Game Search  

Latest Updates and Patches for Kerbal Space Program

Currently Tracking
  • Twitter
  • Subreddit
  • YouTube
  • Steam Announcements

Latest from the Kerbal Space Program SubReddit

Weekly Support Thread Low Tech Shuttle I think a lot of us can relate. The reason why I didn't use the 3.75m decoupler on Eve Mission [KSP 1.9.1] 7 hour journey around the globe with a tiny, 500kg helicopter (3:00) Remind me to never use ion thrusters ever again... What the hell has he done this time? The crew of the infamous Duna 1 mission honor Jebediah Kerman, who was killed in a cryogenic freezing accident during the return to Kerbin. Ran out of EVA propellant without a ladder. I had to use some unorthodox methods to get Jeb back inside... New Rover with articulated suspension design using servos.  

Latest Steam Announcements for Kerbal Space Program

 
Hello everyone!

Kerbal Space Program 1.9.1 is live!

This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions.

Check out this patch’s Changelog for further details:

=========================== v1.9.1 ========================== 1.9.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix Drain Value Resource Names Localization in PAWs. +++ Bugfixes * Fixed an NRE when the warning "Warning No Control!" and player was able to click another facility while the dialog is open. * Fix altimeter dropdown in flight from being locked under certain incorrect conditions. * Fix some issues on Kerbin texture atlas for Ultra Detail Shader. * Fix broken propellant tooltips for abbreviated propellant names in stage icons. * Reverted Wheel Friction and Brake changes to 1.8.1 behaviors. * Fix Ground physics material settings for EVA kerbal interactions. Stop that sinking feeling. * Fix for kerbal helmet safety not being applied after cheating a vessel to airless world * Fix unable to drag maneuver nodes on future patched conics. * Fix Set position cheat overheating vessels set into position within an atmosphere. * Fix error in Intake air resourceDefinition config that marked it as drainable. ==================== Making History 1.9.1 ====================== +++ Localization * Fix unlocalized text in the Intermediate Tutorial. +++ Bugfixes * The VAB and SPH should not be open in the stock Meet me in Zero G mission. ==================== Breaking Ground 1.4.1 ==================== +++ Bugfixes * Fix non-motorized robotic parts being free moving.

Remember that you can help us find bugs/issues by reporting them into our bugtracker[bugs.kerbalspaceprogram.com] and that you can also upvote reports to make them more visible.

Happy launchings!


Hello everyone!

Kerbalkind has been exploring the vastness of the Kerbolar System for many years: they’ve explored the surfaces of planets and moons, encountered beautiful landscapes, interesting surface features, performed experiments, and even captured asteroids, all with ingenuity… and many explosions. However, sometimes it’s good to look back and appreciate the wonders of your own home-planet and realize that There’s No Place Like Home!

Kerbal Space Program 1.9: There’s No Place Like Home draws its name from the substantial graphical overhaul we’ve given to Kerbin with improved textures and shaders, but that’s far from the only thing you’ll find in this update. Mainly focusing on performance improvements and bug fixes, 1.9 also includes some neat part revamps, a brand new drain valve, and several additions drawn directly from your feedback. Additionally, we’re including some cool stock crafts for the expansions, and advanced control improvements to the blades in the Breaking Ground Expansion.

Let’s go through some of the update’s highlights below:

Visual Revamps for Moho Dres and Kerbin
Kerbin, Moho and Dres have received major visual improvements, with detailed high-quality texture maps. Since there’s no place like home, Kerbin also includes an Ultra Quality shader option for exceptionally sharp visuals. All in all, the Celestial Bodies in the Kerbolar System are looking better than ever.

Drain Valve
Kerbal Space Program 1.9: There’s No Place Like Home features the FTE-1 Drain Valve. A brand new part that, as the name suggests, is a release valve for parts with drainable resources, such as monopropellant, ore, liquid fuel, oxidizer or xenon. The Drain Valve also allows you to set the drainage over a specific amount of time.

Part Revamps
The "Thumper" Solid Fuel Booster, "Mainsail" and “Skipper" Liquid Fuel Engines have been given a new look. New geometry, textures and emissive maps make these parts look sharp and realistic. On top of that, the "Mainsail" and “Skipper" are getting a couple of sleek variants for you to choose from.

Quality of Life Features
Drawing from our players’ feedback, Kerbal Space Program 1.9: There’s No Place Like Home is packed with some useful quality of life features like an adjustment to the time warp system that removes restrictions on warping at certain altitudes; a new cheat menu option that allows you to place your craft above the surface of any celestial body; a search box for the R&D Tech Tree; and a new Screenshot Mode for paused shots, and several others!
Blade improvements
Breaking Ground players can now enjoy cyclic & collective deflection controls to the blade parts. This will help you build and pilot helicopters and other rotorcraft realistically. Check out this devblog to learn more about it.

