name. Some Kerbals, such as [[Jebediah Kerman]], have the rare "badass" trait, which makes them continually enthusiastic and without fear.<br />
<br />
===Gender===<br />
[[File:Valentina Kerman artwork.jpg|thumb|Artwork of Valentina Kerman]]<br />
Up until 1.0, all incorporated Kerbals seemed to be male considering their masculine names and general appearance. C7— a developer at Squad— has said that, “There were no plans to add female Kerbals,” also noting that they didn't have any specific sex in mind.<ref name="names">[http://www.youtube.com/watch?feature=player_detailpage&v=aSKLCMOTqOs#t=4453 Answer by C7] in ''Kerbal Polar Expedition - Day 5 - Part 1 (Charity Water Campaign)'' by HOCgaming at 1:14:13</ref> Arguments have been made, though, that while no gender has been officially expressed, a clear masculine/male gender bias was placed on the models.<ref>“[[thread:50312|Poll, Do/Should Kerbal Genders exist?]]” in the forums</ref><ref>“[[thread:50365|POLL: Should SQUAD change the kerbal avatars for gender purposes.]]” in the forums</ref><ref>“[[thread:50320|A general address on Kerbal gender]]” in the forums</ref><br />
<br />
On February 21st 2015, the KSP developer team Tumblr page posted an artwork of the first official female Kerbal named Valentina Kerman. Valentina is a reference to [[w:Valentina Tereshkova|Valentina Tereshkova]], who is the first woman to have flown in space.<ref>[https://twitter.com/KerbalSpaceP/status/570181771133898752 Answer] from @KerbalSpaceP on Twitter</ref><br />
<br />
As of Version 1.0, Female Kerbals (aka Kerbalinas) are available for hire at the [[Astronaut Complex]], and [[Valentina Kerman]] is a default kerbonaut.<br />
<br />
=== Speculation ===<br />
Kerbonauts can be seen to spend years in space without showing any signs of muscle atrophy or other ill effects and can survive for years with vastly less food and oxygen than humans would require. There are various theories why this is possible:<br />
<br />
*They may enter a state of hibernation to endure long space travels<br />
**This is unlikely, as they appear always awake when controlling the craft (although they still might hibernate whenever their ship isn't active).<br />
*It is also possible that they have the ability to enter a known psychological state which slows their perception of time through utter joy, or adrenalin. Entering a mental subspace if you will. This can explain their constant grin, and why they don't seem to care about being in a tiny capsule for years.<br />
*It was previously believed they may also not need oxygen to breathe, as they have no nose and can survive with their mouth closed, but as of [[1.6]] Kerbals with helmets removed die without oxygen, disproving this theory. However this theory only solved a small part of the problem - the question still remains how Kerbals get energy.<br />
*Their green skin may contain chlorophyll allowing them to photosynthesize. They would, like a plant, gather solar energy and use that to convert carbon dioxide and water into oxygen and sugar. The Kerbal could then respire the oxygen and sugar to make carbon dioxide, water and usable energy when needed, allowing the Kerbal to survive entirely on light. However, Kerbals can also survive without light seemingly indefinitely.<br />
*Kerbals do eat, but life support simply has not been implemented into the game.<br />
*Another theory states that worrying about life support might simply not be considered fun or, to put it another way: if you're wondering how they eat and breathe you should really just relax.<br />
<br />
By comparing the mass of a Kerbal in EVA to that of the average Apollo astronaut and then removing the weight of the [https://en.wikipedia.org/wiki/Apollo/Skylab_A7L A7L EVA suits] one can estimate the weight of the average Kerbal to be around 52.55 kilograms (or 115.85 lbs).<br />
<br />
Kerbal eyes may be a vulnerable spot for injuries due to protrusion, size, and lack of eyelids. If Kerbal eyes truly lack irises, their eyes would be very sensitive to bright lights. <br />
<br />
Kerbals' awkward, sprawling walk may indicate that their species only recently evolved to the point of bipedal movement.<br />
*They may have the green skin due to the fact that they may have to sneak up on their prey.<br />
<br />
==Language==<br />
Kerbals speak backwards Spanish. Their speech can be heard in the Astronaut Complex as well as the end of the credits theme. However, the credits theme is cut-off at the end, so the music file has to be got out of the game files to hear it. In trailers as well, they speak reverse Spanish (aka "loñapsE").<ref name="Spanish">[http://forum.kerbalspaceprogram.com/threads/14780-In-the-new-trailer-Kerbals-talk-in-reversed-Spanish Kerbals talk reverse Spanish in the .16 trailer.</ref> However, [[Wernher von Kerman]] and [[Gene Kerman]] do emit sounds like "a-ha" and disappointed groans during in-game tutorials and at Mission Control. Curiously, they seem to write in modern English, not appearing as backwards Spanish.<br />
<br />
All [[kerbonaut]]s have a randomly generated first name and "Kerman" as the surname. The first name is either a combination of phonetic syllables or chosen from a list of preset names.<ref name="names" /> There are also a few uniquely named Kerbals, most of whom are apparent homages to real-life figures in NASA.<br />
<br />
Kerbals refer to their species as "Kerbalkind" in several in-game texts. This parallels the real-life term "mankind" or "humankind" English-speakers use.<br />
<br />
===Speculation===<br />
Kerbal larynxes would need an interesting structure to be able to pronounce phonemes that humans either cannot or would at least have great difficulty pronouncing. In addition, their language is full of sudden sharp sounds, unmelodic syllables, and impressively difficult pronunciations, owing to its nature of being a reversed human language. Given the cartoonish nature of Kerbals, their language may "simply be" without any realistic explanation for their vocal abilities.<br />
<br />
==Material culture and technology==<br />
<br />
Limited observations make things difficult to determine. <br />
<br />
The technology and architecture appears to share many similarities with the modernized nations of Earth during the 1960s-2000s. However, currently{{Check version||0.24.2}} Kerbin has no visible cities, homes, or any buildings other than those related to aerospace (barring a few easter eggs). The text for the [[EVA Report]] while flying in the lower atmosphere over Kerbin's Grasslands [[biome]], however, mentions being able to "see my house from here", implying that Kerbals may live in houses visible above ground even though they are none to be seen in-game yet. Additionally, the text for a Temperature Scan while landed in the Grasslands biome says it "is quite pleasant, and would be a nice place to live." Coupled with reference to Kerbals' love of green, it suggests that Kerbals may have a preference for living in Kerbin's grassy plains.<br />
<br />
From the humorous descriptions found in-game, it can be assumed that Kerbals are even more foolish and accident-prone than humans. Kerbals have accidentally mistaken planets for dust or smudges on a telescope lens or mistaken how telescopes work entirely.<br />
<br />
In a [[Scenarios|scenario]]'s instructions, [[Gene Kerman]] makes reference to an apparent video game called “Galaxy Intruders” which sounds similar to real-world classic arcade game [[w:Space_Invaders|Space Invaders]].<br />
{{Quote|Asteroids. Awesome to look at and great to have around; not so much when one lands on your house. Today we're going to learn how to keep that from happening. As anyone who has played Galaxy Intruders for more than ten minutes can tell you, it's not about firing at where they are, it's about aiming at where they're going to be.|Gene Kerman|Intro to scenario “Asteroid Redirect Mission, Part 1”}}<br />
<br />
A necessarily short list of technologies Kerbals possess includes:<br />
* Liquid-fuel, air breathing, and solid-fuel engines, and ion-drives<br />
* Electric power generation and storage<br />
* Radio communications<br />
* Computers<br />
* Reaction Wheels<br />
* Telescopes and optical instruments<br />
* Steel and concrete building construction<br />
* Some understanding of atomic technologies (e.g. RTG, [[LV-N]])<br />
<br />
In some mods, they even have more advanced technologies than humans do. Interestingly, they still seem to have all kinds of random accidents and totally unsafe components according to the descriptions of some parts in-game. <br />
<br />
===Speculation===<br />
It appears that their culture revolves solely around the process of designing, building, launching, riding (and crashing) rockets and planes, as every structure on Kerbin (excluding a certain [[Easter Egg]]) is devoted to either aviation or spaceflight.<br />
<br />
One explanation of the scarcity of buildings on Kerbin theorizes that Kerbal civilization may live underground, or underwater, due to some unknown factor. Of course, this may be because KSP is a game that does not necessarily mandate cities, or they are planned but not yet implemented.<br />
<br />
It is worth noting that the Kerbal Astronomical Society's description of Moho mentions 'Kerbal mythology'. This implies that Kerbals have, or once had, a mythology or form of religion.<br />
<br />
Some theories state that Kerbals, if their anatomy and biology resembles plants, can be cloned. This idea could be supported by the fact that all Kerbals have the same surname, and that all of them look alike but have different personalities via artificial memories, meaning that all of them are clones of one original Kerbal with “Kerman” as the surname. This could possibly be Jebediah Kerman, since the "Selection Process" labeled him as #0001. Also, it could be supported more by the fact that at least some Kerbals, Jebediah, Bill and Bob, can respawn or un-die.<br />
<br />
==Gallery==<br />
<gallery><br />
File:Kerbalizer_example.jpg|Kerbalizer's Kerbal example<br />
File:Kerbal_on_mun.jpg | Bob Kerman on the [[Mun]]<br />
File:Kerbals_stuff.jpg|[[KSC]] staff<br />
</gallery><br />
<br />
== See also ==<br />
* [[Kerbonaut]]s: The only Kerbals playable in-game<br />
* [[Jebediah Kerman]]: Kerbonaut, badass, and manufacturer<br />
* [[Bill Kerman]]: The second kerbonaut<br />
* [[Bob Kerman]]: The third kerbonaut<br />
* [[Valentina Kerman]]: The first female kerbonaut<br />
* [[Wernher von Kerman]]: Famous rocket scientist<br />
* [[Gene Kerman]]: Flight instructor and mission controller<br />
* [[Dinkelstein Kerman]]: Manufacturer<br />
* [[Dawton Kerman]]: Swimming pool supplier<br />
* [[Eumon Kerman]]: Rocket engineer<br />
* [[Bobak Kerman]]: Mission controller (semi-official)<br />
* [[Kirrim Kerman]]: Kerbonaut / special agent (semi-official)<br />
* [[Felipe Kerman]]: Former lead developer for squad<br />
<br />
== Notes ==<br />
<references /><br />
<br />
<br />
{{Kerbals}}<br />
[[Category:Kerbals| ]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Version_history&diff=101284Version history2021-06-28T10:17:10Z<p>14bauhr: /* Notable Features */</p>
<hr />
<div>This page contains all changes to [[Kerbal Space Program]] since [[Version history#v0.7.3|v0.7.3]], the initial public release. The [[planned features]] lists any not released but proposed features.<br />
<br />
<div class="hlist nonumtoc toclimit-2"> __TOC__ </div><br />
<br />
== v1.12 ==<br />
Released 24<sup>th</sup> June, 2021<br />
<br />
{{Main article|1.12}}<br />
=== Summary ===<br />
* Maneuver Creator and Alarm Clock Apps<br />
* New solar panel and fireworks parts.<br />
* Final Celestial body visual improvements.<br />
* Craft and save file UI improvements.<br />
* Bugfixes.<br />
<br />
== v1.11.2 ==<br />
Released 16<sup>th</sup> March, 2021<br />
<br />
{{Main article|1.11.2}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.11.1 ==<br />
Released 28<sup>th</sup> January, 2021<br />
<br />
{{Main article|1.11.1}}<br />
=== Summary ===<br />
* Kerbals can assist in [[EVA Construction Mode]].<br />
* Bugfixes.<br />
<br />
== v1.11 ==<br />
Released 17<sup>th</sup> December, 2020<br />
<br />
{{Main article|1.11}}<br />
=== Summary ===<br />
* Added EVA Construction Mode.<br />
* Added new EVA science experiments.<br />
* Inventory System changes.<br />
* New lights and RCS thrusters.<br />
* Celestial body visual improvements.<br />
* Asteroid visual improvements.<br />
* Bugfixes.<br />
<br />
== v1.10.1 ==<br />
Released 28<sup>th</sup> July, 2020<br />
<br />
{{Main article|1.10.1}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.10 ==<br />
Released 1<sup>st</sup> July, 2020<br />
<br />
{{Main article|1.10}}<br />
=== Summary ===<br />
* Added new missions in collaboration with ESA.<br />
* Added [[comets]].<br />
* Introduced a [[Suit Picker]].<br />
* Added Flag Parts.<br />
* Added various parts and ESA variants.<br />
* Celestial body visual improvements.<br />
* Bugfixes.<br />
<br />
== v1.9.1 ==<br />
Released 27<sup>th</sup> February, 2020<br />
<br />
{{Main article|1.9.1}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.9 ==<br />
Released 12<sup>th</sup> February, 2020<br />
<br />
{{Main article|1.9}}<br />
=== Summary ===<br />
* Added Camera mode.<br />
* Celestial body visual improvements.<br />
* Engine revamps.<br />
* Bugfixes.<br />
<br />
== v1.8.1 ==<br />
Released 29<sup>th</sup> October, 2019<br />
<br />
{{Main article|1.8.1}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.8 ==<br />
Released 16<sup>th</sup> October, 2019<br />
<br />
{{Main article|1.8}}<br />
=== Summary ===<br />
* Updated to Unity 2019.2.2f1.<br />
* Celestial body visual improvements.<br />
* Editable action groups in flight.<br />
* New SRBs.<br />
* Performance improvements.<br />
<br />
== v1.7.3 ==<br />
Released 11<sup>th</sup> July, 2019<br />
<br />
{{Main article|1.7.3}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.7.2 ==<br />
Released 12<sup>th</sup> June, 2019<br />
<br />
{{Main article|1.7.2}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.7.1 ==<br />
Released 30<sup>th</sup> May, 2019<br />
<br />
{{Main article|1.7.1}}<br />
=== Summary ===<br />
* Implemented Cargo part category and Inventory processing.<br />
* Kerbal Portraits now available on [[EVA]].<br />
* Bugfixes.<br />
<br />
== v1.7 ==<br />
Released 10<sup>th</sup> April, 2019<br />
<br />
{{Main article|1.7}}<br />
=== Summary ===<br />
* Maneuver Mode.<br />
* Altimeter Mode.<br />
* Part revamps.<br />
<br />
== v1.6.1 ==<br />
Released 9<sup>th</sup> January, 2019<br />
<br />
{{Main article|1.6.1}}<br />
=== Summary ===<br />
* Bugfixes<br />
<br />
== v1.6 ==<br />
Released 19<sup>th</sup> December, 2018<br />
<br />
{{Main article|1.6}}<br />
=== Summary ===<br />
* Delta-v per Stage and Delta-v Tool App.<br />
* Part Revamps.<br />
* Navigation Icons to Launch Sites.<br />
* Ability to remove Helmets and neck rings.<br />
<br />
== v1.5.1 ==<br />
Released 17<sup>th</sup> October, 2018<br />
<br />
{{Main article|1.5.1}}<br />
=== Summary ===<br />
* Hotfix for Aero body lift in flight integrator.<br />
<br />
== v1.5 ==<br />
Released 15<sup>th</sup> October, 2018<br />
<br />
{{Main article|1.5}}<br />
=== Summary ===<br />
* New suits, EVA and IVA.<br />
* Revamped parts.<br />
* Improved Burn Time information.<br />
<br />
== v1.4.5 ==<br />
Released 26<sup>th</sup> July, 2018<br />
<br />
{{Main article|1.4.5}}<br />
=== Summary ===<br />
* Pop dialogs can now be closed/dismissed with ESC key.<br />
* Fixes for Steam workshop.<br />
* Bugfixes<br />
<br />
== v1.4.4 ==<br />
Released 21<sup>st</sup> June, 2018<br />
<br />
{{Main article|1.4.4}}<br />
=== Summary ===<br />
* Support for controllers.<br />
* Steam workshop for missions.<br />
* Steam cloud saves.<br />
* FX improvements.<br />
* Bugfixes<br />
<br />
== v1.4.3 ==<br />
Released 27<sup>th</sup> April, 2018<br />
<br />
{{Main article|1.4.3}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.4.2 ==<br />
Released 28<sup>th</sup> March, 2018<br />
<br />
{{Main article|1.4.2}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.4.1 ==<br />
Released 13<sup>th</sup> March, 2018<br />
<br />
{{Main article|1.4.1}}<br />
=== Summary ===<br />
* Jet engine sounds.<br />
* Localization fixes and enhancements.<br />
* Bugfixes and performance improvements.<br />
<br />
== v1.4 ==<br />
Released 6<sup>th</sup> March, 2018<br />
<br />
{{Main article|1.4}}<br />
=== Summary ===<br />
* Updated to Unity 2017.1.3p1.<br />
* Localization for French, German, Italian and Portuguese-Brazilian.<br />
* New parts (decouplers, separators and fuel tanks).<br />
* Part texture variants.<br />
* EVA Chute.<br />
<br />
== v1.3.1 (Demo) ==<br />
Released 5<sup>th</sup> October, 2017<br />
<br />
{{Main article|1.3.1}}<br />
=== Summary ===<br />
* Localization fixes and enhancements<br />
* Bugfixes and performance improvements<br />
* Other undefined enhancements<br />
<br />
== v1.3 ==<br />
Released 25<sup>th</sup> May, 2017<br />
<br />
{{Main article|1.3}}<br />
=== Summary ===<br />
* Localization for Spanish, Russian, Japanese, Chinese-Simplified.<br />
* Added Ambient light adjustment.<br />
* Asteroid Day Mod merged into stock.<br />
* Bugfixes and tweaks.<br />
<br />
== v1.2.2 ==<br />
Released 6<sup>th</sup> December, 2016<br />
<br />
{{Main article|1.2.2}}<br />
=== Summary ===<br />
* Bugfixes<br />
<br />
== v1.2.1 ==<br />
Released 1<sup>st</sup> November, 2016.<br />
<br />
{{Main article|1.2.1}}<br />
=== Summary ===<br />
* Bugfixes.<br />
<br />
== v1.2 ==<br />
Released 11<sup>th</sup> October, 2016.<br />
<br />
{{Main article|1.2}}<br />
=== Summary ===<br />
* Updated Unity to 5.4.0p4.<br />
* Implemented Text Mesh Pro, which makes our fonts look much better.<br />
* Overhauled Flow Control.<br />
* More wheel improvements.<br />
* Added [[CommNet|comms network]] and [[KerbNet]].<br />
* New [[Debug_Toolbar|Debug window]].<br />
* Many bugfixes and tweaks.<br />
<br />
== v1.1.3 ==<br />
Released 21<sup>st</sup> June, 2016.<br />
<br />
{{Main article|1.1.3}}<br />
=== Summary ===<br />
* Bugfixes and performance enhancements.<br />
<br />
== v1.1.2 ==<br />
Released 30<sup>th</sup> April, 2016.<br />
<br />
{{Main article|1.1.2}}<br />
=== Summary ===<br />
* Bugfixes and optimizations. Added some tweakables for gears and legs <br />
<br />
== v1.1.1 ==<br />
Released 29<sup>th</sup> April, 2016.<br />
<br />
{{Main article|1.1.1}}<br />
=== Summary ===<br />
* Bugfixes and optimizations<br />
<br />
== v1.1 ==<br />
Released 19<sup>th</sup> April, 2016, pre-released on 30<sup>th</sup> March, 2016 <br />
<br />
{{Main article|1.1}}<br />
=== Summary ===<br />
* Ported to Unity 5, should lead to improved physics and performance<br />
* Implemented save file upgrading system, saves shouldn't break<br />
* Added various tutorials and scenarios, and the KSPedia<br />
* GUI improvements<br />
* Weighted contracts<br />
* New rocket and spaceplane parts, fixed some part issues<br />
* Many bugfixes and tweaks<br />
<br />
== v1.0.5 ==<br />
Released 9<sup>th</sup> November, 2015.<br />
<br />
{{Main article|1.0.5}}<br />
=== Summary ===<br />
* Contextual Contracts & Contract Changes<br />
* Thermodynamic improvements<br />
* New buoyancy model<br />
* New rocket and spaceplane parts<br />
* Bugfixes & Tweaks<br />
<br />
== v1.0.4 ==<br />
Released 23<sup>rd</sup> June, 2015.<br />
<br />
{{Main article|1.0.4}}<br />
=== Summary ===<br />
* Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.0.3 saves would cause the game to crash<br />
<br />
== v1.0.3 ==<br />
Released 22<sup>nd</sup> June, 2015.<br />
<br />
{{Main article|1.0.3}}<br />
=== Summary ===<br />
* This revision brings several much-needed bugfixes and improvements, as well as a few new parts.<br />
* A big revision to the thermal system for parts.<br />
* The heat simulation has been greatly improved.<br />
* Five new Radiator parts.<br />
* Fixed a significant amount of bugs.<br />
<br />
== v1.0.2 ==<br />
Released 1<sup>st</sup> May, 2015.<br />
<br />
{{Main article|1.0.2}}<br />
=== Summary ===<br />
* Overlooked an issue in 1.0.1 regarding [[overheating]] when splashed down<br />
<br />
== v1.0.1 ==<br />
Released 1<sup>st</sup> May, 2015.<br />
<br />
{{Main article|1.0.1}}<br />
=== Summary ===<br />
* This is a small revision patch to address some of the most noticeable bugs were encountered since the release of 1.0.<br />
<br />
== v1.0 (Demo) ==<br />
Released 27<sup>th</sup> April, 2015. First official release.<br />
<br />
{{Main article|1.0}}<br />
=== Summary ===<br />
* Female [[Kerbonaut]] model<br />
* Improved aerodynamics<br />
* Improved component heating and cooling through atmospheric friction, solar radiation exposure, convection and more<br />
* Resource gathering from planets, moons and asteroids<br />
* Procedural [[fairings]]<br />
* Internal views for all cockpits<br />
* Parts relating to above, such as ablative [[heat shield]]s, air brakes and mining drills<br />
<br />
=== Demo Restrictions and changes ===<br />
* Part loading limited to 26 basic parts.<br />
* Career Tech Tree is smaller to fit the 26 parts.<br />
* No Plugin loading.<br />
* SPH and Runway Facilities are inaccessible.<br />
* Only one save profile allowed.<br />
* Cannot launch new flights if 3 or more are already in progress.<br />
* Kerbin, Mun, Minmus, and Kerbol are the only celestial bodies in the Kerbol system.<br />
* Revised tutorials and scenarios to be compatible with the demo set of parts.<br />
* Removed the Station One and Mun Orbit scenarios as those require parts from the full version.<br />
<br />
== v0.90.0 ==<br />
Released 15<sup>th</sup> December, 2014. First (and only) beta release.<br />
<br />
{{Main article|0.90.0}}<br />
=== Summary ===<br />
<br />
* Editor overhaul<br />
* Kerbal [[experience]] and professions (Pilot, engineer, scientist)<br />
* Extra [[contract]]s (Integration of [[thread:79788|Fine Print]])<br />
* [[Biome]]s on every planet and moon<br />
* MK3 overhaul<br />
* Upgradable facilities (in Career)<br />
* Organization of parts, including custom filters<br />
* Tutorial and help<br />
<br />
== v0.25 ==<br />
Released 7<sup>th</sup> October, 2014.<br />
<br />
{{Main article|0.25}}<br />
=== Summary ===<br />
<br />
* New spaceplane parts from Spaceplane Plus mod<br />
* Redesign of some old parts and textures<br />
* Added [[Administration Facility]] with ability to choose strategies in Career mode<br />
* New explosions<br />
* Destructible facilties at Kerbal Space Center<br />
* New [[Game Difficulty|difficulty options menu]]<br />
* Added crew transfer without EVA<br />
* Added new Navball vectors (prograde, retrograde, radial in/out, normal and antinormal)<br />
* Various bug fixes and tweaks<br />
* Integrated Spaceplanes Plus mod into KSP<br />
<br />
== v0.24.2 ==<br />
Released 25<sup>th</sup> July, 2014<br />
<br />
{{Main article|0.24.2}}<br />
=== Summary ===<br />
* Fixed a critical issue which prevented opening the right-click menus for several parts.<br />
<br />
== v0.24.1 ==<br />
Released 24<sup>th</sup> July, 2014<br />
<br />
{{Main article|0.24.1}}<br />
=== Summary ===<br />
<br />
* Various bug fixes and tweaks<br />
** Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft. <br />
** O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (smaller).<br />
** Fixed missing FX components on root parts after resuming a saved game or reverting.<br />
** Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats or claws wouldn't complete the contract.<br />
** Fixed a very annoying and potentially destructive bug where approaching another vessel could mess up your control state.<br />
** Tweaked costs for several spaceplane and aerodynamic parts<br />
<br />
== v0.24 ==<br />
Released 17<sup>th</sup> July, 2014<br />
<br />
{{Main article|0.24}}<br />
=== Summary ===<br />
* [[Contracts]] system in Career mode for gaining money and reputation<br />
* Reputation System in Career mode<br />
* Mission Control building now accessible for managing contracts<br />
* Parts cost money; space program has fiscal budget<br />
* Parts and fuel recovered after flight return money to budget<br />
* UI in Space Center view in top center shows, from left to right, Available [[Funds]], [[Reputation]], and [[Science]]<br />
* UI in Space Center view in bottom bar, beside time warp control, displays Universal Time<br />
* Three new buttons beside Resources in flight UI: Contracts, and Notifications<br />
* Throttle defaults to 50% at launch<br />
* New Liquid Fuel/Oxidizer powered RCS [[Vernor Engine]]<br />
* New [[monopropellant]] fueled [[O-10 MonoPropellant Engine]]<br />
<br />
== v0.23.5 ==<br />
Released 1<sup>st</sup> April, 2014<br />
<br />
{{Main article|0.23.5}}<br />
=== Summary ===<br />
* Asteroid Redirect Mission!<br />
* New SLS-styled parts<br />
* New part joint system<br />
* 12 additional new features<br />
* 11 bugs fixed<br />
<br />
== v0.23 ==<br />
Released 17<sup>th</sup> December, 2013<br />
<br />
{{Main article|0.23}}<br />
=== Summary ===<br />
* New [[R.A.P.I.E.R. Engine]]<br />
* [[Tweakable]]s added<br />
* 9 additional new features<br />
<br />
== v0.22 ==<br />
Released 16<sup>th</sup> October, 2013<br />
<br />
{{Main article|0.22}}<br />
=== Summary ===<br />
* [[Career mode]]<br />
* [[Science]]<br />
* [[Biome]]s on [[Kerbin]] and the [[Mun]]<br />
* [[Subassemblies]]<br />
<br />
== v0.21.1 ==<br />
Released 24<sup>th</sup> July, 2013<br />
<br />
{{Main article|0.21.1}}<br />
=== Summary ===<br />
* This patch addresses some of the most critical issues found on the 0.21 update.<br />
<br />
== v0.21 ==<br />
Released 24<sup>th</sup> July, 2013<br />
<br />
{{Main article|0.21}}<br />
=== Summary ===<br />
* Revised Flight-End scene flow.<br />
* New Space Center Scene.<br />
* The Astronaut Complex Facility.<br />
* Crew Management<br />
* New VAB and SPH Interiors.<br />
* Overhauled SAS Flight Control Sytem.<br />
* Much Improved terrain on Kerbin, the Mun, and other places.<br />
<br />
== v0.20.2 ==<br />
Released 30<sup>th</sup> May, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/182-0-20-2-Patch-Released Forum post link]<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Tweaked the PNG and JPG texture loaders to not use such insane amounts of memory.<br />
* Fixed the issues with mousewheel input on Linux.<br />
<br />
== v0.20.1 ==<br />
Released 29<sup>th</sup> May, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/180-0-20-1-Revision-Patch-is-out! Forum post link]<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Tweaked the logic for part-to-part collisions. Things should be much less likely to explode on contact.<br />
* Reverted the Mun's height values, so landmarks and bases shouldn't spawn below ground anymore (mind 20.0 saves though).<br />
* Tweaked part components on EVA so they start up with the right values.<br />
* Tweaked the suspension on the new Medium Rover Wheels, to fix jittering.<br />
* Fixed the too-low resolution on planetary diffuse and normal maps.<br />
* Fixed the screen resolution not being properly applied on game start.<br />
* Fixed some situations where the 'Control From Here' selection would be lost on resuming a game save.<br />
* Fixed a serious issue with the Cupola Pod that could cause spontaneous unplanned vessel disassembly.<br />
* Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources.<br />
* Fixed the scale of Gilly in the Tracking Station scene.<br />
* Fixed a few issues with flags behaving weirdly after they were toppled down.<br />
* Fixed the camera jitter when walking around on EVA.<br />
<br />
== v0.20 ==<br />
Released 21<sup>st</sup> May, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/showthread.php/30553-KSP-0-20-Released Forum post link]<br />
<br />
=== New ===<br />
<br />
* Command Seat part for Kerbals on EVA.<br />
* Cupola pod with IVA.<br />
* Small Lander pod with IVA.<br />
* 2 new Probe Cores.<br />
* Large Docking Clamp.<br />
* New Medium Wheel.<br />
* Kerbals on EVA can now plant Flags on terrain. Planting a Flag allows you to name the site, which becomes a focus-able object in flight and on the Tracking Station. Planted flags have a Plaque, which can be written during placement, and read only when approached by an EVA.<br />
* Several Stock flags to choose from. Flags are moddable. Create your own!<br />
* Added a Flag selector to the Game Start Dialog.<br />
* Added a Flag Pole Facility to the Space Center.<br />
* Added a FlagDecal part module. Allows any part to have a part of its model textured with the selected flag.<br />
* Added Flag selector to Editor scenes, to select a flag for the mission (defaults to space program flag).<br />
* 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.<br />
* Added a new part filtering system to the parts list, which allows excluding and greying-out parts based on any criteria.<br />
* It is now possible to delete the first part on a vessel, and replace it.<br />
* 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.<br />
* Added Filtering by vessel type on the Tracking Station.<br />
* Added Filtering to the Map View as well (hover around the top-center of the screen)<br />
* New Loading Screens, with hints.<br />
* Mods and Stock Parts can now have their own separate folders for organization.<br />
* Added a Flags folder to collect flag bitmaps.<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* GameDatabase: Completely overhauled the loading process with a completely new system.<br />
* Added a scene transition buffer system, to ensure optimal memory cleanup when switching scenes.<br />
* Switching vessels no longer resets throttle and other input whenever possible.<br />
* Going on EVA and boarding a vessel (or boarding a seat) also no longer reset the vessel's input state.<br />
* Decoupled vessels inherit the old vessel's control state. <br />
* All parts on a stage will get activated now, even if that stage causes some of those parts to get jettisoned away.<br />
* Streamlined PQS Terrain Assets, reduced memory usage by up to 30%.<br />
* Upgraded Debug Menu, allows reloading parts and cfg files while playing.<br />
* The Map View now properly prioritizes selecting moused-over map nodes when multiple orbits overlap.<br />
