https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Specialopsdave&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-28T15:22:19ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Mk25_Parachute&diff=73740Mk25 Parachute2016-07-31T02:02:54Z<p>Specialopsdave: Noted that parachute icon can also turn light blue when armed</p>
<hr />
<div>{{:Mk25 Parachute/Box}}<br />
<br />
== Usage ==<br />
<br />
This parachute is eqivalent to two [[Mk12-R Radial-Mount Drogue Chute]]s. Drogue chutes exist to slow a craft down just enough to safely open a standard parachute. They differ from standard parachutes by activating at a much higher altitude and speed, and generating more drag when not fully deployed. They have much less drag than the others when fully deployed, often not enough to prevent a craft from crashing on the surface. That means that in addition to this parachute a second method of braking is always required.<br />
<br />
All parachutes currently have four activation stages: unactivated, activated, partial deployment, and fully deployed. A parachute becomes activated when it is staged, or when the "deploy" button is clicked and the craft is in flight, or it is triggered through an action group - the parachute's icon will turn light blue or green, but nothing else will happen at that point. Parachutes can be activated only on a craft that has some kind of command unit, so it is sometimes important to activate them before they get decoupled from the main craft.<br />
<br />
A parachute will automatically go into partial deployment mode if it is activated and then descends below the atmospheric pressure set in its [[tweakable]] values. It will automatically go into full deployment if it is already partially deployed, and reaches an altitude above the terrain that is set in the tweakable values.<br />
<br />
Right-clicking on the parachute (or looking at the parachute's icon) will give you information on whether the parachute is likely to survive being partially or fully deployed at the craft's current speed. On Kerbin, this parachute can always safely fully deploy at a speed of around 500 meters per second. Safe partial deployment speeds are quite a bit higher, and depend on atmospheric pressure.<br />
<br />
In reality, any drogue chute should ''fully'' deploy before a regular parachute even tries to partially deploy. However, the maximum full deployment altitude for the drogue chute is currently 5000 meters, which is probably below the point where you want to partially deploy your regular parachutes.<br />
<br />
=== Usage Details ===<br />
<br />
In the current version attempting to activate parachutes and a decoupler on the same stage seems to be dangerous. Sometimes the decoupler activates first and then the parachutes do not activate at all.<br />
<br />
It is almost always useful to tweak the [[tweakable]] values on these parachutes.<br />
<br />
==== Pressure ====<br />
<br />
The default .02 partial deployment pressure corresponds to an altitude of around 21000 meters on Kerbin. You need to know through testing whether the atmosphere will have slowed your craft down to 500 or 600 meters per second by this point, to make it safe to partially deploy the drogue chute. If it will take a little longer to slow to a safe speed, then increase this pressure value accordingly.<br />
<br />
==== Altitude ====<br />
<br />
The default full deployment altitude value for this parachute is 2500 meters, which is just wrong (basically, it's a bug). Always increase it all the way up to 5000 meters - even higher (like 10000) would be better, in future versions.<br />
<br />
== Product description ==<br />
{{Quote<br />
|The Mk25 is what's known as a "Drogue" parachute - small, deploys high up, and certainly not enough to stop you smashing into the ground on its own, but useful for slowing heavy craft down before the deployment of your main chutes.<br />
}}<br />
<br />
== Changes ==<br />
<br />
;[[0.18]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Parachutes]]</div>Specialopsdavehttps://wiki.kerbalspaceprogram.com/index.php?title=LFB_KR-1x2_%22Twin-Boar%22_Liquid_Fuel_Engine&diff=73739LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine2016-07-31T00:56:07Z<p>Specialopsdave: Minor spelling correction</p>
<hr />
<div>{{:LFB KR-1x2/Box}}<br />
The '''LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine''' is a [[liquid fuel tank]] and a [[liquid fuel engine]]. Usually only [[solid rocket booster]]s using [[solid fuel]] contain both, because solid fuel can't be transferred. Unlike solid rocket boosters this liquid fuel booster can run longer by pumping additional liquid fuel and oxidizer to the part. It is also throttleable, both by the main throttle and a thrust limiter [[tweakable]]. Minimum thrust required for booster to lift its own weight is 17.5%.<br />