And more!
To learn more you can read the full Changelog here:
=================================== v1.9.0 ============================================================ 1.9.0 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Improvements * Added Camera mode (unlocked camera movement controls) when game is paused in flight and you hide the UI. * Adjust Kerbal ladder navigation to remove sliding and provide better automatic transition between ladders. * Part Mass and Cost now clamp their value to avoid negative numbers results from Mass/Cost Modifiers - configured per part via minimumMass and minimumCost in each parts cfg. * Revamped Kerbin scaled space planet. * Implement single camera system when running in DX11 for improved performance. * Add new part - FTE-1 Drain Valve to drain resources from attached parts. * Add new Cheat option in the Debug Menu - Set Position to teleport a vessel to a position relative to the surface of a celestial body. * Added medium and high Quality shader for Moho. * Adjust Wheel brake setting and auto-friction to take into account Gee. Helps with rovers flipping over. * Each KAL Window now persists its screen position with the KAL. * KSPedia slides and assets now load on demand and are released when the KSPedia window is closed. * Add handling for Ships folder in GameData/SquadExpansion where stock craft including DLC parts can be stored. * Added Ultra Quality shader for Kerbin. * Implement new Max Time Warp logic to allow faster warp rates when on rails. This is managed by gamesettings (ORBIT_WARP_MAXRATE_MODE = PeAltitude). * Implement Limit modifier for altitude based Max Time Warp logic so players can tune when the mode is set to (ORBIT_WARP_MAXRATE_MODE = VesselAltitude). * Change Default VesselSwitching Keys ( [ or ] ) to bypass debris and spaceobjects. * Add Mod + VesselSwitching Keys ( [ or ] ) to include debris and spaceobjects. * Add search box to career tech tree. * Added High Quality shader for Kerbin. * Created new textures with higher detail for Kerbin's low quality terrain shader. +++ Localization * Fix variant name in selector being cropped in some languages like Japanese * Fix missing font character affecting some KSPedia slides in Russian. * Fix missing font character affecting Orbit Info UI in Chinese. +++ Parts * Revamped Skipper engine. * Revamped Mainsail engine with silver variant. * BACC "Thumper" Solid Fuel Booster revamp. * RE-M3 Mainsail (New "Full", "Mid" and "Bare" variants). * RE-I5 Skipper (New "Shroud", "Truss Mount" and "Bare" variants). +++ Bugfixes * Fix tab key switching for columns in the settings screen, it will focus the first available item. * Fix part filter showing no parts after switching between subassemblies, variants and simple mode. * Fix renamed asteroids needing a scene change to update screen and kb info. * Fix NREs where Breaking Ground Science VesselType should not be available without the DLC. * Fix surface attach node handling on Part Variants. * Fix action sets input losing focus when renaming and moving the mouse away from the input field. * Fix errors EVAing in timewarp via crew hatch dialog. * Fix additional launchsite CommNet stations being active even when those launchsites are not active in the currently loaded save. * Fix shadows on KSC filler tiles when lights are shone on them. * Fix NREs and oxygen timeliness checks resulting in kerbals dying when they shouldn't when no helmet on. * Fix NRE pressing Ctrl-Z (undo) many times with symmetry part selected. * Fix audio FX fade when objects move away from player's camera. * Fix dV calcs for boosters with fuel flow priorities changed (specific use cases). * Fix Discontinuity in texture mapping on the Mun with high quality shader. * Fix Walkway textures around level 3 RnD building. * Fix issue where symmetry could break when restoring a held part on a vessel and immediately placing the held part again. * Fix Inputlock manager issue with MenuNavigation breaking single mouse clicks. * Fix SAS target mode misalignment when control point is not the vessel root * Fix NRE when deploying science experiments attached to debris when on EVA. * Fix reentry FX. * Fix target marker disappearing in the Ascent Tutorial. * Fix Terrain shader causing crashes on AMD GPUs. * Fix underwater fog. * Fix log spam when player attempts to drag maneuver nodes backwards through patched conics crossing SOIs. * Fix dV calcs on stages that have different tank priorities in the same stage. * Fix manipulating maneuver nodes unhiding the Navball throughout gameplay. * Fix NRE being generated when staging a service module inside of a fairing in liftoff during flight. * Fix Kerbodyne S3-14400, Kerbodyne S3-7200 and Kerbodyne S3-3600 colliders being visible during Place Mode. * Fix Rockomax Brand Adapter 02 being off-center. * Fix Mastodon and Skiff bottom attach nodes being backwards. * Fix issue with quicksaves loading active vessel about to crash causing the vessel to pass through the terrain. Quicksaves can no longer be made when the active vessel is about to crash into the ground (including EVA kerbals). * Fix contract generation issues in Editor when reputation changes by allowing contract generation in Editor scene. * Fix parachutes deploying on quicksave load or staging when set to only stage when safe and conditions are not safe. * Fixed texturing being broken on corner of Bop. * Fix part highlight remaining on parts when removed from action groups in the editor. * Fix error when manipulating servos that are part of an action group * Fix terrain texturing jitter on celestial body low quality shader when landing from Orbit. * Fix mirror attach on bicouplers. * Fix KSPedia Aircraft/Basics/Balancing act page slide missing in Chinese * Fix opening the In-Flight Action Sets Editor unlocking vessel functions without a Command Module present in flight during gameplay. * Fix the KAL-1000 curve starting below minValue for some parts. * Fix Flight UI mode being locked during Time Warp. * Kerbal Body collider adjusted to reduce collisions while on a ladder. +++ Mods * Add Per Kerbal PhysicMaterial Accessors for Modders so you can adjust each kerbals bounciness - SetPhysicMaterial, ResetPhysicMaterial. * Fix Issue for mods when copying parts that had modified resource lists. * Fix potential NRE in music player for mods. * Set the KSP Assembly version correctly on game start so KSPAssemblyDependency will work for KSP versions. * Added events for Action Groups in flight visibility changes so mods can handle any UI changes they need to in each mode * Added Pause/UnPause events when the action groups show/hide in flight. * Fix PQS.radiusmax not including some noise PQSMods in the calcs PQSMod_VertexHeightNoise and PQSMod_VertexPlanet. Should mean that radisumax is no longer below any vertex in most cases Making History 1.9.0 +++ Improvements * Added new stock vessels to be used in any game mode. Some of them are featured in stock missions. +++ Parts * Retuned Engine Plates mass and costs. +++ Bugfixes * Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions. * Fix in mission builder where an NRE is generated when a flag planted in a pod triggers a node to destroy the same pod. * Fix a truck collider in the Dessert Airfield. * Moved the mission status check from the physics loop to the main game clock to prevent physics simulation being out of sync with respect to UI. * The VAB and SPH should not be open in the stock Meet me in Zero G mission. * Fix missions getting stuck if they have a mission briefing and the player changes scenes before closing the mission briefing dialog box. * Fix scoring in Trouble in the Void stock mission. * Body collider adjusted to reduce collisions while on a ladder for vintage suits. Breaking Ground 1.4.0 +++ Improvements * Blade controls are no longer instantaneous. * Blades SAS support improved. * Added new stock vessels to be used in any game mode. * Add new kspedia slides. * Blades auto-detect cyclic vs collective control mode based on location of rotation axis relative to the vessel center of mass, per control axis. Mode indicated in Rotation Control State group in Advanced Tweakables. * Blade authority limiter default set to 3 degrees. * Blades auto-detect inoperable control axis (rotation axis within 5 degrees of control axis). * Blade rotation axis shown as green arrow in aero debug display. Length is logarithmically proportional to rotation velocity (vessel relative). +++ Bugfixes * Fix cargo part model getting stuck on screen when pressing altimeter buttons. * Fix deployed science power kerbal trait text in AC tooltips. * Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions. * Fix heaviest part autostrut for robotic parts attached in reverse depending on ship part order. * Fix potential NREs using rotate tool on robotic parts. * Fix robotic part animations stutter changing Auto-shift state playing through KAL-1000. * Fix robotic parts losing functionality when auto-restart is enabled. * Body collider adjusted to reduce collisions while on a ladder for futuristic suits.
Kerbal Space Program 1.9: There’s No Place Like Home is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game.

Happy launchings!


Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be!

Kerbal Space Program Update 1.9 on PC

Another orbital period has completed, and as human tradition has it, it’s a good time to reflect on past achievements as well as look forward to goals we set for ourselves during this new decade. 2019 was a great year for us: We released several major updates and a content-filled expansion on PC. KSP Enhanced Edition also got some deserved attention with the History and Parts Pack and the Breaking Ground Expansion, as well as a considerable amount of free content. Not too shabby, right? And 2020 is looking great for KSP fans, too! For starters, we’re kicking off the new year with update 1.9, which will not only include performance and graphical improvements, but some new neat features that we’re excited to show you. Not to mention Kerbal Space Program 2 and some other stellar surprises we have currently in the VAB for you. For the time being, and for this KSP Loading in particular, we’re going to focus on some of the stuff that is going to roll onto the launchpad in Kerbal Space Program 1.9: No Place Like Home! So buckle up:



Terrain Revamp for Kerbin
In addition to the revamps of Moho and Dres that we’ve shown you already, Kerbin has received major visual improvements. With detailed high-quality texture maps and (because there is no place like home) an Ultra Quality shader option, the Kerbal home planet is looking better than ever. Check it out!

Click here[imgur.com] to see the full high-res gallery.

Drain Valve
Kerbal Space Program 1.9: No Place Like Home! will also include a new part that works as a release valve for parts with drainable resources, such as monopropellant, ore, liquid fuel, oxidizer or xenon. This part will also allow you to set the drainage over a specific amount of time, a feature that will undoubtedly come in handy.

Click here[imgur.com] to see a high-res image.

Part Revamps
RE-M3 "Mainsail" Liquid Fuel Engine
One of the heaviest and most powerful large-diameter Kerbal engines is getting a well-deserved makeover. We’re talking, of course, about the Rockomax Conglomerate’s RE-M3 “Mainsail” Liquid Fuel Engine. With its new geometry, textures and emissive map, this humongous engine has never looked so good. Additionally after listening to your feedback, we’re including Mid and Bare variants.

Click here[imgur.com] to see high res images.

RE-I5 "Skipper" Liquid Fuel Engine
Rockomax Conglomerate’s RE-I5 "Skipper" Liquid Fuel Engine has also been modernized by our art team. Brand new geometry, variants, textures and emissive maps have given one of our favorite medium sized engines a befitting fresh new look! And after listening to your feedback, we’ll be including Bare and Truss Mount variants.

Click here[imgur.com] to see high res images.

BACC "Thumper" Solid Fuel Booster
With reliable performance at a good price, the Rockomax Conglomerate’s BACC Solid Fuel Boosters have always been a popular choice to get the massive bulk of large multi-stage rockets off the ground. This large SRB is finally getting a physical renewal to better match its place in our SRB lineup. Check it out!

Click here[imgur.com] to see high res images.

Quality of Life Features
Additionally, Kerbal Space Program 1.9: No Place Like Home! will include several quality of life features, mostly drawn from our players’ feedback. Some of the inclusions are: an adjustment to the time warp system that removes restrictions on warping at certain altitudes; a new cheat menu option that will allow you to place your craft above the surface of any celestial body; a search box for the R&D Tech Tree; and a new Screenshot Mode that will allow you to pause the game, move the camera and take the best shot by hitting the Escape key and then F2. There are several more QoL features we’re sure you’ll appreciate, too!

