Professional Documents
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Readme
Readme
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Disclaimer:
THIS SOFTWARE MAY CONTAIN BUGS. SQUAD AND SQUAD STAFF TAKE NO RESPONSIBILITY FOR
ANY DAMAGE OR LOSS OF DATA
THAT MAY OCCUR AS A DIRECT OR INDIRECT RESULT OF USING THIS SOFTWARE, AND CANNOT
GUARANTEE ANY DEGREE OF
PERFORMANCE OR STABILITY, OR EVEN THAT THE SOFTWARE WILL BE USABLE AT ALL. USE A
T YOUR OWN RISK.
(not that any of the above should happen anyway, but it's good to be on the safe
side)
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====================
Credits:
Created By / Lead Game Developer:
Felipe Falanghe (a.k.a HarvesteR)
Game & Tools Development:
Mike Geelan
UI Development:
Jim-Kyrre Benjaminsen (a.k.a. Romfarer)
Game & Server Development:
Alejandro Mora
Programming:
Marco Salcedo
Jesus Montao
Producer:
Miguel Pia (a.k.a. MaxMaps)
3D Artist:
Daniel Rosas
Rogelio Dominguez
Content Design:
Nicholas Havas
Hugo Gutierrez
Community Contributor:
Christoph Thrsam (a.k.a PorkJet)
Brian Provan (a.k.a Arsonide)
Tanuki Chau
Bob Palmer (a.k.a RoverDude)
Frank Pierce (a.k.a Frizzank)
Sound Design:
Ed Castillo
Original Music:
Vctor Machado
KSP Main Theme:
Written by Felipe Falanghe
Arranged by Vctor Machado
Stratejazz:
Written & arranged by Felipe Falanghe
Other Tracks:
Arcadia, Bathed in the Light, Brittle Rille,
Dreamy Flashback, Frost Waltz, Frost Waltz (Alternate),
Frozen Star, Groovy Grove, Impact Lento, Wizardtorium
Written by Kevin MacLeod (incompetech.com)
Licenced under Creative Commons: By Attribution 3.0
QA Director / Lead:
Ted Everett
The Awesome QA Team:
Mathew David Banks (a.k.a. sal_vager)
Colum Cantwell (a.k.a. Liquid)
Dane Jensen
Kyle Kotowick
Sean Larkin (a.k.a. Seanoog)
Sven Riedel
David Tregoning (a.k.a. TriggerAu)
Ivan Welsh (a.k.a. hermes47)
Alessandro Villa (a.k.a. diomedea)
Panarchist
Martin Mager (a.k.a. Nachtwind)
Jonny Paton
Steve Diver (a.k.a Squelch)
Nathanael Deraney (a.k.a NathanKell)
Claw (a.k.a Claw)
Community Lead:
Kasper Nahuis
Executive Producers:
Ezequiel Ayarza
Adrin Goya
Special Thanks to:
The KSP Community
The KSP Community Moderation Team
The Experimental Testing Team
The Orbiter Community - Hail Probe!
Ondraus Jenkins and people at Bungie Aerospace
Kurtjmac and all our loyal Youtubers and Streamers!
Our friends at Valve
NASA
All the space agencies that play our game
/r/KerbalSpaceProgram
Loading Screen Artwork by:
Riess, of Our Intrepid Crew
Legacy:
Eduardo Reyes - Project Manager
Robert Holtzman - Public Relations
Chad Jenkins (a.k.a. C7) - Technical Artist
Jeff C. (a.k.a. NovaSilisko) - Content Design
Jacobo Rosas - Content Design
Artyom Zuev (a.k.a. Bac9) - Content Design
Rob Nelson (a.k.a N3X15) - Game and Web Development
Mario Maqueo - Programming
Juan Carlos Demeneghi - Additional Art
Ivn Vzquez - Additional Art
Anthony Keeton - Community Manager
James Kupperian (a.k.a. Skunky) - Community Manager
Chaz Chiarello - Media Director
Claira Lyrae Safi - Content Design
Lock Bel (a.k.a. 707-Engineering) - QA
Clay Campbell - QA
Arthur Vilain - QA
Anthony Guzzardo - Community Manager
ChangeLog:
=================================== v1.0.4 =====================================
=======================
Bug Fixes:
* Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.