<br />
The ''LFB KR-1x2'' might be a reference to the ''Advanced Boosters'', a future [[w:Space Launch System|Space Launch System]] Block 2 component.<br />
<br />
This booster contains two engines at the bottom which are added radially, so the base of the booster is wider than a usual large tank. It also does not allow any parts to be attached below it. It contains the same amount of fuel as the [[Rockomax Jumbo-64 Fuel Tank]] (2880). The thrust is higher than the [[Rockomax "Mainsail" Liquid Engine]] and is thus the most powerful large-sized engine. However, its [[specific impulse|I<sub>sp</sub>]] is slightly (5-10 s) lower than that of the Mainsail at all altitudes.<br />
<br />
The ''LFB KR-1x2'' is the only part that is simultaneously a liquid fuel tank and engine.<br />
<br />
== Product description ==<br />
<br />
{{Quote|This liquid fuel booster system is a very purposeful piece of engineering. Instead of relying on single engines or solid rocket boosters, the KR-1x2 employs two modified KR-1 engines, fed by a built-in fuel system, as the source of its immense lifting power. All that self-contained goodness comes at the cost of not having a mounting point for its underside, and not being quite as efficient as dedicated engines. It also comes at quite a literal cost as well.|Kerbodyne 0.24}}<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
*Changed cost (5900 -> 16400), reduced Isp from 320-360 s to 290-340 s, changed description.<br />
;[[0.23.5]]<br />
*Initial release<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel engines]]<br />
[[Category:Liquid fuel tanks]]</div>Specialopsdavehttps://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_RoveMate&diff=73734Probodobodyne RoveMate2016-07-31T00:37:11Z<p>Specialopsdave: Minor spelling correction</p>
<hr />
<div>{{:Probodobodyne RoveMate/Box}}<br />
<br />
The '''Probodobodyne RoveMate''' is a part intended for use as a rover body. It can hold an [[electric charge]] of 120 units and offers large flat surfaces for easy attachment of other parts.<br />
<br />
This part might be considered as some sort of [[battery]] although the [[w:specific energy|specific energy]] is rather low with only 0.8&nbsp;{{mark|echu}}/kg. Because of the electric storage and base module function it acts like a [[command module]] with the actual controlling capabilities. Although it is intended to use for [[rover]]s, the forward of its command module looks towards the top of the body by the navball. It provides no torque.<br />
<br />
== Product description ==<br />
{{quote<br />
|A sturdy housing for a robust probe and battery system - no assembly required! Though intended as the body for surface rovers, we've been told by our most day-dreaming of engineers that the possibilities are endless! While it has a Stability Assistance System, the RoveMate lacks reaction wheels so bring some along if you want to hold that attitude.<br />
}}<br />
<br />
== Changes ==<br />
<br />
;[[1.0]]<br />
* RoveMate rover body is now a probe body as well.<br />
<br />
;[[0.19]]<br />
* Initial release<br />
<br />
{{Parts}}</div>Specialopsdavehttps://wiki.kerbalspaceprogram.com/index.php?title=Mk1_Inline_Cockpit&diff=73716Mk1 Inline Cockpit2016-07-30T01:30:21Z<p>Specialopsdave: Added apostrophe.</p>
<hr />
<div>{{:Mk1 Inline Cockpit/Box}}<br />
<br />
The '''Mk1 Inline Cockpit''' is a small [[cockpit]] with a frontal node for attaching other parts. It is one of the two cockpits thus far that can be stack-mounted (in one size).<br />
<br />
== Usage ==<br />
The cockpit's small [[radial size]] attachment points enable placing it inline with such other small parts as [[RCS]] tanks, [[SAS]] modules, [[docking port]]s, or a nose cone. This offers far more versatility over the [[Mk1 Cockpit]]. Much like the Mk1 Cockpit, it's interior's expansive canopy makes it useful for IVA flights.<br />
<br />
[[File:Mk1 Inline Cockpit IVA.png|300px|thumb|left|Mk1 Inline Cockpit gives excellent IVA visibility]]<br />
<br />
== Product description ==<br />
{{Quote<br />
|A next generation inline cockpit. Designed for sleek high speed aircraft.<br />
}}<br />
<br />
== Trivia ==<br />
* The "Rescue" text on the right side of the cockpit resembles the same text visible on the left side of the cockpit of an F-16 Fighting Falcon aircraft.<br />
<br />
== Changes ==<br />
;[[1.0]]<br />
* Remodeled, proper IVA added.<br />
;[[0.25]]<br />
* Renamed from '''Mk2 Cockpit''' to '''Mk1 Inline Cockpit'''<br />
;[[0.18]]<br />
* Added Electrical power<br />
;[[0.17]]<br />
* Added IVA (basic, no windows)<br />