Blade improvements
Rotor blades in the Breaking Ground Expansion are getting some improvements by adding cyclic and collective deflection controls. This will ultimately help players have better control of their bladed vehicles, whether it is a traditional single-rotor helicopter or a drone-like quad-copter. There’ll be a Devblog explaining the details about these improvements coming up soon, so stay tuned.

New Stock Craft for Expansions
With this update, we are also including a few new stock craft that take advantage of Breaking Ground’s parts and demonstrate how we used the new blade functionality! We’ve also added easy access to some of the historical craft from Making History. So, if you just want to pilot cool crafts or retro-engineer the heck out of them to create your own, you’ll surely enjoy these; we certainly had a lot of fun building and testing them!

Remember, you can share and download crafts and missions on Curse[www.curseforge.com], KerbalX[kerbalx.com], the KSP Forum[forum.kerbalspaceprogram.com] and the KSP Steam Workshop.

That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram[www.instagram.com] and Facebook[www.facebook.com]. Stay tuned for more exciting and upcoming news and development updates!

Happy launchings!


Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be!

Kerbal Space Program Update 1.9 on PC

The KSP team is so excited about the features being worked on for Update 1.9. Similar to the last update, 1.9 will focus on furthering the performance and graphical improvements to the foundations of the game. These improvements include: new textures and mappings for Celestial Bodies, new shaders, optimizations, additional revamps and much more. Our goal for update 1.9 will be to continue to build upon the foundations that make KSP great.

Terrain Revamp for Moho and Dres

We’re continuing to revamp our celestial bodies, and in 1.9, Moho and Dres are getting fresh high-quality texture maps & graphic shaders. Take a look!



KSP breaks ground on consoles!

As we announced recently, Breaking Ground, the second expansion of Kerbal Space Program Enhanced Edition is coming to PlayStation 4 and Xbox One on December 5th and it will have 100% feature parity with its PC counterpart.

Kerbal Space Program Enhanced Edition: Breaking Ground is all about exploration, experimentation and technological breakthroughs. With this expansion console players will be able to discover mysterious surface features across the moons and planets of the Kerbolar System. Players will also have the ability to collect data with brand new deployable experiments and design complex crafts with the addition of robotic parts.

Deployed Science

This feature will allow you to deploy experiments on the surface of celestial bodies to take measurements over time. You will need to bring these experiments with you, unpack them from storage containers on your craft and set them up to run. In order to do so, you will need to place a central station, one or more power generating devices and possibly a booster antenna to get your science base set up. The experiments and power generators will run better if the right kind of Kerbal sets them up, thus giving you more reasons to bring Kerbals with different professions on an adventure.

Click here[t.umblr.com] to see the different experiments that will be available in Kerbal Space Program Enhanced Edition: Breaking Ground

Surface Features

Surface features are items of scientific interest scattered across all celestial bodies. These features include meteorites, craters, mineral formations, and even stranger planetary oddities. Surface features vary in size and Kerbal astronauts will be able to pick up and return the smallest of them to study back at KSC. However, larger specimens will need to be scanned and analyzed on-site by the newly developed Rover Arms. The Rover Arms come in three levels that you unlock via Research and Development, each of which have more sensors and tools that allow you to collect more science from the same surface feature.


Click here[t.umblr.com] to see more images of Surface Features and the Rover Arm in high-res.

Robotics

With Breaking Ground, you will see a number of robotic parts including: hinges, pistons, rotors, rotational servos, propeller blades and turbo-shaft engines. Available in a range of shapes and sizes these new parts operate under realistic physics, with real forces and torques, electricity consumption and even motor mass accounted for.

We are also including a controller part that will let you coordinate the behavior of many different parts on your craft. Use Hinges to provide angles of rotation between two parts. Pistons give you linear motion. Rotors will allow you to generate torque around their axis. Rotational servos will give you precise control of angular position. Propeller Blades and Turbo-shaft Engines will allow you to build helicopters and other blade-propelled contraptions.

The KAL-1000 controller can sequence the actions of all the robotics parts and a number of other fields. It gives you access to a powerful track editor tool which lets you plan how parts will behave over time. Using this controller, you can set up complex cranes, walking crafts, disco lighting or whatever you can dream up!

Click here[t.umblr.com] to see the Robotic Parts images in high-res.

The New Suit

This futuristic-looking suit was designed to match the spirit of Breaking Ground. It not only looks great on Kerbals, but offers customization where players can choose what color the helmet and suit lights will glow when in a darkened environment.


Click here[t.umblr.com] to see the Suits in high-res.

Free Update for Consoles
Coupled with the Breaking Ground Expansion, Kerbal Space Program Enhanced Edition is getting a FREE content-filled console-optimized update that will bring all improvements, features, color variants and part revamps we’ve added up to PC 1.7.3 to console. These updates include:

Altimeter mode toggle

A long-requested quality-of-life feature that will allow you to toggle the altitude mode from Above Sea Level (ASL) to Above Ground Level (AGL) by simply clicking on the new icon to the altimeter. The KSP Team is optimistic that this will lead to improvements in the KSC’s survival rates…


Delta-v per Stage and Delta-v Tool App

Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v app that will allow you to get the vessel environment for how Delta-v is calculated in the VAB and SPH. Players will find this very useful!

Improved Burn Time information

The improved burn time indicator will now calculate based on dV and not acceleration. Additionally, it will contain a staging indicator that shows which stages contain the dV needed to complete each part of the maneuver. This will show a red section at the end if there’s not enough dV in the current vessel to complete that maneuver. In the extended mode of the burn time indicator two extra lines are shown, allowing you to adjust how much time you want to spend burning before and after the node during the maneuver as well as showing you a countdown for when you need to start burning fuel to do so.


Extensions to the Action Group System

Along with those updates we’re also adding two extensions to our action group system. The first one adds another type of action group for controls that lets you bind input controls to fields - an axis group. The second adds Action Sets, which allow you to enable or disable sets of axes or action groups.

This extends what you can do with a limited number of buttons, allowing you to put your craft into different modes of operation. You can even override the base controls with the action set feature, furthering how you can fine tune the interface between you and your craft. We developed these extensions to give players more options to control their robotics, but it certainly will be useful for stock and modded players as well.

Revamped Parts

A large number of parts have been given a fresh new look since the last update. You’ll be pleasantly surprised to find over 40 new part revamps, including the MK2 Lander Can, which like many other parts, includes a new variant for you to choose at will.

KSP 2 Developer Diary

In case you haven’t read through our latest KSP 2 Developer Diary yet, we invite you to check it out! Included in the post is an early animatic for the concept of our KSP 2 Announce Trailer, which was illustrated and narrated by Star Theory’s Creative Director, Nate Simpson.

To learn more about the effort that went into creating this trailer and how every bump, hiccup and cheer of triumph led to the final KSP 2 Announce Trailer, be sure to read our latest Dev Diary[www.kerbalspaceprogram.com].


Apollo 12 Challenge’s Stellar Stand-outs

Thank you to everyone who participated in the #KSPApollo12[paper.dropbox.com] in-game challenge to re-create the Apollo 12 mission. There were so many amazing posts and we wanted to highlight 3 stellar submissions here:
- IG: ksp_space_agency[www.instagram.com]

- YouTube: Dronez

- TWT: Punet Shrivas


Remember, you can share and download crafts and missions on Curse[www.curseforge.com], KerbalX[kerbalx.com], the KSP Forum[forum.kerbalspaceprogram.com] and the KSP Steam Workshop.

That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram[www.instagram.com] and Facebook[www.facebook.com]. Stay tuned for more exciting and upcoming news and development updates!


Happy launchings!
Hello everyone!

Kerbal Space Program 1.8.1 is live!

This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions.