* It's now possible to 'pin' the Ap and Pe nodes, so their captions remain visible after moving the mouse away.<br />
* Removed the Splash Screen scene. Now the game starts loading as soon as the application starts.<br />
* Rewrote and organized many scattered game events into a single coherent GameEvents System, which plugins can use.<br />
* If you crash/explode, focus now shifts to the nearest controllable vessel (if any) instead of going straight to the End Flight dialog.<br />
* Many more small bug fixes and tweaks.<br />
* Decoupled vessels now properly inherit the [[action group]] state of the original vessel.<br />
* "Root-dropping" decoupling now properly preserves the staging count for the new decoupled vessel.<br />
* Fixed the EVA flags looking weird during the initial part of the flag-plant animation.<br />
* Fixed staging icons on decoupled parts not being removed from the staging list.<br />
* Fixed the suspension jitter on the Medium Wheels.<br />
* Several improvements to how collisions are detected and handled in the editors.<br />
* Symmetrical counterparts now properly glow red or green based on whether they can attach or not.<br />
* Added a sound for when placing/releasing parts in the editor isn't possible.<br />
* Added the flag pole to the editor scene background.<br />
* Adjusted collision and torque values for the medium wheels so they're a bit faster and tougher.<br />
* Adjusted wheel breaking logic to take into account the relative velocities of rigidbodies.<br />
<br />
== v0.19.1 ==<br />
Released 18<sup>th</sup> March, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/149-KSP-0-19-1 Forum post link]<br />
<br />
(Most 0.19.0 mods should be compatible with this release)<br />
<br />
=== Bug Fixes and Tweaks ===<br />
<br />
* Fixed re-entry shader failing on highly scaled parts<br />
* Corrected an issue that would prevent large rover wheels from applying brakes<br />
* Tweaked braking speed and power on rover wheels<br />
* Adjusted how rover wheels display resource usage<br />
* Changed Ladders on the launchpad ladders to make it easier to climb them.<br />
* Changed the names of launchpad and runway objects to be more descriptive when you crash into them.<br />
<br />
== v0.19.0 ==<br />
Released 16<sup>th</sup> March, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/148-KSP-0-19-Released! Forum post link]<br />
<br />
=== New ===<br />
<br />
* A Native Linux version!<br />
* Added visual (and sound) effects for re-entry and supersonic flight.<br />
* Overhauled the Kerbal Face Expression System with new animations, which are also visible on EVA.<br />
* Added wheel parts and modules for the construction of rovers.<br />
* Added several new general purpose structural parts.<br />
* New mesh for the launch pad area, now with 100% less launch tower.<br />
* New mesh for the Runway, with sloping edges to drive on and off it.<br />
<br />
=== Bug Fixes ===<br />
<br />
* The sun no longer shines from below on ships and scenery objects at night, or while in orbit over the dark side of a planet.<br />
* Fixed the airspeed sound not looping properly, and adjusted the pitch range for it.<br />
* Various minor balance tweaks.<br />
* More texture variety added to probe cores, to better determine their positioning.<br />
* Fixed a few objects that were on the wrong layer.<br />
* Fixed an issue when comparing versions, which could result in false 'incompatible' warnings.<br />
* Fixed an issue with velocity changes when resuming 1x time while on a hyperbolic orbit inside a rotating reference frame.<br />
* Changed the debug toolbar key combo to ModifierKey+F12 (by default Shift+F12 for Linux, Alt+F12 for windows)<br />
* Changed the quick scenario loader key combo to ModifierKey+F10 (was Ctrl+F10 before)<br />
* Removed an unused shader that caused the game to crash on Linux systems with AMD video drivers.<br />
* The Alt modifier key is now remappable, and defaults to RightShift on Linux.<br />
* Remapped all ocurrences of the Alt key to RightShift on Linux (as Alt is OS-reserved on most distros).<br />
* Fixed double-clicks not working properly.<br />
* Added a setting to tweak the mouse wheel axis scaling.<br />
* Input Axes now support linear scaling.<br />
* The Debug console can now also be toggled using the Grave and AltGr keys<br />
<br />
== v0.18.4 ==<br />
Released 14<sup>th</sup> February, 2013<br />
<br />
=== New ===<br />
* Ported the game over to Unity 4. Expect improved performance.<br />
* Added a new stock spaceplane: The Ravenspear Mk4.<br />
<br />
=== Bugfixes and Tweaks ===<br />
* Fixed some buttons not being locked out properly on the Tracking Station and possibly other scenes.<br />
* The Staging Stack now automatically scrolls back into view if a staging operation sends it off screen.<br />
* Stage groups and icons now accurately follow the mouse when dragging.<br />
* Fixed some UI controls and keys being responsive during pause.<br />
* Fixed some sounds (mainly voices) being affected by 3D effects when they shouldn't.<br />
* Fixed an issue when going in and out of Map View after crashing the ship.<br />
* Fixed the EVA map icons not showing.<br />
* Fixed the planetary terrain not starting up properly sometimes.<br />
* Fixed the error messages when exiting the game from the flight scene.<br />
* Added a bad name filter for the Kerbal name generator.<br />
* Fixed issues with the popup dialogs that allowed them to spawn a massive number of duplicates.<br />
* Parts on the parts list no longer show the author on their tooltips (that broke immersion).<br />
* Flight basics tutorial now requires player to set throttle to max before finishing the tutorial (and launching).<br />
* fixed the non-persistent StateName field on MunFlight Tutorial.<br />
* Fixed an issue where controls could become locked when switching focus out of a dead uncontrollable vessel.<br />
* Fixed a collision issue with the large RCS Tank.<br />
* Fixed a transparency issue with smoke FX and explosions.<br />
* Boarding a vessel from EVA no longer toggles the SAS on the vessel.<br />
* The VAB and SPH now show decoupler ejection forces on the part stats.<br />
* Removed a part that wasn't ready and had sneaked its way into the build.<br />
* Fixed a few typos on part descriptions and tutorials.<br />
* Increased Jool's rotating frame threshold altitude to prevent entering its atmosphere with the rotating frame disabled.<br />
* Fixed an issue with the UI background not scaling correctly on the SPH.<br />
* Fixed winglet colliders.<br />
* Fixed EVA light orientations.<br />
* Updated Copyright dates.<br />
* Fixed vab transparency issue.<br />
* Fixed Explosion Shader Transparency issues.<br />
* Fixed Part Actions being clickable if Time Warp was engaged while the Action UI was already up.<br />
* Fixed the latest version checking.<br />
* Fixed some places that were using an old and inaccurate value for the vessel's G-force, preventing entering warp sometimes.<br />
* Fixed an issue which caused DAE model loading to fail.<br />
<br />
== v0.18.3 (Demo) ==<br />
Released 12<sup>th</sup> February, 2013<br />
<br />
=== New ===<br />
* Ported the game over to Unity 4. Expect improved performance.<br />
* Added an exit splash screen.<br />
<br />
=== Bugfixes and Tweaks ===<br />
* Parts on the parts list no longer show the author on their tooltips (that broke immersion).<br />
* Flight basics tutorial now requires player to set throttle to max before finishing the tutorial (and launching).<br />
* Fixed the non-persistent StateName field on MunFlight Tutorial.<br />
* Fixed the planetary terrain not starting up properly sometimes.<br />
* Fixed the error messages when exiting the game from the flight scene.<br />
* Added a bad name filter for the Kerbal name generator.<br />
* Disabled multiple demo warnings and timewarp notices.<br />
* Fixed vab transparency issue.<br />
* Stopped plugin folders from being created.<br />
* Fixed several spelling and grammatical errors.<br />
* Removed Debug logging for interia tensors.<br />
* Fixed winglet colliders.<br />
* Fixed EVA light orientations.<br />
* Updated Copyright dates.<br />
* Fixed Explosion Shader Transparency issues.<br />
* Disabled the debug toolbar.<br />
* Fixed an issue when going in and out of Map View after crashing the ship.<br />
* Fixed more ocurrences [sic] of the terrain not loading properly when entering flight.<br />
* Fixed some UI controls and keys being responsive during pause.<br />
* Rescaled the exit screen to fit 5:4 aspect ratios.<br />
* Fixed some more ocurrences [sic] of the terrain failing to load issue.<br />
* The Staging Stack now automatically scrolls back into view if a staging operation sends it off screen.<br />
* Stage groups and icons now accurately follow the mouse when dragging.<br />
* Fixed the MunFlight Tutorial not allowing use of the Map.<br />
* Boarding a vessel from EVA no longer toggles the vessel's SAS state.<br />
* The VAB and SPH now show decoupler ejection forces on the part stats.<br />
* Fixed Part Actions being clickable if Time Warp was engaged while the Action UI was already up.<br />
<br />
=== Demo Restrictions and changes ===<br />
* Part loading limited to the 25 stock ones.<br />
* No Plugin loading.<br />
* SPH and Runway Facilities are unnaccessible.<br />
* Only one save profile allowed.<br />
* Cannot launch new flights if 3 or more are already in progress.<br />
* Kerbin, the Mun and the Sun are the only celestial bodies in the solar system.<br />
* Replaced the Spaceport button on the main menu with a button to order the full version.<br />
* Revised tutorials and scenarios to be compatible with the demo set of parts.<br />
* Removed the Station One and Mun Orbit scenarios as those require parts from the full version.<br />
<br />
== v0.18.2 ==<br />
Released 20<sup>th</sup> December, 2012<br />
<br />
=== New ===<br />
* Training: Added a Basic Flight Tutorial, and a Basic Vessel Construction Tutorial.<br />
* Solar System: Added a new icy planet called Eeloo, somewhere out past Jool.<br />
* Scenarios: Added a scenario called Station One, where a refueling station is already in orbit.<br />
* UI: Added a button to open the SpacePort site on the Main Menu (opens on the default browser)<br />
* Music: Added two new tracks for space and another one for construction.<br />
<br />
=== Bugfixes and Tweaks ===<br />
* Graphics: 800x600 is no longer a valid resolution option. Minimum possible resolution is now 960x720.<br />
* Docking: Fixed ejected debris being incorrectly typed as "Unknown".<br />
* UI: Fixed an issue where the "Resume Saved" dialog wouldn't show if a save folder was missing its persistent.sfs file.<br />
* UI: The "Resume Saved" and Craft Load dialogs now offer to clean up incompatible files if any are detected.<br />
* UI: Incompatible/Invalid entries on those dialogs are now greyed out, and the reason why they can't be loaded is displayed.<br />
* UI: Fixed an issue with popup dialogs cutting out content (text and buttons) when multiple dialogs were spawned at once.<br />
* UI: The Resources panel is now visible while in the Map View.<br />
* 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.<br />
* Physicsless parts now get "promoted" to physical ones if they become the root of a vessel (by decoupling)<br />
* 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.<br />
* Parts: Fixed an issue with the engine fairings which caused engines to lose mass on save/load cycles.<br />
* Parts: RCS thrusters no longer try (and fail) to do lever arm compensation.<br />
* Music: Fixed an issue where some tracks were subject to doppler effects in flight.<br />
* Solar System: Pol's gravity increased slightly<br />
* Solar System: Bop and Pol's semi-major axes increased (Bop's SOI almost intersected Tylo's)<br />
* Gameplay: Fixed an issue where crashing a ship wouldn't properly remove the root part and cause weird "physics" sometimes.<br />
* Gameplay: Fixed an issue with renaming vessels from symmetrically-placed command pods.<br />
* Maneuver Nodes: Fixed a small but annoying issue where maneuver gizmos would switch modes when rotating the camera just after creating a maneuver.<br />
* Training: Fixed Gene Kerman introducing himself as Wernher von Kerman on the Orbit 101 tutorial.<br />
* Parts: Fixed an issue where the root part of a vessel would live on in a weird state after crashing.<br />
* Docking: Fixed an issue where docking ports wouldn't resume their fuel crossfeed properly sometimes.<br />
* Controls: Added input locks to action groups and part context UIs, so they lock when appropriate.<br />
* UI: Part Resource Context Gauges now correctly go away when the corresponding part gets detached from the current ship.<br />
* Parts: Fixed an issue that could cause RCS thrusters to fly off on their own because of numerical spikes.<br />
* Parts: Landing gear now remember to set the brakes when resuming flight.<br />
* Gameplay: Added a rule to prevent saving the game or switching vessels while the current one is throttled up.<br />
* Gameplay: Unrestricted vessel switching is now only allowed if the vessel to be focused is loaded and unpacked. <br />
* Tutorials: Fixed the Construction Tutorial erroring out with an "incompatible" sfs when launching after completing the tutorial.<br />
* Tutorials: Tutorial Scenarios now delete the instructor objects when the ScenarioModule is destroyed.<br />
* Tutorials: The Construction Tutorial now allows launching the constructed vessel, and going back to edit it later.<br />
* Controls: Action groups are now locked when in map view, to prevent accidental activation without being able to see the ship.<br />
* Controls: Map View won't lock RCS off anymore when the navball is up.<br />
* UI: Added some sanity checking to text fields (vessel names and saves), so illegal characters don't cause trouble.<br />
<br />
== v0.18.1 ==<br />
Released 3<sup>rd</sup> December, 2012<br />
<br />
=== Bugfixes and Tweaks ===<br />
* Fixed an issue which could cause an error when undocking if the undocked vessel was missing its original root part.<br />
* Fixed the vessel snapping when docking, which could cause misaligned docking connections sometimes.<br />
* Fixed an issue where docking to docked vessels could cause trouble when undocking again in a different order.<br />
* Fixed manually-defined vessel types getting lost after docking.<br />
* Fixed a misspelled parameter on the smallRadialEngine cfg<br />
* Fixed an issue with the solar panels exposure detection maths.<br />
* Fixed a case where RCS could become activated by ASAS during time warp and eat all propellant<br />
* Adjusted Solar Panel raycasting to prevent false positives on planetary occlusion<br />
* Gimbal module now displays vectoring information in the VAB<br />
* Adjusted initialization of the gimbal module for better mod support <br />
* Gimbals now have an optional movement speed parameter<br />
* Changed Airflow Display during timewarp on the intakes<br />
* Gave Launch Pad Clamps power, so probes don't die waiting for a launch window.<br />
<br />
== v0.18.0 ==<br />
Released 1<sup>st</sup> December, 2012<br />
<br />
=== New ===<br />
<br />
* Docking: Connecting vessels together is now possible! Build space stations, surface bases, or assemble huge spacecraft in orbit. <br />
* Flight Planning: Getting to other planets and moons just got a lot simpler. Place maneuvers along your orbit to create a flight plan, and then just follow the guidance cues. No need to figure out angles or hold a protractor to the screen!<br />
* Improved Map UI: New map icons show close approaches, intersections with other orbits, and a lot more, so you can focus on getting where you want to go, instead of worrying about how to get there. <br />
* New Vessel Types and Vessel Renaming: Building a station? You can now rename and set your vessel as one of several new types, so it'll show on the map with the appropriate icon and name.<br />
* Automatic Fairings: Rockets now look like proper rockets! Several parts now have automatic fairings that pop up whenever something is stacked below them, and then jettison away during flight.<br />
* Much Improved Models and Textures: Many of the old parts have been completely redone, with carefully constructed meshes and hand painted textures, to give KSP a new look. <br />
* A slew of new part types: [[solar panel]]s, [[docking port]]s, [[Battery|batteries]], trusses, [[ion engine]]s, [[electric light]]s, side-mounted [[parachute]]s (or "radial parachutes"), [[crew cabin]]s, new science parts, and a heap more!<br />
* Unmanned Probes: New unmanned pods for building probes and unmanned missions, plus a huge amount of new probe parts.<br />
* Action Groups: A new way to control your ships! Instead of having everything done through staging, you can assign parts to groups that are controlled with a keypress. Set up Abort systems, or rig up complex contraptions. Or just let the game handle it automatically.<br />
* New Input Modes: No need to have two hands on the keyboard and a third one on the mouse anymore. New input modes make for much more ergonomic controls, and it's all remappable!<br />
* Two new celestial bodies: New places to explore, with interesting and varied terrain.<br />
* New Resources System: Watching fuel drain has never been so much fun! New resources allow for completely new possibilities. Energy, Fuel, Oxidizer and other resources now flow through your ship. Manage them as you fly, and pump them across parts.<br />
* Electricity: More power to the Kerbals! Many new functional electrical parts added, like Solar Panels, Batteries, and even a Nuclear Reactor!<br />
* Lights: Landing on the nightside just got a lot less deadly, with new landing and floodlight parts.<br />
* Functional Air Intakes: Turbines now properly require air to run, and Intakes can provide it for them, as long as there is an atmosphere around you.<br />
* Music: KSP now has its own soundtrack, featuring many cool tracks, from smooth jazzy tunes to build ships by, to wondrous spacy themes as you explore the solar system.<br />
* Much improved planets: Kerbin looks a lot better now, with hand-built terrain features. Moho and Eve also got major overhauls, and many others have also been improved.<br />
* Performance Tweaks: New terrain optimizations and a system to prevent lag by slowing the simulation make for a significant improvement in performance.<br />
<br />
== v0.17.1 ==<br />
Released 30<sup>th</sup> Oct, 2012<br />
<br />
=== New ===<br />
* New option on the settings file to enable verbose debug logging, to include a call stack trace (when available)<br />
* Added a slider in Game Settings to allow adjusting the UI size.<br />
* Added Main Menu and Credits music.<br />
* The Q and E keys can now be used to control yaw with the EVA Jetpack<br />
* The flight UI now scales dynamically depending on screen resolution, to always have the same pixel size.<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Fixed an issue where the menu ambience music would sometimes start playing on other scenes after some time had elapsed.<br />
* Overhauled the Debug Console. Entries are now labeled and colored according to type and the text is selectable.<br />
* Fixed the crewmember name textfields on the flight UI not scaling font size properly.<br />
* Fixed the terrain collision detection issues for Gilly and Bop.<br />
* Tweaked the terrain preset settings and PQS subvision methods for a significant reduction in object count.<br />
* PQS terrain quads are now positioned as closely as possible to their vertices, for maximum mesh stability.<br />
* Added a game setting to disable the automatic orientation when pressing any of the WSAD keys while jetpacking on EVA.<br />
* Fixed an issue with the terrain engine that resulted in invisible oceans.<br />
* Fixed a small bug on the patched conics maths that could have caused some trouble.<br />
* Fixed the misaligned Music and Voice Volume sliders on the Audio Settings Screen.<br />
* Added a Render Quality slider to the video settings screen.<br />
* Fixed an issue where ships could break apart when changing warp rates too quickly (the "Space Cthulhu" bug)<br />
* Fixed an issue with the VAB/SPH UI, that made it possible to launch without a ship, causing a total game crash.<br />
* Removed an unused asset from the tracking station scene, which was taking up memory without adding anything.<br />
* Fixed a problem that could cause parachutes to despawn when travelling at high speeds.<br />
<br />
== v0.17 ==<br />
Released 19<sup>th</sup> Sept, 2012<br />
<br />
=== New ===<br />
* Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular Activities) feature set.<br />
* Multiple Player Saves: You can now have multiple ongoing game sessions, as each save is kept in its own folder (instead of all using the saves/default one). <br />
* Quick Flight Scenarios: Start flights from pre-set conditions, without interfering with your persistent sandbox save, and also save your own scenarios from your main game.<br />
* Scenario Logic Modules: Like PartModules, but for scene logic (and defined on an SFS file instead of a part.cfg).<br />
* Training Scenarios: Hands-On tutorials to teach you everything from craft construction to orbital maneuvers.<br />
* Center of mass, thrust, lift and drag visual cues on the construction scenes.<br />
* Prebuilt ships included with the game, as examples and possible starting points.<br />
* Many new planets and moons throughout the Kerbal Solar System.<br />
* Physical Timewarp Modes: An alternate time-warp mode where you can accelerate time to 2x, 3x and 4x without putting the sim on rails. <br />
* Several new parts<br />
* Added new tree and boulder meshes for Kerbin (No more paper cutout trees)<br />
* Pressing backspace will now reset the map and internal view. <br />
* Middle mouse modifies the internal camera zoom by an additional 2x.<br />
* Double clicking middle mouse will reset the internal camera zoom.<br />
* Unlit/Transparent shader added to mu reader/writer.<br />
* Added Nuclear-Thermal Engine part<br />
* Added focusable areas for internal views<br />
* Added Settings for Music and Voice Volume<br />
* Double-tapping the wheel brakes key will now set parking brakes.<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Fixed an issue with numerical inaccuracy at very high velocities (the "Space Kraken" bug).<br />
* Fixed several issues with the fuel flow logic.<br />
* Tweaked the atmosphere rendering for Kerbin, for improved visuals.<br />
* Ships saved by one player are private to that player. Ships on the KSP/Ships folders are common to all players and non-overwritable (from inside the game)<br />
* Added a button on game loading dialog, to delete a saved game and all its contents (prompts for confirmation).<br />
* Added a button on the ship loading dialog to delete saved ships (prompts for confirmation).<br />
* Added a button on the Tracking Station to terminate an ongong flight (prompts for confirmation).<br />
* Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G <br />
* Added a floating origin system to the Scaled Space subscene, eliminating the visual jittering when viewing distant objects in the map view.<br />
* Revised part titles and descriptions for the parts added in 0.16<br />
* Fixed an issue with the terrain altitude detection, which could cause vessels (mostly debris) to fall through terrain.<br />
* Fixed an issue where flying through a Mun arch would destroy the vessel.<br />
* Fixed an issue with the G force calculation for vessels, which could prevent saving or warping.<br />
* Fixed several issues with the orbit math while on solar escape trajectories.<br />
* Fixed an issue with Krakensbane that could cause sub-optimal Kraken-banishment.<br />
* Smoke trails are now properly updated in moving reference frames.<br />
* Added smoothing to altimeter.<br />
* Fixed an issue with part initialization order which could cause a lot of trouble with physics and joints.<br />
* Fixed a bug with crossing SOIs at 1x warp.<br />
* Found and worked around a unity bug which caused several issues with parts colliding within the same vessel, and getting twitched out of place.<br />
* Fixed issues with the landing gear (will still need a rewrite, but should be better now)<br />
* Fix for advanced canard inversion of movement.<br />
* The Map Camera no longer rotates when in a rotating reference frame.<br />
* The ship cache is now properly cleared when starting a new game.<br />
* The Simulate In Background setting no longer requires a game restart to take effect.<br />
* The orbit trajectory reframing maths are all done with double-precision now, to remove jitter from the orbit splines.<br />
* Fuel tank parts no longer look into parent parts for fuel, unless connected to them by a fuel line.<br />
* Rewrote the LandingGear part as a PartModule, for a much more robust and stable implementation.<br />
* Tweaked the friction values for the landing gear wheels<br />
* Fixed an issue in Vessel that could cause a stream of nullref errors<br />
* Fixed an issue with Vessels not properly updating the positions of physicsless parts.<br />
<br />
== v0.16 ==<br />
Released 20<sup>th</sup> July, 2012<br />
<br />
=== New ===<br />
* Kerbal crewmembers in Extra-Vehicular Activities, both at the surface and in orbit.<br />
* Kerbal scientists, mechanics and ground crew all around the Space Center Facilities.<br />
* New Internal Cockpit models, with full modding support.<br />
* New (Much lighter on performance) Particle Effects and Explosions<br />
* Several new, larger rocket parts.<br />
* Added a Launch Clamp part. It holds the ship in place at the pad so it doesn't crumble to pieces before you get a chance to launch.<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Set all parts on the same vessel to ignore collisions with each other. Hopefully this will solve all part-to-part collision problems.<br />
* Reduced the minimum collider intersection threshold to much less than before. Should increase collision accuracy and hopefully solve issues like landing gear going through the ground. (all thanks to above fix)<br />
* [API Change] MemoryStream wrappers that were mistakenly not committed for 1.15.1 have been added to the code.<br />
* Packing/Unpacking ships is now done without affecting the ship's scene hierarchy. Now, vessels take care of keeping their own parts in place while packed, making for much more stable physics behavior when going in and out of time warp.<br />
* Improved vessel/part loading from persistence procedure, for more stable and accurate flight resuming.<br />
* Fixed a bug in the Tracking Station scene, which prevented scrolling the vessel list.<br />
* The Vessel Switching keys now only cycle between nearby vessels and won't cause the scene to reload anymore. To switch to far-away vessels, you must use the map view.<br />
* Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little.<br />
* Added separate control bindings for walking and jetpacking on EVAs.<br />
* Added 1:1 EVA rotation axes. Using them disables the automatic orientation system.<br />
* Fixed RCS and SAS toggling on other vessels.<br />
* Vessels take collision impact momentum into account whenever possible <br />
* Fixed a problem where vessels would be stuck as 'Landed' if boarding a part while in contact with another.<br />
* Fixed issues with the large Landing Leg colliders.<br />
* Added patcher auto-updater. Will redownload the patcher if a better version is available.<br />
* Tweaked Physics settings to reduce landed part wobble.<br />
* It is now possible to close the Flight End screen without leaving the flight scene (to switch vessels).<br />
* Tweaked part collision handling for better efficiency.<br />
* Landing Legs now use a much improved collision handling system, eliminating leg wobble on heavy ships.<br />
* PartTools can now serialize WheelCollider components.<br />
* Improved detection/response to vessels below terrain and much better terrain altitude detection for vessels.<br />
* It is no longer possible to save the game (or switch vessels) while very close to the ground and not landed (could cause terrain fallthrough).<br />
* Fixed the crew capacity values on the part.cfg files.<br />
* Fixed the Orbit initialization routine, to prevent NaN errors on landed craft<br />
* Fixed parts that use the Part class having a "Part Type not available" message on their descriptions at the VAB.<br />
* mbm texture files are now DXT compressed and cleared from RAM as soon as they're uploaded to the GPU. RAM usage is massively improved.<br />
* Fixed some issues with the patched conic solver not finding proper SOI transitions sometimes.<br />
<br />
== v0.15.2 ==<br />
Released 1<sup>st</sup> June, 2012<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Fixed an issue with part-to-part collisions that caused unphysical forces and caused some designs to break apart.<br />
<br />
== v0.15.1 ==<br />
Released 31<sup>st</sup> May, 2012<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Fixed a couple of issues with the parts action UI popups and their code bindings.<br />
* Tweaked the time warp altitude limits. It is now possible to warp fast at low orbits around Minmus and the Mun.<br />
* Tweaked the rotating reference frame thresholds when nearing planets, to reduce terrain mesh jitter.<br />
* Fixed the 'Sierpinski' Terrain' issue, where the terrain mesh would break up when approaching a planet after travelling very far.<br />
* Fixed an issue with the patched conic solver failing on some escape trajectories.<br />
* Fixed the normal maps on several parts.<br />
* It is now possible to set the persistent debris budget to zero, to disable saving debris completely.<br />
<br />
== v0.15 ==<br />
Released 17<sup>th</sup> May, 2012<br />
<br />
[http://kerbalspace.tumblr.com Announcement is final post on original development blog]<br />
<br />
=== New ===<br />
* The Spaceplane Hangar Facility, allows you to build vehicles horizontally, and launch them from a Runway<br />
* The Runway Facility, to launch from and land your spaceplanes at.<br />
* A new Part Creation Toolset, allowing for animated models, with normal and emmissive maps.<br />
* A deployable Landing Gear part<br />
* A new AtmosphericEngine part type, and two new air-breathing engines.<br />