0.3 saves would cause the game to crash.
Aerodynamics:
- Complete overhaul of the flight model.
- Lift is now correctly calculated and applied for all lift-generating parts.
- Drag is now pre-calculated automatically based on part geometry, and applied b
ased on part orientation in flight.
- Both lift and drag are dependant on density and the speed of sound; both prope
rly calculated from temperature and pressure.
- Stack-mounted parts can occlude each other for drag calculations.
- Lift-Induced drag now properly simulated.
- Stalls are now properly simulated.
- A new body-lift system meaning parts can induce lift even if they are not desi
gned to do so.
Heat Simulation:
- Completely revised part heating model, energy flux is considered, not merely t
emperature.
- All game temperatures changed from Kervin to proper Kelvin.
- Radiative, conductive, and convective heating and cooling are simulated.
- Parts can have individual radiative, conductive, and convective properties.
- All parts now emit a blackbody radiation glow if they get hot enough.
- Conduction between attached parts is more accurately modelled.
- Parts can occlude other parts from being exposed to sunlight, celestial body a
lbedo/radiation and supersonic flow.
- Reentry/hypersonic flight heating is now simulated.
- Added difficulty Setting to scale aerodynamic heating.
- Atmospheric temperature, and thus density, takes latitude and sun position int
o account.
- Celestial bodies accurately emit thermal radiation making nearby craft warmer.
- Service modules, fairings and cargo bays can be used to protect parts inside f
rom heat.
- Heat shields provide (finite) ablation-based protection for parts behind them.
Parts:
- New procedural Fairings added, in 3 sizes
- New Heat Shields added, in 3 sizes
- Service Bay parts added in 1.25m and 2.5m sizes
- Several new Landing Gear parts added, in many sizes.
- Many New large airliner and shuttle style wing sections added.
- Large wing sections have internal fuel tanks.
- All old spaceplane parts overhauled with a more up-to-date style.
- Old Avionics Nose Cone overhauled and repurposed as a standalone, non-autonomo
us SAS module.
- New atmosphere scanner part added.
- New Inline Xenon Tank part added.
- New RT-5 'Flea' Solid Rocket Booster added.
- New Fuel Cell parts added (small and large), convert LiquidFuel and Oxidizer i
nto Electricity when turned on.
- New models for Circular and Ram air intake parts.
- New models for Engine Nacelle parts.
- Several new nose cones and tail sections.
- New Airbrake part.
- New module for Airbrake parts, responds to Brakes input and can also be used a
s pitch/yaw actuator.
Internal Spaces:
- Added new IVA space for the Mk1 Inline cockpit
- Added new IVA space for the Science Lab
- Added new IVA space for Mk3 Shuttle Cockpit
- Added new IVA space for Mk3 Passenger Cabin
- Added new IVA space for Mk2 Passenger Cabin
Resources:
- Added 'Ore' resource, which can be mined across the Solar System
- New drill part added
- Ore container tanks added
- ISRU Ore processor unit added, converts Ore into Liquid Fuel, Oxidizer or Mono
Prop
- Three new Ore scanner parts added
- Added new MapView overlays displaying Ore density for all Celestial Bodies.
- Support for moddability of resources added (including atmospheric and oceanic)
- New Difficulty Setting to scale resource abundance (both stock and modded).
- Asteroids can also be mined for Ore.
- Engineer Kerbals are able to overdrive drilling equipment for increased yield (a
nd less safety).
Kerbals:
- Female Kerbals added, with new randomly-generated female names
- Valentina Kerman (Pilot) added to initial Crew Roster
- Kerbals are now able to clamber onto ledges within reach, because their jobs w
eren t dangerous enough already.
- Kerbals can now climb out of ladders onto ledges.
- Tourist Kerbals added. They have zero skills, are unable to control vessels, a
nd are required to keep their heads inside the vessel at all times.
- Kerbals now cost increasingly larger amounts of Funds to hire in Career Games.
R&D:
- R&D Tech Tree completely revised. Several new nodes added; many, many parts re
assigned for a better progression.
- Kerbal Scientists are now able to restore inoperable experiment modules.
- The Science Lab has been retooled to run long-term research on experiment data
, providing much higher amounts of science over time.
