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-- Kerbal Space Program --

title.......... kerbal_space_program
genre.......... Simulation
game id........ 1429864849
url............ https://www.gog.com/game/kerbal_space_program
user rating.... 98%
release date... April 27, 2015

game items.....:

    [setup_kerbal_space_program_2.4.0.6.exe] -- Kerbal Space Program (Part 1 of 2)
        version: 1.1 (gog-6)
    [setup_kerbal_space_program_2.4.0.6-1.bin] -- Kerbal Space Program (Part 2 of 2)
        version: 1.1 (gog-6)

changelog......:

#### Patch 1.1 (20th April 2016)

For the full list of changes, please visit:
<http://forum.kerbalspaceprogram.com/index.php?/topic/137335-the-grand-ksp-11
-discussion-thread/>

Hello everyone!

Kerbal Space Program is ???Turbo Charged??? by the release of patch 1.1!

After almost a year of hard work our major update is finally here! In the
package you???ll find a large boost in performance due to the upgrade to the
Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you
mod the game to ridiculous lengths and the brand new KSPedia reference guide
for all the information you need to play the game!

That???s not all though, here are some of the highlights for this patch:

##### All new user interface

The user interface has been rewritten from the ground up to take full
advantage of Unity 5???s new integrated systems. The ???parallel??? UI systems have
been removed and the game now uses only one system, adding to the performance
bonus the update already brings. Almost all interface elements have been
redesigned and tweaked but have retained the familiar feel for experienced
players. The most notable tweaks can be found in the map view, staging, IVA
portraits and the right-click part menus.

##### KSPedia

KSPedia will be the primary source for information on just about anything in
the game. New players will find the basics of building and flying explained
here, and more experienced players can take in information about more advanced
concepts such as docking, in-situ resource utilisation and all the information
they need to plan a successful mission to the next planet or moon.

##### New tutorials and scenarios

The tutorials have been extended and reworked from the ground up. The new
tutorials will cover topics ranging from basic and advanced construction and
flight, to docking and landing on Mun. Learn how to execute the perfect
gravity turn, orbit Kerbin and land the Eagle. New scenarios unlock advanced
mission concepts to any player: use a spaceplane to re-enter the atmosphere
and land it back on the runway at the Kerbal Space Center, return a craft
without heat shield from Duna, or beat SpaceX at their own game by flying back
the first stage of a rocket to the launch pad.

* * *

#### Patch 1.0.5 build 1028 (16 November 2015)

  * Reduced engine heating: less explosive decoupling. 
  * Fixed NRE on Kerbal when the part it's on dies. 
  * Fixed IVA breaking on crew transfer. 
  * Fixed typo on Dynawing craft. 
  * IntakeAir resource is now fully hidden in Resources App. 
  * Fixed body lift (it now exists again). 
  * Fixed every instance of part name, so root parts can be detected in all contractual instances. 
  * Used Unity drag to avoid integration errors on splashdown. 
  * Clamped parachute radiation. 
  * Upgrade outdated instances of vessel situations in career saves.
  * Included layer 19 objects in potential enclosing colliders for cargo bays. (fixes some occlusion errors) 

* * *

#### Patch 1.0.5 (10 November 2015)

##### Highlights

##### Contextual Contracts &amp; Contract Changes

  * The contracts system has had a major overhaul with the goal of providing you with more varied and relevant contracts. Front and center in this overhaul are the contextual contracts, which adapt to your progress in the game. Contextual contracts will take your existing infrastructure consisting of bases, stations, satellites and rovers, and will challenge you to do things such as adding new modules, rotate crews, fly in a Kerbal with a specific skill, explore the surface around it, move the orbit and so on.

  * The goal of the integration of the contracts with your existing missions is to integrate them more in the natural gameplay. You will be asked to use what you have built already, alongside the existing contracts that mostly ask you to launch new items. More changes can be found in the passive milestone rewards, which automatically reward you for any milestone you cross. These rewards are not only reflected in reputation gains, but also in funding and science bonuses. Higher rewards are still available to players who actively pursue a goal from a World's First contract they've accepted. New milestones are also available, targeting objectives such as space walks, crew transfer and atmospheric flights on alien worlds, and if you're not someone who spends a lot of time at mission control then a new strategy available from the - Administration Building is right up your alley: leadership initiative increases the passive milestone rewards at the expense of contractual rewards, providing a boost to more independent players. Finally, the game now tracks manned and unmanned progress separately.