* A Patched Conics trajectory projection system, shows your map trajectory as it enters and leaves the SOI of planets and moons.<br />
* Parts now can have a context menu where you can view data and perform actions. (Atmo engines already implement this)<br />
* Parts now visually display their temperatures through a dynamic emmissive heat map.<br />
* It is now possible to manually rotate parts on the VAB and Spaceplane Hangar prior to placement (using the WSADQE keys, Shift, Space to Reset)<br />
* It is now possible to trim the roll, pitch and yaw inputs by holding Alt and pressing the roll, pitch and yaw keys (Alt+X to reset).<br />
* Added a small, far-flung second moon around Kerbin, called Minmus.<br />
<br />
=== Bug Fixes and Tweaks ===<br />
* Fixed a security flaw with the updater tool.<br />
* The flight log will no longer show the terrain tile IDs when crashing things into them. It will show the correct "crashed into terrain" message.<br />
* Corrected the level of the ocean quadtree, so that it matches visually with the simulated water level.<br />
* (Possibly) increased performance on the flight scenes (from the terrain tweak also)<br />
* Found and fixed the true cause of the orbit NaN bug. (see last note on this page)<br />
* Corrected the aileron action on ControlSurface parts. Now aileron input is determined based on part orientation instead of symmetry counterparts.<br />
* Fixed an issue with joystick throttle when focusing/unfocusing the game.<br />
* Fixed a problem with fuel lines and struts becoming attached to non-existent parts when reloaded.<br />
* Fixed the behaviour of the Alt key when Alt-Tabbing out of the game.<br />
* It is no longer possible to enter time warp or save the game if the ship is landed or splashed, but still moving.<br />
* Several improvements to the scene lighting in the Spaceplane Hangar and Vehicle Assembly Building.<br />
* Fixed Fuel Lines and Struts not reconnecting once reattached to the ship at the VAB and SPH<br />
* Improved the part dragging on the editor scenes<br />
* After a crash, the end flight dialog will only come up by clicking the left mouse button, hitting Esc or the Space Bar<br />
<br />
== v0.14.4 ==<br />
Released 3<sup>rd</sup> April, 2012<br />
<br />
=== New ===<br />
* Added Shader Model 2 fallback shaders for the terrain. Doesn't look as pretty, but solves the black terrain issue on SM2 video cards.<br />
* Exposed terrain parameters on the Video Settings screen (Now called Graphics Settings).<br />
* Option to force using SM2 shaders even on SM3 compatible hardware.<br />
<br />
=== Bug Fixes ===<br />
* Sometimes vessels could still be seen as being under acceleration and not get saved. This is fixed now.<br />
* Tweaked the terrain system to use less memory.<br />
* Updated Kerbin's diffuse map, to remove the blue on the ice caps on map view and tracking station.<br />
* Launching the updater with the game in fullscreen mode will no longer cause the updater to crash.<br />
* The game will no longer launch the patcher if the latest update is available only as a full download. It will open the KSP Store instead.<br />
* Changed the default game settings so terrain scatter is off by default<br />
<br />
== v0.14.3 ==<br />
<br />
=== Bug Fixes ===<br />
* Fixed an issue with prevented unfocused ships from being saved.<br />
* Removed the KSC on the Mun (don't ask).<br />
* Tweaked the altitude of KSC to better match the terrain level.<br />
* Tweaked Kerbin landclasses to raise ocean and remove the blue from the ice caps.<br />
* Fixed the Sun flare not getting obscured by planets on the Tracking Station view.<br />
<br />
== v0.14.2 ==<br />
Released 27<sup>th</sup> March, 2012<br />
<br />
=== New ===<br />
* Created a proper icon for the game.<br />
* A completely overhauled terrain engine<br />
<br />
=== Bug Fixes ===<br />
* Fixed the patcher launching any executable after it's done patching. Now it launches KSP.exe always.<br />
* Fixed a potential security issue with the patcher authentication.<br />
* The patcher will no longer spam console windows while doing its thing.<br />
* Rotated the Mun back to its original orientation (a fix on the 14.1 left it facing the other way).<br />
* Improved the terrain correction system for landed vessels. It now compensates for terrain slope errors.<br />
* The Map and Tracking Station cameras now respond to the camera control input axes.<br />
* Fixed an issue with symmetrical parts not clearing references to decoupled counterparts.<br />
* Fixed an issue with the patcher not being able to login using passwords containing special characters.<br />
<br />
== v0.14.1 ==<br />
<br />
=== Bug Fixes ===<br />
* Found and fixed the real cause of the staging issues that have plagued every release from 13.2 onward.<br />
* The debug console is no longer spammed with NaN errors. This could cause extreme lag in densely populated game worlds.<br />
* Fixed an issue where unloaded vessels would not update their orbits, causing them to resume incorrectly if they switched SOIs.<br />
* Fixed the save folder paths on the Mac version (they were ending up inside the app package)<br />
* It is now possible to do a Quickload (F9) after a crash (with the flight end screen up).<br />
* The game will no longer overwrite the quicksave when resuming flights. Only when creating new ones.<br />
* Landed vessels no longer explode when approached by the player (as when landing near other landed ships)<br />
* Fixed an issue with landing detection when landed on other vessels.<br />
<br />
<br />
== v0.14.0 ==<br />
Released 3<sup>rd</sup> March, 2012<br />
<br />
=== New ===<br />
* Flights are regularly saved to file, to be resumed later. (yes, persistence)<br />
* Support for multiple simultaneous flights and switching from ship to ship.<br />
* The Tracking Station Facility at the Space Center, allows you to select and resume a flight in progress.<br />
* Holding the middle mouse button will allow you to rotate the flight camera about itself, instead of rotating its pivot. (double-clicking the MMB will recenter it)<br />
* Tweaked the orbit rendering on the Map View to reduce clutter when several icons are moused over at the same time.<br />
* Landed or Splashed vessels now display their coordinates (or location, if available) when moused over on the Map View.<br />
* More Crew Members so you can launch missions while others are underway.<br />
* An External Module Loader, which enables mod makers to program their own part modules.<br />
* Added small fuel tank and small engine parts<br />
* Added Landing Gear<br />
* Added a more efficient input lock for when vessels are in physics-hold mode, to prevent staging during that period.<br />
* Made the Landing Gear action a mappable key.<br />
<br />
=== Bug Fixes ===<br />
* The flight camera is no longer able to go upside down.<br />
* The ORBITAL camera mode will no longer change orientations when switching spheres of influence.<br />
* Fixed an issue with .craft file saving and loading, which makes it possible to save ship titles independently of the file name.<br />
* Un-warping a landed ship will no longer cause an unphysical jerk on it, which could possibly destroy it.<br />
* Landed/Splashed vessels no longer show an Apoapsis icon on the Map View.<br />
* The Map Camera now responds to the keyboard bindings for camera zoom.<br />
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)<br />
* Decouplers now obey the third law of physics (every action has an equal and opposite reaction).<br />
* RCS Fuel Tanks now drain symmetrically if placed using symmetry.<br />
* Fixed the flight scene time step being incorrectly initialized as 0.04ms (would cause wobbly physics).<br />
* Fixed a problem with the Plugins folder in the Mac version, which caused the game to halt when loading.<br />
* Fixed an issue that caused incorrect staging when loading ships in the flight scene.<br />
* Reloaded parts were not storing references to their symmetry counterparts properly. That caused all sorts of weird behaviour.<br />
* Fixed Fuel tanks apparently not resuming fuel levels properly (was an icon issue).<br />
* Fixed the VAB tutorial never being shown after the first time, even when activated in the settings.<br />
* Fixed the tutorial window disappearing behind the command pod selection window.<br />
* Changed the ground detection system to a far more stable hold-and-release method.<br />
* Fixed yet another staging issue.<br />
* Fixed a game flow issue in which it was possible to cancel the flight end screen, leading to an error and leaving the game stuck in the flight scene.<br />
* Fixed the End Flight screen lockup issue after KIA.<br />
* Fixed the Alt+Tab locking staging issue. (was a poorly thought out control I had set up, which was removed)<br />
<br />
== v0.13.3 (Demo) ==<br />
<br />
Released 3<sup>rd</sup> March, 2012<br />
<br />
=== New on 0.13.3 ===<br />
* A Stats Tracking System, so we can collect information of the game for statistical purposes.<br />
<br />
=== Bug Fixes ===<br />
* Fixed a bug with symmetry in the VAB. <br />
* Fixed an issue with the main camera that would create sporadic moments of lag in map view.<br />
* Fixed a bug that caused symmetrical parts to lose the reference to one of their counterparts, leading to incorrect symmetrical placements. <br />
* Reverted the Staging logic to the 13.1 system, as the changes made in 13.2 were buggy. <br />
Note: 0.13.3 is an additional free version with bug fixes.<br />
<br />
==v0.13.2==<br />
Released 26<sup>th</sup> January 2012<br />
<br />
=== Bug Fixes ===<br />
* Fixed a bug with symmetry in the VAB.<br />
* Fixed an issue with the main camera that would create sporadic moments of lag in map view.<br />
* Fixed a bug that caused symmetrical parts to lose the reference to one of their counterparts, leading to incorrect symmetrical placements. <br />
Note : As of the 26<sup>th</sup> of January 2012, v0.13.2 is the final free version.<br />
<br />
==v0.13.1==<br />
Released 11<sup>th</sup> January, 2012<br />
<br />
=== New on 0.13.1 ===<br />
* Recompiled on the latest version of the Unity engine, to add multithreaded rendering support and better memory management.<br />
* Changed the Fuel Line flow direction, so fuel will flow from the first-placed end of the line to the second end.<br />
* Holding Ctrl and clicking on a part on the ship at the VAB will now automatically flip the parts list to the selected part's page.<br />
* Added in-game credits.<br />
<br />
=== Bug Fixes ===<br />
* Fixed the custom part sounds loading system, which wasn't working on the last release.<br />
* The part loader will no longer freeze if it cannot find a part module to load. It will load the base Part module, and make it visible but unavailable on the VAB.<br />
* Removed parent-wise fuel crossfeed from Radial Decouplers. Fuel Lines made that obsolete.<br />
* Fixed an issue that prevented attachment nodes from affecting connected part rotations properly.<br />
* Fixed an issue with the part loader, which would crash if a binary mesh was found, but no .dae or .obj file was present.<br />
<br />
==v0.13==<br />
Released 16<sup>th</sup> December, 2011<br />
<br />
=== Optimizations ===<br />
* Removed a lot of needless halts on the part processing routine during loading.<br />
* Restructured the sound loading system so the main loading thread doesn't wait for it to finish before moving on.<br />
* Deferred adding of several part components so they're only added when they're needed.<br />
* Mesh tangents can now be loaded from file, instead of being recalculated every time.<br />
* The mesh loader now ignores materials from file, because they were going to be replaced anyway later.<br />
* Meshes are now saved to binary files (serialized) when loaded for the first time, and loaded from those files when they're available.<br />
* Changed the rendering method for the part icons on the staging sequence. This can prevent thousands of objects from being created when flying large ships.<br />
* Ship parts now have adjustable levels of physics, so small parts are not as deeply simulated as large ones. This reduces the amount of physics objects and joints to simulate.<br />
* Reduced the amount of code components attached to each part, making for less calls on each frame.<br />
* Tweaked the part heat exchange model, for a considerable fps boost with very large ships.<br />
<br />
=== New on 0.13 ===<br />
* The part loader will check if the saved optimized meshes are out-of-date, and update them when necessary.<br />
* A new Fuel Line part, that allows fuel to be drained off external (side-mounted) tanks.<br />
* It is now possible to warp time freely when the ship is landed.<br />
* Added a progress bar for the loading screen.<br />
* Pressing F2 will hide the UI completely (so you can take UI-free screenshots).<br />
* Added a new icon for the Fuel Line parts.<br />
* Changed the icon grouping rule on RCS Blocks and Strut Connectors to group to all parts of the same type on it's stage.<br />
<br />
=== Bug Fixes ===<br />
* Fixed the mission timer not getting started if the first stage was moved before launching.<br />
* Liquid Fuel now flows from the top attachment node, instead of from the parent part (unless there is no top node, in which case it flows from the parent part).<br />
* Parts now keep the references to the part attached in each attachment node. (makes top-node based fuel flow possible)<br />
* Fixed a bug which prevented the ship selection dialogs from receiving double-click events. Now it is possible to select a ship file by double clicking on it.<br />
* Improved rendering of hyperbolic (escape) orbits in the map view. The trajectory is now a constant size regardless of eccentricity, and isn't warped by the splines.<br />
* The Map camera will now remember it's last position, and return to it when the map is reopened.<br />
* Fixed a problem that made it possible to delete the command pod in the VAB by using Ctrl+Z.<br />
* Increased the heat conductivity and heat dissipation values for all parts, to compensate for the new heat exchange system.<br />
* Exposed a 'thrustVector' cfg parameter for Liquid Engines. This allows you to set the 'default' thrust direction for an engine, same as with SRBs<br />
<br />
==v0.12==<br />
Released 11<sup>th</sup> November, 2011<br />
<br />
=== New on 0.12 ===<br />
* Re-added the Mun<br />
* New Orbital Camera Mode. Like Free Mode, but aligned to the solar system plane, like the Map View Camera is.<br />
* New Auto Camera Mode. Chooses between the other modes based on the state of the flight.<br />
* Liquid Engines now support thrust vectoring (gimballing).<br />
* New LV-T45 Vectoring-Enabled Liquid Engine.<br />
* The VAB will now allow you to select a Command Module before starting a new ship.<br />
* Planets and Moons now rotate.<br />
<br />
=== Bug Fixes ===<br />
* Improved the way velocities are applied when resuming physics.<br />
* Fixed the Advanced SAS icon showing as a question mark on the VAB.<br />
* Fixed a bug where cloning parts by removing and undoing would cause them to receive duplicate IDs (and crash the game when loading the ship again).<br />
* Tidied up the flight statistics numbers formatting a bit, so they're easier to make sense of.<br />
* Time Warp will now smoothly increase/decrease towards the set time rate, for a much more fluid transition.<br />
* Made several improvements to the Map View orbit rendering.<br />
* Fixed the rails to physics transition, so that there is no significant change anymore in orbital parameters when going out of warp.<br />
* Made some significant improvements to the physical joints that hold the ship together. Ships will not wobble anymore when going back into 1x time after warping, and the joints themselves are more stable overall.<br />
* Made a small tweak to the part tooltips on the VAB, to prevent them from going off-screen on small resolutions. (was noticeable with the new command pod selection dialog)<br />
<br />
==v0.11.1==<br />
Released 13<sup>th</sup> October, 2011<br />
<br />
=== Bug Fixes ===<br />
*A pausing glitch that would happen every time the menu was selected.<br />
<br />
==v0.11==<br />
<br />
Released 12<sup>th</sup> October, 2011<br />
<br />
=== New on 0.11 ===<br />
* Overhauled Space Center terrain area in both flight and space center scenes.<br />
* Integrated Orbital Analysis/Propagation system.<br />
* In-Flight Time Compression.<br />
* Orbital "Map" View.<br />
* Orbit Display.<br />
* Improved Space Skybox Background.<br />
* Better Launchpad area textures.<br />
* RCS (Reaction Control System) Module Part.<br />
* Added an 'RCS Toggle' key (Default 'R'), to toggle the RCS on and off. <br />
* Changed the useless Overthrottle LED for an RCS LED, which indicates if the RCS is enabled.<br />
* Advanced SAS Module Part: Uses input-enabled parts (like winglets and RCS) to stabilize flight, but applies no forces of its own.<br />
* Splash-down effects, sounds and a basic buoyancy simulation.<br />
* New "Atmosphere" Gauge in the UI, indicates how deep the ship is in the planet's atmosphere.<br />
* The Orbit system can now track and propagate hyperbolic (escape) trajectories.<br />
* Parts can now cast shadows on themselves.<br />
<br />
=== Bug Fixes ===<br />
* Added a simple but hopefully effective stall simulation for winglets and control surfaces.<br />
* Made a few optimizations to runtime loaded textures. Now they're compressed to DXT5 and support mipmaps.<br />
* The MET display will now start counting on liftoff instead of on flight start.<br />
* Tuned the terrain system a bit, to improve visual quality at high altitudes.<br />
* Greatly improved the input lock system. Now, components that lock game controls won't override locks placed by other components.<br />
* Improved the flight camera code. On Chase mode the camera will not spin around at the poles anymore, and both modes are more stable overall.<br />
* Optimized the terrain system rendering, and got a nice boost in performance during flight.<br />
<br />
==v0.10.1==<br />
Released 13<sup>th</sup> September 2011<br />
<br />
=== Bug Fixes. ===<br />
* Eliminated the sharp atmospheric cutoff at 34,500m. Now there is atmosphere up to around 68,000m.<br />
* Improved the drag calculations.<br />
* Created a new ControlSurface module to replace the problematic Stabilizer module. The Stabilizer is now deprecated.<br />
* Changed the folder structure on the Mac version, so it is the same as the PC version.<br />
* Removed the sensitivity/deadzone reset when reassigning joystick axes in the input settings.<br />
<br />
==v0.10==<br />
Released 6<sup>th</sup> September, 2011<br />
<br />
=== New on 0.10 ===<br />
* Completely overhauled procedural terrain system. Much more reliable and stable.<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/9056986834/on-quadtrees-and-why-they-are-awesome On Quadtreees and why they are awesome]</ref><br />
* The whole planet can now detect collisions, so ejected parts can now land safely.<br />
* The terrain mesh is far more stable, shorelines and mountains no longer wobble.<br />
* The new terrain system is completely translation and rotation-safe. It can be moved dynamically without breaking visually.<br />
* An Orbital analysis and propagation system, allowing for a complete planetary simulation, among many other possibilities, is ready for implementation.<br />
* Terrain quads are now queued for subdivision, to improve performance<br />
* The terrain system now allows for a secondary target object, so both the ship and the camera can subdivide the terrain.<br />
* Mini settings screen for in-game tweaks.<br />
* New (much better) shader for water.<br />
* The R8 Winglet now responds to input, and can be used as an elevator, canard, aileron, rudder, or any combination.<br />
* It is now possible to crank anti-aliasing up to 8x.<br />
* Joystick Support.<br />
* A working Mac OSX version!<br />
<br />
=== Bug Fixes ===<br />
*Hi-subdivision tiles now have mesh colliders, which means the far side of the planet is no longer an insta-death trap.<br />
*Fixed the textures stretching near the terminator<br />
*The camera will no longer go through the ground.<br />
*The terrain collision mesh now perfectly matches the visual terrain.<br />
*Fixed a problem with the atmosphere, where it would fade in and out at specific points in orbit.<br />
*Fixed a few problems with some game settings not being correctly applied on game start.<br />
*Fixed a problem with the volume settings where explosions would sometimes sound out even with volume at 0%<br />
*Added a basic compatibility/integrity check on loading ships. If it fails, the ship won't load but the game won't crash.<br />
<br />
==v0.9==<br />
Released 12<sup>th</sup> August, 2011<br />
<br />
=== New on 0.9 ===<br />
* Stages are now persistent when manually edited.<br />
* Stages are now stored in relative values. This means they're now smarter<br />
* Parts can now specify their preferred relative stage though the cfg<br />
* Editing the staging sequence now creates Undo states.<br />
* The Debug Console can now be opened in the loading screen to debug load problems<br />
* Stages can now be manually created and, when empty, deleted<br />
* Stages are now represented as groups with parts inside them, instead of just separated by indicators<br />
* The staging stack now scrolls manually using the mousewheel (when mouseing over it)<br />
* Icons in the staging stack can now be multiple selected and moved as a group<br />
* Whole stages can now be dragged and repositioned<br />
* Stages can now be reset manually through a reset button<br />
* Empty stages delete themselves in flight<br />
* Active parts in previous stages move up to the current stage.<br />
* Parts on the VAB list will now display their stats when hovered over.<br />
* The tooltip for parts in the VAB will no longer go lower than the screen<br />
* Holding shift while selecting a part in the VAB will now select the pod so the whole ship can be moved<br />
* Parts now have an ActivatesEvenIfDisconnected parameter on the cfg to allow them to be activated after jettisoning<br />
* The VS Gauge now uses a log scale, to allow greater precision with small values<br />
* The Strut Connector. A compound part to create physical linkages between any 2 parts<br />
* Parachutes now have a 'useAGL' parameter. If that's enabled, it will deploy when it reaches deploy altitude from ground level <br />
* Symmetrically placed Icons are grouped into a single icon<br />
* Input Mapping screen<br />
* Video settings screen<br />
* Audio settings screen<br />
<br />
=== Bug Fixes ===<br />
* Fixed a bug that caused parts to activate out of sequence sometimes.<br />
* The scroll wheel is no longer read if the application is unfocused.<br />
* Staging lock is now preserved if the application is unfocused and refocused.<br />
* Fixed the MET clock, which would loop back to 00:00:00 when a mission went on for longer than 24 hours (Wow, I'm amazed someone found it )<br />
* Changed the debug console key to Alt + the key left of 1. It would interfere with the throttle controls in flight.<br />
* Fixed parachutes not deploying if not set to the last stage. (they can still deploy when jettisoned)<br />
* Fixed a silent error when parts set an explosion potential higher than 1.0<br />
* Eliminated the jitter on the VS gauge<br />
* Changed the physical attachments between parts again, so the stack is less wobbly overall<br />
* Fixed the bug that caused the crewmember name tags to drift out of the screen<br />
<br />
== v0.8.5 ==<br />
Released 18<sup>th</sup> July, 2011<br />
<br />
=== New on 0.8.5 ===<br />
* Added copying of parts (and sets of parts) by holding Alt while clicking on them.<br />
* Replaced tricoupler textures and UV mapping (UV map by Dippeggs)<br />
* Parachutes can now deploy automatically if jettisoned along with other parts (allowing for parts to be safely landed)<br />
* Stage decouplers can now share fuel across stages.<br />
* Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for scrolling)<br />
* Added Keys to control the camera in flight (+/- for zooming)<br />
* Added some sound effects for the parachute opening<br />
* Added cfg-definable parameter for parachute autodeployment delay<br />
* Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)<br />
* Right-clicking the Symmetry Button will now step the symmetry mode back.<br />
* It is no longer possible to select a part of the ship while the mouse is over any interface items.<br />
* Added toggle key to switch between precision or instant input modes (Caps Lock)<br />
* Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision)<br />
* Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules<br />
<br />
=== Bug Fixes ===<br />
* Fixed the staging lock LED not turning purple after launch<br />
* Icons no longer show a transparent border floating around then mousing over disconnected parts.<br />
* Fixed a bug where deleting a symmetrical part would sometimes leave it's counterparts floating around.<br />
* Fixed a bug where creating a new stage with a decoupler and then removing it would generate errors.<br />
* Fixed most sound volume decay over distance problems.<br />
* Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug)<br />
* The Flight camera will now remain always centered on the ship's center of mass.<br />
* The Screenshot function will now create a Screenshots directory if one isn't found.<br />
* The altimeter will now go past 999,999K correctly (it will move up to 1000M, then 1000G, 1000T and so on)<br />
* Fixed a bug that could cause large ships to explode at 5,000m altitude.<br />
<br />
== v0.8.4 ==<br />
Released July 14<sup>th</sup>, 2011<br />
<br />
=== Bug Fixes ===<br />
* Fixed a small but incredibly disruptive bug which prevented engines from being connected to fuel tanks<br />
<br />
== v0.8.3 ==<br />
Released 14 <sup>th</sup> July, 2011<br />
<br />
=== New on 0.8.3 ===<br />
* Added key to lock staging, to prevent accidental jettisoning (remember to set it off later). Set to Alt+L<br />
* Added a tooltip for the Symmetry Button<br />
<br />
=== Bug Fixes ===<br />
* Fixed A TON of bugs with the symmetry and ship construction in general. Game is stable again.<br />
* Fixed a bug where parts would lose staging info and revert to default when returning from flight to the VAB. (the staging reset bug)<br />
* Fixed a glitch introduced in 0.8.3 RC1 that allowed parts to be attached to frozen parts.<br />
<br />
== v0.8.2 ==<br />
Released 13 <sup>th</sup> July, 2011<br />
<br />
This version is a hotfix for a couple of ugly bugs found with the 0.8.1 release.<br />
<br />
Note: The 0.8.1 release introduced a few changes to the .craft file format, so it is possible that ships<br />
created with versions prior to 0.8.1 might not be compatible with the new version. <br />
<br />
=== Bug Fixes ===<br />
* Fixed a serious bug where swapping about symmetrical parts would crash the game<br />
* Pod cannot be dropped if an Escape Tower (PunchOut addon) is attached<br />
<br />
== v0.8.1 ==<br />
Released 13<sup>th</sup> July, 2011<br />
<br />
=== New on 0.8.1 ===<br />
* Added options to use Angle Snapping when placing surface-aligned parts.<br />
* Symmetrical placement mode in the VAB.<br />
* It's now possible to set aside a part of group of parts. This enables adding parts in between others without deleting half the ship.<br />
* Sound Normalizer, keeps the volume balanced even with 50+ boosters firing<br />
* Added framerate cap to keep GPUs from screaming on light scenes. (configurable through the settings.cfg file)<br />
* Deleting a part now requires clicking the parts list. This prevents accidental deletion. (Or you can also press 'Delete)<br />
* Fuel can now flow through Strut parts like the tricoupler <br />
<br />
=== Bug Fixes ===<br />
* Fixed bug where starting a new ship with a loaded multi-stage ship would create empty stages<br />
* Smoke trail effects now fade away when nearing the edge of the atmosphere<br />
* Fixed SkySphere culling issues at large distances<br />
* Added cfg parameter to enforce a symmetry mode when stacking (like 3 under the tricoupler)<br />
* Updated editor tutorial to reflect the changes in this update<br />
<br />
== v0.8 ==<br />
Released July 7<sup>th</sup>, 2011<br />
<br />
=== New on 0.8 ===<br />
* Saving and Loading buttons in the interface, as well as a ship loading dialog for picking new ships.<br />
* Ship name field in the editor, allows saving ships with any filename.<br />
* Screenshot button to capture the screen to file.<br />
* functioning MET indicator in the flight UI<br />
* Pages in the VAB part list, whenever the parts exceed the size of the list.<br />
* New skins for the UI windows that pop up. (like the flight results dialog)<br />
* A new splash screen before the main menu enters.<br />
* SAS toggle with 'T' key<br />
* Option to Simulate in Background in the settings.cfg file<br />
* Undo/Redo actions in the VAB, by Ctrl+Z and Ctrl+Y<br />
* Fuel tanks are now stackable to increase fuel amount (and weight )<br />
* On-screen text popup to let you know the current camera mode<br />
* Cfg interpreter can now parse 2D, 3D, and 4D Vectors, as well as rotations (in angle-axis format)<br />
* Cfg-defined thrust positions and orientations, make retro-rockets and any other craziness open for addon parts.<br />
* Parts may now create new stages for themselves through the cfg (used to be decouplers only)<br />
* New texture for the Solid Rocket Booster<br />
* The game now checks for updates against the KSP site, and let's you know if there is a new version available<br />
* Loading screen moved to before the main menu appears.<br />
<br />
=== Bug fixes ===<br />
* Liquid Engine particle effects responding to engine cutoff<br />
* Icon indicators for all parts that need to show information<br />
* Custom icons for all part types<br />
* VAB placement bug with tricouplers and fuel tanks (and decouplers)<br />
* Reposition the [[Navball]] and main camera focus, so the ship isn't obscured by the interface - this one is kinda moot now, since the new camera centers the ship better, and the navball doesn't hide the ship anymore.<br />
* Pause also affecting particle effects<br />
* Pausing the game no longer produces a G-force peak<br />