Graphics:
- New Smoke effects added to Launchpads
- New Surface Effects added whenever rocket engines fire near terrain
- New Water Effect added whenever rocket engine fire near water
- Revised all part shaders for improved rendering of lighting effects and shadow
s.
- Main Flight UI can now be made transparent.
Career:
- Added new Tourism contracts and tourist kerbals.
- Added ISRU resource extraction contracts.
- Added Grand Tour contracts.
- Replaced Rescue contracts with Recovery contracts, which can ask the player to
recover a part, a kerbal, or both, and can spawn on the surface of planets, wit
h props nearby.
- Added two 'immediate' Strategies to convert existing Reputation and Science in
to Funds.
- World First contract line now extends all the way out to Eeloo, and is depende
nt on player progression.
- Record contracts are now always active, and will complete in order even over t
he course of a single mission.
Tutorials:
- All tutorials revised and rewritten to explain most game features.
- Expanded Flight Basics Tutorial to cover the essentials of launching into orbi
t.
- Added new Return from Mun tutorial.
- Added new Science and R&D Tutorial.
- Added new Docking tutorial.
Flight:
- 'Warp To' action added to orbit context menu. Allows warping to a specific spo
t along your trajectory.
- 'Warp to next morning' button added to KSC toolbar.
- Asteroids can now be found orbiting near Dres.
- Engine thrust now varies according to Isp and throttle setting, instead of the
other way around.
Controls:
- Completely revised Input Mapping system.
- Flight input bindings is now much more straightforward and more flexible as we
ll.
- Duplicate control bindings for Docking/Staging modes now replaced by a much mo
re robust system based on secondary key bindings.
- Joystick Axes are now consistently enumerated and persist across sessions.
- Up to 10 joysticks with 20 axes each now supported.
- Added secondary channels for Axis Bindings.
Cameras:
- New 'Chase' Camera mode added, old mode now called 'Locked'.
- Added Camera wobble/vibration effects during flight (engine vibration, explosi
ons, ground roll, G-force, and many more)
- TrackIR support added to all game views (toggleable independently in game sett
ings). (FreeTrack also reported to work)
- Added FOV control to main flight camera. (Hold ModKey and zoom)
General:
- All part textures converted to DDS format, load times are now 3x faster.
- Fixed a serious persistence bug which prevented Scenario/Training saves from u
pdating scenario modules properly.
- Fixed persistence bugs which caused state data from Upgradeable Facilities to
carry over to other saves.
- Fixed an issue which caused Kerbals to not be generated randomly enough, which
led to slowdowns with larger Crew Rosters.
- Fixed issues with the terrain during scene switching making scene load times f
aster.
- Fixed terrain scatter generation which was causing memory leaks.
- Elon Kerman added to name pool.
- Crew name generator can now output 10,000+ female names
- Fixed an issue with markers in the KSC scene potentially causing the game to l
ock up.
- Restructured GameData folder, integrated the NASA folder into the Squad one.
- Valentina Kerman added to Main Menu s Space scene.
Gameplay:
- All contracts other than World Firsts or Records are halted until the player r
eaches space.
- Prevent stacking of various contract types.
- Resource parts added into satellite, station, and outpost contracts.
- Prose of contracts involving kerbals re-evaluated with gender appropriate text
.
- All contracts in career given balanced income for all three currencies.
- Science and reputation no longer scale with the celestial body of a contract,
and are handed out more conservatively in general.
- All strategies in career given equivalent exchange rates.
- Aggressive Negotiations strategy given a discount on building repair/upgrade.
- Recovery Transponder strategy now lowers maximum recovery rate, while raising
minimum recovery rate.
- Facility upgrade costs re-evaluated, lowered by about a quarter overall.
- Kerbals now properly receive experience for suborbital flights.
- Part Test contracts now request much saner flight parameters.
- Survey contracts choose much saner locations to survey.
- Sensor Experiment Modules are now able to perform experiments in all situation
s.
Debugging/Modding:
- The R&D Tech tree is now defined in a cfg-file.
- The cfg file for the Tech Tree is defined separately for each save.
- GameVariables methods are now all virtual and can be overwritten by mods.
- Added a new set of debug tools to tweak Physics parameters.
