0.24/ja

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Revision as of 12:48, 14 September 2014 by Kspjptrans (talk | contribs) (自動生成される契約:)
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0.24
Beta release
024 wallpaper.png
リリース 2014-07-17
告知記事 Kerbal Space Program: First Contract Now Available
Steam Steamコミュニティ
0.23.5 0.24.1
0.230.25
This page is a “test” for a new system where each version gets its own page. You can contribute on the talk page

Version 0.24Kerbal Space Program: First Contract(初契約)という名で2014/7/17に公開された。新しいゲームモード"Careerモード"を実装し、中型エンジンのバランス調整が広範囲で行われた。

変更点

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追加要素

通貨

  • career modeの通貨として資金評判を実装。
  • 資金は機体の打ち上げに必要になる。
  • キャリアモードでパーツコストが支出されるようになった。
  • 液体燃料モノプロペラントにも個々のコストが設定され打ち上げ費用に反映されるようになった。
  • パーツ情報から燃料スライダを調節するとそれに合わせて打ち上げ費用も変動するようになった。

Mission Control

  • Mission Control(発射管制棟)の機能をCreerモードに実装。
  • Mission Controlではcontracts(契約)を選択、内容を確認、受諾または拒否することができる。
  • Mission Control画面にGene Kermanアドバイザーを追加。彼の意見を聞くことができる。
  • Mission Control画面には'archives'タブがあり、完了した過去の契約を参照すことが出来る。

契約

  • Contract(契約)の依頼内容を完了させることで、報酬としてFund(資金)、Scienceポイント、Reputation(評判)が得られる。
  • 契約を受諾すると期限が設定され、その間に依頼内容を完了させなければならない。
  • 契約は期限が過ぎたり依頼が達成不可能な状況(救出依頼でKerbalが死亡など)になった場合に失敗扱いとなる。
  • Added procedurally generated 'mission briefings' for contracts, which may even make sense sometimes.
  • 契約にはそれぞれかけるPrestige(威信)が3段階("Trivial"(些細)・"Significant"(重要)・"Exceptional"(異例))で設定されており、レベルが高いほど報酬は良いが依頼は野心的になる。
  • 評判によってレベル別の案件数が変化する。

初期の「駆け出し」案件

  • First Launch: 任意機体の打ち上げ。
  • Altitude Records: 最高高度の新記録樹立。
  • Reach Space: Kerbinの大気圏から離脱。
  • Achieve Orbit: 安定したKerbin周回軌道に乗る。

動的生成される契約:

  • Part Test: パーツの動作試験を特定の場所、状況で決められた数値範囲内で行う。
  • Collect Science: 指定された場所の実験データを伝送または持ち帰る。
  • Rescue Kerbal: 軌道上で身動きが取れなくなったKerbalの救出
  • Plant Flag: 指定された場所に団体旗を設置する。
  • Explore: 未踏の場所で複数の探査目標を完了する。

契約機関

The record seeking Kerbin World-Firsts Record-Keeping Society
  • 契約依頼をしてくるAgency(契約機関)が追加された。
  • Each agency has its own personality traits, which affects the generation of the contracts they offer.
  • Agency Logos added from the winners of the Community Logo Design Contest.
  • Clicking the agency logo in the Mission Control screen will display extra info about the Agency.

Vessel Recovery

  • Recovering vessels now refunds for the value of recovered parts and resources.
  • Recovered value varies based on distance from the Space Center. Land at the Runway for 100% value.

Space Center

  • Added a universal time clock to the KSC scene UI.
  • Added a Pause Menu to the KSC scene, instead of leaving to the main menu immediately on pressing the Quit button.
  • The KSC Pause Menu allows saving and loading with a custom filename.

UI

  • Added new UI Toolbar, which exists in all game scenes and is mod-friendly.
  • Added new UI Widget to display state of ongoing Contracts in Flight, KSC and the Construction Facilities.
  • Added new UI Widgets to display the current amount of Science, Reputation and Funds.
  • Added Messages UI App, shows messages about contracts and such.
  • Redesigned the Resources Panel from flight as a toolbar app, overhauled panel graphics.
  • Overhauled the old 'Science Summary' dialog into a complete 'Mission Summary', displaying information about recovered Experiments, Parts and Crew.

Parts

Builds

  • Added Windows 64-bit executable.

Tutorials

Game

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

Bug fixes and tweaks

Flight

  • Asteroids are now able to collide with other asteroids.
  • New launches now start with throttle set to 50%, like in older versions of the game.
  • Saving restriction when throttled up removed.
  • Timewarp restriction when throttled up removed. Engaging time warp now automatically cuts throttle.
  • Improved logic for detecting a vessel in 'orbiting' situations.

Editors

  • Fixed a bug in the editors where dragging a part off the ship and deleting it straight away would not generate an undo state.
  • Fixed a bug where ctrl+clicking over a part in the build area would not reveal the part in the parts list.
  • Orientation of VAB scenery rotated so spacecraft orientation is consistent at launchpad.
  • VAB Flag moved to the opposite wall.
  • Redesigned the Parts List UI 'Footer' section where the symmetry and angle snap options reside.

Tracking Station

  • Fixed a bug where map objects were created but never removed, leaving dozens of 'leaked' objects behind.

Space Center

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

Solar System

  • Allegedly Kerbin's solar day instead of sidereal day is changed to be exactly 6 hours long which makes the sidereal day is now 59 seconds shorter. This change can't be confirmed. See #Change of Kerbin's rotation.
  • Slight optimization to Kerbin, Mun and Eve surface shaders.

Parts

  • Resource flow mode can now be defined for each propellant on Engine, EngineFX and RCS Modules in the part config.
  • Previously useless Engine Nacelle and Radial Engine Body parts have been repurposed as air intake + fuel tank combos.
  • Tweaked Costs for almost every part.
  • Tweaked Mass for several parts, especially spaceplane fuselage sections and structural components.
  • Fixed a potentially gamebreaking issue when activating a Separator if it was the root part of a vessel.
  • Fixed a bug where some particle FX (mainly on newer engines) would cause a stream of errors when the vessel was unloaded with the FX active.
  • Fixed a bug where StrutConnectors could cause hierarchy issues if linked in certain configurations.
  • ModuleRCS can now use multiple resources.

Tech Tree

  • Revised R&D node layout so 'control' type nodes have a more logical progression.
  • Moved basic RCS parts to tier 4 (from tier 5).
  • Added more connections into aerodynamic parts from other nodes on tiers 5 and 6.

Progress Tracking

  • Fixed an issue introduced in 0.23.5 where unowned vessels could complete progress nodes.
  • Fixed AltitudeRecord progress node (now used for contract generation).

Crews

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

Misc

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

Change of Kerbin's rotation

According to the official changelog, Kerbin's rotation was changed in such a way that the solar day instead of the sidereal day is six hours long. This would mean the sidereal day is slightly shorter and thus the altitudes of synchronous orbits are lower to accommodate for that. But measurements taken on the Launch Pad reveal that the rotational speed is identical in 0.19, 0.23.5 and 0.24.2. The speed also supports, within rounding errors, that the sidereal day is six hours long.

The rotational speed can be obtained when the speed shown in the navball is changed to orbital while sitting on the ground. As the craft is doing a circle around the center at that latitude at a constant speed it is possible to calculate the time the craft needs to do one rotation. Using that number the rotation is only six seconds shorter than six hours and not almost a minute shorter as reported by the changelog.

Weblinks