;[[0.16]]<br />
* Crew capacity reduced from 3 to 1<br />
;[[0.15]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Specialopsdavehttps://wiki.kerbalspaceprogram.com/index.php?title=Version_history&diff=73606Version history2016-07-16T04:08:07Z<p>Specialopsdave: Added n to an</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"><br />
__TOC__<br />
</div><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 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 [[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 />
<!-- Bullet points taken from HarvesteR's forum article.<br />
Commented out points which don't fit here. --><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 />
<!-- * PSystem. --><br />
* Overhauled SAS Flight Control Sytem.<br />
* Much Improved terrain on Kerbin, the Mun, and other places.<br />
<!-- * A Completely Redesigned Website. --><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 Langing 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 (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.)<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>Specialopsdavehttps://wiki.kerbalspaceprogram.com/index.php?title=FAQ&diff=73578FAQ2016-07-13T04:24:47Z<p>Specialopsdave: /* I'm floating away into space! How do I get back inside the ship? */</p>
<hr />
<div>These are a list of frequently-asked questions about KSP.<br />
<br />
Please feel free to add to it or update it.<br />
<br />
== Basics ==<br />
:''This section was originally on [[User:Senamic]], but has been merged into this article for consistency.''<br />
<br />
=== Where can I find Kerbal Space Program? ===<br />
The main website can be found [http://kerbalspaceprogram.com/ here]. Available at the main website are the demo and full versions. The latter is also available [http://store.steampowered.com/app/220200/ on Steam].<br />
<br />
=== What are the differences between the demo version and the full version? ===<br />
The demo is a freeware release and as such is missing a lot of content. The demo version gives you only a [[Demo parts|small subset]] of the rocket parts available in the full game. It does not allow the use of the [[Space Plane Hangar]] or [[runway]], and there are no celestial bodies other than [[Kerbin]], the [[Mun]] and [[Kerbol]]. The demo is also based on an older version of the game which lacks many useful features. Use the demo to get an idea of what playing the game is like, but don't forget that the full product has so much more. Trust me. It's worth it!<br />
<br />
=== What features are planned? ===<br />
See the [[Planned features|Planned Features list]].<br />
<br />
== Technical ==<br />
<br />
=== What are the recommended system specifications? ===<br />
Please see the page [[System Specs]].<br />
<br />
=== The file I downloaded is broken! ===<br />
If you get a problem like "Corrupted archive", this means something went wrong with your download. Try the following:<br />
* '''Disable all download managers'''. These programs are notorious for messing up downloads.<br />
* Clear your browser's cache or temporary files. <br />
* Try another browser.<br />
* Disable your Antivirus for a while.<br />
You can verify your downloads by comparing the [[w:checksum|checksums]].<br />
Usually downloading again works if these options fail.<br />
<br />
=== I can't load my save file and/or spacecraft! ===<br />
* Updates can and will break saves and .craft files. If the file isn't made by you, make sure that you use the same version as the person who sent you the file! Otherwise try using the last version it worked on.<br />
* Make sure that you have all addons installed that are needed for the save or craft. You can get them in the [http://forum.kerbalspaceprogram.com/index.php?/forum/34-add-on-releases/ forums] or on the official [http://kerbal.curseforge.com// Kerbal CurseForge]. Keep in mind that sometimes addon updates will break craft, especially when parts are deleted from mod packs. This may not become apparent until you switch focus to a craft that has that particular part (at which point it may explode or simply fall apart).<br />
* Make sure your [[KSP]] installation hasn't be damaged by applying addons. Try reinstalling [[KSP]] if nothing else helps.<br />
* TIP: Always backup (Copy and move to a new folder) your original KSP installation files, save files and ships to prevent loss!<br />
<br />
=== Nothing happens when I click on the "Resume Saved" button in the main menu! ===<br />
