アップデート

Last-modified: 2023-07-29 (土) 14:42:41

KSP0.7.3以降のアップデート履歴を記載しています。日時は現地時間のため翌日になる場合があります。

 

1.12

アップデート日時:2021/6/24 KSP10周年
公式アナウンス

  • 天体テクスチャ刷新(イーロー、ポル)
  • クラフトデータのフォルダ化、検索機能
  • アラーム機能
  • 遷移軌道の最適マニューバ生成機能?(要トラッキングステーションLV3)
  • ドッキングポートの回転機能
  • ホイールの改善
  • 新規パーツ(ソーラーパネル、グラウンドアンカー、花火)
  • 新宇宙服
  • 針金の打ち上げ後切断機能

1.11

アップデート日時:2020/12/17
公式アナウンス

  • 天体テクスチャ刷新(タイロー、ヴァル、ボップ)
  • EVA活動時にパーツを溶接できる機能
    • パーツ溶接機能に合わせてインベントリ機能の改修
    • 新機能に関わる新しいキャリアミッション
  • 新規パーツ(RCSとライトのバリエーション)

1.10

アップデート日時:2020/7/1
公式アナウンス

  • 天体テクスチャ刷新(ジュール、レイス)
  • ESAとの提携によるESAミッション
  • ベピ・コロンボパーツ(プローブ、実験機器)、貼り付けフラッグ、小型グランビングユニット
  • 既存パーツ刷新(ラジアルタンク各種、プードル、針金・パイプ)
    • フェアリングのオープンエンド・より細かい形状の微調整ができるように
    • アリアン5に合わせたキックバック、ロコマックスタンクの追加テクスチャ

1.9

アップデート日時:2020/2/12
公式アナウンス

  • 天体テクスチャ刷新(カービン、モーホー、ドレス)
  • "FTE-1 抜き取りバルブ"パーツ追加
  • エンジン刷新(メインセイル、サンパー、スキッパー)
  • カメラモード追加
  • 時間経過加速制約解除

1.8

アップデート日時:2019/10/16
公式アナウンス

  • Unityを2019.2にアップグレード
  • Mun,Minmus,Duna,Ike,Eve,Gillyのテクスチャ・グラフィックシェーダーアップデート
  • マップモードの改善
  • 0.625m、1.875m、2.5mにSRBを追加
  • 1.875mノーズコーン追加
  • サービスベイの外観変更
  • Loading画像追加
  • DLCにプロペラ・シュラウド追加

1.7

アップデート日時:2019/4/10
公式アナウンス

  • 高度計にモード切替機能を追加(海抜/対地に切替可能)
  • 計器モードに「マニューバモード」を追加(軌道情報、マニューバエディター、接近情報)
  • 小型エンジン、RCSの外観変更、バリエーション追加
  • 銀河マップをアップグレード
  • パーツアクションウィンドウにスクロールバーを追加
  • 3.75mノーズコーン、DLCに5mノーズコーンを追加 他

1.6

アップデート日時:2018/12/19
公式アナウンス

  • ステージバーにΔv、TWRなどの情報表示
  • ヘルメット着脱
  • カービン地表基地ナビゲーション
  • パーツ外観変更 他

1.5

アップデート日時:2018/10/15
公式アナウンス

  • 新しい宇宙服
  • パーツ外観変更・カラーバリエーション追加
    • Mk1コマンドポッド、プローブコア、FL-T燃料タンク、固体燃料ブースター 他
  • マニューバノード燃焼インジケータ改良
  • (MH)パーツカウント・水中飛行ノード追加 他

1.4.5(Making History1.4)

アップデート日時:2018/07/27
公式アナウンス

  • 本体とDLCの改良と修正
  • Steamとのゲーム内統合の改良

1.4.4

アップデート日時:2018/06/22
公式アナウンス

  • Steamワークショップとのゲーム内統合
  • Steam Cloud Save実装
  • Steam Controllerフレームワークによるコントローラ拡張 ほか

1.4.3

アップデート日時:2018/04/27
公式アナウンス

  • EAS-1 コマンドシートに搭乗しながら、カーバル専用パラシュート開傘が可能になった。

1.4.2

アップデート日時:2018/03/29
公式アナウンス

1.4

公式アナウンス
アップデート日時:2018/03/07
アップデート内容(要点)

  • カーバル専用パラシュート(LV3~)
  • パーツの色選択(一部燃料タンクとフェアリング。カラーセットから選択)
  • VAB/SPH切替
  • マップに宇宙センターマーク&フィルター
  • エンジン音変更
  • 機体名称を操縦装置に関連付
  • パーツ関係 追加(ラジアルタンク)、置換(Mk1-3コマンドポッド、デカプラー/セパレータ)