* SRB mesh normals correction<br />
* Complete rewrite of the flight camera code. No more jitters and a number of new options in the settings.cfg<br />
* Relaunch button on pause menu. No need to end flight to relaunch.<br />
* Version text on main menu resetting after returning to it from game.<br />
* Inverted the middle mouse button zoom. Now mouseing forward brings the camera closer.<br />
* The text on the stage indicators no longer appears over other interface elements<br />
* Fixed excessive wobbliness with side-attached parts<br />
* Radial decouplers now have their own module (they used to share modules with the stack decoupler) <br />
* Increased the inclination range for the VAB camera from 45° to 80°<br />
* Updated tutorial to reflect the changes made in this update (like the new cameras in flight).<br />
* Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away from the ship and not kill the crew everytime.<br />
<br />
== v0.7.3 ==<br />
Released June 24<sup>th</sup>, 2011<br />
<br />
* Initial Release<ref>[http://kerbalspace.tumblr.com/post/6872084213/first-release-is-up First Release is Up!]</ref><br />
<br />
=== Notable Features ===<br />
* Downloaded over 5000 times<ref>[http://kerbalspace.tumblr.com/post/7348393677/milestone-5000-downloads-and-counting Milestone: 5000 downloads and counting!]</ref><br />
* No SAS, although SAS module is implemented and generates torque<br />
* The only engine, the [[LV-T30]] can only be fed by one [[FL-T500]] attached on its top<br />
* The [[AV-R8 Winglet]] is just a fin and can't be used to control the vehicle<br />
* It is nearly impossible to achieve orbit<br />
* [[Kerbin]] is the only celestial object, does not rotate, and is a mirror reflection of the [http://libnoise.sourceforge.net/examples/complexplanet/index.html example planet from libnoise]<br />
* [[The sun]] is a directional light source at infinite distance<br />
* The render distance is only 1500&nbsp;km, and Kerbin will "sink" into the sky background, vanishing entirely as that altitude is achieved<br />
* The original Intercontinental Kraken had not been fixed (Moving far from the KSC will result in shaking and even Rapid Unplanned Disassembly due to floating-point precision loss.)<br />
<br />
== v0.4 ==<br />
Not released<ref>[http://kerbalspace.tumblr.com/post/17827181033/the-story-of-ksp-ksp-0-4 The Story of KSP - KSP 0.4]</ref><br />
<br />
* The disk terrain generator seen in early releases is implemented from the Libnoise library, giving Kerbin its current global topology (excepting a few later modifications.)<br />
<br />
== v0.3 ==<br />
Not released<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/17096770707/the-story-of-ksp-ksp-0-3 The Story of KSP - KSP 0.3]</ref><br />
<br />
* The (pre-[[0.90.0]]) parts tabs were implemented in the [[Editor]]<br />
* Some terrain was placed in the immediate vicinity of the pad, but Kerbin was still 20&nbsp;km and smooth beyond it<br />
* The Mun was removed<br />
* The game featured an interface including an average propellant gauge, RCS propellant gauge, vertical speed and altimeter, kerbal portraits, g-meter and throttle indicator, most of which did not function<br />
* An electronic sign, possibly for mouse-over information, appeared; it showed quotes and countdowns in this version<br />
<br />
== v0.2 ==<br />
Not released<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/16291223741/the-story-of-ksp-ksp-0-2 The Story of KSP - KSP 0.2]</ref><br />
<br />
* Kerbin was a textured 20&nbsp;km (radius assumed) sphere with no terrain, presumably with 1/900 of its current mass and an orbital speed of less than 442.9&nbsp;m/s<br />
* There was a fixed Mun: another textured smooth sphere with little resemblance to the canonical [[Mun]]<br />
* Staging is added<br />
* Instead of the current vessel-origin rendering system (necessary to solve floating point jitters), the game used the center of Kerbin as the origin<br />
* The game is now in an early 3D like format<br />
<br />
== v0.1 ==<br />
Not released<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/16228007762/the-story-of-ksp-ksp-0-1 The Story of KSP- KSP 0.1]</ref><br />
<br />
* The [[Editor]] ran in the flight scene, the Vehicle Assembly Building not being implemented yet<br />
* The [[RT-10]] solid rocket motor was implemented and looks only slightly different from today{{Check version||0.90}}<br />
* The [[Command Pod Mk1]], [[TR-18A Stack Decoupler]], [[LV-T30 Liquid Fuel Engine]], [[FL-T500 Fuel Tank]], and [[TT-38K Radial Decoupler]] are implemented, but barely recognizable<br />
* Kerbin was a flat, floating tile with generated terrain, and instead of achieving orbit, you could launch past its edge and fall forever into the "void"<br />
* While the graphics were 3D, the game was 2D, and one could fly and build vehicles only in the altitude-longitude plane, unable to turn north or south, and able to attach parts to only two sides<br />
<br />
== v0.0 ==<br />
Not released<ref name="One Year of KSP">HarvesteR, [http://kerbalspace.tumblr.com/post/16016599050/one-year-of-ksp One Year of KSP]</ref><br />
<br />
* "Kerbal" comes from the name Felipe "HarvesteR" Falanghe gave small figurines he installed in modified fireworks as a teenager<ref>Known Griefers [http://www.knowngriefers.com/2013/08/kerbal-space-program-devs-interviewed.html Kerbal Space Program Devs Interviewed!] 2012 August 27</ref><br />
* HarvesteR was hired by Monkey Squad in 2010 April; the company did not develop software at the time<ref name="polygon">Charlie L. Hall [http://www.polygon.com/features/2014/1/27/5338438/kerbal-space-program To The Mun and Back: Kerbal Space Program], Polygon 2014 January 27 interview with developers</ref><br />
* Development of Kerbal Space Program was authorized by Squad co-founder Adrian Goya in 2010 October, but deferred until HarvesteR could be released from marketing set projects in progress<ref name="polygon" /><br />
* Kerbal Space Program first compiled on 2011 January 17<ref name="One Year of KSP"/><br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]<br />
[[Category:Versions| ]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Mk1_Lander_Can&diff=101282Mk1 Lander Can2021-06-28T09:50:12Z<p>14bauhr: /* Trivia */</p>
<hr />
<div>{{:Mk1 Lander Can/Box}}<br />
<br />
The '''Mk1 Lander Can''' is a [[Command Module]] housing a maximum of one [[Kerbal]] crew member during its mission. The cockpit in the command module is designed for landing and has a "down" looking window to facilitate such activities while piloting from inside the lander can.<br />
<br />
== Usage ==<br />
[[File:Mk1can panorama.jpg|thumb|left|Inside panorama view on [[Kerbin]]]]<br />
<br />
The Mk1 Lander Can, as the name suggests, is an excellent choice to utilize as a base part for both a moon or planetary lander. This command module had two large windows, one facing out from the pilot seat and one angled down to allow the pilot to view the ground approaching while landing. On the exterior of the lander can, the flat octagonal surfaces allow for secure attachment of radial engines, landing gear, science equipment, or any other necessary equipment. Both the top and bottom surfaces of the lander can are adequate to install engines, fuel tanks, RCS bladders, or even a docking port.<br />
<br />
The main downside to the Mk1 Lander Can is that it is a very fragile module which cannot withstand impact forces more significant than 8 m/s. Attempting to land after any landing gear damage has occurred is very risky and requires a prolonged and controlled descent. Though a fragile module, a critical trade-off is that it is incredibly light and becomes a critical part to use in situations where a good deal of delta-V is required. <br />
<br />
The [[Mk2 Lander-can]] is an upgrade over the Mk1 which is over double the mass and can house two Kerbal crewmembers. Though at times unwieldy and top-heavy, a double-stacked Mk1 Lander Can can still maintain a smaller mass and cost compared to the Mk2. With this option, two crew members total (one in each lander can) are deployable in a lighter and cheaper setup without having to utilize the larger Mk2 Lander Can.<br />
<br />
== Pros and Cons ==<br />
<br />
'''Pros''':<br />
* Extremely lightweight<br />
* Excellent command module choice for smaller landing vehicles<br />
* Cheap cost, easy for early explorers without a lot of money<br />
* Multiple surfaces for connecting landing gear, engines, fuel tanks, communication gear, and science equipment<br />
* Window configuration allows 1st person pilot view of the ground from inside while landing<br />
<br />
'''Cons''':<br />
* Fragile, cannot withstand impacts greater than 8 m/s<br />
* Can only hold a single Kerbal crew member<br />
* Small size makes it easy to over-burden with equipment<br />
<br />
== Product description ==<br />
{{Quote|This capsule was designed for lightweight non-atmospheric landers, and seats a single occupant. Features a novel full-body crumple-zone technology.|manufacturer=JKJSP}}<br />
<br />
== Trivia ==<br />
* There's a photo of [[Kerbin]] hanging above the pilot.<br />
* The description of [[:Category:Sean's Cannery|Sean's Cannery]] implies that the Mk1 Lander Can is in fact their product, and they do indeed manufacture the Mk2 Lander Can, but the listed manufacturer is [[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co|Jebediah Kerman's Junkyard and Spacecraft Parts Co]].<br />
* There are two sticky notes in the cabin:<br />
{{Quote|Reminder:<br><u>Close the hatch!</u><br>And don't forget the snacks|Over the control panel above you}}<br />
{{Quote|Software glitch<br>Update before flight<br>DONT FORGET|On the left side under some switches}}<br />
<br />
* A pre-flight checklist is hanging on the right side of the cabin.<br />
{{Quote<br />
|PRE-FLIGHT CHECKLIST<br><br />
☐ Get permission to use ship<br><br />
☐ Turn off oxygen<br><br />
☐ Check for missing parts<br><br />
☐ Tighten loose screws<br><br />
☐ Sit in chair<br><br />
☐ Turn on ship systems<br><br />
☐ Check fuel reserves<br><br />
☐ Check snack levels<br><br />
☐ Run system diagnostics<br><br />
☐ Check radio contact<br><br />
☐ Engage SAS<br><br />
☐ Remember EVA Helmet<br><br />
☐ Close Airlock Hatch<br><br />
|Pre-flight checklist}}<br />
* There is a sign saying "RISK OF ELECTRIC SHOCK. WARRANTY VOID IF OPENED" on what seems like a fuse box.<br />
<br />
== Changes ==<br />
;[[1.8]]<br />
* Increased crashTolerance from 8 to 12<br />
;[[1.2]]<br />
* IVA improved<br />
;[[0.20]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Breaking_Ground_parts&diff=101281Breaking Ground parts2021-06-28T09:28:38Z<p>14bauhr: </p>
<hr />
<div>{{Expansion|bg|small=no}}<br />
{{stub}}<br />
<br />
<div align="center"><big>'''If you're not looking for Breaking Ground parts, you can try the [[Parts|stock parts page]].'''</big></div><br />
<br />
<br />
[[File:part icon.png|left|link=]]<br />
'''Breaking Ground Parts''' are the basic science and robotics items for exploration in ''[[Kerbal Space Program]]''. As a whole, they compose the building materials the player can choose from in the [[Vehicle Assembly Building]]. Breaking Ground Parts are added into five major categories: [[Breaking Ground parts#Aerodynamic|Aerodynamic]], [[Breaking Ground parts#Cargo|Cargo]], [[Breaking Ground parts#Robotics|Robotics]], [[Breaking Ground parts#Science|Science]], and [[Breaking Ground parts#Structural|Structural]]. The expansion has 48 parts to choose from (as of {{version|1.7.3}}).<br />
<br />
== Tables of Parts ==<br />
In the tables are the main properties of the parts. In most cases the tables follows the categorization structure of the game. In case of deviation, the position in part board of the game is noted. Some parts have been made [[massless part|physicsless]] to improve performance in the game from {{Version|0.23}} onwards. These parts behave as if they have no mass and cause no [[drag]], unless they become the root part of a vessel.<br />
<br />
Many parts have some [[resource]] storing capacity, which makes the mass and the cost different in full and empty state. In this case the full is shown as normal, and the empty values are in round brackets under the full values. Some properties, like the entry cost, are not included, but can be found in the part-box on right side of the part's page.<br />
<br />
=== Structural ===<br />
----<br />
==== Grip pads ====<br />
{{Stats Table BG Grip Pads}}<br />
<br />
=== Robotics ===<br />
----<br />
==== Cylinders ====<br />
{{Stats Table BG Cylinders}}<br />
<br />
==== Rotors ====<br />
{{Stats Table BG Rotors}}<br />
<br />
==== Hinges ====<br />
{{Stats Table BG Hinges}}<br />
<br />
==== Controllers ====<br />
{{Stats Table BG Controllers}}<br />
<br />
==== Servos ====<br />
{{Stats Table BG Servos}}<br />
<br />
==== Engines ====<br />
{{Stats Table BG Engines}}<br />
<br />
=== Aerodynamic ===<br />
----<br />
==== [[Nose cone]]s ====<br />
{{Stats Table BG Nose Cones}}<br />
<br />
==== Propellers ====<br />
{{Stats Table BG Propellers}}<br />
<br />
=== [[Science]] ===<br />
----<br />
{{Stats Table BG Arms}}<br />
<br />
=== Cargo ===<br />
----<br />
==== [[Antenna|Communications]] ====<br />
{{Stats Table BG Communications}}<br />
<br />
==== [[Sensor]]s ====<br />
{{Stats Table BG Sensors}}<br />
<br />
==== Control Stations ====<br />
{{Stats Table BG Control Stations}}<br />
<br />
==== Generators ====<br />
{{Stats Table BG Generators}}<br />
<br />
==== Storages ====<br />
{{Stats Table BG Storages}}<br />
<br />
{{Breaking Ground parts}}<br />
<br />
[[Category:Parts]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Template:Stats_Table_Fireworks&diff=101280Template:Stats Table Fireworks2021-06-28T09:26:00Z<p>14bauhr: Created page with "<noinclude>{{Work in progress}}</noinclude> {| class="wikitable sortable" {{Stats Table Header|r|m||t|m|t}} |- | {{SortCell|1}}center | S..."</p>
<hr />
<div><noinclude>{{Work in progress}}</noinclude><br />
{| class="wikitable sortable"<br />
{{Stats Table Header|r|m||t|m|t}}<br />
|-<br />
| {{SortCell|1}}[[File: Starshot32.png|60x60px|center]]<br />
| [[Starshot-32]]<br />
{{Radial Size/Cell|r}}<br />
| 100<br />
| {{Formatnum/SortCell|TBA|TBA}}<br />
| {{Formatnum/SortCell|TBA}}<br />
| TBA<br />
| 50<br />
|-<br />
| {{SortCell|2}}[[File:Starshot8.png|60x60px|center]]<br />
| [[Starshot-8]]<br />
{{Radial Size/Cell|r}}<br />
| 350<br />
| {{Formatnum/SortCell|TBA|3}}<br />
| {{Formatnum/SortCell|TBA}}<br />
| TBA<br />
| 50<br />
|}<br />
<noinclude>[[Category:Template:Stats Tables]]<br />
<--! Data that I dont know the wikitext location of is copied temporarily from ladders template, as that was the base for this. Mass and max temp are 0 because of a formatnum error --> </noinclude></div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Jetpack_deorbit&diff=101226Tutorial:Jetpack deorbit2021-06-25T18:10:14Z<p>14bauhr: </p>
<hr />
<div>{{move|Tutorials/Jetpack deorbit}}<br />
So you're stranded in [[Orbit|low Kerbal orbit]] (LKO) and [[Kerbal|Kerbalkind]] is too lazy to send you a proper rescue rocket? Instead they send a probe which whizzes by you and tells you you have to get down on your own. WTF? You're gonna burn up in the [[Atmosphere|atmosphere]]! And if you don't, you're gonna die on impact! But what if I told you some BadS didn't burn up and survived impact? It's gonna hurt, but would you rather stay in orbit? Your choice. Here's how it works.<br />
<br />
Go on [[EVA]], activate your jetpack with R and go to a really low [[Kerbal]] orbit. 70.5ish km. Circular. [[Terminology#Prograde|Prograde]]. If it's [[Terminology#Retrograde|retrograde]] (or heavily [[Terminology#Inclination|inclined]]), forget it. Burn 3.1 units EVA fuel retrograde. That will make you turn oddly, so stop thrusting during that turn. Now wait and pray. There you go, you deorbited without burning up.<br />
<br />
But now the ground/water is coming closer. Throw your chute to increase your area and drag to slow down. No chute? Don't go feet first. Turn your body to maximize your cross section. Use left mouse button (LMB) and drag to do assume a horizontal attitude. There, you can feel high g-forces as you slow down. But the ground is still coming closer at frightening speed. Fortunately, the atmosphere gets thicker as you descend and if your impact point is low enough, you'll wake up from a short coma alive.<br />
<br />
If you start your deorbit burn shortly after flying over the peninsula before the [[Kerbal Space Center|KSC]], you'll come down close to the KSC. If you come down too early, you can assume Superman attitude (fly head first) to fly a little farther.</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Monolith&diff=101221Monolith2021-06-25T16:04:06Z<p>14bauhr: /* List of Monoliths */</p>
<hr />
<div>{{Spoiler|article}}<br />
A '''Monolith''' is an [[easter egg]] that can be found in several places throughout the [[Kerbol System]]. They are most likely a reference to the [[w:Monolith (Space Odyssey)|Monoliths]] from Arthur C. Clarke's Space Odyssey series of novels and film. Many monoliths are buried beneath the terrain, but that depends on your terrain render settings.<br />
<br />
In older versions, they had no known function nor collision mesh meaning any Kerbal or vessel could pass through them harm free. In the new versions, however, they do have a collision mesh, so vessels can crash into them and [[EVA|EVA Kerbals]] can even climb them.<br />
<br />
In 1.2, a new type of monolith was added, the '''[[Green Monolith]]'''. They are spawned randomly on each game, so [[KerbNet]] is needed to locate them. However, it is highly beneficial to do so.<br />
<br />
<br />
<br />
== List of Monoliths ==<br />
* '''[[Kerbin]]''': one visible from [[KSC]] ({{Kerbalmaps|0.1023|-74.5684|text=C|o=anomalies|m=X}}), one by the tracking station at the [[Inland Kerbal Space Center]] ({{Kerbalmaps|20.6709|-146.4968|text=C|o=anomalies|m=X}}), one at {{Kerbalmaps|35.5705|-74.9773|text=C|o=anomalies|m=X}}, one at {{Kerbalmaps|-0.6403|-80.7669|text=C|o=anomalies|m=X}}, and one at {{Kerbalmaps|-28.8084|-13.4401|text=C|o=anomalies|m=X}}. As of version 1.1.3, there is now a Monolith near the coastal Kerbal Space Centre.<br />
* '''[[Mun]]''': {{Kerbalmaps|-9.8314|25.9177|Mun|text=C|o=anomalies|m=X}}, one at {{Kerbalmaps|57.6602|9.1423|Mun|text=C|o=anomalies|m=X}} and {{Kerbalmaps|-82.2062|102.9287|Mun|text=C|o=anomalies|m=X}}<br />
* '''[[Minmus]]''': {{Kerbalmaps|23.777|60.046|Minmus|text=C|o=anomalies|m=X}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:monolith.jpg|Monolith on the surface of Mun. <!-- which coords? --><br />
File:KSCmonolith.90.0.705.png|The monolith near the KSC as of 0.90.0.705 ({{Kerbalmaps|0.1023|-74.5684|text=C|o=anomalies|m=X}})<br />
File:GreenIkeMonolith.png|[[Green Monolith]] on the surface of Ike with a Kerbal in front of it.<br />
</gallery></div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Crater_Launch_Site&diff=101220Crater Launch Site2021-06-25T15:56:47Z<p>14bauhr: </p>
<hr />
<div>{{stub}}<br />
The coordinates of the crater Launch Site are 8.37 1 -179.68 1</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=1.11.1/Box&diff=1012191.11.1/Box2021-06-25T15:46:18Z<p>14bauhr: </p>
<hr />
<div>{{Infobox/Version<br />
|released=2021-01-28<br />
|file=SomeAssemblyRequiredBannerFull.png<br />
|steam=3062979518044484102<br />
|previous=1.10<br />
|next=1.11.2<br />
}}<noinclude>{{Data template used}}</noinclude></div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=HG-5_High_Gain_Antenna&diff=100419HG-5 High Gain Antenna2021-02-23T18:00:58Z<p>14bauhr: </p>
<hr />
<div>{{:HG-5 High Gain Antenna/Box}}<br />
<br />
{{stub}}<br />
<br />
The '''HG-5 High Gain Antenna''' is a deployable [[antenna]] for the [[science]] transfer system. It was added in [[1.2]] as part of the [[Relay Network]].<br />
It can act as short range relay.<br />
Unlike the [[Communotron 16]] and the [[Communotron 16-S]], this antenna does add mass and drag to your spacecraft.<br />
<br />
== Product description ==<br />
{{Quote<br />
|A short range dual purpose communications antenna that can handle either direct communications or short range relays<br />
|Ionic Symphonic Protonic Electronics}}<br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Initial Release <br />
<br />
{{Parts}}<br />
[[Category:Antennae]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Parts&diff=100418Parts2021-02-23T17:59:54Z<p>14bauhr: </p>
<hr />
<div><div align="center"><big>'''If you're looking for Breaking Ground parts, you can try its [[Breaking Ground parts|respective page]].'''</big></div><br />
<div align="center"><big>'''If you're looking for Making History parts, you can try its [[Making History parts|respective page]].'''</big></div><br />
{{outdated}}<br />
<br />
[[File:Vostok-ground.jpg|right|thumb|A three-stage rocket featuring various default parts (in 0.18.4)]]<br />
[[File:part icon.png|left|link=]]<br />
'''Parts''' are the basic assembly items for rocket and space plane construction in ''[[Kerbal Space Program]]''. As a whole, they compose the building materials the player can choose from in the [[Vehicle Assembly Building]] and [[Space Plane Hangar]]. Parts are split up into fourteen major categories: [[Parts#Pods|Pods]], [[Parts#Fuel Tanks|Fuel Tanks]], [[Parts#Engines|Engines]], [[Parts#Control|Command and Control]], [[Parts#Structural|Structural]], [[Parts#Coupling|Coupling]], [[Parts#Payload|Payload]], [[Parts#Aerodynamics|Aerodynamics]], [[Parts#Ground|Ground]], [[Parts#Thermal|Thermal]], [[Parts#Electrical|Electrical]], [[Parts#Communication|Communication]], [[Parts#Science|Science]], and [[Parts#Utility|Utility]]. The full game has 302 parts to choose from (as of {{version|1.7}}); the latest demo version ([[1.0]]) has [[Demo parts|26 parts]].<br />
<br />
The parts in the game generally resemble those of the American Space Program (NASA) during the 1950s-1970s or the ESA in the near past, for instance, the Mk1-3 Command Pod resembles the Apollo Command Module, the Mk1 Command Pod resembles the Mercury Capsule, and many LV-series engines resemble American-built rocket parts. Kerbodyne rocket parts are virtually indistinguishable from real NASA rocket parts.<br />
<br />
== Tables of Parts ==<br />
In the tables are the main properties of the parts. In most cases the tables follows the categorization structure of the game. In case of deviation, the position in part board of the game is noted. Some parts have been made [[massless part|physicsless]] to improve performance in the game from {{Version|0.23}} onwards. These parts behave as if they have no mass and cause no [[drag]], unless they become the root part of a vessel.<br />
<br />
Many parts have some [[resource]] storing capacity, which makes the mass and the cost different in full and empty state. In this case the full is shown as normal, and the empty values are in round brackets under the full values. Some properties, like the entry cost, are not included, but can be found in the part-box on right side of the part's page.<br />
<br />
=== [[Command module|Pods]] ===<br />
----<br />
{{Stats Table Command Pods}}<br />
With 0.90, unmanned command modules vary in SAS capabilities (See [[command module]] for details.)<br />
<br />
=== <span id="Fuel Tanks"> [[Fuel tank|Fuel Tanks]] </span> ===<br />
----<br />
{{:Parts/Fuel Tanks}}<br />
<br />
=== <span id="Engines"> [[Engine]]s </span> ===<br />
----<br />
{{:Parts/Engines}}<br />
<br />
=== <span id="Control"> Command and Control </span> ===<br />
----<br />
{{:Parts/Command & Control}}<br />
<br />
=== Structural ===<br />
----<br />
{{:Parts/Structural}}<br />
<br />
=== Coupling ===<br />
----<br />
{{:Parts/Coupling}}<br />
<br />
=== Payload ===<br />
----<br />
{{:Parts/Payload}}<br />
<br />
=== <span id="Aerodynamic"> Aerodynamics ===<br />
----<br />
{{:Parts/Aerodynamic}}<br />
<br />
=== Ground ===<br />
----<br />
{{:Parts/Ground}}<br />
<br />
=== Thermal ===<br />
----<br />
{{:Parts/Thermal}}<br />
<br />
=== Electrical ===<br />
----<br />
{{:Parts/Electrical}}<br />
<br />
=== Communication ===<br />
----<br />
{{:Parts/Communication}}<br />
<br />
=== Science ===<br />
----<br />
These parts are used to do [[science]] and are most useful in the [[career]] and [[Science mode|science]] game modes.<br />
{{:Parts/Scientific}}<br />
<br />
=== Utility ===<br />
----<br />
{{:Parts/Utility}}<br />
<br />
{{Parts}}<br />
<br />
[[Category:Parts]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Parts&diff=100417Parts2021-02-23T17:54:53Z<p>14bauhr: </p>
<hr />
<div><div align="center"><big>'''If you're looking for Breaking Ground parts, you can try its [[Breaking Ground parts|respective page]].'''</big></div><br />
<div align="center"><big>'''If you're looking for Making History parts, you can try its [[Making History parts|respective page]].'''</big></div><br />
{{outdated}}<br />
<br />
[[File:Vostok-ground.jpg|right|thumb|A three-stage rocket featuring various default parts (in 0.18.4)]]<br />
[[File:part icon.png|left|link=]]<br />
'''Parts''' are the basic assembly items for rocket and space plane construction in ''[[Kerbal Space Program]]''. As a whole, they compose the building materials the player can choose from in the [[Vehicle Assembly Building]] and [[Space Plane Hangar]]. Parts are split up into fourteen major categories: [[Parts#Pods|Pods]], [[Parts#Fuel Tanks|Fuel Tanks]], [[Parts#Engines|Engines]], [[Parts#Control|Command and Control]], [[Parts#Structural|Structural]], [[Parts#Coupling|Coupling]], [[Parts#Payload|Payload]], [[Parts#Aerodynamics|Aerodynamics]], [[Parts#Ground|Ground]], [[Parts#Thermal|Thermal]], [[Parts#Electrical|Electrical]], [[Parts#Communication|Communication]], [[Parts#Science|Science]], and [[Parts#Utility|Utility]]. The full game has 302 parts to choose from (as of {{version|1.7}}); the latest demo version ([[1.0]]) has [[Demo parts|26 parts]].<br />
<br />
The parts in the game generally resemble those of the American Space Program (NASA) during the 1950s-1970s, for instance, the Mk1-3 Command Pod resembles the Apollo Command Module, the Mk1 Command Pod resembles the Mercury Capsule, and many LV-series engines resemble American-built rocket parts. Kerbodyne rocket parts are virtually indistinguishable from real NASA rocket parts.<br />
<br />
== Tables of Parts ==<br />
In the tables are the main properties of the parts. In most cases the tables follows the categorization structure of the game. In case of deviation, the position in part board of the game is noted. Some parts have been made [[massless part|physicsless]] to improve performance in the game from {{Version|0.23}} onwards. These parts behave as if they have no mass and cause no [[drag]], unless they become the root part of a vessel.<br />
<br />
Many parts have some [[resource]] storing capacity, which makes the mass and the cost different in full and empty state. In this case the full is shown as normal, and the empty values are in round brackets under the full values. Some properties, like the entry cost, are not included, but can be found in the part-box on right side of the part's page.<br />
<br />
=== [[Command module|Pods]] ===<br />
----<br />
{{Stats Table Command Pods}}<br />
With 0.90, unmanned command modules vary in SAS capabilities (See [[command module]] for details.)<br />
<br />
=== <span id="Fuel Tanks"> [[Fuel tank|Fuel Tanks]] </span> ===<br />
----<br />
{{:Parts/Fuel Tanks}}<br />
<br />
=== <span id="Engines"> [[Engine]]s </span> ===<br />
----<br />
{{:Parts/Engines}}<br />
<br />
=== <span id="Control"> Command and Control </span> ===<br />
----<br />
{{:Parts/Command & Control}}<br />
<br />
=== Structural ===<br />
----<br />
{{:Parts/Structural}}<br />
<br />
=== Coupling ===<br />
----<br />
{{:Parts/Coupling}}<br />
<br />
=== Payload ===<br />
----<br />
{{:Parts/Payload}}<br />
<br />
=== <span id="Aerodynamic"> Aerodynamics ===<br />
----<br />
{{:Parts/Aerodynamic}}<br />
<br />
=== Ground ===<br />
----<br />
{{:Parts/Ground}}<br />
<br />
=== Thermal ===<br />
----<br />
{{:Parts/Thermal}}<br />
<br />
=== Electrical ===<br />
----<br />
{{:Parts/Electrical}}<br />
<br />
=== Communication ===<br />
----<br />
{{:Parts/Communication}}<br />
<br />
=== Science ===<br />
----<br />
These parts are used to do [[science]] and are most useful in the [[career]] and [[Science mode|science]] game modes.<br />
{{:Parts/Scientific}}<br />
<br />
=== Utility ===<br />
----<br />
{{:Parts/Utility}}<br />
<br />
{{Parts}}<br />
<br />
[[Category:Parts]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Magnetometer_Boom&diff=99907Magnetometer Boom2020-11-22T12:27:47Z<p>14bauhr: Created page with "A magnetometer Boom is an instrument used to analyze magnetospheres. {{stub}}"</p>
<hr />
<div>A magnetometer Boom is an instrument used to analyze magnetospheres.<br />