Check out this patch's Changelog for further details:

=========================================v1.8.1========================================== 1.8.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix missing Chinese characters on main menu. * Fix missing units in the Maneuver editor UI in Chinese. * Fix a few dV KSPedia slides showing corrupted characters in Russian. * Fix autoloc instead of vessel name appearing in target set screen message. +++ Bugfixes * Fix game settings being reset every time game is started. * Fix Linux mousewheel scroll direction. * Fix bug with interstage fairings not occluding everything within. * Fix the mk3 shuttle cockpit lights. * Fix duplicating module info on part extended tooltips in editor and RnD scenes. * Fix shroud shading on disconnected sub-assemblies in editor scene. * Fix FloatEdit and ScaleEdit UI prefabs. * Fix KSC vessel markers becoming too persistent and not leaving the game when switching between buildings at the KSC until game is restarted. * Fix NREs in Portrait Gallery when kerbals die in flight. * Fix T-100 fuel tank clipping on surface attach node. * Fix kerbal helmet/heads becoming unclickable when on ladders. * Move the CB cast shadows game setting to the graphics section of settings where it should have been. * Fix Easter eggs, monoliths, randoliths not receiving CB shadows. * Fix parts still being considered shielded from airstream after deploying a fairing in some use cases. * Fix Action groups icon not appearing in Editor scene when switching between facilities with different upgrade level. * Fix Altimeter and Staging tumblers disappearing at some scale values. * Fix walk paths around Level 3 R&D building. This includes texture artifacts for the Linux version. * Fix material artifacts in level1 and level 2 grass tiles. * Fix error when pressing undo while holding a radial symmetry part. * Fix Ocean on Eve. * Fix DragCube generation discrepancies in partdatabase - was affecting drag and thermals. * Fix NRE in editor scenes when reverting from flight and using transform gizmos. +++ Mods * FloatEdit and ScaleEdit PAW prefabs fixed. Making History 1.8.1 +++ Bugfixes * Fix unable to select "Create new mission" button on Mission play dialog the very first time. +++ Missions * Fix mission "Meet Me in Zero G" does not complete in certain conditions when landing back on Kerbin. * Fix Manufacturer name on engine plates and tubes. Breaking Ground 1.3.1 +++ Bugfixes * Fix items in PAW switching positions in a group depending on state of fields. * Fix generation of free Electric Charge for robotic parts if stopped with the PAW closed. * Fix setting robotic part motors to disengaged in editor and then persisting that way when vessel is launched. * Fix bug related to being able to delete endpoints on KAL-1000 tracks by disabling ability to delete them. * Fix bug when removing parts from vessel and they have multiple actions mapped in KAL.

Remember that you can help us find bugs/issues by reporting them into our bugtracker[bugs.kerbalspaceprogram.com] and that you can also upvote reports to make them more visible.

Happy launchings!


Hello everyone!

New gadgets are coming from the Research and Development facility, the kind that will get Kerbals screaming: MOAR BOOSTERS!!! A brand new update is here and with it comes better performance, fresh new features, improved visuals, and new parts being added to our players’ creative repertoire!

Kerbal Space Program 1.8: Moar Boosters!!! is an update focused on making the game perform and look better, all while introducing more quality of life features that will improve the overall player experience. We’re also bringing some new solid rocket boosters to the VAB, as well as introducing some exclusive treats for owners of the Breaking Ground Expansion.

Let’s go through some of the update’s highlights below:

Unity Upgrade
Moar Boosters!!! brings an upgrade to the underlying engine of the game to Unity 2019.2, which helped us implement performance and graphics improvements, as well as better rendering performance and a reduction of frame rate stutters. With the new tools that this upgrade provides, we’ll be able to continue refining the game in upcoming updates.

Celestial Body Visual Improvements
Mun, Minmus, Duna, Ike, Eve and Gilly have new high-quality texture maps & graphic shaders, and now look sharper and more realistic! You will also be able to select the celestial bodies’ shader quality in the settings and set them to low (legacy), medium or high, with improvements being visible across the board. These are just part of the first batch of celestial bodies being overhauled, slowly but surely we will continue this endeavor.


Map Mode improvements
Map mode received some adjustments too! Now you can use docking mode and stage your craft whilst in map mode. The stage display button (formerly stage mode) now serves as a toggle to show and hide the stage stack, whether you’re in flight or map view, and selected map labels will now persist when going back and forth between map and flight mode.

New SRBs!
A range of new solid rocket boosters have been added to the game. From the tiny .625m stack size Mite to the titanic 2.5m wide, 144ton Clydesdale, these new boosters will offer a range of versatile solid-fuel options. Making History owners get an extra bonus here too with the “Pollux” and a 1.875m nose cone to fit on top of it.


Breaking Ground Exclusives
Kerbal Space Program 1.8: Moar Boosters!!! also includes some exclusive content for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. Use them to create drones, ducted fan jets, or anything you can imagine.

Improvements to the helicopter blades and the robotic part resource consumption have also been included. The latter will now have better info on consumption and improved options for power-out situations.