This is usually caused by corrupted saves files. Open the <tt>KSP/saves</tt> folder and try moving all of the folders (except for <tt>scenarios</tt> and <tt>training</tt>) somewhere else. Then move them back one at a time and see if the button works again after each one. If it doesn't work, the last save folder you copied is corrupt. Your progress on that save is probably lost, however there are two things you can do:<br />
# '''Replace the current state with that of a quicksave or autosave:''' Go into the folder for the corrupted save (<tt>KSP/saves/SAVENAME</tt>) and rename the <tt>persistent.sfs</tt> file to <tt>persistent2.sfs</tt>, so KSP will ignore it. Then rename <tt>quicksave.sfs</tt> to <tt>persistent.sfs</tt>. This will reset your current progress to that of the last quicksave or autosave. If the save file still won't load, your current missions can't be recovered, unless you know how to repair the files manually.<br />
# '''Copy the craft from the corrupted save to another one:''' Go to the <tt>Ships</tt> folders in the corrupted and an intact save's folders. Then copy the contents of the <tt>SPH</tt> and <tt>VAB</tt> folders from the corrupt save to the corresponding folders of the intact save. You should then be able to load the craft in the intact save file.<br />
<br />
Remember that multiple saves could be corrupt, so you might have to repeat the procedure!<br />
<br />
=== Nothing happens when I click on the "Load" button in the VAB/SPH! ===<br />
This is also caused by corrupted files. You will have to follow a similar procedure as described above:<br />
<br />
Go to the craft folder of the save on which the problem occurred (<tt>KSP/saves/SAVENAME/Ships</tt>) and you will find two folders: <tt>VAB</tt> (Vehicle Assembly Building craft) and <tt>SPH</tt> (Spaceplane Hangar craft). Move all the .craft files from the folder in question somewhere else, then move them back one at a time, and see if the button works again. If it does not, the last file you copied is corrupt and you will have to delete it, unless you know how to fix it manually.<br />
<br />
Remember that there could be multiple corrupted files, so you might have to repeat the procedure.<br />
<br />
=== Can I get older KSP versions back? ===<br />
Yes, the last stable version before the current one can still be downloaded on your profile page at the [http://www.kerbalspaceprogram.com/kspstore/ KSP store], where you will find it on the same page as the current version. Any versions before that one cannot be downloaded anymore though.<br />
<br />
== Gameplay Related ==<br />
<br />
===General===<br />
<br />
==== Is there a list of key bindings? ====<br />
Yes. Please see [[Key bindings]].<br />
<br />
==== How do I get things into orbit/land on a planet? ====<br />
See our [[Tutorials]] for more info. <br />
<br />
==== Can I change the order of the stages? ====<br />
Yes, [[Getting Started#The Rocket.21|just drag the stage or the part where you want]]. You can do this in flight as well as in the VAB.<br />
<br />
==== What's the difference between S.A.S and Advanced S.A.S? ====<br />
Since {{Version|0.21}} there has been no difference between them. The previous function of ASAS,to hold the heading, was moved to the SAS while the SAS instead became reaction wheels which provide torque. Like before with ASAS, only one SAS module per ship is required, its performance depends on amount and positioning of the control systems like [[RCS]].<br />
<br />
==== Why do parts of my rocket fall when I launch it? ====<br />
Your rocket may have too much weight being supported by a weak joint. Make sure that every part of your rocket is resting on something strong enough to hold its weight, or that it is supported by enough connections to keep it in place.<br />
* Tip: Connect parts together with [[EAS-4 Strut Connector]] to strengthen your rocket.<br />
<br />
==== Can I take screenshots of the game? ====<br />
Yes! Pressing {{Key press|F1}} will take a screenshot of the current scene. The screenshots will be saved in a folder called "Screenshots" that is located in the root folder of your [[KSP]] install.<br />
* Tip: Toggle the marks of ships with {{Key press|F4}} or toggle the entire UI with {{Key press|F2}} to take less cluttered screenshots.<br />
Additional methods are possible, depending on your OS and installation method. (eg: Steam users can use {{Key press|F12}})<br />
<br />
==== How can I recover ships/Kerbonauts that have safely landed after a mission? ====<br />
[[File:Altimeter GUI expanded.png|thumb|The altimeter with the recovery button above it]]<br />
After a successful flight mission and landing back on planet Kerbin, you can:<br />
<br />
* Move the mouse over the altitude meter, then click the green '''Recover''' button that shows up.<br />
<br />
Or:<br />
<br />
* Return to the main [[Kerbal Space Center]] view.<br />