{{stub}}</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=99903Planned features2020-11-20T20:09:17Z<p>14bauhr: /* Not planned or shelved */</p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.11<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#42C0FB">New RCS engines</span> <ref>[https://forum.kerbalspaceprogram.com/index.php?/topic/197950-ksp-loading-preview-moar-rcs/| KSP Loading...] on November 20<sup>th</sup>, 2020</ref><br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /><br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted] (dead link)</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=99902Planned features2020-11-20T20:07:33Z<p>14bauhr: /* Future features */</p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.11<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#42C0FB">New RCS engines</span> <ref>[https://forum.kerbalspaceprogram.com/index.php?/topic/197950-ksp-loading-preview-moar-rcs/| KSP Loading...] on November 20<sup>th</sup>, 2020</ref><br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /><br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted]</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=99901Planned features2020-11-20T20:06:31Z<p>14bauhr: /* Spacecraft & Construction */ ref fix</p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.11<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#42C0FB">New RCS engines</span> <ref>[https://forum.kerbalspaceprogram.com/index.php?/topic/197950-ksp-loading-preview-moar-rcs/| KSP Loading...]</ref> on November 20<sup>th</sup>, 2020<br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /><br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted]</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=99900Planned features2020-11-20T20:05:41Z<p>14bauhr: /* Spacecraft & Construction */</p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.11<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#42C0FB">New RCS engines</span> <ref>[https://forum.kerbalspaceprogram.com/index.php?/topic/197950-ksp-loading-preview-moar-rcs/| KSP Loading...] on November 20<sup>th</sup>, 2020<br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /><br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted]</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=99899Planned features2020-11-20T20:03:35Z<p>14bauhr: /* Spacecraft & Construction */ removed accidental copy</p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.11<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#42C0FB">New RCS engines</span> <ref>[https://forum.kerbalspaceprogram.com/index.php?/topic/197950-ksp-loading-preview-moar-rcs/] on November 20<sup>th</sup>, 2020</ref><ref>[http://forum.kerbalspaceprogram.com/index.php?/topic/147582-update-12-pre-release-is-here/ Forum post]</ref><ref name="1.9" /><br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /><br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted]</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Planned_features&diff=99898Planned features2020-11-20T20:02:49Z<p>14bauhr: </p>
<hr />
<div>{{Box|2=The entries on the following list '''must be properly cited''' to ensure verifiability.}}<br />
<br />
The features listed here are planned for future versions of Kerbal Space Program and may change during the course of development.<br />
<br />
'''This list is not an official road-map for KSP.''' It is maintained by the community, and has no direct relation to what may or may not be included in the final product. Already implemented features can be found in the [[version history]].<br />
<br />
== Future features ==<br />
{| class="wikitable float-right"<br />
|-<br />
| Current version: {{Check version/Cur}}<br />
|}<br />
<br />
This section lists all planned features for future releases. Entries highlighted in <span style = "background:#42C0FB">blue</span> are planned for the next update. Entries in <span style = "background:#FFEE44">yellow</span> have been partially implemented. Entries in <span style = "background:#00FF00">green</span> are already in development but are not expected for the next update or are so huge that there are multiple updates incrementally adding that feature. <span style = "background:#FF5500; color:#FFFFFF">Orange</span> is for the questionable features - had pros and cons, or simply unconfirmed.<br />
<br />
The entries on the list are not a commitment, and the developer team is not under any obligation to implement them all. These features may be pushed back or implemented on another way then suggested here, or cancelled altogether.<br />
<br />
The next major version is expected to be 1.11<br />
<br />
=== Scenery & Graphics ===<br />
* <span style= "background:#FFEE44">Planet Revamp</span><ref>[https://kerbaldevteam.tumblr.com/post/187356591904/ KSP Loading...] on August 29<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/187951850819/ KSP Loading...] on September 26<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/188390646139/ KSP Loading...] on October 16<sup>th</sup>, 2019</ref><ref>[https://kerbaldevteam.tumblr.com/post/189314283409/ KSP Loading...] on November 26<sup>th</sup>, 2019</ref><ref name="1.9">[https://kerbaldevteam.tumblr.com/post/190426271989/ KSP Loading...] on January 23<sup>rd</sup>, 2019</ref><br />
<br />
=== Spacecraft & Construction ===<br />
* <span style= "background:#42C0FB">New RCS engines</span> <ref>[https://forum.kerbalspaceprogram.com/index.php?/topic/197950-ksp-loading-preview-moar-rcs/] on November 20<sup>th</sup>, 2020</ref><ref>[http://forum.kerbalspaceprogram.com/index.php?/topic/147582-update-12-pre-release-is-here/ Forum post]</ref><ref name="1.9" /><br />
<br />
* <span style= "background:#FFEE44">Planet Revamp</span><br />
<br />
== Planned/Mentioned Features ==<br />
The features listed here are planned or were mentioned to be implemented. Some of them have outdated references and may not represent the current plan.<br />
<br />
=== Scenery & graphics ===<br />
* <span style= "background:#FFEE44">Procedurally generated craters (Mun in 0.21)</span><ref>[[blog:667|Procedural Craters]] dev blog post by "HarvesteR"</ref><br />
<br />
=== Flight operations ===<br />
* <span style= "background:#FFEE44">Enhanced [[IVA]]s</span>: Moving and <span style = "background:#FFEE44">interacting</span> inside of the craft<ref name="AMA with Maxmaps">[https://www.reddit.com/r/Games/comments/2byga4/im_the_producer_of_kerbal_space_program_ama_about/cja8jxl Answer] from Maxmaps in his AMA</ref><br />
<br />
* <span style= "background:#FFEE44">Autopilot system for flying planes or rockets</span> (Partially achieved by 0.90.0, now a "Pilot" Kerbal can orient a craft to certain points, e.g. Prograde){{cn}}<br />
<br />
* <span style= "background:#FF5500; color:#FFFFFF">Resources beyond present scope</span> (Fuel, Oxygen, Electricity, etc.)<ref name="AMA with Maxmaps" /><br />
<br />
== Not planned or shelved ==<br />
The following features have either been confirmed or suggested to not be in the official game, or have otherwise been paused or shelved due to scope changes or other considerations. A few, such as autopilot systems, weapons, and realistically-sized celestial bodies are already available via mods.<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Steam achievements</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Competitor/rival space agencies</span><ref name="AMA with Maxmaps" /><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Realistically sized celestial bodies</span><ref>[http://www.twitch.tv/ksptv/b/433446141?t=57m43s Q&A during 0.21 early access livestream with Yargnit and Ted]</ref><br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Weapons or military features</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Autopilot systems</span>{{cn}} (partially achieved by 0.90.0)<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Alien civilizations</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Terraforming</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Conversion to a different game engine</span>{{cn}} <br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Mobile version</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Life support systems</span>{{cn}}<br />
<br />
* <span style= "background:#FF5555; color:#FFFFFF">Multiplayer</span>{{cn}} (confirmed for KSP2)<br />
<br />
== Web Services ==<br />
{| class="wikitable"<br />
|-<br />
! Feature !! Status<br />
|-<br />
| Mac Fixes<br />
* .app packaging (Finder-compatible)<br />
* Clipboard support<br />
| In progress<br />
|-<br />
| Auto-resume interrupted downloads<br />
| In progress<br />
|-<br />
| Downloads through BitTorrent (long-term)<br />
| Planning<br />
|-<br />
| Load-balanced Repair Packages<br />
| Feasibility Analysis<br />
|}<br />
<br />
== References ==<br />
<references /><br />
<br />
{{Versions}}<br />
<br />
[[Category:Documentation]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:Tutorial:Making_Planets&diff=99388Talk:Tutorial:Making Planets2020-07-13T11:54:27Z<p>14bauhr: Created page with "== Question == How do I create DDS files? --~~~~"</p>
<hr />
<div>== Question ==<br />
How do I create DDS files? --[[User:14bauhr|14bauhr]] ([[User talk:14bauhr|talk]]) 11:54, 13 July 2020 (UTC)</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Advanced_Orbiting&diff=99386Tutorial: Advanced Orbiting2020-07-12T18:54:02Z<p>14bauhr: /* The Exley maneuver */</p>
<hr />
<div>== Hohmann transfer ==<br />
{{See also||{{Wikipedia|Hohmann transfer orbit}}}}<br />
The '''Hohmann transfer''' is the most frequently used method of changing orbital altitudes while keeping the same [[Orbit#Inclination|inclination]]. The ending orbit may be around the same celestial body as it began or for travelling to another body, such as between [[Kerbin]] and the [[Mun]]. <br />
<br />
It involves first entering an [[Orbit#Eccentricity|eccentric]] orbit, then circularizing once reaching the desired orbital altitude. Thus, there are two burns to be made, ideally using engines with high thrust-to-weight ratios; low TtW can require up to 40% greater Δv from having to start earlier at less efficient points than [[apoapsis]] or [[periapsis]] are for changing orbits.<br />
<br />
To transfer from a lower orbit to higher:<br />
# Burn prograde at periapsis until the apoapsis reaches the desired altitude.<br />
# Upon reaching the raised apoapsis, burn prograde until periapsis rises to the desired altitude.<br />
<br />
To transfer from higher to lower:<br />
# Burn retrograde at apoapsis until the periapsis reaches the desired altitude.<br />
# Upon reaching the lowered periasis, burn retrograde until apoapsis falls to the desired altitude.<br />
<br />
=== Aldrin Cyclers ===<br />
Hohmann Transfers let you move between oribts or bodies with the intention of changing to a new orbit at the far end. Without taking special care a Hohmann Transfer between two bodies does not for a repeating loop. IE. it is not a fully cyclic orbit. An Aldrin Cycler is an extension on Hohmann that creates a cyclic orbit between two bodies. See [[Tutorial: Earth-Moon Aldrin Cycler]].<br />
<br />
== Bi-elliptical transfer ==<br />
{{See also||{{Wikipedia|Bi-elliptic transfer}}}}<br />
The '''bi-elliptic transfer''' can be more efficient (but slower) than the Hohmann transfer orbit in some cases (when going from a very tight orbit to a very large one: the ratio must be higher than ~12:1). This is because burns are more efficient at higher speeds, due to the Oberth effect (initial burn raises speed to increase efficiency, this is why the maneuver requires such a large change in orbits to be efficient).<br />
* Start by burning prograde (most efficiently at periapsis) until orbit becomes highly elliptical with the apoapsis higher than starting and desired orbits.<br />
* At apoapsis, burn prograde until the periapsis reaches the altitude of your desired orbit. <br />
* Upon reaching periapsis, burn retrograde until your orbit is circularized.<br />
<br />
Opposite burns at these same points will lower your orbit. This can be used to enable [[aerobraking]] to lower your orbit height.<br />
<br />
Check out TomPN's [https://ideone.com/EZ8UHX calculator] for when to use a Hohmann transfer or bi-elliptical transfer.<br />
<br />
== Orbital plane alignment ==<br />
An important part of intercepting another orbiting body is to align your orbital plane with the target's orbital plane.<br />
<br />
Start by select the destination body as a target. This will show several new points on your orbit, in particular ascending node (AN) and descending node (DN). These are the points where your orbit crosses the plane of the other body's orbit. ("Ascending" is from the point of view of a prograde (eastward) orbit. If you're orbiting retrograde, your orbital plane "descends" below the other one at the "ascending" node.)<br />
<br />
Set up a maneuver node at the next one of these nodes. The maneuver you want is pure normal, in the opposite direction from the type of node it is. For the descending node, burn normal ("up", a pink triangle with a dot in the centre); for the ascending node, burn antinormal ("down", an upside-down pink triangle with radial lines and a dot in the centre). See [[Maneuver node]] to see what these symbols look like.<br />
<br />
General tips:<br />
<br />
* Don't attempt to match planes anywhere other than an ascending or descending node. It won't work and you'll waste fuel trying.<br />
* It is easier to match orbital planes if your orbit is roughly the same shape (especially regarding eccentricity) as the target, mostly because you can line up the orbits in the map view much more easily.<br />
* Changing inclination is most efficient when you're moving slowly, i.e. high in the orbit. If you're aiming for a polar orbit, arrange that while you're still far away from the body rather than doing it after you've arrived. If you need precision afterwards, start with a high altitude parking orbit.<br />
* If you're merely changing orbits, for example to fulfill a "put a satellite in a particular orbit" contract, try to combine the two maneuvers by making the transfer from an ascending or descending node and adding a normal component to the burn. Matching planes this way is highly efficient.<br />
* On the other hand, if you need to rendezvous with a body, it's often necessary to make the plane change as a mid-course correction.<br />
<br />
== Orbit synchronization ==<br />
In progress.<br />
<br />
=== Bi-Elliptic Synchronization ===<br />
<br />
# Achieve a stable [[orbit]] around the same [[celestial body]] as the target. If you don't know how there are [[tutorials]].<br />
# At periapsis adjust apoapsis so that it is equal to the target orbits apoapsis.<br />
# At apoapsis circularize the orbit.<br />
# At the highest Ascending or Descending node, match the orbital plane of the target orbit.<br />
# At the point where the current orbit intersects the apoapsis of the target orbit, adjust the periapsis to match the target orbits periapsis.<br />
<br />
If you additionally need to adjust the mean anomaly (crafts position within the orbit), delay the final periapsis adjustment and read the [[tutorials]].<br />
<br />
=== The Exley maneuver ===<br />
{{outdated}}<br />
(As of {{version|0.17.1}})<br />
[[File:Orbit Synchronization how to.png|thumb|150px|A demonstration using a target planet with an orbit outside your starting planet's orbit.]]<br />
<br />
Named by its author, wiki user [[User:Sir_Exley|Sir Exley]], it is an approach to getting an encounter with a target planet without having a precise launch window planned by entering an eccentric orbit whose apoapsis meets the orbital path of your target and a periapsis whose altitude has a lower altitude around the sun that the target.<br />
<br />
In order to easily meet with a target planet's sphere of influence, you will need to perform a few burns while at either the periapsis or apoapsis of your transfer orbit.<br />
<br />
==== Planets outside your original orbit ====<br />
If you are meeting with a planet whose orbit is outside of your starting orbit, create a transfer orbit such that your apoapsis is as close as possible to your target planet's orbit.<br />
<br />
Next, make a few orbits until the target planet is slightly in front of you when you reach your apoapsis. Begin a prograde burn until you see your orbit cross the target planet's near your apoapsis for a fraction of a second. If you overshoot, simply turn around and burn retrograde until the cross orbit is visible again. If your transfer orbit exceeds the planet's orbit, then you have gone too far, and have either missed the cross orbit, or do not have an apoapsis close enough to the target orbit to be affected by the planet's sphere of influence.<br />
<br />
==== Planets inside your original orbit ====<br />
If you are meeting with a planet whose orbit is inside of your starting orbit, create a transfer orbit such that your periapsis is as close as possible to your target planet's orbit.<br />
<br />
Next, make a few orbits until the target planet is slightly behind you when you reach your periapsis. Begin a retrograde burn until you see your orbit cross the target planet's near your periapsis for a fraction of a second. If you overshoot, simply turn around and burn prograde until the cross orbit is visible again. If your transfer orbit goes within the planet's orbit, then you have gone too far, and have either missed the cross orbit, or do not have a periapsis close enough to the target orbit to be affected by the planet's sphere of influence.<br />
<br />
==== Finally ====<br />
Once you are in the cross orbit, burn retrograde until the orbit goes around your target planet.<br />
<br />
Good luck!<br />
<br />
[[Category:Tutorials|Advanced Orbiting]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Advanced_Orbiting&diff=99385Tutorial: Advanced Orbiting2020-07-12T18:53:43Z<p>14bauhr: /* The Exley maneuver */</p>
<hr />
<div>== Hohmann transfer ==<br />
{{See also||{{Wikipedia|Hohmann transfer orbit}}}}<br />
The '''Hohmann transfer''' is the most frequently used method of changing orbital altitudes while keeping the same [[Orbit#Inclination|inclination]]. The ending orbit may be around the same celestial body as it began or for travelling to another body, such as between [[Kerbin]] and the [[Mun]]. <br />
<br />
It involves first entering an [[Orbit#Eccentricity|eccentric]] orbit, then circularizing once reaching the desired orbital altitude. Thus, there are two burns to be made, ideally using engines with high thrust-to-weight ratios; low TtW can require up to 40% greater Δv from having to start earlier at less efficient points than [[apoapsis]] or [[periapsis]] are for changing orbits.<br />
<br />
To transfer from a lower orbit to higher:<br />
# Burn prograde at periapsis until the apoapsis reaches the desired altitude.<br />
# Upon reaching the raised apoapsis, burn prograde until periapsis rises to the desired altitude.<br />
<br />
To transfer from higher to lower:<br />
# Burn retrograde at apoapsis until the periapsis reaches the desired altitude.<br />
# Upon reaching the lowered periasis, burn retrograde until apoapsis falls to the desired altitude.<br />
<br />
=== Aldrin Cyclers ===<br />
Hohmann Transfers let you move between oribts or bodies with the intention of changing to a new orbit at the far end. Without taking special care a Hohmann Transfer between two bodies does not for a repeating loop. IE. it is not a fully cyclic orbit. An Aldrin Cycler is an extension on Hohmann that creates a cyclic orbit between two bodies. See [[Tutorial: Earth-Moon Aldrin Cycler]].<br />
<br />
== Bi-elliptical transfer ==<br />
{{See also||{{Wikipedia|Bi-elliptic transfer}}}}<br />
The '''bi-elliptic transfer''' can be more efficient (but slower) than the Hohmann transfer orbit in some cases (when going from a very tight orbit to a very large one: the ratio must be higher than ~12:1). This is because burns are more efficient at higher speeds, due to the Oberth effect (initial burn raises speed to increase efficiency, this is why the maneuver requires such a large change in orbits to be efficient).<br />
* Start by burning prograde (most efficiently at periapsis) until orbit becomes highly elliptical with the apoapsis higher than starting and desired orbits.<br />
* At apoapsis, burn prograde until the periapsis reaches the altitude of your desired orbit. <br />
* Upon reaching periapsis, burn retrograde until your orbit is circularized.<br />
<br />
Opposite burns at these same points will lower your orbit. This can be used to enable [[aerobraking]] to lower your orbit height.<br />
<br />
Check out TomPN's [https://ideone.com/EZ8UHX calculator] for when to use a Hohmann transfer or bi-elliptical transfer.<br />
<br />
== Orbital plane alignment ==<br />
An important part of intercepting another orbiting body is to align your orbital plane with the target's orbital plane.<br />
<br />
Start by select the destination body as a target. This will show several new points on your orbit, in particular ascending node (AN) and descending node (DN). These are the points where your orbit crosses the plane of the other body's orbit. ("Ascending" is from the point of view of a prograde (eastward) orbit. If you're orbiting retrograde, your orbital plane "descends" below the other one at the "ascending" node.)<br />
<br />
Set up a maneuver node at the next one of these nodes. The maneuver you want is pure normal, in the opposite direction from the type of node it is. For the descending node, burn normal ("up", a pink triangle with a dot in the centre); for the ascending node, burn antinormal ("down", an upside-down pink triangle with radial lines and a dot in the centre). See [[Maneuver node]] to see what these symbols look like.<br />
<br />
General tips:<br />
<br />
* Don't attempt to match planes anywhere other than an ascending or descending node. It won't work and you'll waste fuel trying.<br />
* It is easier to match orbital planes if your orbit is roughly the same shape (especially regarding eccentricity) as the target, mostly because you can line up the orbits in the map view much more easily.<br />
* Changing inclination is most efficient when you're moving slowly, i.e. high in the orbit. If you're aiming for a polar orbit, arrange that while you're still far away from the body rather than doing it after you've arrived. If you need precision afterwards, start with a high altitude parking orbit.<br />
* If you're merely changing orbits, for example to fulfill a "put a satellite in a particular orbit" contract, try to combine the two maneuvers by making the transfer from an ascending or descending node and adding a normal component to the burn. Matching planes this way is highly efficient.<br />
* On the other hand, if you need to rendezvous with a body, it's often necessary to make the plane change as a mid-course correction.<br />
<br />
== Orbit synchronization ==<br />
In progress.<br />
<br />
=== Bi-Elliptic Synchronization ===<br />
<br />
# Achieve a stable [[orbit]] around the same [[celestial body]] as the target. If you don't know how there are [[tutorials]].<br />
# At periapsis adjust apoapsis so that it is equal to the target orbits apoapsis.<br />
# At apoapsis circularize the orbit.<br />
# At the highest Ascending or Descending node, match the orbital plane of the target orbit.<br />
# At the point where the current orbit intersects the apoapsis of the target orbit, adjust the periapsis to match the target orbits periapsis.<br />
<br />
If you additionally need to adjust the mean anomaly (crafts position within the orbit), delay the final periapsis adjustment and read the [[tutorials]].<br />
<br />
=== The Exley maneuver ===<br />
{{update}}<br />
(As of {{version|0.17.1}})<br />
[[File:Orbit Synchronization how to.png|thumb|150px|A demonstration using a target planet with an orbit outside your starting planet's orbit.]]<br />
<br />
Named by its author, wiki user [[User:Sir_Exley|Sir Exley]], it is an approach to getting an encounter with a target planet without having a precise launch window planned by entering an eccentric orbit whose apoapsis meets the orbital path of your target and a periapsis whose altitude has a lower altitude around the sun that the target.<br />
<br />
In order to easily meet with a target planet's sphere of influence, you will need to perform a few burns while at either the periapsis or apoapsis of your transfer orbit.<br />
<br />
==== Planets outside your original orbit ====<br />
If you are meeting with a planet whose orbit is outside of your starting orbit, create a transfer orbit such that your apoapsis is as close as possible to your target planet's orbit.<br />
<br />
Next, make a few orbits until the target planet is slightly in front of you when you reach your apoapsis. Begin a prograde burn until you see your orbit cross the target planet's near your apoapsis for a fraction of a second. If you overshoot, simply turn around and burn retrograde until the cross orbit is visible again. If your transfer orbit exceeds the planet's orbit, then you have gone too far, and have either missed the cross orbit, or do not have an apoapsis close enough to the target orbit to be affected by the planet's sphere of influence.<br />
<br />
==== Planets inside your original orbit ====<br />
If you are meeting with a planet whose orbit is inside of your starting orbit, create a transfer orbit such that your periapsis is as close as possible to your target planet's orbit.<br />
<br />
Next, make a few orbits until the target planet is slightly behind you when you reach your periapsis. Begin a retrograde burn until you see your orbit cross the target planet's near your periapsis for a fraction of a second. If you overshoot, simply turn around and burn prograde until the cross orbit is visible again. If your transfer orbit goes within the planet's orbit, then you have gone too far, and have either missed the cross orbit, or do not have a periapsis close enough to the target orbit to be affected by the planet's sphere of influence.<br />
<br />
==== Finally ====<br />
Once you are in the cross orbit, burn retrograde until the orbit goes around your target planet.<br />
<br />
Good luck!<br />
<br />
[[Category:Tutorials|Advanced Orbiting]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Base_Constructiom&diff=99384Tutorial: Base Constructiom2020-07-11T10:28:56Z<p>14bauhr: </p>
<hr />
<div>{{Orphan}}<br />
{{outdated}}<br />
This tutorial will show you how to launch, land and set up a base on any of the planets or moons.<br />
Rocket for planets and moons '''without''' atmosphere: http://kerbalspaceport.com/1-launch-5-module-base-to-eeloo/<br />
Rocket for planets and moons '''with''' atmosphere:http://kerbalspaceport.com/6-part-interplanetary-base-no-docking-required/<br />
Required mod:http://kerbalspaceport.com/0-18-demv-mk-5-ant/<br />
<br />
__TOC__<br />
* '''Length''': More than 30 minutes<br />
* '''Difficulty''': Advanced<br />
* '''For version''': 0.19.1<br />
==Launching, Orbiting and Maneuvering==<br />
Launch the rocket like you usually do. After burning all the fuel in the large fuel tanks, release them and orbit Kerbin using the first pair of small fuel tanks. Drop the first pair of small fuel tanks when all fuel is burned. Make a maneuver on the map that will reach the orbit and inclination of the your target planet or moon and follow that maneuver using the second pair of small fuel tanks. After reaching a rendezvous point with the target planet or moon, drop the second pair of small fuel tanks and continue to the next step.<br />
==Landing==<br />
Make a maneuver that lowers the periapsis around the target and use the third pair of small fuel tanks to follow that maneuver. The periapsis should be less than about 20 000 m above the planet or moon. Tilt vertically and deploy the landing gear to ensure a safe landing on the planet or moon. Drop the third pair of small fuel tanks even if there is fuel left to prevent the debris from surviving the fall you from accidentally landing on it. Use the four small fuel tanks to land safely on the surface. Launch the four small fuel tanks by releasing them while the throttle is on maximum power to make it leave the base and crash down at a safe distance onto the surface. <br />
==Setup==<br />
Rename the [[Mk2 Lander-can]] and choose "Base". Toggle the [[OX-4 Photovoltaic Panels]], [[Illuminator Mk2]], [[Telus-LV Bay Mobility Enhancer]] and the [[Communotron 88-88]]. You can also use the DEMV Mk 5 to explore the planet or moon. Enjoy your new base.</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Base&diff=99383Base2020-07-11T10:26:12Z<p>14bauhr: /* Gallery */</p>
<hr />
<div>[[File:IconBase.png|left|link=]]<br />
The '''base''' is a kind of craft installed on the surface of a [[celestial body]], and most cases cannot move independently. A smaller one can be taken to orbit as a whole with a single [[launch vehicle]], and deliver to he surface with a special [[lander]], but the bigger ones built by [[docking]] different modules together. The difficulties of the delivery and the construction give a real challenge for the experienced players.<br />
{{clear|left}}<br />
== Uses ==<br />
The bases can work as fuel depot/refinery or a science station. As a [[fuel]] depot helps to [[fuel transfer|refuel]] the landers for returning to orbit, and [[plane]]s for the next mission. A special base can have a much greater capacity than a mobile craft, but the refueling usually more practical at a [[space station]], as those orbital craft easier to reach and resupply. These bases can be profitable only using the rovers, planes and landers extensively - and connected exploitation of the raw materials (for example [[ore]]), and conversion of the collected materials.<br />
<br />
Beyond the fuel, [[Kerbal]]s also can be stored in bases. The [[PPD-10 Hitchhiker Storage Container]] is especially useful for this purpose, as it can hold four Kerbals and its ladders are arranged to stack on top of each other. The [[PPD-12 Cupola Module]] is meant to be incorporated into stations, both because it is unsuitable for most other mission profiles and because it deliberately is an iconic component. The [[kerbonaut]]s do not require any consumable resources and may be left alone indefinitely.<br />
<br />
Bases can also be used for scientific measuring using the various sensors. However, it can be more efficient to perform these tasks with smaller and more maneuverable [[probe]]s and [[rover]]s. One can also use the [[Mobile Processing Lab MPL-LG-2]] on a space station to convert the results of experiments to [[science|science points]] ({{mark|scp}}) and clean the [[Mystery Goo™ Containment Unit]] and [[SC-9001 Science Jr.]]. Multiple science labs can be docked at a station. Duplicate experiments will be assigned to the first lab which will accept them. So touring labs can dock at a station, use up all the experiments, then travel to the next station.<br />
<br />
== Design and construction ==<br />
<br />
A simple base may be launched as a single unit, and will differ from other [[craft]] only in minor ways. The most significant of these is a lack of propulsion. While bases may possess [[rover|wheels]] for basic mobility, and remaining [[landing leg]]s, they typically lack [[rocket engine]]s. Other than that, a base may possess [[electricity|electrical]] systems, one or more [[command module]]s, [[environmental sensor]]s, [[electric light]]s, or any other structure.<br />
<br />
A modular base composed of multiple components generally requires surface-side construction to dock the components together. There are three known methods to achieve this:<br />