- Added a new set of debug tools to tweak R&D tech tree nodes and part assignmen
ts.
Crew Management:
* Automatic Crew Hiring is now disabled depending on difficulty setting.
Scenery:
* Tweaked the main terrain shader to use worldspace triplanar mapping on near de
tail textures. This means we now have enough texture accuracy to texture small r
ocks or even blades of grass. This is still an ongoing project though, not all C
elestial Bodies use this new shader yet.
R&D:
* Entry Purchases in R&D are now required depending on difficulty mode.
* Added a 'Purchase All' button to purchase all parts after researching a node i
n R&D.
* Science Results in Sandbox Mode. They may not be worth much Science (or any at
all), but running science experiments in Sandbox Mode will now show you the sam
e results as in other game modes.
* Recovering/Transmitting Science Data requires an operational R&D Facility (as
in not destroyed).
Misc:
* GameDatabase code tweaked to allow modders to write their own asset loaders.
* Added GameEvents.OnCrewTransferred, fired from CrewTransfer and EVAs leaving a
nd boarding
* Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-hig
h-res (multisampled) screenshots.
* Application Launcher added to tracking station (Messages and Contracts App vis
ible).
New Features:
* Added new buttons to the Map Filtering panel to filter Unknown and SpaceObject
type vessels.
* Focusing vessels on the Tracking Station will now display their patched conics
trajectory.
* Added Time Warp controls to the Tracking Station and Space Center scenes.
* Added a button to the Time quadrant in the main flight UI to allow switching b
etwen Mission Time and Universal Time.
* Targeted vessels now display their trajectories as patched conics instead of s
ingle orbits.
* Maneuver Nodes are now persistent.
* Targeted Objects are now persistent.
* Added buttons to discard/accept maneuvers on the delta-v gauge by the navball.
* Added buttons to add/remove an orbit to the date of a maneuver node, allowing
nodes to be planned for several orbits ahead.
* Maneuver handles can now be fine-tweaked with the mousewheel when hovering ove
r them.
* RCS and XenonGas containers on earlier stages are now drained before container
s on later stages.
* Celestial Bodies now show a 'Focus View' button on their context menus in Map
View.
Bug Fixes and Tweaks:
* Celestial bodies you have an encounter patch with will display that patch in l
ocal mode when they are focused on the Map View or Tracking Station.
* Switching between Linear and Rotation controls in Docking UI mode no longer to
ggles SAS.
* Fixed a bug where patched conics on extremely eccentric orbits could break the
simulation at very high warp speeds.
* Fixed incorrect rendering of ascending and descending nodes when targeting a n
on-closed orbit.
* Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display r
endezvous information on the map.
* Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engin
es. All were severely underpowered to be of any practical use.
* Quicksaving is now allowed at all times. In unstable situations, an autosave w
on't be created at the same time.
* Greatly improved the accuracy of the physics->rails transition, eliminating dr
ift on nearby vessels when warping during a rendezvous situation, especially hig
h-velocity ones.
* The Map Filtering buttons now toggle independently on left click, and toggle s
ingle/all on right click.
* Fixed several cases where Kerbals on EVA would glitch out in very painful ways
, mostly when the game changed reference frames while they were in ragdoll state
.
* Intersection nodes between orbits no longer 'skip' the closest intersection wh
en placing a maneuver node near the player's position.
==================================== v0.23.0 ===================================
======================
New:
* The Science Archives:
- Browse through all the science you've done in your Career games in this new se
ction of the R&D Facility.
* Tweakables:
- Several parts can now be tweaked individually by right-clicking them during co
nstruction.
- Landing Gear can be set to start out deployed or retracted, and can also be ma
de steerable.
- Engines can have a thrust limiter set on them, so you can balance out asymmetr
ical thruster configurations (or use differential thrust for taxiing).
- Wheels can be tweaked to have their engines toggled, steering locked, all befo
re launch (and after, of course).
- Control Surfaces can be tweaked to toggle response to pitch, roll and yaw inpu
t individually.
* Science Revisited:
- Transmitting scientific data no longer allows you to max out the value of a su
bject just by repeating the transmission multiple time.
- Removing the experiment data from some experiment modules (for transmission or
by EVA) will render them inoperable.
- Resetting an experiment can still be done freely as long as the data is not re
moved from the module.