And more!
To learn more you can read the full Changelog here:
=============================v1.8.0=========================== 1.8.0 Changelog - BaseGame ONLY (see below for MH and BG changelog) +++ Improvements * Upgrade KSP to Unity 2019.2.2f1 version. * Standalone Windows build now uses DX11 Graphics API. Many visual improvements to shaders and FX. * Implement Unity Incremental Garbage Collection. * Implement new celestial body shaders and textures for Mun, Minmus, Duna, Ike, Eve, Gilly. * Update Main Menu Mun terrain shader. * Add Terrain Shader Quality graphics setting. * Improve the TrackingStation load time. * Implement ability to edit Action Groups in flight. * Performance improvements to the VAB/SPH scenes. * Performance improvements in the flight scene. * Performance improvements in the Tracking Station scene. * Add ability to edit resource values in PAWs using the key input. * Add Warp to node button on dV readout in NavBall display. * Add enable/disable wheel motor Actions to all wheels. * Add ability to limit the maximum size of PAWs via settings.cfg. * Improve the Action Groups/Sets UI. * Add PAW_PREFERRED_HEIGHT to settings.cfg for players to set a prefered max height. * Made staging and docking UI available in map view * Pinned labels in map view now persist pinned even when leaving and re-entering map view * "Delete All" functionality for messages app has been implemented. * Improve the KSC grass and asphalt texture and shader to reduce tilling. * Improve textures for the VAB building on level one. * Model revamp for the level one and level two Research and Development nissen huts. * Increased precision for eccentricity in advanced orbit info display. * Upgrade VPP and improve wheel and landing leg function. * Expose global kerbal EVA Physics material via setting. * Add do not show again option to re-runnable science experiments. * Add actions for same vessel interactions functionality. * Implement per-frame damage threshold on destructible buildings. * Add vessel name title to flag PAWs. * Add a confirm dialog with the option of “Don’t display again” when a kerbal removes a science experiment data. * Disable Pixelperfect on UI Canvases to improve performance - available to configure via settings.cfg. * Increase precision for numerical editing of maneuver nodes. * Kerbal position on ladders and command pods improved. * Add ability for users to add their own loading screen pictures to the game. Folder is KSP/UserLoadingScreens +++ Localization * Fix incorrect naming of The Sun. * Fix Action Sets text in VAB/SPH for some languages. * Fix Text in dV KSPedia pages in Japanese. * Fix Chinese Localizations. * Fix dV readout for Chinese language. +++ Parts New Parts: * S2-33 “Clydesdale” Solid Fuel Booster. * S2-17 “Thoroughbred” Solid Fuel Booster. * F3S0 “Shrimp” Solid Fuel Booster. * FM1 “Mite” Solid Fuel Booster. * Protective Rocket Nosecone Mk5A (“Black and White” and “Gray and Orange”). * Add rock/dirt debris FX to the Drill-O-Matic and Drill-O-Matic Junior. Updated Parts (reskinned): * Service Bay (1.25m). * Service Bay (2.5m). Color Variants: * Protective Rocket Nose Cone Mk7 (New “Orange” color variant) * Protective Rocket Nose Cone Mk12 (New “Orange” color variant) +++ Bugfixes * #bringbackthesandcastle - Fix the Mun sandcastle easter egg from not appearing. * Fix Maneuver editor so that the mouse wheel adjusts the node now in the contrary direction (same behavior as dragging down/up). * Fix a null reference error when player threw away a vessel with fuel flow overlay turned on in the editor. * Fix an input lock when switching between Editing the vessel and the Action groups menu. * Fix user created vessels disappearing from the vessel spawn dialog. * Fix the random selection of Mun vs Orbit scene when returning to Main Menu. * Fix input field rounding on Maneuver Node editor fields. * Fix a Null reference in the Editor when selecting a part and opening the Action Part Menu. * Fix pressing Enter key confirms the game quick save dialog. * Fix PAWs will now scale downwards from the header keeping more consistency on the fields. * Fix an input lock issue where some PAW buttons disappeared when editing a numeric slider field. * Fix Menu Navigation was missing in the quicksave dialog. * Fix Mini Settings had some items that would be skipped when navigating with the arrow keys. * Fix for remove from symmetry causing NRE in flight scene. * Fix the FL-A10 collider no longer mismatching its geometry. * Fix Control Surface and Aero Toggle Deploy Action not working in all situations. * Joysticks and gamepads on Linux are again recognized and usable. * Fix Action Groups UI and Color issues. * Fix the LV-T30 Reliant Liquid Fuel Engine ´s bottom attach node. * Fix a texture seam on the Probodobodyne Stayputnik. * Fix a z-fighting issue on the destroyed VAB at level 3. * Fix the Z-4K Rechargeable Battery Bank ´s bottom attach node. * Fix the concrete tiling texture of the SPH at level 3. * Fix a grass texture seam in front of the VAB at level 3. * Fix missing texture and animation on the level one Administration Building flag. * Smoothened Kerbal IVA expression transitions to avoid strange twitching. * Make the LV-TX87 Bobcat exhaust FX more appropriate. * Fix kerbal portraits when launching vessel with multiple kerbals in external command chairs. * Fix drills operating when not in contact with the ground. * Fix thrust center on the Mainsale engine. * Add bulkhead profile to LV-T91 Cheetah, LV-TX87 Bobcat, RK-7 Kodiak and RE-I12 Skiff. * Fix re-rooting of surface attach nodes. * Fix kerbal IVA expression animations transitions. * Fix shadows at KSC and in flight. * Fix “sinker” warning during game load. * Fix lengthy Map Transition when lots of vessels in the save. * Fix overlap in vessel type information window. * Fix a Null Reference when copying parts with alternative colours. * Fix an error where the custom crafts were not loaded in the Load Craft dialog after navigating the tabs. * Fix a null reference when clicking the Remove Symmetry button on some parts. * Motorized wheels no longer keep generating torque even when the motor is set to ‘Disabled’ * Re-centered an off center scrollbar in the mini settings dialog. * Rebalance decoupler, MK1-3, MK1 lander can, MK2 lander can, separators costs, crash tolerances, weight. +++ Mods * Target framework now .NET 4.x. * DXT3 DDS formatted textures are not supported by Unity or KSP any more. You must convert to DXT5. * Added UIPartActionWindow.UpdateWindowHeight to allow mods to dynamically set the PAW max height * MapviewCanvasUtil.GetNodeCanvasContainer created as more performant method than MapViewCanvasUtil.ResetNodeCanvasContainer. Use the rest one only when you need to force a scale reset * ModuleResourceAutoShiftState added that can be used for startup/restart of parts based on resource availability. * VesselValues are now cached per frame. Can use ResetValueCache() to reset the cache. 1.8.0 Changelog - Making History DLC ONLY +++ Improvements * User can now click and drag and release to connect two nodes in the mission builder. +++ Parts New Parts: * THK “Pollux” Solid Fuel Booster Updated Parts (reskinned): * Kerbodyne S3-14400 Tank * Kerbodyne S3-7200 Tank * Kerbodyne S3-3600 Tank +++ Bugfixes * Craft Thumbnails are not shown/generated for stock missions. * Fix Kerbals spawning on EVA in missions spawning on their sides (very briefly). * Fix Intermediate and Advanced Tutorial becoming stuck. * Fix Typos in some part descriptions. * Fix vessel width and height restrictions on Woomerang and Dessert in career games. * Fix camera becoming stuck if in IVA mode when a vessel spawns in a mission set to change focus to that vessel. * Fix hatch entry colliders on the M.E.M. lander can. +++ Missions +++Miscellaneous +++ Mods 1.8.0 Changelog - Breaking Ground DLC ONLY +++ Improvements * Add renaming of Deployed Science Stations. * Add alternators (producing electric charge) on LiquidFuel Robotic Rotors. * Add propeller blade AoA, lift and airspeed readouts to their PAWs. * Add Reset to built position button in PAWs of Robotic parts which causes them to reset their Angle, RPM or Extension. * Add shutdown/restart function to robotics parts based on resource availability. * Add preset curves functionality to the KAL controller. * Add part highlighting on mouseover in KAL. * Improve Robotic Part Resource usage info in editor. * Add interact button to open PAW for Deployable Science parts. * Added new KSPedia slides for Grip Pads, Propellers and Track Editor. * Improve Robotics Parts Resource usage to use less resources when moving slower. * The PAW button “Reset to Launch Position” for robotic parts now reads as, “Reset to build:” + Angle, RPM or Extension depending on the robotic part to avoid confusion. +++ Localization * Fix description text on R7000 Turboshaft Engine in English. * Fix localization of resource name in robotic part PAWs. * Fix KAL help texts. +++ Parts New Parts with Variants: * S-062 Fan Shroud * S-12 Fan Shroud * S-25 Fan Shroud * R-062 Ducted Fan Blade * R-12 Ducted Fan Blade * R-25 Ducted Fan Blade * Readjusted the liftCurve, liftMachCurve and dragCurve values on the propellers and helicopter blades. Rebalanced Robotic Resource Consumption values: * G-00 Hinge * G-L01 Alligator Hinge * G-11 Hinge * G-L12 Alligator Hinge * G-W32 Hinge * Rotation Servo M-06 * Rotation Servo M-12 * Rotation Servo M-25 * Rotation Servo F-12 * EM-16 Light Duty Rotor * EM-32 Standard Rotor * EM-64 Heavy Rotor * EM-16S Light Duty * Rotor, EM-32S Standard Rotor * EM-64S Heavy Rotor * 1P4 Telescoping Hydraulic Cylinder * 3P6 Hydraulic Cylinder * 3PT Telescoping Hydraulic Cylinder * R121 Turboshaft Engine * R7000 Turboshaft Engine +++ Bugfixes * Fix Deployed Science Log and Message system spam. * Fix Deployed Science parts sometimes exploding when coming off rails if in contact with another part (kerbal, etc). * Fix Deployed science parts being visible during the astronaut complex when opening that scene from the Editor. * Fix Robotic Parts using EC when moving to initially set position on launch. * Fix slider numeric values in some PAW fields could go out of range. * Fix autostrut processing for some use cases regarding root part being robotic part. * Fix autostrut delay when vessel comes off rails for vessel with robotic parts. * Fix Actions at the end of KAL track not firing in Play Once mode. * Fix separation of the blades when attached to an active rotor. * Fix rotation of cargo parts in extended tooltips. * Fix cargo part icons appearing in Astronaut Complex when pinned. * Fix drag on pistons. * Fix cargo parts now rotate at the same speed as in the Editor on the inventory grid during Flight. * Fix mirroring of hinges and rotation servos. * Fix KAL Window not closing when vessel goes outta range. * Fix incorrect naming of the Sun in science experiments. * Fix mirrored attaching to rotor side nodes. +++ Miscellaneous +++ Modding

Kerbal Space Program 1.8: Moar Boosters!!! is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game.

Happy launchings!

By the way, you can download the new wallpapers of the Moar Boosters!!! art here:


Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be!

A new DLC and a Free Update for Kerbal Space Program Enhanced Edition is on its way

We have some big news for console players! The team is currently working on a new DLC for KSP Enhanced Edition! Based on the PC release of the Breaking Ground Expansion, this downloadable content will be all about exploration, experimentation, and technological breakthroughs. So put on your helmets and prepare to explore the vastness of the Kerbolar system from the comfort of your couch.

Coupled with the DLC, a free and content-filled update will be released for KSP Enhanced Edition. This update will include several of the features that we have developed over the past year. We will reveal more information about the features and the exact release date in the upcoming weeks, so stay tuned!

Kerbal Space Program Update 1.8 on PC

The KSP team is so excited about the features being worked on for Update 1.8. With this update we continue making KSP more stable and performant while adding quality of life features to improve the player experience. In addition to what you have already learned in our previous installment, we have some other neat content coming to this update.