1.3.0

アップデート日時:2017/05/25
アップデート内容

公式アナウンス

1.2.0

アップデート日時:2016/09/05
アップデート内容
公式アナウンス

v1.0.4

アップデート日時:2015/06/23
アップデート内容

Bug Fixes:

  • Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.0.3 saves would cause the game to crash.

v1.0.3

アップデート日時:2015/06/22
アップデート内容

Parts:

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

Bug Fixes and Tweaks:

  • 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 unexposed skin temperatures.
    • When not in an atmosphere, only one skin temperature is tracked; the two temperatures are unified on atmosphere exit.
    • Radiative outflux and influx is tracked separately for exposed and unexposed areas of skin (since the shock temperature is much higher than ambient temperature).
  • Physics:
    • Added curve to control drag coefficient exponent to DCL and Physics.cs
    • With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered to match.
    • Convection velocity exponent raised to 3.3 to increase reentry heat, as well as convection factor.
    • Convection min area typo corrected.
    • Newtonian convection kept pace with hypersonic convection.
    • Drag curves modified to lower transonic hump.
    • Wing curves modified to lower change in drag based on deflection.
    • Calculation of exposed area for convection fixed, spaceplanes no longer get as extreme heat.
    • Flight integrator: allow setting of newtonian density exponent (default 0.5) and use density or density^exponent whichever is greater.
    • Broke radiation into two parts, you get the regular background temp on your face not exposed to reentry flux, and the very high reentry one for the area that is.
    • Clamped convection correctly so you will never pass external temperature.
    • Added a factor to simulate the switch from laminar to turbulent flow (in layman's terms, if you're going too fast too low, you get a massive boost to heating). That corrects so steep reentries are in fact deadlier than shallow ones.
    • Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill chutes), buffed heat shields for new heat loads. Changed burn/rip numbers for drogue chutes.
    • Parachute module updated to use the new convection code.
    • Skin temperature variables are controllable on per-part basis.
    • Sped up Flight Integrator slightly by minimizing repeated loops through parts.
    • Better compute various vessel values This should lower phantom orbit changing and wobble!
    • Remove thermal mass as a factor in conduction rate: what matters is area.
    • Add conduction between parts' skins (as well as between the internals of parts, between a part's internals and its skin, and between the exposed and unexposed skin of a part, all of which were already in.)
    • Fix some small issues in conduction (better clamping), sped it up slightly.
    • Fixed issue with radiation (no longer have to use dirty hack to prevent parts blowing up).
    • Lowered skin thickness slightly globally, made magic number sane (part.skinMassPerArea is now in kg/m^2).
    • Added Hsp (resource thermal mass value) to Ore resource.
  • Parts:
    • Updated Mk1 Inline Cockpit model.
    • Further decrease in LV-N heat production.
    • Rebalance of SRB for the new drag changes.
    • KR-2L description updated, mass to 9t, SL Isp to 255.
    • Jet thrusts rebalanced for new drag (thrusts lowered, BJE curves altered). Jet Isp halved due to increased fuel quantity and lower drag.
    • Lowered LV-N heat a bit, still a bit hot.
    • Edited KS-25x4 "Mammoth" engine description.
    • Update description of radial-mount engines to recommend use for extra attitude control.
    • Mk1 fuel tank: uses same dry mass fraction and resource filling compared to its LFO counterpart as Mk2 parts do.
    • Radial attachment point cost lowered.
    • Shielded docking port radial attach node fixed.
    • Aerospike mass lowered as a buff (it needed a buff to compete with late-tier engines) and tangents fixed.
    • Heat shield thermal mass modifier increased to 0.05 to deal with increased heating. Max temp lowered to 3000 to avoid totally overpowered radiation heatloss.
    • Mk3 cargo bays have override cubes (they got missed when cargo bays got custom cubes) - should now have expected drag.
    • New large landing gear have override cubes (cubes were reversed).
    • Mk3 parts have breaking forces/torques specified and should no longer break on landing.
    • Mk2 cockpits have same breaking force/torque as other Mk2 parts.
    • Ablator resource heat capacity increased.
    • Rebalanced LV-1 to have Sea Level ISP of 80.
    • Rebalanced Poodle to have Sea Level ISP of 90.
    • To fix spaceplane vs pod reentry and better allow hot reentries, temp is separated between part internal temperature and part skin temperature.
    • Fixed some occlusion issues. Occlusion is now over-generous rather than under-generous.
    • Buffed heat resistance of spaceplane parts.
    • Added in CoL and CoP offsets for wing parts, no longer at the attach node.
    • Fix for ablator and configs not taking skin temp into account.
    • Fixed Radian vs Lat/Lon bug in Overlay and made displays more consistent.
    • Fixed potential exploits with sci lab.
    • Removed transparency and added direct-attach node to heat shields.
    • Balanced heat shields for skin temps. A Mk1-2 straight-in reentry to Eve starting at 6.5km/sec surface (more orbital) is just barely survivable (ablator fully depletes), and regular Eve and Kerbin Munar reentries deplete about 1/6 to 1/4 the shield.
    • Added a tuning factor to conduction between parts with different shielded states, so a cargo/service bay won't conduct much to parts within it. Since radiation is disabled for parts within bays, they'd just increase in temperature with no way to cool during reentry, and parts in bays would be the first to blow up on reentry.
    • Upped non-drogue chute default full-deploy altitude since pods were crashing before the chute fully opened.
    • Upped non-drogue chutes' stress/thermal limits for deployment (safe speed is now around 290m/s at sea level rather than 250). Increased the time to fully deploy slightly so less of a G shock.
    • Increased max temp of linear RCS, slightly decreased max temp of RCS quad.
    • Tweaks to fairings to change the skin:internal thermal mass distribution, and better protect parts inside fairings and cargo bays.
    • Not-Rockomax Micronode side stack nodes corrected.
    • Parachutes now have deployment warnings in the Part Action menu, when it's safe to deploy etc.
    • Halved intakeAir requirements for jets. Slightly raises service ceiling, mainly helps mitigate flameouts due to resource transfer issues.
    • Balanced thermal mass of drogue chutes to correct max opening velocities.
    • Attach node refinements on Wing Connector Type A and Structural Wing Type A.
    • Removed drag from Intake context UI.
  • Modding API:
    • flow multiplier curves can multiply thrust rather than flow.
    • Added method to convert string to ConfigNode.
    • Un-hardcoded altitude for navball velocity indicator to change modes.
  • FX:
    • Heat animations for engine nacelles and 1.25m intakes.
    • SR-71 style exhaust flame for TurboRamjet.
    • Nose and tail cones heat animation.
    • Fixed incorrect transparency on the letter P on the UKSA flag.