* '''Crawler Rover''' - each base component is equipped with a bottom facing docking port, a very flat rover with a matching upward facing docking port is then driven under the component so that the base component docks to the rover. The component's [[landing leg]]s are then retracted and the crawler is then free to move the base component<br />
* '''Crane Rover''' - a large rover with a long arm with downward facing docking mechanism can dock to base components from above. The crane arm is usually quipped with a fuel tank to act as a counterweight. Once docking is complete a suitable amount of fuel is pumped into the crane arm counterweight and the base component can then retract its landing legs and be moved around by the rover<br />
* '''Skycrane''' - for base components that are stacked vertically a skycrane might be used to dock with the component from above. The skycrane then lifts the component by firing its engines and maneuver the component above another existing base component to stack the two vertically<br />
<br />
In order for a base to act as a fuel depot or refinery, it must be equipped with clamps for [[docking]]. A base will often have several clamps of different sizes on it, to accommodate multiple visiting craft or craft of different designs. Generous space should be allowed around the clamp for visitors - mainly the [[rover]]s - to maneuver without colliding with other parts of the base. For converting the collected raw materials like [[ore]], installation of an [[Converter]] also neccessary.<br />
<br />
An incrementally constructed base has no practical limit to its size; it may contain as many components as the designer cares to launch. The only cap on extremely large bases is the number of parts they contain, as eventually the user's computer will be unable to simulate the station's physics in real time. Hitting this limit can be staved off by careful choice of the contents of each station module. Module complexity can be decreased by leaving out not essential systems, and using the parts of greatest capacity.<br />
<br />
== Modules ==<br />
<br />
Most bases include more than one module. A complete space station usually has: A science module, a crew module, a communications module, an electricity module (a module that has batteries and solar arrays, generators, etc. ), and converter module with fuel tanks.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Laythe Base grautbakken.jpg|A base on Laythe<br />
File:Tower_One_b.png|A base, somewhere on the surface of Minmus<br />
File:Von Braun City.jpg|Large modular Mun base<br />
</gallery><br />
<br />
[[Category:Craft]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_OKTO&diff=99382Probodobodyne OKTO2020-07-11T10:22:22Z<p>14bauhr: </p>
<hr />
<div>{{:Probodobodyne OKTO/Box}}<br />
<br />
The '''Probodobodyne OKTO''' is an unmanned [[command module]] that runs on [[electricity]]. The OKTO is one of the few parts in Kerbal Space Program that is covered in [[w:Multi-layer insulation|multi-layer insulation]]. <sup>([[talk:{{PAGENAME}}|How do you know this]])</sup><br />
== Usage ==<br />
Generally placed at the top of the rocket, the Probodobodyne OKTO provides full command module functionality and features a size-0 node on top and bottom. The low mass and cost, SAS functionality and integrated [[reaction wheel]] makes it mainly useful for basic, lightweight satellites and space probes.<br />
<br />
== Product description ==<br />
{{Quote|The OKTO is the next step in unmanned control technology. This small unit can not only receive and relay control, it also provides automatic stabilization assistance, just as a live pilot would. Also, its 8-sided stylistic design features lots of flat surfaces for attaching equipment.|manufacturer=P}}<br />
<br />
== Changes ==<br />
;[[1.5]]<br />
* New model and texture<br />
;[[1.2]]<br />
* Added KerbNet<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=PPD-12_Cupola_Module&diff=99381PPD-12 Cupola Module2020-07-11T10:16:02Z<p>14bauhr: /* Trivia */</p>
<hr />
<div>{{:PPD-12 Cupola Module/Box}}<br />
<br />
The '''PPD-12 Cupola Module''' is a [[Command Module]] housing one [[Kerbal]] crew member during its mission. It is inspired by the [[w:Cupola (ISS module)|Cupola module]] of the International Space Station. <br />
<br />
== Usage ==<br />
[[File:Cupola panorama.jpg|thumb|left|Inside panorama view on [[Kerbin]]]]<br />
<br />
The Cupola Module's main purpose is to provide a good outside view from space stations or bases. It is heavier and larger than the other command pods and cockpits which have a crew capacity of one, while still being lighter than parts with higher crew capacities. It is also quite fragile, has higher [[drag]] than most other parts, and has a relatively high energy capacity.<br />
<br />
== Product description ==<br />
{{Quote|The PPD-12 was developed to provide a high visibility control room for orbital stations, and a place for thoughtful Kerbals to contemplate the beauty of the cosmos.|manufacturer=JKJSP}}<br />
<br />
== Trivia ==<br />
* The PPD-12 is one of the few parts in Kerbal Space Program that is covered in [[w:Multi-layer insulation|multi-layer insulation]]. (must be tested in-game) <br />
* There is a photo of two [[Kerbal|Kerbonauts]] on the right side of the cockpit.<br />
* A few sticky notes can be found as well:<br />
{{Quote|Left the emergency slide rule in the bottom right cabinet.<br>B.K.<br>P.S. I ate all the snacks|On the roll indicator}}<br />
{{Quote|Stop using bits of metal as fuses<br>YOU HAVE <u>SPARES!</u>|On the fuse box}}<br />
<br />
* The initials B.K. on the first sticky note is most likely referring to Bill or Bob Kerman<br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* IVA improved<br />
;[[0.25]]<br />
* Mass reduced to 1.76 (dry) or 1.8 (with monopropellant)<br />
;[[0.24]]<br />
* Cost increased from 2000 to 3200 (12 of which is monoprop cost)<br />
;[[0.23]]<br />
* Added 10 units of monopropellant storage, increasing total mass from 4.5 to 4.54<br />
;[[0.20]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Vostok-ground.jpg&diff=99380File:Vostok-ground.jpg2020-07-11T10:11:17Z<p>14bauhr: </p>
<hr />
<div>{{delete|Obsolete}}<br />
Recreation of Vostok 1 on the launchpad</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=CFG_File_Documentation&diff=98743CFG File Documentation2020-07-06T10:03:26Z<p>14bauhr: wikitext fix</p>
<hr />
<div>Configuration files are text files used to specify, store and adjust information for various parts of the game in a human-readable manner. They most commonly use the .cfg file extension, but this is not always the case. The most commonly referenced cfg files are [[API:Part|part]] configurations. These are used to change settings for the part such as mass, size and cost, as well as adding, removing or adjusting [[API:PartModule|part modules]], for example increasing an engine's thrust or adding resource storage capacity.<br />
<br />
== Config Format ==<br />
The config format used in Kerbal Space Program is NOT a Unity class, but specific to KSP.<br />
<br />
KSP reads .cfg files into config nodes. Config nodes can contain values (serialized versions of all sorts of data types) or other config nodes. See the [https://kerbalspaceprogram.com/api/class_config_node.html C# class documentation] in the KSP API Documentation for more details. <br />
<br />
=== Module Manager ===<br />
The stock config is very simple - nodes and values, which are nothing more than tree nodes and strings. Parsing is handled by modules that use .cfg files. See KSPField in the API.<br />
<br />
The mod Module Manager adds powerful filtering and extension capabilities to the Config Node format. If you see an @ signs, []'s, or it looks like programming, the config is using Module Manager. It is well documented [http://forum.kerbalspaceprogram.com/threads/55219 in the forum thread] and [https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax on sarbian's Gitub].<br />
<br />
== Basic Part Making Guidelines ==<br />
<br />
Every part consists of multiple files, including the configuration file, a model and a collision mesh. Under the 0.25 standards, the model and collision mesh must both have a material assigned when creating them in your modeling software and prior to export for use. I am not a modeler, so I will leave that guidance to someone more qualified.<br />
<br />
When creating a new part, each of these files (including additional models and meshes, if needed) should all be contained in a single folder which describes or names the part. Even though Squad themselves are horribly inconsistent when building parts, it is best to have the name of the folder, and the names of each of the meshes match the name of the part inside the cfg file (not the name that you see in the parts building! More on that later).<br />
<br />
If you making more than a few parts, you may want to create a folder for each type of part. This is certainly an acceptable practice, and one that Squad uses themselves. For example: /Engines/ to place all of your engine designs inside.<br />
<br />
If you are making a mod that does things other than just provide a stock-capable parts pack, you may want a more subfolders, one for parts, one for agencies, another for contracts, etc, etc. <br />
<br />
No matter how deep you nest your mods' folders, your mod itself should be contained within the /GameData folder with a name that uniquely identifies your mod. It would be wise to name this folder the same as you are marketing your mod (ie: GameData\Modular Kolonization System\ is advertised as Modular Kolonization System or GameData\MechJeb is advertised as MechJeb) (and yes, I know that I'm using examples which actively violate this principle!)<br />
<br />
So, I wrote a mod (let's call it ShadowSplat) that modifies some resources, adds a few agencies, and massively updates the parts pack including new engines, fuel tanks, science containers, and electrics. My folder structure might look like this:<br />
<br />
<pre><br />
KSP_win\GameData\ShadowSplat\<br />
KSP_win\GameData\ShadowSplat\Agencies<br />
KSP_win\GameData\ShadowSplat\Resources<br />
KSP_win\GameData\ShadowSplat\Parts<br />
KSP_win\GameData\ShadowSplat\Parts\Engine<br />
KSP_win\GameData\ShadowSplat\Parts\FuelTank<br />
KSP_win\GameData\ShadowSplat\Parts\Science<br />
KSP_win\GameData\ShadowSplat\Parts\Electrical<br />
</pre><br />
<br />
== PARTS Configuration Files ==<br />
<br />
As of at least {{Check version|0.24.2}}, the order of the configuration file matters very little. As far as I can tell, you can throw just about anything you want in there in any order. However, for compatability and error-checking reasons, it's best to follow the general structure that exists within stock parts. Many of the stock parts contain commenting-out lines to help you decode where things should go, but, here's a general breakdown, using a mythological part (let's call it "DoesItAll"). DoesItAll will exist in this foldier:<br />
<br />
<pre><br />
KSP_win\GameData\ShadowSplat\Parts\Engine\DoesItAll<br />
</pre><br />
<br />
and will consist of the files:<br />
<pre>KSP_win\GameData\ShadowSplat\Parts\Engine\DoesItAll.cfg<br />
KSP_win\GameData\ShadowSplat\Parts\Engine\DoesItAll.mu<br />
KSP_win\GameData\ShadowSplat\Parts\Engine\DoesItAll.mbm<br />
</pre><br />
<br />
Note: this is a general explanation. Additional information can be found be clicking the provided links:<br />
<br />
=== General Parameters ===<br />
<br />
{|class="wikitable"<br />
|-<br />
! Actual part !! Explanation<br />
|-<br />
| PART || - specifies that this cfg relates to a part<br />
|-<br />
| { ||<br />
|-<br />
| [[#Name|name]] = DoesItAll || set the hidden name of the part. Spaces are not allowed. Underscores and other special characters are either not allowed or not recommended. This name is used behind the scenes for reference to and from other parts and procedural calls, but is also revealed during crash/damage dialog boxes (F3). It is good programming practice to use a name that at least partially defines the part and/or creator. fuelTankSmallFlat (which is already in use) is not a good name to use here, even though it does describe the part effectively, it does not differentiate between an fuelTankSmallFlat - The T-100 fuel tank and the Rockomax X200-8 Fuel Tank, which could also be considered a fuelTankSmallFlat. <br />
|-<br />
| [[#module|module]] = Part || This convention is no longer used. Earlier versions of KSP only permitted individual parts to serve as single modules and this was therefore appropriately placed back then. Newer versions allow parts to have/serve as multiple modules and the conventions for defining those modules have been relocated and redefined as its own subgroup. Can still be found in legacy parts that have not been updated, including the "Tail Fin" by C7 Aerospace Division. 5 parts in total are known to still use this convention. <br />
* FuelLine has the additional property of maxLength, presumably to restrict the length of fuel lines. This method is used on the Stock Fuel Line <br />
* StrutConnector has the additional properties of linearStrength, angularStrength and maxLength. This method is used on the stock Strut Connector<br />
* Winglet has the additional properties of dragCoeff and deflectionLiftCoeff. just like the ModuleControlSurface. This method is used on the stock parts Tail Fin, wingletAV-T1, sweptWing and is expected to be deprecated at the next revision of those parts.<br />
|- <br />
| [[#author|author]] || Simply a place to take credit for your creation / update. This line is not referenced in-game. It is recommended that you utilize the same author credit for all parts that you or your team create under one title. For example, assign all MKS mods to author MKS Team and all OKS mods to author OKS team, even though you are all the same team. <br />
|}<br />
<br />
=== Model Parameters ===<br />
<br />
At this point, you can use the deprecated style of [[#mesh|mesh]] on a line by itself, or open a new sub called MODEL. The preferred method is to use MODEL:<br />
<br />
{|class="wikitable"<br />
|-<br />
! Actual part !! Explanation<br />
|- <br />
| MODEL { || opens the MODEL sub<br />
|- <br />
| model || The name of the mesh. Write its name therein and keep the mesh file in the same directory as the part file.<br />
|-<br />
| scale || The scale of the model - depending on the units in your 3D modelling program. If you used one unit = one meter, then use a scale of 1. If it's 1 unit = 0.1 meters, then use a scale of 0.1. Using a 0.1 scale factor and then scaling to fit the other parts is easier than fiddling around with scale factors. This factor will only affect the units involved in node placement and will not affect the actual size of the part.<br />
|-<br />
| texture || Specifies let location of the texture file - e.g. texture = texturefilename , folder/../texturefilename (/folder would be GameData/folder)<br />
|}<br />
<br />
If you do not use [[#MODEL|MODEL]], you must use mesh to define the parts collision mesh, like so:<br />
<br />
{|class="wikitable"<br />
|-<br />
! Actual part !! Explanation<br />
|-<br />
| mesh || Mesh defines the mesh and texture package used to create the in-game appearance of your part. Acceptable meshes include .mu files.<br />
|- <br />
|}<br />
<br />
=== Asset Parameters ===<br />
<br />
{|class="wikitable"<br />
|-<br />
! Actual part !! Explanation<br />
|-<br />
| [[#mesh|mesh]] = DoesItAll.mu || Mesh defines the mesh and texture package used to create the in-game appearance of your part. Acceptable meshes include .mu files<br />
|- <br />
| [[#scale|scale]] || scale defines the size of your part. I am uncertain as to what will happen when you change this value <br />
|-<br />
| [[#specPower|specPower]] || Specific Power? fuelLine<br />
|- <br />
| [[#rimFalloff|rimFalloff]] || 3 fuelLine<br />
|-<br />
| [[#alphaCutoff|alphaCutoff]] || Number: 0.0 fuelLine<br />
|-<br />
| [[#rescaleFactor|rescaleFactor]] || <br />
An optional parameter that is not usually included in most parts, but the option is available for resizing a part for personal use. In order to retain correct node placements, the scale parameter must also be proportionally changed to match the new rescaleFactor. The default value for rescaleFactor is 1.25 but can be changed to any value.<br />
|-<br />
| [[#iconCenter|iconCenter]] || 0,3,0 Array of integers? (advSasModuleLarge, fuelLine)<br />
|}<br />
<br />
=== Node Definitions ===<br />
So, node definitions are a little weird. You don't have to use any, and you *can use a whole bunch. Defines where parts attach to other parts. Tricouplers have four: three bottom and one at the top, while most parts simply have two, and a few parts have only one. <br />
<br />
Node stack defines where the part vertically stacks with other parts, and node attach defines where on a part's surface other parts attach - in other words, horizontal attachment.<br />
<br />
The attachment values relate to an object's origin, and their values correspond to a model's units and scaling factors. A node_stack_bottom with x, y, and z values of (2.5, 5.0, 3.0) will have an attachment node 2.5 units to the right, 5.0 units up, and 3.0 units forward. The next three values refer to the orientation that a particular node will accept other attachments, on a scale of -1.0 to 1.0. These represent the vector that a part will orient itself on when attaching to the node. For example, a fuel tank with a node_stack_bottom will have angx, angy, and angz values of (0.0, -1.0, 0.0). This represents a vector downward relative to the part model, in the negative y direction. A value of (0.0, -1.0, 1.0) would represent a diagonal vector downward and forward, while a value of (1.0, 1.0, 1.0) would represent a vector to the right, up, and forward.<br />
<br />
Generally, most parts will have angx, angy, and angz values of either (0.0, -1.0, 0.0) for a node_stack_bottom and (0.0, 1.0, 0.0) for a node_stack_top.<br />
<br />
The last value indicates the visual size of an attachment node. Values may be either 0 (small half-meter node), 1 (normal), or 2 (large). This parameter is optional and will default to 1 if nothing is specified.<br />
<br />
Keep in mind, naming conventions (_stack_bottom, _stack_top) for nodes only apply to node_stack; they are only helpful in identifying a node's position.<br />
<br />
Known node definitions are listed below:<br />
<br />
* node_stack_top<br />
* node_stack_bottom<br />
* node_stack_connect01<br />
* node_stack_connect02<br />
* node_stack_connect03<br />
* node_attach<br />
* node_stack_bottom01<br />
* node_stack_bottom02<br />
* node_stack_bottom03<br />
* node_stack_bottom04<br />
<br />
Each one follows this example, and specifies where other parts can connect to this part:<br />
<br />
{|class="wikitable"<br />
|-<br />
! Actual Part !! Explanation<br />
|-<br />
| [[#node_attach|node_attach]] = 0.00, 0.147, 0.00, 0.0, 1.0, 0.0, 1 || specifies the location of the nodes of this part (the green circles).<br />
|}<br />
<br />
<pre><br />
node_stack_bottom = x, y, z, angx, angy, angz, size<br />
node_stack_top = x, y, z, angx, angy, angz, size<br />
node_attach = x, y, z, angx, angy, angz, size<br />
</pre><br />
<br />
=== FX definitions ===<br />
FX definitions specify visual effects associated with this part, including engine exhausts, explosions, and coloration. Each one is a unique effect, and the only parameters they take is the location/offset that the effect occurs at. <br />
The 'active' switch on the end is used to define ''when'' this effect will be visible. See the [[FX Groups]] listing to know which effect groups are available, and when they are used.<br />
It's also possible to assign an effect to more than just one FX Group. If for instance, you want a smoke effect to be visible both when the part activates and also when it deactivates itself, you can do this: <br />
<br />
fx_gasBurst_white = x, y, z, angx, angy, angz, activate, deactivate<br />
<br />
This is particularly useful if you're defining a lot of effects, like the gas discharges on an RCS module.<br />
<br />
<br />
<pre><br />
fx_exhaustFlame_yellow = x, y, z, angx, angy, angz, active<br />
fx_exhaustLight_yellow = x, y, z, angx, angy, angz, active<br />
fx_smokeTrail_medium = x, y, z, angx, angy, angz, active<br />
</pre><br />
<br />
Known FX calls are listed below:<br />
<br />
* fx_exhaustFlame_blue_small<br />
* fx_exhaustFlame_yellow<br />
* fx_exhaustFlame_yellow_tiny<br />
* fx_exhaustFlame_blue<br />
* fx_exhaustFlame_white_tiny<br />
* fx_exhaustLight_yellow<br />
* fx_exhaustLight_blue<br />
* fx_smokeTrail_medium<br />
* fx_smokeTrail_light<br />
* fx_gasBurst_white<br />
* fx_exhaustSparks_flameout<br />
* fx_exhaustSparks_flameout_2<br />
* fx_exhaustSparks_yellow<br />
<br />
Module Parameters for PREFAB_PARTICLE and MODEL_MULTI_PARTICLE:<br />
<br />
{|class="wikitable"<br />
|-<br />
! Variable !! Value !! Definition<br />
|-<br />
| prefabName || fx_exhaustFlame_blue || The name of the effect you want to use (See list above).<br />
|-<br />
| transformName || smokePoint || The name of the point defined in the Unity editor where the effect will appear from.<br />
|-<br />
| size || Throttle Range (0.0), Scale (0.0) || '''(Deprecated, doesn't work!)''' Scales the size of the particle effect set in the Unity editor. This parameter is usually the same number as the size in meters for the part (1.25, 2.5, 3.75, etc.). You need one line with a declaration for every point on the throttle range you are editing (See example below).<br />
|-<br />
| energy || Throttle Range (0.0), Scale (0.0) || Scales the energy of the particle effect set in the Unity editor. Energy is the time it takes for the effect to disappear. For smoke trails, you want a high value, but for water vapor you want a small value. You need one line with a declaration for every point on the throttle range you are editing (See example below).<br />
|-<br />
| emission || Throttle Range (0.0), Scale (0.0) || Lets you edit the emission range and scale of the effect. It handles amount of particles in a set amount of time. You need one line with a declaration for every point on the throttle range you are editing (See example below).<br />
|-<br />
| speed || Throttle Range (0.0), Scale (0.0) || Scales the velocity of the particle effect set in the Unity editor. You need one line with a declaration for every point on the throttle range you are editing (See example below).<br />
|-<br />
| localOffset || X, Y, Z || Used in PREFAB_PARTICLE. Lets you change the offset of the effect in 3D space. To move the particle effect closer to or further from the nozzle, edit the Z axis.<br />
|-<br />
| localPosition || X, Y, Z || Used in MODEL_MULTI_PARTICLE. Lets you change the offset of the effect in 3D space. To move the particle effect closer to or further from the nozzle, edit the Z axis.<br />
|-<br />
| localScale || X, Y, Z || Used in MODEL_MULTI_PARTICLE. This was implemented in KSP 1.4.5 and replaces the size parameter. Lets you change the size of the particle so that the same particle can be custom fit to engines of various sizes. However, values other than [1, 1, 1] only work properly when the engine has (for part makers: only one of the named emitter transform; for casual players: only one nozzle). It works correctly on RCS thrusters that have up to 5 such emitters. This parameter also cannot be used on any of the particles provided by default in the game or by most part mods. New particles must be made such that the same transform that holds the PartTools script also holds the KSP Particle Emitter script.<br />
|-<br />
|}<br />
<br />
Example taken from the config file for the [[S3 KS-25 "Vector" Liquid Fuel Engine]]:<br />
<pre><br />
PREFAB_PARTICLE<br />
{<br />
prefabName = fx_smokeTrail_light<br />
transformName = smokePoint<br />
emission = 0.0 0.0<br />
emission = 0.05 0.0<br />
emission = 0.075 0.25<br />
emission = 1.0 1.25<br />
speed = 0.0 0.25<br />
speed = 1.0 1.0<br />
localOffset = 0, 0, 0<br />
}<br />
</pre><br />
<br />
=== Sound FX definitions ===<br />
Just like Visual effects, sound effects specify an effect to be used by the part. Sound effects are coded using a two-sided equation, the left side specifies the sound or sound file to be used, whereas the right side specifies when to use that particular sound. Known Sound Effects definitions are:<br />
<br />
This is pretty easy to use in a basic way, which will suit our needs just fine.<br />
<br />
Under this section, comes:<br />
<br />
sound_vent_medium = activate<br />
sound_rocket_hard = active<br />
sound_vent_soft = deactivate<br />
<br />
Sounds are added to FX Groups, in much the same way smoke and flame effects are. Of course, sounds do not need to be positioned in space, nor do they have rotations, so all you need is to indicate in which FX Group the sound will be executed. As with effects, you can assign multiple groups to a sound.<br />
<br />
<br />
Since 0.20 GameData structure there are 2 ways to add a sound to a part:<br />
<br />
* KSP has an internal sound library, which contains a few sound effects. By defining a sound as in the example above, KSP will search for that sound in its internal library.<br />
* The second way is to add new sound files which is ONLY possible if adding the sound file to the GameData/modName/parts/partName/part/sounds/ folder. Note that all the sounds are therefore "private", only accessed by that part. For now, the legacy folder or a shared mod folder method doesn't work, devs are probably going to fix this problem in the future.<br />
<br />
<br />
REMEMBER: If you add a custom sound, the file name must start with '''sound_''' (e.g., sound_myNewSoundEffect.wav). <br />
<br />
To use a sound from the KSP internal library or the part/sounds folder, you must not include the extension in the sound name (e.g., sound_vent_medium = activate), otherwise the sound will not work.<br />
<br />
Supported files are 48000&nbsp;Hz .wav files and .ogg<br />
<br />
These are the paired sound types and part statuses.<br />
{|class="wikitable"<br />
|-<br />
! Sound !! Engine Status <br />
|-<br />
| sound_jet_low || decouple<br />
|-<br />
| sound_jet_deep || engage<br />
|-<br />
| sound_vent_soft || running <br />
|-<br />
| sound_vent_large || power<br />
|-<br />
| sound_vent_medium || disengage<br />
|-<br />
| sound_rocket_hard || flameout<br />
|-<br />
| sound_rocket_mini || activate<br />
|-<br />
| sound_decoupler_fire || deploy<br />
|-<br />
| sound_explosion_low ||<br />
|-<br />
| sound_parachute_open ||<br />
|-<br />
| sound_parachute_single ||<br />
|-<br />
|} <br />
<br />
=== Editor Parameters ===<br />
{|class="wikitable"<br />
|-<br />
! Actual Part !! Definition <br />
|-<br />
| CrewCapacity || The number of Kerbals that can be seated in this part. Mk1 Command Pod seats 1. Jebediah is so awesome, he only takes up .7 seats. Chuck Norris takes as many seats as he wants. Use 0 to specify a probe.<br />
|- <br />
| TechRequired || <br />
This is the technology tree node that must be activated in order to have access to this part. Any single word can go here, but if you use a word that is not in the tech tree definition, you may never be able to access your part. Currently, stock KSP comes with the following [[ Technology_tree]] nodes:<br />
<br />
* start<br />
* basicRocketry<br />
* engineering101<br />
* generalRocketry<br />
* stability<br />
* survivability<br />
* advRocketry<br />
* generalConstruction<br />
* flightControl<br />
* scienceTech<br />
* heavyRocketry<br />
* fuelSystems<br />
* advConstruction<br />
* aerodynamicSystems<br />
* advFlightControl<br />
* electrics<br />
* spaceExploration<br />
* landing<br />
* heavierRocketry<br />
* specializedConstruction<br />
* actuators<br />
* supersonicFlight<br />
* specializedControl<br />
* precisionEngineering<br />
* advElectrics<br />
* advExploration<br />
* advLanding<br />
* nuclearPropulsion<br />
* advMetalworks<br />
* composites<br />
* advAerodynamics<br />
* highAltitudeFlight<br />
* largeControl<br />
* unmannedTech<br />
* ionPropulsion<br />
* largeElectrics<br />
* electronics<br />
* fieldScience<br />
* veryHeavyRocketry<br />
* metaMaterials<br />
* heavyAerodynamics<br />
* hypersonicFlight<br />
* advUnmanned<br />
* specializedElectrics<br />
* advScienceTech<br />
* advancedMotors<br />
The following Tech Tree nodes are present in stock, but not used unless called for by a mod.<br />
* experimentalRocketry<br />
* nanolathing<br />
* experimentalAerodynamics<br />
* aerospaceTech<br />
* experimentalElectrics<br />
* experimentalScience<br />
* automation (used by MechJeb)<br />
* robotics<br />
* experimentalMotors<br />
|-<br />
| entryCost || entryCost represents the amount of [[Funds]] required to unlock this particular part. As such, it could be considered an 'investment' cost in the development. First you have to have the brains to make the thing, then someone has to develop it (that's this cost), then you can get it into production (that's cost, coming later). You can set this to any value you like. Bear in mind that this value has no meaning in Sandbox or Science Modes. It is only used in Career Mode. <br />
|- <br />
| cost || cost represents the cost in [[Funds]] to attach a single instance of this part to your craft. It represents the "wet cost", assuming all resources are at their full amount. '''This is different from mass, which is the dry mass.''' Cost has no use in Sandbox or Science modes, it is only used in Career mode<br />
|-<br />
| category || Mods are organized alphabetically according to their sub-directory in parts, and then according to this value. This is why, when you add a mod that is contained in folder "000_NewMod", it's parts appear first and when you add a mod that is contained in "ZZZ_NewMod", it's parts appear last. Currently there are nine useable categories: <br />
<br />
* Command <br />
* Propulsion (deprecated, but still useable) <br />
* FuelTank<br />
* Engine<br />
* Aero <br />
* Electrical <br />
* Structural <br />
* Utility <br />
* Wheel <br />
|- <br />
| subcategory || subcategory is not currently in use as of [0.90]. It is expected that this control will later be linked to [category] to provide a further subdivision of searchable parts in-game, possibly to cut down on clutter when the parts list gets exceptionally high. With certain mods installed, the Propulsion category already spans several pages. [subcategory] can help control this by provided variants such as [liquidEngine], [LOXfueltank], [SRB], etc<br />