Terrain Revamp for Eve and Gilly

Eve and Gilly are two more celestial bodies which are getting a make-over with new high-quality texture maps & graphic shaders. Together with Duna, Ike, Minmus and Mun, the celestial bodies will be worth revisiting, if only for the view.

Eve





Gilly




Ike


Minmus

Click here[imgur.com] for high-res images.

KSC Texture Improvements

At the Kerbal Space Center, we have reduced the grass repetition, improved blending between grass and concrete and tweaked some level 1 and 2 buildings with some new textures and improved shaders. All in all, the KSC will look better than ever after this update.


Click here[imgur.com] to see the high-res images.

Map Mode Changes

Some adjustments are being made to the game’s Map Mode. With this update you will be able to use docking mode and stage your craft whilst in map mode. The stage display button (formerly stage mode) now serves as a toggle to show & hide the stage stack, whether you’re in flight or map view and the map labels will now persist when going back and forth between map and flight mode.


New SRBs

If you’ve been following us, you’ll already know that we’re bringing a range of new solid rocket boosters to the game. From the tiny .625m stack size Mite to the titanic 2.5m wide, 144ton Clydesdale, these new boosters will offer a range of versatile solid-fuel options.  Making History owners get an extra bonus here too with the “Pollux” and a 1.875m nosecone to fit on top of it.

Click here[imgur.com] to see high-res images.

Warp to Next Maneuver in NavBall

We are also including a small quality of life feature to the NavBall suggested in the public tracker by 5thHorseman. A warp to next maneuver button is being added to have this option on hand whenever players need it.

Kerbal Space Program 2 at PAX West

We’d like to say thank you again to everyone who visited our Kerbal Space Program booth at PAX West! We are forever grateful for the continued support for Kerbal Space Program 2. Over 2,000 Kerbonauts visited our booth to take photos with Jeb on the Mun, watch our “behind closed doors” presentation with exclusive details sharing gameplay footage of KSP2, and all attendees received their very own KSP flag!

During PAX West we also had the chance to hold our very first KSP Community Event with content creators like Scott Manley, Das Valdez, EJ_SA, Shadowzone, Bad News Baron, and Billy Winn Jr. Also attending the event were leaders within the KSP Forum and Modders; Snark, Galileo and LinuxGuruGamer.

These pivotal community members had the opportunity to meet with Star Theory and pose questions regarding KSP2 directly to the developers. Many of these content creators have since shared their thoughts on this momentous experience across their respective channels and we encourage you all to give them a watch! Thank you all so much, it’s because of your avid support and interest in the game that we have officially grown into a franchise.


Matt, Star Theory developer who got signatures from fans at PAX West who visited our booth.

Take a look at our PAX West booth in our Instagram story videos[www.instagram.com]!


(L to R: Galileo, Shadowzone, Snark, EJ_SA, Jatwaa, LGG, Das, Nate Simpson (Creative Dir. Star Theory), Scott Manley, Chuck Noble (Principal Engineer at Star Theory), BadNewsBaron, Geoff (Museum of Flight).

Scott Manley at PAXW


ShadowZone at PAXW


Loading Screen Contest

We also want to remind you that you still have until next week (October 2nd) to participate in our Loading Screen Contest[forum.kerbalspaceprogram.com]! So submit your illustrations, screenshots, pictures and/or any form of fanart you’d like to see in KSP’s in-game loading screens! We will select a set of finalists and their art will be included in update 1.8.

Remember, you can share and download crafts and missions on Curse[www.curseforge.com], KerbalX[kerbalx.com], the KSP Forum[forum.kerbalspaceprogram.com] and the KSP Steam Workshop.

That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram[www.instagram.com] and Facebook[www.facebook.com]. Stay tuned for more exciting and upcoming news and development updates!

You can also follow Squad and Star Theory on the main social media platforms:
https://www.facebook.com/startheorygames/
https://twitter.com/startheorygames[/url] [url=https://www.instagram.com/star_theory_games/]https://www.instagram.com/star_theory_games/[/url] [url=https://twitter.com/SquadDevs]https://twitter.com/SquadDevs[/url] [url=https://www.instagram.com/squaddevs/]https://www.instagram.com/squaddevs/[/url] Happy launchings!
https://www.instagram.com/star_theory_games/
https://twitter.com/SquadDevs
https://www.instagram.com/squaddevs/


Happy launchings!


Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be!

Kerbal Space Program 2

Last week at the opening night of Gamescom we announced the forthcoming sequel and newest addition to our franchise, Kerbal Space Program 2! This sequel will be expanding upon what makes Kerbal Space Program great and will bring space exploration to the next generation with exciting new features that will delight veteran and new players alike.

We’re excited to introduce you to Star Theory Games, the developer studio behind Kerbal Space Program 2!

Learn about the new development team joining the franchise by watching the Developer Story Trailer. Watch our Cinematic Trailer below to see what we’ll be bringing to KSP2!


So what can you expect in 2020, when Kerbal Space Program 2 comes out of the VAB? These are just some of the features, you’ll be able to enjoy:



Improved Onboarding

Rocket science can be a bit overwhelming sometimes and one of the things that Star Theory has set their minds towards is helping facilitate newcomers on their journey to become space explorers. With new animated tutorials, improved UI, and fully revamped assembly and flight instructions, it will be easier than ever to put your creativity to the test, all without sacrificing any of the challenge from the original game.


Next Generation Technology

Kerbal technology is taking major steps forward in Kerbal Space Program 2. With next-generation engines, parts, fuel, and much more, prepare to venture farther within and beyond the original star system!



Colonies

Long term colonization of celestial bodies has become a priority for Kerbalkind. Gather resources to construct buildings, space stations, and habitations, as well as find and process unique fuel types. Eventually, these colonies become advanced enough for vehicle construction, propelling them towards deep space and beyond. It’s time for Kerbals to become a type 2 civilization!


Interstellar Travel

With their next-gen tech, colonies, and resource gathering, Kerbals will reach new levels of exploration: interstellar travel. That’s right, in Kerbal Space Program 2, you’ll be able to discover extrasolar systems with whole new celestial bodies to explore. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration. What mysteries await in these alien worlds? It will be up to you to find out!



Multiplayer/Modding

Modding has always been an essential part of KSP and with Kerbal Space Program 2 it will continue to be so. The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Soon players will be able to share the challenges of deep space exploration. We’ll reveal more details on these and more features at a later time, so stay tuned!


Click here[imgur.com] to see these and more screenshots in high-res.

PAX West 2019

Want to see the behind-closed-doors presentation of KSP 2 gameplay? Come by booth 1909 during normal show hours to chat with the developers, take a photo with the Jeb statue, see the presentation, and grab a PAX West exclusive KSP Flag! If you take a photo there be sure to tag @KerbalSpaceP and use #BuildFlyDream.

Kerbal Space Program Update 1.8

We are all very excited for what’s coming in 2020, but until then, there is still plenty of KSP for everyone to enjoy! Squad will continue to support the current game, and as some of you may have seen, there is some really cool stuff coming in the next update for the game [Click here to read Squad’s statement in regard to the [url=https://forum.kerbalspaceprogram.com/index.php?/topic/187313-we-are-excited-about-kerbal-space-program-2/]KSP 2 announcement[/url].

Squad’s goal will always be to provide the best experience for all KSP players. The gameplay experience will be improved even further for KSP 1 with the 1.8 update. Here are some more details of what you can look forward to in this latest update.

Celestial Body Visual Improvements

If you’ve been following KSP on social media, you might have already learned that new high-quality texture maps & graphic shaders are being implemented for various celestial bodies. In update 1.8 you’ll find high quality texture maps for Mun, Duna and a few other Celestial Bodies that will be revealed along the way.

If there are any concerns that the update might hinder the game’s performance on your computers, rest easy knowing you’ll be able to select the celestial bodies’ shader quality in the settings to low (legacy), medium or high. Even for the legacy option, you can expect texture stretching errors to be vastly improved. With the high-quality option, pixel density will be maintained regardless of camera distance to the celestial body, as well as a lack of tiling problems. All in all, celestial bodies will look sharper and more realistic. Take a look for yourself.