* Solar System:
- Added a new Biome Map for Minmus.
- Cleaned up the Biome Maps for Kerbin and the Mun, to remove areas where Biomes
would be detected incorrectly.
* The Lab Module:
- Added a new part called a Laboratory Module, which allows experiment data and
samples to be processed before transmission, increasing their science value.
- The Lab Module requires 2 crews inside to operate and a whole lot of power as
well.
- Added a new button to the experiment review dialog to process collected data o
n the Lab if one is available (and operational) on your vessel.
* EVA Data Transport:
- Kerbals on EVA can now collect the data from experiment modules and store them
on crew-carrying modules.
- Kerbals can also collect data from other data container modules, including oth
er Kerbals.
- EVAs can also store samples collected from other experiments on the Lab.
* Part Tooltips Overhaul:
- The tooltips that pop up when mousing over a part on the editors have been com
pletely redesigned.
- The tooltips show essential info only at first, but can be expanded to show mo
re info with RMB.
- Once expanded, you can right-click again to collapse, or to pin other tooltips
if you hover over other parts.
- Re-organized the part information to group stats for each module and resource
container on a part.
- Added a larger icon for the part on the tooltip itself, featuring a scale to g
ive an idea of size before picking.
* All-around Optimizations:
- We've gone over all our code to make sure it runs as efficiently as possible.
- Upgraded to Unity version 4.2.2 to make full use of its own bugfixes and tweak
s.
- Texture loading has been sped up, loading times are noticeably reduced.
* [Windows-Only] 6-DOF Device Support:
- 6-DOF input devices such as the Space Navigator are now supported both as came
ra and flight controllers.
- Scroll Lock will toggle the device mode in flight.
- Due to driver limitations this is a Windows-only feature for now. We're ready
to implement support in OSX and Linux as soon as those drivers become available.
* Flight Planning:
- Fixed the DeltaV Gauge not hiding when pressing F2.
- Fixed the sync icon's Separation value, which was being incorrectly calculated
.
* Part Modules:
- Fixed an issue on the Generator Module which caused it to accummulate resource
definitions as it was saved and loaded.
- Fixed an issue on the Generator Module caused by debugging code.
- Fixed an issue on the Engine Module which could cause it to lose references if
it were the root of a vessel.
- Tweaked the module loading process to make sure it's not possible to end up wi
th duplicated modules after loading.
- Part modules now display relevant information to the VAB on mouse over
- Fixed issue where the radial decoupler module could leave anchors in the VAB a
fter removing the attached part
- Updated Gimbals to have gimbal locking right click actions
- Updated Right click action menu names to be more easily distinguishable on par
ts with multiple modules
- Added a new stage separator part. That will decouple from both sides. Extended
Decouple module to support multiple connections.
- RCS modules moved over to using ISP calculations
- Intakes now support buffered operation and resource storage modes
- Increased accuracy of rotation saving for solar panels.
- Removed srf attachment flag from engines.
- Added action group interface to docking nodes
- Fixed an issue with vessels and modules that could lead to duplicate modules o
n parts, and could cause a game crash.
- Engine Modules no longer save propellant definitions to sfs or craft files.
- Generator Modules no longer save input/output resource definitions to sfs or c
raft files.
- Increased capacity of batteries.
- Increased power consumption of Ion Engines.
- Increased mass of RTGs slightly.
- Engines no longer show effects when disconnected
- Landing gear now have status indicator lights, in addition to landing lights.
- Added light modules, used for new spotlight and floodlight parts, in addition
to landing lights
- Improved Special effects handling for Engines, Engines now have a flameout FX
group and particle effect.
- Fixed issue that could cause fairings not to properly eject if the staging ord
er was off
- Jet engines are now using power band behavior. Support for this is included in
the engine module now.
- Solar Panels generate electricity based on the distance to the sun.
- Landing gear brakes now smoothly blend in and out, to prevent jerking or flipp
ing.
- RCS modules now support events and actions
- Upgraded float curves to optionally support in / out tangents. Fixed clamping
issues on existing curves.
- Changed naming on some actions and modules for clarity.
* Docking Controls:
- Fixed a bug where having a joystick axis mapped only to Staging-mode throttle
would cause throttle to jump to 50% on Docking mode.