##### Thermodynamic improvements

  * Update 1.0.5 features many improvements to the thermodynamic systems. The thermodynamics ('thermo') system has been reworked to correct the various issues encountered in 1.0.4. In addition the thermodynamics at high timewarp feature more customizability, and support differential skin-internal temperatures and non-instant changes. We've also corrected some issues with the atmospheres of other celestial bodies, and better tuned re-entry and aerobraking across the board. When loading a long-unloaded vessel, unloaded thermal changes will be applied, too.

  * The concept of core heat was also introduced, which in combination with various fixes should stop unexpected overheating of parts. Probably the best analogy of how this interacts with the rest of the thermal system (internal and skin temperature) would be to compare it to your computer???s case temperature, the temperature inside of the case, and the temperature of your CPU. For example, the ISRU should be capable of smelting materials, yet not melt the rocket it???s attached to. In game, this means that the ISRU works best with a core temperature of about 2000K, even if the part only has an internal temperature of 200-300K. This system allows us to be very expressive with the core temperature and simulate things such as warm-up time &amp; overheating without it being directly coupled to the part temperature, which would become problematic as we enter analytics warp and temperatures equalize.

##### New buoyancy model

  * The water buoyancy has been completely reworked. Water is now less soupy and it's very possible to build seaplanes. In keeping with our commitment to make the game as moddable as possible all the physics values can be tweaked in config files. The density of oceans differs across celestials bodies, invoking new gameplay challenges. The impact speed not only depends on the speed of the craft when it hits the water, but also the angle at which it hits the water.

##### New rocket and spaceplane parts

  * A wide range of new and overhauled parts were introduced. The toroidal aerospike rocket engine has had an overhaul, as did the basic- and ramjet engines, the radial air intake and many mk.1 spaceplane parts. Among the new parts we find a complete working kit for mk.0 jet engines, the "Goliath" turbofan engine that would be a great fit on a large airliner and the "Vector" rocket engine, which mimics the Space Shuttle's main engines. The mk. 3 Cargo Ramp is a brand new part as well. This'll allow you to drive a payload into the back of an aircraft, or perhaps you want to create a docking bay on a space station with it! These are just some of the updated parts, we're hoping to see many new creations that incorporate them. We've also added new stock craft in the game for you to play around with.

##### Bugfixes &amp; Tweaks

  * KSP 1.0.5 has seen a big focus on bugfixes. Over 100 issues were fixed, including launch clamps following you to orbit, . And good news for anyone with a fine eye for detail: the black stripes on the NASA tanks now line up perfectly! There were of course plenty more bugs on the 'fixed list', and a more comprehensive list is available below. 

* * *

#### Patch 1.0.4

  * hotfix for 1.03

* * *

#### Patch 1.0.3

##### Parts:

  * Added five new Radiator parts, three of which are deployable.

##### Misc:

  * Fixed a bug where using the reset button with an Asteroid loaded would break the Mun tutorial.
  * Made part's internal highlighter much more efficient.
  * Disabled flashing highlighter in temperature gauges. (fixes memory leak with temperature overlay)
  * Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative values.
  * Fix for horizontalSrfSpd being incorrectly calculated.
  * Fixed unfortunate typo in the Docking Tutorial.
  * Fixed an issue where moving the camera using a 3D mouse would break drag-and-dropping of parts in the editors.

##### Thermal:

  * 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes.
  * Parts now have separate internal temperature and skin temperatures. 
  * Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage. 
  * Part internal temperature is increased by modules that generate heat and is used for part-part conduction. 
  * Part internal and skin temperature also conduct between each other.
  * Solar panel efficiency is now calculated based on skin temperature.
  * When in an atmosphere, there is a divide between the exposed (to convection) and ...
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