* Select the [[Tracking Station]] (building near the bottom right).<br />
* Select the completed flight mission from the left.<br />
* Click on the '''Recover''' button near the bottom left.<br />
<br />
==== Why I can't activate the next stage? ====<br />
There are several reasons this might happen:<br />
* You have locked the stages by pressing {{Key press|[[Mod]]|L}}. Press it again to re-enable staging.<br />
* You're in [[Docking|Docking Mode]].<br />
* There isn't any active command pod. If it's an unmanned ship, it may have run out of [[electric charge]]. If it's a manned ship, the crew may have all exited the vehicle.<br />
* Your mouse is hovering over the staging viewer and editor on the left.<br />
* You're in [[Time warp#Non-physical time warp|Time Warp]].<br />
<br />
==== Why I can't control the ship anymore? ====<br />
Please check if:<br />
* There isn't any active command pod. If it's an unmanned ship, it may have run out of [[electric charge]]. If it's a manned ship, the crew may all have exited the vehicle.<br />
* You're in [[Time warp#Non-physical time warp|Time Warp]].<br />
* There isn't enough [[electric charge]] for [[reaction wheel]]s.<br />
* You've run out of [[monopropellant]] for the [[RCS]] thrusters.<br />
* Your ship is completely destroyed. (I'm sorry for that.)<br />
<br />
==== Why I can't do the Time Warp/save the current progress? ====<br />
Please check if:<br />
* The throttle is not at 0%. Press {{Key press|Ctrl}} to gradually lower it, or {{Key press|X}} to drop it to 0% immediately.<br />
* Your ship is spinning too fast.<br />
* You're flying in atmosphere.<br />
* You're moving over the terrain.<br />
* Your ship is completely destroyed. (I'm sorry for that, once again.)<br />
<br />
=== Flight ===<br />
<br />
==== How do I stabilize the ship? ====<br />
The easiest way is to enable [[SAS]]. Press {{Key press|T}} to toggle it on; it will gradually stop your ship from spinning. You can also hold {{Key press|F}} to momentarily enable SAS.<br />
<br />
You must have some [[electric charge]] available for SAS to function.<br />
<br />
==== How do I use RCS? ====<br />
See [[RCS]] for the basics.<br />
<br />
==== How do I transfer fuel between tanks? ====<br />
Hold the [[modifier key]] and right click the two tanks. You can then click In or Out on either tank to specify the direction of fuel flow.<br />
* Tip: Remember that [[liquid fuel]] and [[oxidizer]] are two separate resources and must both be transferred together.<br />
* Tip: Transferring will not be available if you select tanks containing different types of fuel.<br />
* Tip: In Career mode, transfering require an upgrade of the R&D building.<br />
<br />
==== Can I use [[Time warp#Physical time warp|Physics Warp]] while in space? ====<br />
Yes. You can toggle the Physics Warp by pressing {{Key press|[[Mod]]|,}} and {{Key press|[[Mod]]|.}}.<br />
* Tip: Physics warp can make your spacecraft more fragile. Be careful when using it with engines throttled up.<br />
<br />
==== Can the object filter in Tracking Station be shown in Map View? ====<br />
Yes. Move the mouse to the top of the screen and it will drop down.<br />
<br />
==== Can I filter for multiple types of objects at the same time? ====<br />
Yes, you can right-click the filters to select more than one of them.<br />
<br />
==== Can I rename a vehicle? ====<br />
Right-click an active [[command module]], then click "Rename Vehicle". You'll be able to change the name and the type of this vehicle. Alternatively, you can rename it from the tracking station by selecting it and clicking its name on the info panel, on the right-side of the screen.<br />
<br />
==== Why doesn't the orientation of the [[navball]] follow what I want it to be? ====<br />
The direction of the navball depends on which part of the ship you are controlling it from. You can change it by right clicking any [[command module]] or docking port then clicking "Control from Here"; the navball will then point in the same direction as the selected part. If you have tried all the command modules and docking ports and none of them have the orientation you want, then you must go back to the [[VAB]] or [[SPH]] and add a new one to allow it (Sorry!).<br />
<br />
==== Can I see the ship at different angles? ====<br />
By right clicking and drag you can make the [[camera view|camera]] orbit the ship, and by middle clicking and drag you can change the direction of the camera within a limited range.<br />
<br />
Press {{Key press|V}} to change the camera mode (Auto/Free/Orbit/Chase). Press {{Key press|C}} to switch between external view and [[IVA]] view.<br />
<br />
==== How do I make [[Maneuver node|Flight Planning]] more precise during interplanetary transfer? ====<br />