* IVA:
- Fixed the internal space coordinate maths. Now multiple internal spaces appear
correctly in relation to the vessel.
==================================== v0.18.0 x1 ================================
=====================
New:
* Docking:
- New Docking Node parts allow connecting ships in flight.
- Docked vessels merge into a single vessel.
- Docking Nodes can be pre-attached in the VAB and SPH.
* Flight Planning:
- Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulti
ng trajectory for it.
- Maneuver Nodes can be tweaked in realtime using a Maneuver Gizmo.
- Once set, a Delta V gauge next to the NavBall provides guidance cues to fly t
he maneuver.
- Maneuvers can be chained to create complex flight plans.
* Targeting:
- It is now possible to set other objects as targets.
- It is also possible to target orbits on the map.
- Targeted orbits display Ascending and Descending Nodes
- Targeted vessel orbits also display orbital intersects, and cues to assist wi
th rendezvous.
- New Target NavBall Mode, shows speed and velocity vectors relative to the sel
ected target.
- The Waypoint vectors on the navball now point to/from the selected target.
* Part Resources
- Completely overhauled resources system for parts.
- Resources include Liquid Fuel, Oxidizer, RCS Monopropellant, Electric Charge,
Intake Air, and more.
- New Resource Container parts, including batteries, new tanks, solar panels, a
nd heaps more.
- New Resource Display on the UI, makes the state of resources much easier to v
isualize at a glance.
* Part Modules
- Many part types rewritten using the new PartModule System.
- Added Solar panel modules, which track the sun, and fragment when exposed to
fast moving air
- Radial and Stack decouplers are now a module and have Gui Actions
- Added Generic Animation module with GUI Actions
- RCS module Added, with visual FX mode
- Added Engine module which supports full GUI actions, and utilizes resources t
o allow for custom defined propellants
- Jet engines now require intakes to operate
- Gimbal module added, with gimbal lock capability for action groups
- Heat Animation Module added (allows heat based animation on parts)
- Throttle FX animation Module (allows throttle based animation on parts)
- Full suite of Sensors that use a base Sensor module added
- Parachute module added. Supports repacking of a spent chute on EVA. Chutes ca
n be emergency cut if deployed.
- Fairing Module added to all engines to cover them until they are activated
- Resource processing / generation module added. Converts resources from one ty
pe to another
- Landing gear module upgrade for better functionality and support for action g
roups
- Physical object behavior added. Allows for breakable parts (IE, the solar pan
els) More to come.
- Part Modules can be combined in a single part, to create compound functionali
ty and emergent behaviours.
* Action Groups:
- A Massive overhaul to how parts work.
- Assign parts to groups in the VAB and SPH, to create advanced vessel function
ality.
- Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and m
ore.
- Also, 10 Custom Groups which can be set to do anything.
* Staging:
- It is now possible to edit the staging sequence while in flight.
- Stages now only show parts that will respond to the stage activation (reduces
clutter significantly).
* Docking Controls:
- New control mode for docking/orbital maneuvers. Works similarly to EVA contro
ls.
- New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z T
ranslation Gauges.
* Completely overhauled Moho:
- No longer tidally locked. Instead, it rotates roughly twice for every orbit
it makes
- Surface gravity changed to 0.25
- Orbit line color changed to better reflect its new design
* Greatly improved Kerbin:
- New types of tree meshes for various locations across the planet
- More varied biomes with more realistic and lush colors
- Slight modifications to the overall terrain
* Many, Many New Parts and Part Types:
- Solar Panels
- Lander Modules
- Probe Parts
- Ion Engines
- Batteries
- Overhauled designs on the existing parts
- And a lot more.
Bug Fixes and Tweaks:
- Fixed normal map loading
- Explosion effects now respect audio settings
- Aerospike engine attachement fixed
==================================== v0.17.1 ===================================
===================
* Official Release
Bug Fixes and Tweaks:
* Removed the old tutorial toggles from the settings screen.
* Made the EVA Yaw controls mappable.
* Fixed a potential issue with the music logic.
==================================== v0.17.1 x3=================================
===================
New:
* New option on the settings file to enable verbose debug logging, to include a
call stack trace (when available)
Bug Fixes and Tweaks:
* Fixed an issue where the menu ambience music would sometimes start playing on
other scenes after some time had elapsed.