|-<br />
| title || title is the in-game name for your part and features such iconic names as 'Command Pod Mk1'. The title of your part can be as long or short as you want, and there are no known limitations on what can be used in the title. This is how your part will be known in-game, on in-game contextual menus and referred to on message boards and forums (hopefully) so take that into consideration. <br />
|-<br />
| manufacturer || manufacturer is flavor text (possibly useful in future iterations as a filter for parts) that defines who built or created the part for use (or pulled out of the junk-pile and sold at 10000% mark-up for you to use). Just as with the title of your part, there are no known restrictions on the flavor text, including length. This is KSP, though, so try to be humorous<br />
|-<br />
| description || description is the flavor text that describes your parts purpose, motivation, direction, life aspirations, goals, favor colors, and (hopefully) what it can (is supposed to) do. As with other flavor text, there are no known limitations on what can go here, including length. In fact, this flavor text is treated special in-game by being given a text box that automatically scrolls based on the length of the description used. If your part does something unusual, it's probably a good idea to (at least partially) document it here, so people know how to use your part in-game. Many are the parts that have failed their popularity exams because of bad descriptions. <br />
|}<br />
<br />
=== Attachment rules ===<br />
attachRules defines how this part attaches to or allows attachments from other parts. Though documented in some part files, the documentation is minimalist and difficult to understand, so here's a little clean-up and expansion. <br />
<br />
*// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision<br />
*attachRules = 1,1,1,1,1<br />
<br />
The rules correspond to the numbers below - 1 is allow, 0 is prevent. The tags are:<br />
<br />
'''stack''' - Can your part be stacked on others?<br />
<br />
'''SrfAttach''' - Can your part be placed onto a surface?<br />
<br />
'''allowStack''' - Will you allow other parts to be stacked on your part?<br />
<br />
'''allowSrfAttach''' Can other parts be placed on the surface of yours?<br />
<br />
'''allowCollision''' - A special one: Can your part be placed if part of it is intersecting another part?<br />
<br />
<br />
'''Note that you can also force parts attached to this part to attach in a specific symmetry.'''<br />
<br />
*// symmetry rules: 0=1x, 1=2x, 2=3x, 3=4x and so on...<br />
*stackSymmetry = 3 <br />
<br />
<br />
<br />
<br />
=== Standard Part Parameters ===<br />
This defines how your part performs in the air and its limits. Note that not all of these parameters need to be defined. If they're left out of the cfg file, KSP will use a default value for them. Standard part parameters indicate how the part interacts with the environment in flight mode. From mounting on the launch platform or the runway through take-off and atmospheric interactions to landing and blowing up, this is where physics enters the game<br />
<br />
{|class="wikitable"<br />
|-<br />
! Actual Part !! Definition<br />
|-<br />
| mass = 1 || mass measured in Kerbal tons, describes the 'weight' of your part and is used in calculations involving roll, pitch, yaw, and thrust. The higher the mass, the more energy will be needed to change any of those four parameters. It is also used in making center-of-mass, center-of-lift and center-of-drag calculations, some of which are critical for aerodynamic flight. This is a numerical value, and you can use any positive value. Bear in mind that extremely high positive values for [mass] may make the part unusable in-game or require additional special parts to make usable. This is generally considered poor design. It represents the "dry mass" when all resources are empty. '''This is different from cost, which is the wet cost.'''<br />
|- <br />
| dragModelType || [dragModelType] describes how your part interacts with drag forces. At present, the known [dragModelType]s include:<br />
*default<br />
|-<br />
| maximum_drag || (could use clarification) The maximum drag coefficient of the part (usually under between 0.2 and 0.3 and < 1). Generally drag when part's direction of travel is along its y-axis.<br />
|-<br />
| minimum_drag || (could use clarification) The minimum drag coefficient of the part (usually under between 0.2 and 0.3 and < 1 and lower than maximum_drag). This value is unused if dragModelType is set to default. Generally drag when the part's direction of travel is perpendicular to its y-axis.<br />
|-<br />
| angularDrag || (could use clarification) how much angular drag is there/resistance to turning? (Also usually under 1.)<br />
|-<br />
| crashTolerance || crashTolerance describes the maximum velocity (in m/s) at which your part can interact with another part without suffering damage (read: blowing up). The higher you set this value, the faster an impact your part can survive. 12 is fairly high, and is the de facto standard for most pods. 14 is useful for landing legs, and 50 is used on some wheels, which are basically indestructible. <br />
|-<br />
| BreakingForce || <br />
optional [breakingForce] specifies an amount of Force exerted between this part and another part that it is attached to. When exceeded, the two parts will separate (usually catastrophically). Higher values indicate stronger connections. <br />
|-<br />
| BreakingTorque || optional. Like [breakingForce], [breakingTorque] defines an amount of Force between two parts, but rather than direct force towards or against, [breakingTorque] refers to rotational forces between the two objects. It assigns a value that, again, when exceeded, will cause the two parts to separate, with the expected results<br />
|-<br />
| maxTemp || Stock KSP uses the [maxTemp] value to determine at what temperature parts will blow up due to overheating. As of Version 1.1, heat sources include Kerbin's sun, re-entry and aerodynamic heating, and engine exhaust. KSP's uses Kelvin as its temperature scale. Once this value is exceeded, your part will spontaneously explode. Managing heat with engines is a critical function of launching higher-powered engines, and design considerations mean that you shouldn't place parts with low [maxTemp] values directly in the path of engine exhaust. ~1800 is a good value for most engine assemblies.<br />
|-<br />
| ActivatesEvenIfDisconnected || true or false, assumed to specify whether the part will operate when not connected to a vessel (remote control?) Must test. Currently, only know part is the Sepratron I<br />
|-<br />
| stagingIcon || Sets the icon in the staging system<br />
* DECOUPLER_HOR (Radial Decoupler Icon)<br />
* LIQUID_ENGINE (Liquid Engines, or engines that have controllable thrust) <br />
* SOLID_BOOSTER (Solid Rocket Boosters, or engines without controllable thrust) <br />
* RCS_MODULE (Small 4-Way RCS Block Icon)<br />
* FUEL_TANK (Red Fuel Tank Icon)<br />
* COMMAND_POD (Generic Command Pod Icon)<br />
* DECOUPLER_VERT (Vertical Decoupler)<br />
* (?)<br />
*<br />
|-<br />
| stageOffset || Can be 0, 1, etc. defines whether this part will create a new stage before itself. This only applies for the automatically generated staging sequence. -1 is used in parachutes...signals that activation of this object does not cause a staging effect? <br />
|-<br />
| childStageOffset || Can be 0, 1, etc. defines whether this part will create a new stage after itself. This only applies for the automatically generated staging sequence.<br />
|-<br />
| explosionPotential || unknown purpose. Possibly for future use for random failures. Known values are numerical.<br />
* 0.1<br />
* 0 (BSLsnakprobe)<br />
|-<br />
| fuelCrossFeed || Will the part crossfeed fuel between parts attached to it? allows or restricts fuel moving through this part. Boolean argument: True or False<br />
|-<br />
| NoCrossFeedNodeKey = bottom || if set to bottom will keep fuel from flowing FROM bottom nodes (avoiding some stack imbalances). Used with parts with multiple bottom nodes, such as the [[TVR-1180C Mk1 Stack Tri-Coupler]]. keeps resources from flowing FROM the named nodes (prevents stack imbalances and such) Use with fuelCrossFeed true to to allow resources to flow into these parts, but not back out. Known parameters: bottom<br />
|-<br />
| linearStrength || The amount of stress the given part can sustain without breaking, in a straight back-and-forth direction. Used for fuel lines and strut connectors. <br />
|-<br />
| angularStrength || The amount of stress the given part can sustain without breaking, laterally. Used for fuel lines and strut connectors<br />
|-<br />
| maxLength || The maximum possible length of this stretchy part, expressed in meters. Used for fuel lines and strut connectors, as they have repeating meshes<br />
|-<br />
| vesselType || unknown. May automatically set the Ship Type variable when including parts with a defined [vesselType]. Known [vesselTypes] include:<br />
* Ship<br />
* Probe<br />
* Lander<br />
* Rover<br />
* SpaceObject (refers only to PotatoRoids)<br />
|-<br />
| PhysicsSignificance || optional. unknown purpose. assumed to default to zero. Appears to be a numerical value. Many parts are 'physicsless' Known parts: <br />
* radialFlatSolarPanel<br />
* ladderRadial<br />
* z-400Battery<br />
* z-100Battery<br />
Known Values: 1<br />
|-<br />
|}<br />
<br />
=== MODULES ===<br />
<br />
Each Configuration file is composed of several sections. Some of these sections are standardized across all parts, others are specific to specific part types. To build or modify a successful part, it is necessary to have an understanding of what each section does, and within those sections what each line of configuration actually does, and what the options are for those lines. This Definitions file will attempt to address each of those questions in turn and is current as of [0.25.0]<br />
<br />
<br />
Notes: It appears that, with a few exceptions, all definitions can occur in any order in the PART file. Free arrangement is valid for MODEL {}, INTERNAL {}, [[ Module | MODULE ]] {}, <br />
<br />
<br />
<span id="MODULES"></span><br />
<br />
<br />
[[ Module| MODULE]]s define what specific parts can do. They are generally calls to C-coded or hard-coded functions that define what functionality these parts have in-game. <br />
<br />
'''name''' <br />
names define the module in use and are a general indication of what the module subtype does. Specific variables are associated with each [[ Module| MODULE]].[name]. For example, the Clamp-O-Tron Docking Port Sr. has the [[ Module| MODULE]].name ModuleDockingNode and its' associates variables are [referenceAttachNode] and [nodeType]. Some [[ Module| MODULE]]s share variables with other [[ Module| MODULE]]s, which can make deciphering their purpose difficult.<br />
<br />
known [[ Module| MODULE]]s, their associated variables, and the meanings of those variables will be explained below.<br />
<br />
{|class="wikitable"<br />
|-<br />
! [[ Module | MODULE ]] Name !! [[ Module | MODULE ]] Function !! From Modification<br />
|-<br />
| [[ Module#ModuleCargoBay| ModuleCargoBay]] || Cargo bays || Stock<br />
|-<br />
| [[ Module#ModuleParachute | ModuleParachute ]] || Parachute Operations || Stock<br />
|-<br />
| [[ Module#ModuleSAS | ModuleSAS ]] || Control System || Stock<br />
|- <br />
| [[ Module#KerbalSeat | KerbalSeat ]] || Internal Seating? || Stock<br />
|- <br />
| [[ Module#ModuleLandingGear | ModuleLandingGear]] || One type of Wheel || Stock<br />
|-<br />
| [[ Module#ModuleSteering | ModuleSteering ]] || For Wheel Operations || Stock<br />
|-<br />
| [[ Module#FXModuleConstraingPosition | FXModuleConstraingPosition ]] || Unsure || Stock<br />
|-<br />
| [[ Module#ModuleLandingLeg | ModuleLandingLeg ]] || For Landing Legs || Stock<br />
|-<br />
| [[ Module#RetractableLadder | RetractableLadder ]] || For Collapsible Ladders || Stock<br />
|-<br />
| [[ Module#ModuleReactionWheel | ModuleReactionWheel ]] || Controls Force of Reaction wheels || Stock<br />
|-<br />
| [[ Module#ModuleScienceContainer | ModuleScienceContainer ]] || Place to store Science || Stock<br />
|-<br />
| [[ Module#FlagDecal | FlagDecal ]] || Flag Decorations on Parts || Stock<br />
|- <br />
| [[ Module#ModuleScienceLab | ModuleScienceLab ]] || For Science generators || Stock<br />
|-<br />
| [[ Module#ModuleJettison | ModuleJettison ]] || Fairing removal || Stock<br />
|- <br />
| [[ Module#ModuleAlternator | ModuleAlternator ]] || For producing resources based on thrust || Stock<br />
|-<br />
| [[ Module#ModuleCommand | ModuleCommand ]] || For Control || Stock<br />
|-<br />
| [[ Module#ModuleEnviroSensor | ModuleEnviroSensor ]] || Unmanned Science || Stock<br />
|-<br />
| [[ Module#ModuleControlSurface | ModuleControlSurface ]] || Control Surfaces, aelirons || Stock<br />
|- <br />
| [[ Module#ModuleAnimateHeat | ModuleAnimateHeat ]] || Animation to be played based on heat || Stock<br />
|-<br />
| [[ Module#Module Engines | Module Engines ]] || Engines and Thrust (somewhat deprecated) || Stock<br />
|-<br />
| [[ Module#FXModuleAnimateThrottle | FXModuleAnimateThrottle ]] || Animation to be played based on throttle level || Stock<br />
|- <br />
| [[ Module#ModuleEnginesFX | ModuleEnginesFX ]] || Engines and Thrust (use this in place of Module Engines) || Stock<br />
|-<br />
| [[ Module#ModuleGimbal | ModuleGimbal ]] || Engine Directionality || Stock<br />
|-<br />
| [[ Module#ModuleTestSubject | ModuleTestSubject ]] || Contract System || Stock<br />
|-<br />
| [[ Module#LaunchClamp | LaunchClamp ]] || Launch Clamps || Stock<br />
|-<br />
| [[ Module#ModuleDockingNode | ModuleDockingNode ]] || Docking Ports || Stock<br />
|-<br />
| [[ Module#ModuleRCS | ModuleRCS ]] || Reaction Control Systems || Stock<br />
|-<br />
| [[ Module#ModuleResourceHarvester | ModuleResourceHarvester ]] || Harvests resources from the environment || Stock<br />
|-<br />
| [[ Module#ModuleResourceIntake | ModuleResourceIntake ]] || Intakes that produce resources || Stock<br />
|-<br />
| [[ Module#ModuleScienceExperiment | ModuleScienceExperiment ]] || Controlling Experiments || Stock<br />
|- <br />
| [[ Module#ModuleGrappleNode | ModuleGrappleNode ]] || For [[Advanced Grabbing Unit|the Klaw]] || Stock<br />
|-<br />
| [[ Module#ModuleLight | ModuleLight ]] || For external lighting || Stock<br />
|-<br />
| [[ Module#ModuleAnimateGeneric | ModuleAnimateGeneric ]] || Generic Animation Calls || Stock<br />
|-<br />
| [[ Module#ModuleDataTransmitter | ModuleDataTransmitter ]] || For transmitting antennas || Stock<br />
|- <br />
| [[ Module#FXModuleLockAtConstraint | FXModuleLockAtConstraint ]] || Uncertain || Stock<br />
|-<br />
| [[ Module#ModuleAsteroid | ModuleAsteroid ]] || Unsure || Stock<br />
|- <br />
| [[ Module#ModuleDeployableSolarPanel | ModuleDeployableSolarPanel ]] || For unfoldable solar panels || Stock<br />
|-<br />
| [[ Module#ModuleWheel | ModuleWheel ]] || For wheels, powered or unpowered || Stock<br />
|-<br />
| [[ Module#FXModuleLookAtConstraint | FXModuleLookAtConstraint ]] || Unknown || Stock<br />
|-<br />
| [[ Module#FXModuleConstrainPosition | FXModuleConstrainPosition ]] || Unknown || Stock<br />
|-<br />
| [[ Module#ModuleAnchoredDecoupler | ModuleAnchoredDecoupler ]] || Decouplers1 || Stock<br />
|-<br />
| [[ Module#ModuleDecouple | ModuleDecouple ]] || Decoupling Operations || Stock<br />
|-<br />
| [[ Module#KASModuleContainer | KASModuleContainer ]] || Containers || KAS / Kerbal Assembly System<br />
|-<br />
| [[ Module#KASModuleGrab |KASModuleGrab ]] || || KAS / Kerbal Assembly System<br />
|-<br />
| [[ Module#KASModuleStrut |KASModuleStrut ]] || || KAS / Kerbal Assembly System<br />
|-<br />
| [[ Module#SCANset |SCANset ]] || || SCANsat<br />
|-<br />
| [[ Module#TweakScale |TweakScale ]] || Changing the size of parts || TweakScale<br />
|-<br />
| [[ Module#MechJebCore |MechJebCore ]] || Automated ship controls and advanced information systems || MechJeb<br />
|-<br />
| [[ Module#ModuleConnectedLivingSpace |ModuleConnectedLivingSpace ]] || || MKS/OKS / Modular Kolonization System<br />
|- <br />
| [[ Module#KolonyConverter |KolonyConverter ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#MKSModule |MKSModule ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ExWorkshop |ExWorkshop ]] || || MKS/OKS / Modular Kolonization System<br />
|- <br />
| [[ Module#KarboniteAtmoExtractor |KarboniteAtmoExtractor ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#KarboniteDrill |KarboniteDrill ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#KarboniteGenerator |KarboniteGenerator ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#KarboniteParticleExtractor |KarboniteParticleExtractor ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#KarboniteConverter |KarboniteConverter ]] || || MKS/OKS / Modular Kolonization System<br />
|- <br />
| [[ Module#USI_Converter |USI_Converter ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#USIAnimation |USIAnimation ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#USI_BaseAnchor |USI_BaseAnchor ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#USI_InertialDampener |USI_InertialDampener ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ProxyLogistics |ProxyLogistics ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#FSanimateGeneric |FSanimateGeneric ]] || || Firespitter<br />
|-<br />
| [[ Module#FStextureSwitch2 |FStextureSwitch2 ]] || || Firespitter<br />
|-<br />
| [[ Module#FSfuelSwitch |FSfuelSwitch ]] || || Firespitter<br />
|-<br />
| [[ Module#MKSLcentral |MKSLcentral ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ORSModuleAirScoop |ORSModuleAirScoop ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ORSModuleAirIntake |ORSModuleAirIntake ]] || || MKS/OKS / Modular Kolonization System<br />
|- <br />
| [[ Module#ORSResourceScanner |ORSResourceScanner ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ORSModuleRailsExtraction |ORSModuleRailsExtraction ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ORSModuleParticleCollector |ORSModuleParticleCollector ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ORSAnimatedScanner |ORSAnimatedScanner ]] || || MKS/OKS / Modular Kolonization System<br />
|- <br />
| [[ Module#ORSAnimatedExtractor |ORSAnimatedExtractor ]] || || MKS/OKS / Modular Kolonization System<br />
|-<br />
| [[ Module#ModuleSPU |ModuleSPU ]] || || Remote Tech<br />
|-<br />
| [[ Module#ModuleRTAntennaPassive |ModuleRTAntennaPassive ]] || || Remote Tech<br />
|-<br />
| [[ Module#FSplanePropellerSpinner |FSplanePropellerSpinner ]] || || Firespitter<br />
|-<br />
| [[ Module#FSengineSounds |FSengineSounds ]] || || FSengineSounds<br />
|-<br />
|}<br />
<br />
=== INTERNAL ===<br />
Internal specifies the internal files used to construct views from the IVA or internal vehicular activity, and are referenced out to the \Spaces\ directory of the relevant part mod. (Squad's internals are in \GameData\Squad\Spaces). INTERNALs have their own .cfg files with their own calls and methods that will not be discussed here. Squad provides 9 INTERNALs as part of Stock KSP:<br />
<br />
* crewCabinInternals<br />
* cupolaInternal<br />
* GenericSpace1<br />
* GenericSpace3<br />
* landerCabinInternals<br />
* landerCabinSmallInternal<br />
* mk1CockpitInternal<br />
* mk1PodCockpit<br />
* PodCockpit<br />
<br />
=== RESOURCE ===<br />
In parts files, [RESOURCE] refers to a resource that is stored by a part. Each stored resource must be separately defined by a [RESOURCE] call. Any resource may be stored, including those not defined. The examples in the table below comes from a [[Z-100 Rechargable Battery Pack|battery]] config.<br />
{|class="wikitable"<br />
|-<br />
! variable !! example !! explanation<br />
|-<br />
| name || ElectricCharge || Name of the resource being stored.<br />
|-<br />
| amount || 100 || Amount of the resource included when dragged out of the parts list.<br />
|-<br />
| maxAmount || 100 || Maximum amount of the resource that can be stored<br />
|-<br />
| isTweakable || false || Allows/prevents modification of resource levels in editor.<br />
|-<br />
| hideFlow || true || Allows/prevents display of motion of resource transfer. Not sure why this would be important.<br />
|}<br />
<br />
=== EFFECTS ===<br />
{|class="wikitable"<br />
|-<br />
!variable ||explanation<br />
|-<br />
|| clip || specifies the location of an audio clip to play during the specified thrust effect.<br />
|-<br />
|| volume || <br />
?? 2-part array, used twice, once to specify a minimum volume, once to specify a maximum volume, relative to the game's volume settings<br />
|-<br />
|| pitch || <br />
?? 2-part array, used twice, once to specify a minimum volume, once to specify a maximum volume, relative to the game's volume settings<br />
|-<br />
|| loop || <br />
boolean, true or false, specifies whether to play the sound once, or to keep playing the sound as long as the specified effect is in operation<br />
|}<br />
<br />
== Resource Configuration Files ==<br />
Resources are massively modifiable, but Stock KSP only comes with a few, and these are contained in squad/resources/ResourcesGeneric.cfg. Be extremely careful when modifying ResourcesGeneric.cfg, as it could have unintended side effects for your rockets. Resource definitions follow these conventions:<br />
<br />
{|class="wikitable"<br />
|-<br />
! variable !! example !! explanation<br />
|-<br />
| name || <br />
{|class="wikitable"<br />
! Resource !! Mod<br />
|-<br />
| LiquidFuel || Stock<br />
|-<br />
| Oxidizer || Stock<br />
|-<br />
| SolidFuel || Stock<br />
|-<br />
| MonoPropellant || Stock<br />
|-<br />
| XenonGas || Stock<br />
|-<br />
| ElectricCharge || Stock<br />
|-<br />
| IntakeAir || Stock<br />
|-<br />
| EVA Propellant || Stock<br />
|-<br />
| MechanicalParts || MKS/OKS<br />
|-<br />
| Recyclables || MKS/OKS<br />
|-<br />
| ElectronicParts || MKS/OKS<br />
|-<br />
| PlasticParts || MKS/OKS<br />
|-<br />
| ModularParts || MKS/OKS<br />
|-<br />
| ReplacementParts || MKS/OKS<br />
|-<br />
| RepairKits || MKS/OKS<br />
|-<br />
| PatchKits || MKS/OKS<br />
|-<br />
| Computers || MKS/OKS<br />
|-<br />
| Robotics || MKS/OKS<br />
|-<br />
| ExoticMinerals || MKS/OKS<br />
|-<br />
| RareMetals || MKS/OKS<br />
|-<br />
| Chemicals || MKS/OKS<br />
|-<br />
| Polymers || MKS/OKS<br />
|-<br />
| SpecMachinery || MKS/OKS<br />
|-<br />
| AdvMachinery || MKS/OKS<br />
|-<br />
| BasicMachinery || MKS/OKS<br />
|-<br />
| PunchCards || MKS/OKS<br />
|-<br />
| Compost || MKS/OKS<br />
|-<br />
| MEP-Manufacturing || MKS/OKS<br />
|-<br />
| MEP-Laboratory || MKS/OKS<br />
|-<br />
| MEP-Refining || MKS/OKS<br />
|-<br />
| MEP-Mining || MKS/OKS<br />
|-<br />
| MEP-Environmental || MKS/OKS<br />
|-<br />
| MEP-Computing || MKS/OKS<br />
|-<br />
|}<br />
|| This is the name of the resource. Like the name of your part, it is restricted to one word with no spaces or underscores. This is how the resource is referred to in-game.<br />
|-<br />
| Display Name || Liquid Fuel || Display name for UI elements, can have spaces. <br />
|-<br />
| Abbreviation || LF || For KerbNet resource switcher button. Two characters at best, like in the Periodic Table. Only important for things that are drilled up.<br />
|-<br />
| density || 0.005 || [density] is a numerical value between 0 and 1 used in calculations involving mass, storage capacity and units. Lower values mean lower densities, meaning you can get more units in a smaller space.<br />
|-<br />
| unitCost || 0.8 || [unitCost] defines the amount of Kerbits of value for each unit of the specified resource. Any number will do. Positive values indicate that you pay for the resource. Negative values have not been tested (yet), but it is assumed that negative values mean others will pay you to get rid of this resource. (Nuclear waste disposal, anyone?) <br />
|-<br />
| hsp || 2010 || Specific Heat, how much energy in joules per kelvin needed to raise the temperature of 1kg of resource by 1 deg Kelvin. High numbers make it great as a thermal control substance.<br />
|-<br />
| flowMode || <br />
* STACK_PRIORITY_SEARCH<br />
* NO_FLOW<br />
* STAGE_PRIORITY_FLOW<br />
* ALL_VESSEL <br />
|| [flowMode] defines how the resource moves throughout your vessel whenever the resource is requested by a particular part. There are 4 known methods of flow mode:<br />
|-<br />
| transfer || <br />
* PUMP<br />
* NONE<br />
|| [transfer] is an optional method which specifies how and whether or not a resource may be manually transferred from one location on a vessel to another. There are two known methods of [transfer]:<br />
|-<br />
| isTweakable || <br />
* true<br />
* false<br />
|| [isTweakable] is an optional, boolean method which specifies whether or not a resource may be assigned during construction. Defaults to true. The only accepted arguments are true and false.<br />
|-<br />
| isVisible ||<br />
* true<br />
* false<br />
|| boolean, Is the gauge for this even ever visible (resource panel in flight and in VAB)? Overrides isTweakable. Almost every resource has this true.<br />
|-<br />
| volume || <br />
1<br />
|| Standard value is 1. How many litres of space a unit of this occupies. Affects tankage in volume sensitive storage systems like KIS and B9 Part Switch.<br />
|}<br />
<br />
== Science Definitions Configuration Files ==<br />
{|class="wikitable"<br />
|-<br />
! variable !! example !! explanation<br />
|-<br />
| id || crewReport || internal name of the experiment in question<br />
|-<br />
| title || Crew Report || Flavor text of the experiment<br />
|- <br />
| baseValue || 5 || Base science value of the experiment<br />
|-<br />
| scienceCap || 5 || Max? value of the experiment, before multipliers<br />
|- <br />
| dataScale || 1 || Multiplier used in calculations<br />
|-<br />
| requireAtmosphere ||<br />
* True<br />
* False<br />
|| specifies whether this experiment must be conducted inside an atmosphere<br />
|-<br />
| situationMask || 63 || uses the sum of the situation bits to determine where the experiment can be conducted:<br />
* SrfLanded = 1,<br />
* SrfSplashed = 2,<br />
* FlyingLow = 4,<br />
* FlyingHigh = 8,<br />
* InSpaceLow = 16,<br />
* InSpaceHigh = 32<br />
|-<br />
| biomeMask || 7 || uses the same pattern as situationMask to determine whether experiment will give different result for different biomes. i.e. 7 = 1 + 2 + 4 so flying high will have only a single result per body but flying low (and landed or splashed) will give one result per biome<br />
|-<br />
| requiredExperimentLevel || 0.5 || specifies the level of research facility required before the experiment can be conducted<br />
|-<br />
| RESULTS || <br />
{|class="wikitable"<br />
|-<br />
! name !! example !! definition<br />
|-<br />
| Too many to list!<br />
* default<br />
* MohoSrf <br />
|| You ran an Atmosphere Analysis, recording various measurements like temperature, pressure and atmosphere composition || Flavor text for the science popup window and science archives that describes what happened when the experiment was conducted.<br />
|-<br />
|}<br />
|| an array of data that provides flavor text for each scenario that the experiment is conducted in. Left side is a combination of the planet name and the situation bit. No spaces. Right side is the flavor text provided to the GUI.<br />
|}<br />
<br />
== Contracts Definitions Configuration Files ==<br />
{|class="wikitable"<br />
Contains a single call to STORY_DEF, which then allows for subsets<br />
|-<br />
! variable !! example !! explanation<br />
|-<br />
<br />
|}<br />
<br />
== Contracts Configuration Files ==<br />
<br />
== Agent Configuration Files ==<br />
Agent configuration files specify specific Agents that may have an impact on the performance (read science, money, and prestige) awarded to your Kerbals for completion of specific tasks. Also specifies agency relations to one another. Many of these configurations are not implemented as of [0.90]<br />
<br />
<pre style="white-space: pre-wrap"><br />
// Agency mentalities<br />
// * Commercial [Increased financial stakes, both for success and failure]<br />
// * Competitive [competes with companies which we have a negative standing towards, auto-added if any standings set][not impl]<br />
// * Conglomerate []<br />
// * Startup []<br />
// * Cooperative [not impl]<br />
// * Ecomental [not impl]<br />
// * Economic []<br />
// * Hasty [-deadlines -expiry +rep]<br />
// * Patient [] <br />
// * Industrial [not impl] <br />
// * Perfectionist [not impl]<br />
// * Pioneer [Makes agency more likely to offer a contract to something that's never been done before]<br />
// * Record [Flags agency as a record-keeping organization, focuses on contracts about breaking existing records and doing new things]<br />
// * Scientific [Agency is more likely to offer science data gathering contracts][not impl]<br />
// * Stern [Higher Reputation Stakes for both success and failure]<br />
// * EasyGoing [Lower Reputation Stakes for both success and failure]<br />
// * Kerbalminded [not impl][Sets up conditions against losing Kerbals]<br />
// * Moral [not impl]<br />
// syntax guidelines<br />
//<br />
// standings = agent name string, float<br />
// mentality = MentalityClass [float]<br />
</pre><br />
<br />
<br />
{|class="wikitable"<br />
! !! !! !!<br />
|-<br />
|}<br />
<br />
== Kerbal Configuration Files ==<br />
Defines what your Kerbals can do. Contained in the Traits.cfg file.<br />
<br />
{|class="wikitable"<br />
|-<br />
! variable !! example !! definition !! in code<br />
|-<br />
| name || <br />
* Pilot <br />
* Engineer<br />
* Scientist<br />
|| describes the Kerbal's job || <pre>name = Pilot</pre><br />
|-<br />
| title || Any text || Flavor text of the job || <br />
<pre> title = Engineer </pre><br />
|-<br />
| desc || Any text || Flavor text of job description || <pre>desc = Pilots provide assistance in flying the vessel.</pre><br />
|-<br />
| EFFECT { || Array of skills <br />
|| describes benefits to vessel for having a Kerbal with this job aboard <br />
|| <br />
<pre> EFFECT<br />
{<br />
name = VesselScienceReturn<br />
modifiers = 1.05, 1.1, 1.15, 1.2, 1.25<br />