You can try opening settings.cfg in game folder with Notepad and change "CONIC_PATCH_DRAW_MODE = 3" to "CONIC_PATCH_DRAW_MODE = 0". This will make each trajectory drawn at the current position of celestial bodies, so that you can focus the celestial body you're planning to reach.<br />
<br />
As of {{Version|0.23.5}} this has been exposed as part of the stock game. If you change your focus to a body whose [[SOI]] you will enter in the future (double-click on it, right click on it and select “Focus View”, or press {{Key press|tab}} repeatedly) you will see the trajectory your craft will follow once it arrives. You can return focus to your ship by pressing {{Key press|delete}}.<br />
<br />
==== Can trajectory prediction work with more [[SOI]] changes? ====<br />
Trajectory prediction is limited to 2 SOI changes (3 conics trajectories) after the last maneuver nodes. Set a maneuver node on the end of your trajectory, the prediction should extend to more SOI. Due to the limits of the game's mathematics, orbit predictions beyond 3 SOI changes will be less accurate than nearer ones. It's also possible without maneuver nodes by replacing the number in "CONIC_PATCH_LIMIT = 3" in the settings.cfg with a higher value.<br />
<br />
=== Ground ===<br />
<br />
==== Why does my rover "lift itself" in low-gravity environments? ====<br />
<br />
In low gravity, the powerful motors on rover wheels can exert so much force that they kick the wheels out from under the vehicle. Wheelies are all too easy in low gravity!<br />
* Accelerate and brake carefully, with short taps of the forward and backwards keys, to avoid this. <br />
* Don't turn too sharply at high speed or the rover may tip over. Slow down before turning, or turn more gradually.<br />
<br />
One other cause of rover flipping is activating [[reaction wheel]]s while driving. You can make reaction wheels no longer work by doing any of the following actions:<br />
* Switch to [[Docking|Docking Mode]];<br />
* Disable [[SAS]].<br />
* Right click the parts with reaction wheels, then click "Toggle Torque".<br />
* Rebind the rover control keys away from the attitude control keys. Enter the Main Menu, click Settings, then Input, then Rovers. Change the controls of rovers from {{Key press|W|S|A|D|chain=}} to something other, like {{Key press|I|K|J|L|chain=}}.<br />
<br />
==== Why do the wheels of my rover break? ====<br />
It's because your velocity over surface is beyond the maximum velocity of the wheel, or your wheel hit the ground too hard.<br />
<br />
You can repair the wheel by walking a Kerbanaut near it, then right clicking on the wheel and clicking "Repair Wheel".<br />
<br />
=== EVA ===<br />
==== I'm floating away into space! How do I get back inside the ship? ====<br />
<br />
Press {{Key press|R}} to activate your [[kerbonaut]]'s [[RCS]] backpack; the [[Key bindings#EVA|proper keys]] will now make the kerbonaut move in each of the cardinal directions. Each manned [[command module]] has a hatch and small ladder mounted on one side; find where it is and carefully fly towards it. Once the kerbonaut is within a meter or so of the hatch, a prompt will appear to press {{Key press|F}}; press it and he/she should grab the ladder. Press {{Key press|B}} to finish boarding or move along the ladder until the boarding prompt appears.<br />
<br />
==== Why does my Kerbal always walk with the back to the camera? ====<br />
Press {{Key press|[[Mod]]}} to switch to free-walking mode.<br />
<br />
==== Can Kerbals jump in different directions when on ladders? ====<br />
Press {{Key press|Shift}} + ({{Key press|W|S|A|D|chain=}}) + {{Key press|Space}}. Press {{Key press|Shift|Space}} to jump backward, {{Key press|Shift|A}} to jump to the left, etc.<br />
<br />
==== How can I orient Kerbals to the direction of camera? ====<br />
Make sure the jet pack is activated, then press Space.<br />
<br />
==== How can I orient Kerbals to an other direction that the one of the camera? ====<br />
Press A/E to "yaw", left click and drag to "pitch"/"roll". Make sure you disabled EVAs Auto-Rotate to Camera in your settings (input/other) or the orientation will reset the next translationnal move you make.<br />
<br />
==== Why do some Kerbals laugh during the entire mission, while others panic easily? ====<br />
Each Kerbal is rated on his "courage" and "stupidity"; the different levels of each attribute determine his reaction to flight events. Some, such as Jebediah, are also considered "badass" and will laugh in the face of all but the biggest calamities. (This is controlled by a secret flag named "badS" in the configuration files behind the scenes.)<br />
<br />