* Overhauled the Debug Console. Entries are now labeled and colored according to
type and the text is selectable.
* Fixed the music volume slider having no effect without restarting the game.
* Fixed the jitter on distant orbits on the map and tracking station.
* Fixed a potential source of errors when warping time after a ship fell to piec
es.
==================================== v0.17.1 x2=================================
===================
New:
* Added a slider in Game Settings to allow adjusting the UI size.
* Added Main Menu and Credits music.
* The Q and E keys can now be used to control yaw with the EVA Jetpack
Bug Fixes and Tweaks:
* Fixed the crewmember name textfields on the flight UI not scaling font size pr
operly.
* Fixed the terrain collision detection issues for Gilly and Bop.
* Tweaked the terrain preset settings and PQS subvision methods for a significan
t reduction in object count.
* PQS terrain quads are now positioned as closely as possible to their vertices,
for maximum mesh stability.
* Added a game setting to disable the automatic orientation when pressing any of
the WSAD keys while jetpacking on EVA.
New:
* Added new tree and boulder meshes for Kerbin (No more paper cutout trees)
* Implemented new version of Laythe, should be less performance intensive as wel
l as nicer looking.
New:
* The part loader will check if the saved optimized meshes are out-of-date, and
update them when necessary.
* A new Fuel Line part, that allows fuel to be drained off external (side-mounte
d) tanks.
* It is now possible to warp time freely when the ship is landed.
* Added a progress bar for the loading screen.
Bug Fixes:
* Fixed the mission timer not getting started if the first stage was moved befor
e launching.
* Liquid Fuel now flows from the "top" attachment node, instead of from the pare
nt part (unless there is no top node, in which case it flows from the parent par
t).
* Parts now keep the references to the part attached in each attachment node. (m
akes top-node based fuel flow possible)
* Fixed a bug which prevented the ship selection dialogs from receiving double-c
lick events. Now it is possible to select a ship file by double clicking on it.
* Improved rendering of hyperbolic (escape) orbits in the map view. The trajecto
ry is now a constant size regardless of eccentricity, and isn't warped by the sp
lines.
* The Map camera will now remember it's last position, and return to it when the
map is reopened.
NOTES:
* The new part loading system will generate optimized meshes for all parts whene
ver it finds new part models. This means the first time you run the game, it mig
ht take longer for loading to complete.
* This update introduces some new features that make ships built on previous ver
sions incompatible. If a ship fails to load, it's because it isn't compatible wi
th this version. We apologize for the inconvenience.
==================================== v0.12.0 ===================================
===================
* Official Release
==================================== v0.12.0x5 =================================
===================
Bug Fixes:
* Removed the SAS disabling itself when going into Map View or into high warp ra
tes.
* Implemented a new Kepler Equation solver for extremely high eccentricity orbit
s, the old one was becoming unstable and freezing the game.
==================================== v0.12.0x4 =================================
===================
Bug Fixes:
* Fixed a problem with the Floating Origin system which caused the ship to jitte
r on very high warp rates and speeds. (aka The Warp Shakes)
* Fixed another problem which could cause the game to crash if entering/leaving
another planet's SOI while on 1x or 2x warp.
* (Hopefully) fixed a problem with 0 inclination orbits that could cause them to
become reversed or rotated when transitioning between planets/moons.
Bug Fixes:
* Fixed a bug that caused parts to activate out of sequence sometimes.
* The scroll wheel is no longer read if the application is unfocused.
* Staging lock is now preserved if the application is unfocused and refocused.
* Fixed the MET clock, which would loop back to 00:00:00 when a mission went on
for longer than 24 hours
* Changed the debug console key to Alt + the key left of 1. It would interfere w
ith the throttle controls in flight.
* Fixed parachutes not deploying if not set to the last stage. (they can still d
eploy when jettisoned)
* Fixed a silent error when parts set an explosion potential higher than 1.0
* Eliminated the jitter on the VS gauge
* Changed the physical attachments between parts again, so the stack is less wob
bly overall
================================================================================
===================
Copyright Notice:
SQUAD, 2011, ALL RIGHTS RESERVED..
The UKSA logo is property of the UK Space Agency. Used with permission.