}<br />
EFFECT<br />
{<br />
name = PartScienceReturn<br />
modifiers = 1.05, 1.1, 1.15, 1.2, 1.25<br />
}<br />
</pre><br />
|}<br />
<br />
== Prop Configuration Files ==<br />
<br />
Contained in several different files, usually labeled prop.cfg, in the /Props/ directory. Describes aspects of parts used on IVAs, included buttons, switches, dials, and screens.<br />
<br />
<pre><br />
PROP<br />
{<br />
name = directionalKnob<br />
MODULE<br />
{<br />
name = internalGeneric<br />
}<br />
}<br />
proxy = 0, 0, 0, 0.0225, 0.0075, 0.0225, 0, 1, 0<br />
<br />
</pre><br />
<pre><br />
PROP<br />
{<br />
name = RadarAltimeter<br />
MODULE<br />
{<br />
name = InternalRadarAltitude<br />
indicatorName = indicator<br />
increments<br />
{<br />
inc = 0, 0<br />
inc = 34, 100<br />
inc = 70, 200<br />
inc = 110, 300<br />
inc = 145, 400<br />
inc = 180, 500<br />
inc = 215, 1000<br />
inc = 232, 2000<br />
inc = 250, 3000<br />
}<br />
}<br />
}<br />
proxy = 0, 0, 0, 0.06, 0.01, 0.06, 1.0, 0.5, 0<br />
</pre><br />
<pre><br />
PROP<br />
{<br />
name = NavBall<br />
MODULE<br />
{<br />
name = InternalNavBall<br />
navBallName = NavSphere<br />
iconUp = 0, 1, 0<br />
progradeVectorName = progradeVector<br />
retrogradeVectorName = retrogradeVector<br />
progradeWaypointName = progradeWaypoint<br />
retrogradeWaypointName = retrogradeWaypoint<br />
normalVectorName = NormalVector<br />
antiNormalVectorName = antiNormalVector<br />
radialInVectorName = RadialInVector<br />
radialOutVectorName = RadialOutVector<br />
maneuverArrowName = ManeuverArrow<br />
anchorName = Anchor<br />
}<br />
}<br />
proxy = 0, 0, 0, 0.075, 0.01, 0.09, 1.0, 0.5, 0<br />
</pre><br />
<pre><br />
PROP<br />
{<br />
name = switch<br />
MODULE<br />
{<br />
name = internalGeneric<br />
}<br />
}<br />
proxy = 0, 0, 0, 0.0225, 0.0075, 0.0225, 0, 1, 0<br />
</pre><br />
<br />
== Internals Configuration Files ==<br />
<br />
== Strategies Configuration Files ==<br />
Contained in Strategies.cfg, used to describe the variable strategies available. Each strategy opens with STRATEGY {<br />
<br />
{|class="wikitable"<br />
! variable !! samples !! description !! in code<br />
|-<br />
| name || <br />
* AppreciationCampaignCfg<br />
* FundraisingCampaignCfg<br />
* OpenSourceTechProgramCfg<br />
* UnpaidResearchProgramCfg<br />
* OutsourcedResearchCfg<br />
* PatentsLicensingCfg<br />
* AgressiveNegotiations<br />
* RecoveryTransponders<br />
|| Internal Description of Campaign Name. No spaces or special characters || <pre>name = AppreciationCampaignCfg</pre><br />
|-<br />
| title || Recovery Transponder Fitting || Flavor text for the campaign name || <pre>title = Appreciation Campaign</pre><br />
|-<br />
| desc || Recovering parts landed far away from the Space Center can be very costly, but I reckon we can reduce those costs by installing better transponders on the parts we launch. These units are not cheap, but they should make it much easier to find parts, improving the recovery value even if they're half-way around Kerbin. What do you say? || Flavor text for the description of the campaign || <pre>desc = We could definitely improve our <br />
image by putting some effort into reminding Kerbals <br />
everywhere of just how great the Space Program is. <br />
Advertisement space isn't free, however.</pre><br />
|-<br />
| department ||<br />
* Operations<br />
* Finances<br />
* Science<br />
* Public Relations<br />
|| Specifies the Department that the strategy belongs to. Can only be a department that already exists (as of [0.90] || <pre>department = Public Relations</pre><br />
|-<br />
| icon || || specifies the icon image to be used in conjunction with the campaign. In the campaign selection. || <pre>icon = Squad/Strategies/Icons/AppreciationCampaign</pre><br />
|-<br />
| groupTag ||<br />
* Basic,A<br />
* Basic,B<br />
* Basic,C<br />
* Misc,D<br />
* Misc,Recovery<br />
<br />
|| Uncertain, clearly has something to do with grouping || <pre>groupTag = Basic,A</pre><br />
|-<br />
| minLeastDuration || positive Integers || the minimum shortest amount of time (in days) that the campaign may have (campaigns must run at least this long) || <pre>minLeastDuration = 60</pre><br />
|-<br />
| maxLeastDuration || positive Integers || the maximum shortest amount of time (in days) that the campaign may have. Using the sliders, campaigns may be adjusted to require at least this long to run || <pre>maxLeastDuration = 100</pre><br />
|-<br />
| minLongestDuration || positive Integers || the minimum longest duration (in days) of the campaign. Using the sliders, campaigns may be adjusted to only run this long || <pre>minLongestDuration = 1200</pre><br />
|-<br />
| maxLongestDuration || positive Integers || the maximum longest duration (in days) of the campaign (campaigns cannot run longer than this) || <pre>maxLongestDuration = 1600</pre><br />
|-<br />
| requiredReputationMin || Integers || Minimum reputation required to purchase this campaign || <pre>requiredReputationMin = -500</pre><br />
|-<br />
| requiredReputationMax || Integers || The most reputation you can be required to have in order to run this campaign || <pre>requiredReputationMax = 750</pre><br />
|-<br />
| initialCostFundsMin || Integers || Minimum funds required to purchase this campaign || <pre>initialCostFundsMin = 8000.0</pre><br />
|-<br />
| initialCostFundsMax || Integers || The largest amount of Kerbits that can be required to purchase this campaign || <pre>initialCostFundsMax = 160000.0</pre><br />
|-<br />
| initialCostReputation || Integers || Minimum cost in reputation to run this campaign || <pre>initialCostReputation = 0.0</pre><br />
|-<br />
| initialCostScience || Integers || Minimum cost is science points to run this campaign || <pre>initialCostScience = 0.0</pre><br />
|-<br />
| hasFactorSlider || <br />
* True<br />
* False<br />
|| Can the campaign be adjusted by increasing inputs and getting greater outputs out of the campaign? || <pre>hasFactorSlider = True</pre><br />
|-<br />
| factorSliderDefault || Float || multiplication factor for each step along the slider bar|| <pre>factorSliderDefault = 0.05</pre><br />
|-<br />
| factorSliderSteps || Numbers || number of steps/stages in the slider bar || <pre>factorSliderSteps = 20</pre><br />
|-<br />
| EFFECT { || see table below || describes what the particular campaign actually does || see table below<br />
|}<br />
<br />
=== EFFECTS ===<br />
There are currently three different EFFECT types available for use in Strategies: CurrencyOperation, ValueModifier, and CurrencyConverter. Each one has different variables and are detailed below.<br />
<br />
{|class="wikitable"<br />
CurrencyOperation<br />
! variable !! samples !! description !! in code<br />
|-<br />
| name || <br />
* CurrencyOperation<br />
|| internal reference name || <pre>name = CurrencyConverter</pre><br />
|-<br />
| currency || <br />
* Funds<br />
|| input and output for campaign operations || <pre>currency = Funds</pre><br />
|-<br />
| operation || <br />
* Multiply<br />
* Add<br />
|| operation to perform on currency || <pre>operation = Multiply</pre><br />
|-<br />
| effectDescription || "to Launch Costs" || Flavor text for the operation to be performed || <pre>effectDescription = to Launch Costs</pre><br />
|-<br />
| minValue || Float || factor to use in operations || <pre>minValue = 1.1</pre><br />
|-<br />
| maxValue || Float || factor to use in operations || <pre>maxValue = 1.06</pre><br />
|-<br />
| AffectReasons || <br />
* VesselRollout<br />
* RnDPartPurchase<br />
|| conditions that trigger the operation || <pre>AffectReasons = VesselRollout</pre><br />
|}<br />
<br />
{|class="wikitable"<br />
ValueModifier<br />
|-<br />
! variable !! samples !! description !! in code<br />
|-<br />
| name || <br />
* ValueModifier<br />
|| internal reference name || <pre>name = CurrencyConverter</pre><br />
|-<br />
| valueID || VesselRecoveryFactor || Value to be modified || <pre>valueId = VesselRecoveryFactor</pre><br />
|-<br />
| minValue || Float || factor to use in operations || <pre>minValue = 1.1</pre><br />
|-<br />
| maxValue || Float || factor to use in operations || <pre>maxValue = 1.06</pre><br />
|}<br />
<br />
{|class="wikitable"<br />
CurrencyConverter<br />
|-<br />
! variable !! samples !! description !! in code<br />
|-<br />
| name || <br />
* CurrencyConverter<br />
|| internal reference name || <pre>name = CurrencyConverter</pre> <br />
|-<br />
| input || <br />
* Funds<br />
* Reputation <br />
* Science<br />
<br />
|| specifies the input for the campaign || <pre>input = Funds</pre><br />
|-<br />
| output || <br />
* Reputation <br />
* Funds <br />
* Science<br />
<br />
|| specifies the outputs for the campaign || <pre>output = Reputation</pre><br />
|-<br />
| minShare || Float || specifies the minimum || <pre>minShare = 0.0</pre><br />
|-<br />
| maxShare || Float || specifies the maximum || <pre>maxShare = 1.0</pre><br />
|-<br />
| minRate || Float || specifies the minimum rate of conversion, based on slider values || <pre>minRate = 0.041667</pre><br />
|-<br />
| maxRate || Float || specifies the maximum rate of conversion, based on slider values || <pre>maxRate = 0.0520</pre><br />
|-<br />
| AffectReasons || <br />
* ContractReward<br />
* ScienceTransmission<br />
* ContractAdvance<br />
* VesselRecovery<br />
* VesselRollout<br />
* RnDPartPurchase<br />
<br />
|| criteria for conversions || <pre>AffectReasons = ContractReward, ContractAdvance</pre><br />
|-<br />
| effectDescription || <br />
* gains<br />
* Income<br />
|| describes the type of return || <pre>effectDescription = Income</pre><br />
|}<br />
<br />
== Department Configuration Files ==<br />
Used in the Strategies system, these specify the Departments available that provide different strategies for use.<br />
<br />
{|class="wikitable"<br />
|-<br />
! variable !! samples !! description !! in code<br />
|-<br />
| name || <br />
* Finances <br />
* Science<br />
* Public Relations<br />
* Operations <br />
|| The department name || <pre>name = Public Relations</pre><br />
|-<br />
| desc || Flavor Text || describes the department || <pre><br />
desc = Linus is Wernher Von Kerman's Intern. <br />
Because Wernher himself is too important to be <br />
bothered with these boring strategy meetings. <br />
He sends his intern in his stead.</pre><br />
|-<br />
| color || array of 3 numbers between 0 and 255 || specifies the color of the department || <pre>color = 149 254 135</pre><br />
|-<br />
| avatar || <br />
* Strategy_MechanicGuy<br />
* Strategy_PRGuy<br />
* Strategy_ScienceGuy<br />
* Strategy_Mortimer<br />
|| Internal name of the Department Head || <pre>avatar = Strategy_PRGuy</pre><br />
|-<br />
| headName || <br />
* Mortimer Kerman<br />
* Linus Kerman<br />
* Walt Kerman<br />
* Gus Kerman<br />
|| Flavor Text for the Department Head || <pre>headName = Walt Kerman</pre><br />
|-<br />
| headImage ||<br />
* MORTIMER_KERMAN<br />
* SCIGUY_KERMAN<br />
* PRGUY_KERMAN<br />
* PRGUY_KERMAN<br />
|| animation file name for the Head shot of the Department Head featured in the strategy selection screen|| <pre>headImage = PRGUY_KERMAN</pre><br />
|}<br />
<br />
[[Category:Tutorials]]<br />
[[Category:Documentation]]<br />
[[Category:Modding]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:KV-3_%27Pomegranate%27_Reentry_Module&diff=98742Talk:KV-3 'Pomegranate' Reentry Module2020-07-06T09:59:41Z<p>14bauhr: Created page with "== Images == This page needs an IVA image. --14bauhr (talk) 09:58, 6 July 2020 (UTC)"</p>
<hr />
<div>== Images ==<br />
This page needs an IVA image. --[[User:14bauhr|14bauhr]] ([[User talk:14bauhr|talk]]) 09:58, 6 July 2020 (UTC)</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:KV-2_%E2%80%98Pea%E2%80%99_Reentry_Module&diff=98741Talk:KV-2 ‘Pea’ Reentry Module2020-07-06T09:59:24Z<p>14bauhr: Created page with "== Images == This page needs an IVA image. --14bauhr (talk) 09:58, 6 July 2020 (UTC)"</p>
<hr />
<div>== Images ==<br />
This page needs an IVA image. --[[User:14bauhr|14bauhr]] ([[User talk:14bauhr|talk]]) 09:58, 6 July 2020 (UTC)</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:KV-1_%27Onion%27_Reentry_Module&diff=98740Talk:KV-1 'Onion' Reentry Module2020-07-06T09:58:47Z<p>14bauhr: Created page with "== Images == This page needs an IVA image. --~~~~"</p>
<hr />
<div>== Images ==<br />
This page needs an IVA image. --[[User:14bauhr|14bauhr]] ([[User talk:14bauhr|talk]]) 09:58, 6 July 2020 (UTC)</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Making_History_Parts&diff=98739Making History Parts2020-07-06T09:56:24Z<p>14bauhr: Redirected page to Making History parts</p>
<hr />
<div>#REDIRECT [[making History parts]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Battery&diff=98738Battery2020-07-06T09:48:28Z<p>14bauhr: </p>
<hr />
<div>A '''battery''' can store [[electric charge]] so that it can be used to power a craft's systems such as [[antenna|radio transmissions]], [[reaction wheels]], and [[probe|probe cores]]. While '''command pods''' do store some [[electric charge]], most batteries store much more. Every variety of battery has the same charge per unit mass, 20 units of electric charge per kilogram.<br />
== Available batteries ==<br />
'''Zaltonic Electronics''' manufactures all of the available batteries in unmodded Kerbal Space Program. (You might say they're a ''power'' player in the industry.)<br />
<br />
{{Stats Table Batteries}}<br />
<br />
== Purpose of a battery ==<br />
The function of a battery is to buffer periods when use of electric charge exceeds generation, and to make use of periods where generation exceeds demand by storing charge. There are several circumstances under which demand and supply are not evenly matched.<br />
<br />
The most commonly encountered scenario is when electrically powered vehicles which normally gather their power from solar panels are expected to operate at night. Without sufficient battery storage, such vehicles will need to stop until local dawn. Remember that night happens in space too!<br />
<br />
The other common scenario is with [[antenna|radio transmissions]], where sending [[science]] [[data]] requires a large amount of power for a very short time.<br />
<br />
== Choosing a Battery ==<br />
Since the amount of electric charge per unit mass is constant, the best battery to choose is based on cost, craft design and available space.<br />
<br />
The most ''cost effective'' way to store power is to stack instances of the [[Z-100 Rechargeable Battery Pack]] since it has the lowest cost per unit charge; however, while this approach might serve the needs of large rockets (stuff them in service bays) or space stations, it may might have practical hindrances due to part count on very large constructions or mounting space on small ones. The (ten times larger) [[Z-1k_Rechargeable_Battery_Bank]] is only 10% more expensive per unit of charge.<br />
<br />
For satellites or rovers, where mounting space is limited, figure out how much juice you want to have available and then pick the battery that fits your mounting needs and has the lowest unit cost.<br />
<br />
[[Category:Batteries]]</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Template:Radial_size/cell&diff=98737Template:Radial size/cell2020-07-06T09:47:58Z<p>14bauhr: </p>
<hr />
<div>| data-sort-value="{{Radial size/number|{{{1}}}}}{{#if: {{{2|}}}|.{{Radial size/number|{{{2}}}}}}}" | {{Radial size|{{{1}}}}}{{#if: {{{2|}}}|, {{Radial size|{{{2}}}}}}}<noinclude><br />
<br />
Creates a table cell for a radial size. This template takes at least one parameter and can get a second radial size. It allows a sorting using {{Tl|Radial size/number}}.</noinclude></div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_The_Daring_Few&diff=98736Campaign: The Daring Few2020-07-06T08:38:53Z<p>14bauhr: /* Extra Kerbal Drone IV */</p>
<hr />
<div>{{Episode|The Spacers|The Center of the Solar System|Campaigns|prefix=Campaign:%20}}<br />
<br />
Since the Kerbol system had been almost completely explored, scientist were looking for a trip to the stars. In preparation for a trip of over 100 kerbals out of the solar system, scientist at Kerbal Space Center ordered some Extra-Kerbol research.<br />
<br />
== Specifications ==<br />
* Length: 3-6 hours<br />
* Difficulty: 8/10 (Expert)<br />
* Skills Needed: <br />
#Expert navigation via [[maneuver node]]<br />
#Advanced [[orbit|orbiting]]<br />
#Intermediate understanding of interplanetary [[w:launch window|launch windows]] (phase angles)<br />
#Advanced [[vessel]] design<br />
#Ability to complete [[Campaign: Kerbol System Exploration|Kerbol System Exploration]]<br />
#Ability to complete [[Campaign: Joolileo|Joolileo]]<br />
* For Version: Every Version (Being tested in .23)<br />
<br />
== Missions ==<br />
=== Extra-Kerbol Drone I ===<br />
* Launch a drone on a [[Kerbol]] escape trajectory<br />
# Must have two nuclear generators<br />
# At least one radio dish<br />
# Must reach an altitude from [[Kerbol]] >[[Eeloo]]'s<br />
<br />
=== Extra-Kerbol Drone II ===<br />
* Launch a drone on [[Kerbol]] escape trajectory and take scientific measurements of the space past [[Eeloo]].<br />
# Must have everything Extra-Kerbol Drone I had<br />
# Include thermometer and Gravioli detector<br />
<br />
=== Extra Kerbol Drone III ===<br />
* Launch a Drone on an Extra [[Kerbol]] Trajectory<br />
# Must have everything Drone I had<br />
# Must have a capsule for [[kerbal]](s) but do not put kerbals in it for the flight<br />
<br />
=== Extra Kerbal Drone IV ===<br />
* Launch a drone on a Kerbol escape trajectory then return it home<br />
# Must have everything that Drone III had<br />
# Capsule must safely return to [[Kerbin]]<br />
<br />
=== Extra-Kerbol Ship I ===<br />
* Launch a ship to carry a kerbal on a Kerbol escape trajectory then return the kerbal home<br />
# Must safely return all kerbals<br />
# Must do one EVA report about space beyond [[Eeloo]].</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Kerbals_in_Space&diff=98735Campaign: Kerbals in Space2020-07-06T08:21:46Z<p>14bauhr: /* Kylab */</p>
<hr />
<div>{{Episode|Kerbol System Exploration|Shuttle Program|Campaigns|prefix=Campaign:%20}}<br />
==Introduction==<br />
Scientists of the Kerbal Space Program wielded their public influence to push their respective governments into action on a number of goals, the first of which required the first semi-permanent establishments of Kerbals in space. The first space stations were designed, built, and launched into Kerbin orbit to be used for scientific experimentation. Despite a unified space program, and for political reasons, the Kerbicans and Kerbiets launched separate space stations at first, Kaylut and Kylab respectively. As more trust was built between participating nations, a new shared station, called KIR was developed, and later a module added so shuttles from the new Shuttle Program could dock with ease.<br />
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By the end of the week, you will have mastered (somewhat) the art of building things in space. Missions are based on space stations of the 1970's and 80's, including Salyut Stations ('71-'86), Skylab ('73-'74) and Mir Station ('86-2000).<br />
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===Specifications===<br />
*'''Length:''' 5-10 hours (depending on docking proficiency)<br />
*'''Difficulty:''' 6/10 (Proficient)<br />
*'''Skills needed:''' <br />
#Intermediate navigation via [[maneuver node]]<br />
#Advanced [[orbit|orbiting]]<br />
#Intermediate understanding of [[w:launch window|launch windows]]<br />
#Intermediate understanding of [[Tutorial: Orbital Docking with the Kergena Target Vehicle|intercepts/rendezvous]]<br />
#Intermediate [[docking]]<br />
#Ability to complete [[campaign: Kerbinai Program|Kerbinai Program]]<br />
#Ability to complete [[campaign: Mun Race|Mun Race]]<br />
*'''For version:''' Every version (tested on 0.20.2)<br />
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===Recommended Mods===<br />
[https://forum.kerbalspaceprogram.com/index.php?/topic/73686-19x-tantares-stockalike-soyuz-and-mir-21010022020feature-complete/ Tantares] - This mod has Salyut 7, and since we won't be launching ''seven'' Kalyuts in succession, we don't really need the other six stations. We'll also continue using the Soyuz parts, and now Progress is making its entry. Tantares also has the parts necessary to build Mir.<br />
*[http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/ Bluedog Design Bureau] - Breaking out this mod again, the Apollo parts will be needed to get crew to and from Kylab. Note that the Skylab does not include a motor for moving the Apollo Telescope Mount from its launch position. Fortunately, the mount itself is a probe that you can undock and manouver. Another option is downloading [https://kerbalx.com/gc1ceo/Sarnus-V-KaneII-WWS this] craft from KerbalX, which is a Saturn V with a CSM and the ascent module of the LM attached to the telescope mount, which you can then put two crew into and dock it to Skylab that way; this was an actual proposal NASA had for Skylab, so you'll be experiencing the history that could've been. It also includes the Apollo Block III and Saturn IC (from ''Eyes Turned Skyward''); the Block III has a smaller and lighter service module better suited for space station operations, and the Saturn IC is a Saturn IB with a single F-1A engine as opposed to eight H-1 engines.<br />
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==Missions==<br />
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===Kerbollo Block III Testing (Modded Approach Only)===<br />
*Launch the new Block III Kerbollo spacecraft and Katurn IC on a test flight.<br />
#Basically, repeat KS-203 from the Mun Race campaign. Having crew on this flight is optional, but remember to bring them back safely.<br />
#For the stock approach, just use the [[Kerbal X]] craft that comes with the game, removing the nose-mounted parachute and the landing legs in favor of radially-mounted parachutes and a Clamp-O-Tron docking port. For modded, BDB comes with everything you need to make the Apollo Block III and Saturn IC from the popular alternate history project ''Eyes Turned Skyward'' (we highly recommend reading it for ideas to put together your own campaign).<br />
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===Kaylut===<br />
*Launch a single habitation module [[space station|station]] into orbit.<br />
#Should be remotely controlled and unmanned<br />
#Module must include a Hitchiker Storage tank, command module, small service bay and be electrically self-sustainable.<br />
#Module should include SAS and RCS control<br />
#Module should include 3 radial solar panels for realism.<br />
#Insert into 120km circular [[orbit]] (non-equitorial for a challenge and realism, 52°).<br />
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*[[Dock]] a manned [[vessel|spaceship]] with the habitation module.<br />
#Launch a spaceship and dock with the new station. <br />
#Leave at least 1 [[Kerbal]] on board.<br />
#Return at least 1 [[Kerbal]] to [[Kerbin]].<br />
*Launch a robotic ship to return your station Kerbal(s) back to Kerbin safely.<br />
#Launch a remotely controlled ship to dock with the station.<br />
#All Kerbals must leave the station with the new ship and land safely.<br />
*Deorbit your station lest the Kerbicans come up later and mess up your room while you're away.<br />
#No Kerbals may be harmed in the making of this mission.<br />
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===Supply Vehicle (Modded Approach Only)===<br />
*Test an unmanned supply vehicle (the AARDV in the BDB mod)<br />
#Again, just repeat KS-203. Recovery is 100% optional, though highly unlikely unless you know what a soft reentry is and have the skill to soft-land on Kerbin.<br />
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===Kylab===<br />
Launch a dual module [[space station]] into orbit, with an attached large fuel tank, and dock a [[ship|spaceship]] with it.<br />
*Launch and assemble a space station from two separate modules.<br />
#Should be in a circular LKO (non-equitorial for a challenge and realism, 50°).<br />
#Each module must be launched separately.<br />
#Man your station if its not already manned.<br />
#Leave at least 1 [[Kerbal]] on board.<br />
#Return at least 1 Kerbal to [[Kerbin]].<br />
*Launch a ship to return your station Kerbal(s) back to Kerbin safely.<br />
#Ship can be manned or unmanned but must be capable of returning all station Kerbals to Kerbin.<br />
#Ship must [[docking|dock]] with the station.<br />
*Deorbit your station lest the Kerbiets come up later and mess up your room while you're away, or keep it in orbit for future expansion (after all, if you're using the modded approach, it's very, very unlikely Kerbiet spacecraft have a compatible docking system).<br />
#No Kerbals may be harmed in the making of this mission.<br />
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===KIR===<br />
:The Kerbiets push for a permanent shared [[space station]] called the Kerbal International Restaurant. Snacks were in high demand by Kerbonauts and it was thought such a place of mutual snacking would help foster camaraderie among the new international Kerbonaught corps.<br />
*Launch and build a permanent space station in LKO.<br />
#Station should have 3 or more modules docked after separate launches.<br />
#Station must orbit Kerbin bteween 120km and 260km (non-equitorial for a challenge and realism, 52°).<br />
#Must have room for 5 Kerbals at a time. (The station staffs only 3 at a time, allowing for 2 visitors fron visiting spacecraft.)<br />
#One section must contain [[fuel]] tanks for visiting spacecraft.<br />
#One section must contain living quarters.<br />
#One section must be designated as the operations center containing antennas, solar panels, and [[science]] instruments.<br />
#Station much contain at least two [[docking]] ports on opposite ends of the station.<br />
#Station must contain a third docking port centrally located on the station, with a permanent escape spacecraft docked capable of transporting 3 Kerbals safely to [[Kerbin]].<br />
::(Note: A station at 120km has a 50x timewarp available, at 160km the graphics for Kerbin downgrades helping to improve resolution and video processing, and at 240km the 100x timewarp is available.)<br />
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==Final Word==<br />
If you build it, they will come... space tourists that is. Well, at least not for a long while. Space Shuttles were designed to take advantage of the new orbiting space stations being developed over Kerbin, and the Kerbal [[Campaign: Shuttle Program|Shuttle Program]] began in earnest.</div>14bauhrhttps://wiki.kerbalspaceprogram.com/index.php?title=Patcher&diff=98445Patcher2020-05-22T15:26:11Z<p>14bauhr: </p>
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<div>The Squad '''Patcher''' is a simple tool to bring your game up to date. In essence, it synchronizes all of the stock files with a master server's copy, downloading just the parts that it needs to "fix" your version of the game.<br />
== Downloads ==<br />
{| class="wikitable"<br />
|-<br />
!Windows: <br />
|https://kerbalspaceprogram.com/kspstore/dp/patcher/releases/production/win/Patcher.exe<br />
|-<br />
!OSX x64:<br />
|https://kerbalspaceprogram.com/kspstore/dp/patcher/releases/production/osx/Patcher.dmg (doesn't work)<br />
|-<br />
!Linux:<br />
|https://kerbalspaceprogram.com/kspstore/dp/patcher/releases/production/linux/Patcher.tar.gz<br />
|}<br />
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== Using the Squad Patcher ==<br />
# First, download and extract the tool for your OS from the website via the download page to an empty folder. You must have read and write permission to this folder.<br />
#* Linux users: Ensure you have rsync 3.0.9 installed and in PATH.<br />
# Run the Patcher file. It may download a tool called [http://rsync.samba.org/ rsync] if you're on Windows. This is normal during the first run.<br />
# Sign in with your KSP Store credentials.<br />
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After a short pause where the patcher compares its list of files against the server's, it should start downloading the game for you. When run in an existing install, it will move much faster, as it will only update the parts of the files that need to be changed.<br />
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== Troubleshooting ==<br />
;rsync exited with code 5: Error starting client-server protocol:This means that the server is not responding to the patcher's request correctly, or at all. Usually, this means one of several things:<br />
:* A firewall on your network is blocking the connection (ensure traffic to port 873 is acceptable)<br />
:* Your antivirus is blocking the connection (either temporarily disable your antivirus, or add the Patcher to an exception rule)<br />
:* The rsync server crashed again and someone needs to restart it. Typically someone who is sleeping peacefully.<br />
:Please exhaust the first two options before assuming option 3.<br />
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;Patcher freezes when downloading tools.<br />
: Add an exception for the patcher to your antivirus, and ensure your firewall hasn't blocked the connection.<br />
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;Unable to authenticate with the server: The patcher you're using is either corrupt or old. (...)<br />
:This means that the patcher failed a check to ensure that it's exactly the same as the copy the server hands out. Let it try to update itself, and if this fails, redownload it manually.<br />
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;rsync error: (Filename) Permission denied<br />
:This is usually a configuration error on the server caused by our dumb build system not knowing what it's doing. Leave a copy of your Patcher.log for N3X15.<br />
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== Screenshots ==<br />
<gallery><br />
File:PatcherWindows.png|Windows Version<br />
File:PatcherOSX.png|OSX Mountain Lion<br />
File:PatcherLinux.png|Linux (custom KDE desktop theme)<br />
</gallery><br />
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[[Category:KSP-related programs and utility programs]]</div>14bauhr