=== VAB/SPH ===<br />
<br />
==== Can I undo/redo my actions? ====<br />
Yes, by pressing {{Key press|Ctrl|Z}} and {{Key press|Ctrl|Y}}.<br />
<br />
==== Can I rotate the parts? ====<br />
Yes, by pressing {{Key press|Q|E|W|S|A|D|chain=}} you will be able to rotate parts by 90° and by pressing {{Key press|Shift}} + ({{Key press|Q|E|W|S|A|D|chain=}}) you will rotate parts by 5°.<br />
<br />
All right, I know you haven't read [[Key bindings]].<br />
<br />
==== How do I transfer a craft between the VAB and the SPH? ====<br />
The .craft files you made are located in \saves\*The name of the save*\Ships\VAB and \saves\*The name of the save*\Ships\SPH. Any .craft file in these two folders will be shown in corresponding buildings, no matter what type it is. As for the type, you can edit the file with Notepad, change "type = VAB" or "type = SPH" to change the type of the craft permanently.<br />
<br />
As of {{Version|0.22}}, you can also use the [[subassembly]] system to move part groups, including nearly-complete craft, between the two areas.<br />
<br />
As of {{Version|0.90}}, you can load craft of both types in both buildings.<br />
<br />
==== How do I transfer a craft between savegames? ====<br />
The .craft files you made are located in \saves\*The name of the save*\Ships\VAB and \saves\*The name of the save*\Ships\SPH.<br />
<br />
== Development Related ==<br />
<br />
=== What happened to Experimental Releases? ===<br />
In order to improve quality, Squad has created an internal team of community members hand-picked for their ability to post useful bug reports. Experimental releases are now only available to this team.<br />
<br />
=== How can I join the Experimental team? ===<br />
Community members are chosen by Squad, so one cannot join the team by asking. Having a knack for posting informative, clear bug reports with reproduction steps, logs, version of the game, etc. will definitely help your chances, though.<br />
<br />
=== I think I've found a bug! ===<br />
In a piece of software so early in development as KSP, it's very likely there will be bugs in the program. If you've found something that can potentially be a bug, you can report it to the Dev team on the [http://bugs.kerbalspaceprogram.com Squad Bugtracker]. To make your report easier to identify as a bug, please follow the [http://forum.kerbalspaceprogram.com/showthread.php/3610-Bug-Reporting-Guidelines Guidelines to Bug Reporting], and please check to see if there aren't other reports about the same issue already.<br />
<br />
=== When is the next version coming out? ===<br />
There are no fixed release dates for new versions. There may be announcements for new versions on the [http://kerbaldevteam.tumblr.com/ dev blog] though.<br />
<br />
=== Is there multiplayer? ===<br />
Not at this time, nor is it being considered until the game's development is complete. Main issues with implementing multiplayer deal with handling [[time warp]] for all players. It may be released as a DLC at some point, so please do not post suggestions for multiplayer in the development suggestions forum at this time. Current community-posted ideas and unsupported implementations can be found in the [[multiplayer]] article.<br />
<br />
== Wiki ==<br />
<br />
=== Why don't some characters appear correctly in the Wiki? ===<br />
This isn't a problem for anyone using Firefox, Linux/Mac, or who have installed a font that fully supports Unicode (or a program that includes such a font), but is a problem for many Google Chrome users, because Chrome on Windows only uses the currently installed fonts to render characters, and defaults to a missing character symbol if no fonts support it. These symbols are in the "Miscellaneous Symbols" Unicode block, which is largely unsupported by the default Windows fonts (Arial only renders 12 of the 256 characters in the block). They are actually supported by the version of the font "Segoe UI Symbol" included by default in Windows 8, and a patch for Windows 7 was rolled out in 2012 that would update that font to the newer version used in Win8.<br />
<br />
=== Why is my page edit being blocked? ===<br />
In order to curb spam, the Kerbal Space Program wiki has a spam blacklisting system. If a page edit has any blacklisted terms, you will be unable to post that edit.<br />
<br />
{{Uncategorized|date=April 2014}}<br />
<br />
== Community ==<br />
<br />
=== Where can I find a list of popular Youtubers dedicated to KSP episode production? ===<br />
Please see the [[Kerbal Space Program Media Page]] for details on currently popular Youtube producers, Twitch broadcasters, and other dedicated KSP media providers.<br />
<br />
[[Category: Tutorials]]</div>Specialopsdave