Unity Upgrade

Update 1.8 brings an improvement that Squad has wanted to introduce for some time now - an upgrade to the underlying engine of the game to Unity 2019.2

With this upgrade there are some long-desired performance and graphic improvements, some of which come out of the box, and some which will allow further enhancements down the road.

These include:
  • KSP will now run under DX11 on the Windows platform (DX9 will no longer be supported) which allows many graphical improvements, such as those on the planetary textures.
  • A new PhysX version with the associated performance and precision improvements.
  • GPU instancing to improve rendering performance.
  • Incremental garbage collection to reduce frame rate stutters, particularly in modded installs.
  • And many others.

While this version will have a larger impact on many mods, more than 1.6 or 1.7, the process has been tested and is relatively fast. Still, there will be several changes, due to the introduction of the Roslyn compiler, which brings full C#7 support and moving to full .NET 4.x API (.NET 3.5 support is deprecated). There will be continued efforts to reduce significant impact for Modders, but the belief is this time around the benefits of this upgrade far outweigh the drawbacks.

New Parts for Breaking Ground

Update 1.8 will also include some exclusive treats for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. By combining these fan blades with small electrical rotors and the new shrouds, you’ll be able to increase the performance and thrust of your propellers. Use them to create drones, ducted fan jets, or anything you can imagine.


Improvements are also being made to robotic part resource consumption, with better info on consumption and new improved options for power-out situations.

Remember, you can share and download crafts and missions on Curse[www.curseforge.com], KerbalX[kerbalx.com], the KSP Forum[forum.kerbalspaceprogram.com] and the KSP Steam Workshop.

That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram[www.instagram.com] and Facebook[www.facebook.com]. Stay tuned for more exciting and upcoming news and development updates!

Happy launchings!
Hello everyone!

Kerbal Space Program 1.7.3 is live!

In this patch we focused on taking care of additional details of both 1.7 and the Breaking Ground Expansion. We’ve fixed nearly 40 bugs for this patch, and we added brand new features based on your feedback as well as some other elements to enhance the KSP experience. With substantial improvements to the KAL-1000 Track Editor, and the addition of new parts like true propellers, grip pads and turbine engines, we can't wait to see what crazy contraptions you will come up with!

Check out this patch's Changelog for further details:
====================================== v1.7.3 ======================================== 1.7.3 Changelog - BaseGame ONLY (see below for Breaking Ground changelog) +++ Improvements * Added same vessel part collisions advanced tweakable. * Adjusted KerbalEVA Action messages to be above center screen. * Made KerbalEVA screen position configurable via Game Settings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y * Add ability to switch secondary docking ports (docked) to primary via the PAW. * Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking. * Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel. * Remove from symmetry functionality added to all parts. * Add capability for text entry on float fields in the Part Action Window. * Clear some references on returning to the main menu to release memory. * Add ExternalCmdSeat Ejection Force (advanced tweakable). * Add Leave Seat KSPAction. +++ Localization * Fix Contracts using Greek alphabet from failing to display when game set to Russian Language. +++ Bug Fixes * Fix maneuver node tabs being interactable in flight mode even when tabs are hidden. * Fix temperature renderer messing with child part renderer parameters. * Fix EVA portrait when launching a vessel with Kerbal in external command seat. * Fix kerbal highlighting during mouse over. * Fix radiator panels not rotating properly. * Fix loss of axis and extended action group data when copying parts in the editor. * Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled. * Fix part positioning errors on vessel spawning far from Unity Origin. +++ Mods * Part class now has isVesselEVA property which handles when vessel is null. * Add ability to override default flow mode on ModuleResource. * Add activeEditor attribute to BaseAction to allow these to be disabled. * Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW. * Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving. 1.7.3 Changelog - Breaking Ground 1.2.0 DLC ONLY +++ Improvements * Deployed Science Parts will appear under Deployed Science filter and have map nodes if not connected to a Control Station. * Add Seismic Science Screen Message even if in sandbox game mode. * Add grip pad Parts. * Add Propeller Parts. * Add LF/Air Rotors. * Add Nose Cones. * Changed compound part editor behavior to follow robotic parts. * Changed Rotor Torque to now affect strength and not RPM. * Re-balanced all rotors. * Add Extra animations for interacting with Deployed Science. * Add Surface Features VFX - apply forces. * Add Kerbal taking rock sample animation. * Add priority value to KAL - highest priority wins, equal priorities the values are averaged * Add ability to assign axes controls to KAL. * Add axis Functions to KAL: Move Up, Move Down, Copy/Paste Row, flip Axis vertical/horizontal, align ends, clamp values. * Add resize/scale function to KAL. * Add play speed slider. * Add additional KSPActions for all servos - engage, disengage, lock, unlock, etc. * Add shadows LOD settings on Surface Features. +++ Localization * Fix for piston showing variant names in English for all languages. * Fix Action Groups KSPedia page in Japanese. +++ Parts New Parts with Variants * GP-004 Grip Pad. * GP-036 Grip Pad. * GP-156 Grip Pad. * GPS-025 Grip Strip. * GPS-156 Grip Strip. * EM-16S Light Duty Rotor. * EM-32S Standard Rotor. * EM-64S Heavy Duty Rotor. * R121 Turboshaft Engine. * R7000 Turboshaft Engine. * Propeller Blade Type A. * Propeller Blade Type B. * Propeller Blade Type S. * Helicopter Blade Type A. * Helicopter Blade Type B. * Helicopter Blade Type S. * Tiny Nose Cone. * Very Small Nose Cone. * Fixed 36P Hydraulic Cylinder colliders. +++ Bug Fixes * Fix kerbal transfer being blocked by scanner arm. * Fix input locks on EVA kerbals if they ragdoll whilst playing the deployed science part interaction animation. * Fix EVA kerbals speed when they interact with a deployed science part whilst running or walking. * Fix Science Completed percentage on deployed science experiment PAWs when they are deployed in an invalid situation. * Fix Deployed Science experiments continuing to generate science after their Control Station is terminated in the tracking station. * Fix pistons not starting in correct position at launch when locked in the editor. * Fix collecting Surface Features failing due to kerbal movement caused by animation. * Fix excessive EC draw by scanner arm when time warping. * Fix hinge rotation when using mirror symmetry. * Fix piston drag not changing as extension changes. * Fix Deployed Science parts appearing too high above the surface in some situations. * Fix WCoM math of parts with servo rigidbodies. * Fix SAS cancelling angular velocity of rotors. * Fix Robotic Parts Resource information in extended tooltips. * Fix EVA kerbal speed when interacting with Deployed Science parts. * Fix default science display in Deployed Science Experiments in invalid experiment situation. * Fix default 3P6 Hydraulic Cylinder has a noticeable gap when attaching parts to it. * Fix misspelled word in the description of the Grand Slam Passive Seismometer. * Fix texture seams are present on Hydraulic Cylinders, Pistons and Servos. * Fix an NRE is generated when pausing the title at the Space Center after crashing a vessel with a Deployed Seismometer. * Fix keyboard keys still manipulate gameplay when changing the name of the Track Editor of the Kal-1000 in flight mode and the Editors. * Fix Geyser and Cryovolcano force is not synced with audio and particles. * Fix deployed science parts missing 3rd animation. * Fix Kerbals lose their ROC-hammer after quick loading. * Fix PQ celestial bodies shadow casting option is not enabled when "Celestial bodies cast shadows" setting is on. * Fix Rotors not able to reach maximum RPM when un-motorized/motor disabled. * Fix KAL controlling parts across vessel. * Fix KAL controller being affected by space bar. * Fix stage manager display having empty headers in Chinese. * Fix kerbal Ragdoll with future suits when they stumble. * Fix rotor joints when node attaching parts to rotors. +++ Miscellaneous * Added colliders to the Communotron Ground HG-48 dish. * Added unfocused capability to CtrlSurface PAW to reinstate easy access for KrakenTech. +++ Modding * Changed servo current values (extension/position/angle) to be float fields for mod support.

Remember that you can help us find bugs/issues by reporting them into our bugtracker[bugs.kerbalspaceprogram.com] and that you can also upvote reports[forum.kerbalspaceprogram.com] to make them more visible.

Happy launchings!
Hello everyone!

Kerbal Space Program 1.7.2 is live!

In this patch we focused mainly on improvements and bug fixes for the Breaking Ground Expansion. We’ve included an animation for Kerbals when they interact with Deployed Science experiments, added sound effects to Laythe’s Geyser and the Cryovolcano on Vall, and some new color variants for the robotic parts. Additionally, now it will be easier to encounter surface features on celestial bodies. However, there’s a very remote possibility that some of the newly generated surface features could appear where an existing craft is positioned. So, although this is unlikely to happen, we do recommend creating a back-up. There are also bug fixes and a few improvements for the base game, particularly for the new axis group system. Now you’ll be able to tie the main throttle to an axis group.

Check out this patch's Changelog for further details:

========================================= v1.7.2======================================== 1.7.2 Changelog - BaseGame ONLY (see below for Breaking Ground changelog) +++ Improvements * Redesign the Action sets icon during flight to make the current action number more visible. * Made engine thrust limit, and cargo bay deploy limit, and control surface and airbrake authority limits bindable to axis groups. * MainThrottle axis can be bound, but only in absolute mode. +++ Localization * Fix shadow casting string not displaying correctly if player doesn’t have the Breaking Ground Expansion. * Localize the strings for the Axis Actions in the Settings under the vessel Tab. +++ Parts +++ Bugfixes * Fix kerbal flags clipping into backpacks. * Fix lowest part of vessel calculations for Wheels when coming off rails. * Fix localisation for survey waypoint contract objectives. * Fix NRE in maneuver node editor. * Fix PAW displayDirty not working in the editor. * Fix symmetry counterparts (bow-tie) autostrutting. * Fix cutoff string in recovery science report screen. * Fix null reference on ship load when parts have changed their attach nodes. * Fix missing string in Absolute Control / Incremental Control tooltip. * Fix science value of repeat experiments. * Fix EVA portrait clipping in some situations. * Fix EVA portrait texture being transparent +++ Mods +++Miscellaneous 1.7.2 Changelog - Breaking Ground DLC ONLY +++ Improvements * Implement random orientation for surface features. * Add a scale variable in the rocsdef.cfg. * Increase unfocused range on deployed science Part Action Windows to 20m. * Add screen message for seismometer science if in sandbox game. * Kerbals can now change their future suit emissive colors via their PAW and persists to save game roster. * Kerbals can now interact with Deployed science parts (interaction animation). * Increased interaction range of science experiments on arms so that they match folded arm length. * Add Robotics radio button to SteamWorks Craft exporter. Will add Robotics Steam Tag and requires Breaking Ground DLC to workshop items exported with this radio button set on. * Add Geyser and Cryovolcano Sound FX. +++ Localization * Localise attach nodes in rotor PAW. * Localise surface feature debug menu. * Localise extended information for robotics modules. * Fix localization issue in the kspedia for Breaking Ground where Chinese and japanese were incorrect. * Fix localisation for contracts in Japanese being slightly incorrect. * String fixes in all languages. +++ Parts Color Variants: * 1P2 Hydraulic Cylinder (New “Gray with Stripes” color variant). * 3P6 Hydraulic Cylinder (New “Gray with Stripes” color variant). * 1P4 Telescoping Hydraulic Cylinder (New “Gray with Stripes” color variant). * 3PT Telescoping Hydraulic Cylinder(New “Gray with Stripes” color variant). * EM-16 Light Duty Rotor (New “Gray with Stripes” color variant). * EM-32 Standard Rotor (New “Gray with Stripes” color variant). * EM-64 Heavy Rotor (New “Gray with Stripes” color variant). * G-00 Hinge (New “Gray with Stripes” color variant). * G-11 Hinge (New “Gray with Stripes” color variant). * G-01L Alligator Hinge (New “Gray with Stripes” color variant). * G-12L Alligator Hinge (New “Gray with Stripes” color variant). * G-32W Alligator Hinge (New “Gray with Stripes” color variant). * Rotation Servo F-12 (New “Gray with Stripes” color variant). * Rotation Servo M-06 (New “Gray with Stripes” color variant). * Rotation Servo M-12 (New “Gray with Stripes” color variant). * Rotation Servo M-25 (New “Gray with Stripes” color variant). +++ Bugfixes * Fix Surface Feature frequency math. Should be much easier to find now. * Remove crater bay from Laythe surface feature biomes. * Made scanner arm retraction more linear to avoid collisions. * Fix kerbal flags clipping into backpacks. * Fix for animation pop when deploying deployed science parts. * Fix correct scale of the surface features. * Fix scan sound not stopping when scan is interrupted for scanner arm. * Fix Future suits emissive toggling correctly with Lights action button. * Fix Cargo Backpack visibility in external command chairs. * Fix dropped deployed science parts in VAB/SPH not launching with main vessel. * Fix potential NRE in Deployed Science when changing scenes. * Fix deployed science deployment on some slopes. * Fix flags getting stuck to scanner arm when they're planted too close. * Changed "Current extension" in piston paw to only display two digits after the decimal point to avoid numbers changing all the time. * Changed the kerbal name in the female future prefab to fix the prefab being wrong in the partInfo. * Fix ROC finder arrows. * Update laser position for scanner arm every frame to avoid gaps if vessel shifts. * Fix black lines appearing on the sides of the Hydraulic and Telescoping pistons, Rotation Servo M-25 and G-32W Hinge. * Fix visible texture seams in Laythe Boulders and Eeloo AliensGlaciers. * All the Surface features now display correct normal maps and shading. * Fix the flashing lights projected on Kerbal faces when walking while wearing the Breaking Ground EVA suit. * RCS jets now line up properly with the jetpack while wearing the Breaking Ground EVA suit. * Fix PD-3 Weather Analyzer “Deploy” and “Retract” animations mismatch sound effects. * Fix "Remove from Symmetry" PAW option not appearing for original part when attached to vessel in editor. * Use localised deployable part name as vessel name. Will only affect newly deployed parts. * Fix scanner arms being audible across the known universe. * Fix surface attachments on the moving part of the pistons. * Fix servo limits getting messed up when loading a craft file or reverting to the editor. * Fix bad piston behavior when pressed against its limits. * KSPedia fixes. * Fix piston servo locking not working. * Fix NRE when starting a mission with Making History and Breaking Ground installed and vessel contains rotor and wheels. * Fix servo limits resetting every time the PAW was opened in the editor. * Fix hinge target angle updates in the editor causing child parts to pull apart. * Fix deploy cargo part icon appearing at the correct time in Kerbal’s PAWs for all Kerbal states. * Fix autostruts handling on craft/vessels that have robotic parts for known use cases. * Show all the tylo dark boulder science results messages. * Fix incorrect message displayed when attempting to pick up a second ROC. * Fix deployed science sounds heard from 200m+ distance. * Fix deployed science part “Deployable Science Part” subcategory duplicated. * Fix Ionographer PD-22 search tags. * Fix HG-48 antenna search tags. * Fix scanner arm interfering with parachute deployment. * Robotics part category size changed to be more appropriate. * Fix Deployed Science contracts displaying incorrect completion amount and not completing properly. * Fix Deployed Science not ever transmitting last 10% of science generated. * Fix Deployed Science science generation calculations. * Fix Science report UI not displaying correct color bars information for Surface feature arm science. * Fix Deployed Science contracts sometimes being given for the wrong CB. * Adjust tolerance for determining if a robotic hinge is moving. * Reduce log messages when Deployed Science tries to transmit and has no CommNet or power. * Fix Surface feature and Deployed Science contracts being offered when EVA is not unlocked at the Astronaut complex. * Fix Surface feature contracts being offered when Surface features are not enabled in the current save game. * Fix NRE quickly deploying a cargo part when a kerbal just started holding it. * Fix Deployed Science contracts counting experiment science on other CBs than the CB the contract is for. * Fix Deployed Science Solar Panels producing zero power when loaded by game is in time warp. * Fix hinges not using EC when target angle updated via incremental axis group binding +++Miscellaneous *Improved detail on the neck ring texture of the Breaking Ground EVA suit. +++ Mods * Add Game events for robotic parts locking/unlocking.

Remember that you can help us find bugs/issues by reporting them into our bugtracker[bugs.kerbalspaceprogram.com] and that you can also upvote reports[forum.kerbalspaceprogram.com] to make them more visible.

Happy launchings!