v1.0.2

アップデート日時:2015/05/01
アップデート内容

Bug Fixes and Tweaks:

  • Thermal:
    • Fixed ships potentially overheating when splashed down.
  • Parts
    • Small tweak to Mk16 parachute drag.

v1.0.1

アップデート日時:2015/05/01
アップデート内容

Bug Fixes and Tweaks:

  • Thermal:
    • Temperature gauge system.
    • Vessels which are splashed will now have much higher convective coefficients making them cool to ambient temperature faster.
    • Removed node size from being taken into account for stack occlusion. Added custom drag cubes for remaining hollow parts.
    • Parachute heating/burning.
    • Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates.
    • Fixed conduction on service bays. Added Module Conduction Modifier to help service bays not incinerate their contents & configs updated
    • Updated emissivity for spaceplane configs.
    • Lowered heat production on LV-N.
  • Resources:
    • Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic.
    • Removed Overheat Throttle mechanic.
    • Increased mass of Ore tanks to match wet/dry ratio of stock tanks.
    • Aerodynamics
    • New values for physics global drag and lift multipliers.
    • Added a CoP offset calculation to procedural fairings
    • Fix for the aero debug drag arrows switching directions. Added body lift arrows (cyan)
    • Fixed occlusion on mk2 docking port.
    • Fix for Laythe's atmosphere.
  • Solar Panels:
    • Solar panels now use the proper inv square from FI's solar flux.
    • Removed obsolete power curves from solar panels.
    • Rebalanced solar panels against each other.
  • Career:
    • Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer mark Pol as visited with the progress tracker.
    • Science contracts and science World Firsts can no longer be triggered with science gained by reverse engineering recovered vessels. You have to transmit or recover an actual experiment.
    • Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as the final stop on the tour.
    • Capped amount of recovery contracts that can generate, but increased caps on station and base to increase contract variety.
    • Fixed "On Wheels" optional side objective not triggering on outposts when utilizing the new fixed landing gears.
    • ISRU contracts round their capacities up, to handle cases where the player brings exactly enough resource capacity.
    • Use the word "spaceflight" instead of "flight" when appropriate, to prevent player mistaking certain things for atmospheric flight.
    • If the game cannot find an agent listed in the save file, it will pick a random agent.
    • Remove some debug information from survey waypoint generation.
  • Parts:
    • Added Tier 0 rocket fin.
    • Added RescaleFactor to the RT-5 (preventing a potential regression bug).
    • Removed the allowstack option from the NBS and orbital scanners to fix a bug if they were used as the root part.
    • Fixed an issue where the physicsSignificance flag was set to 1 for heat shields.
    • Added an option to clamp the lower bound of the deploy pressure of parachutes.
    • Adjusted parachutes to open at a slightly higher atmospheric pressure.
    • Fixed fairings not initializing their masses in flight properly.
    • Added module info section for fairings.
    • Rebalanced engine entry costs.
  • Miscellaneous:
    • Moved all Part Loader part info code into a separate method which is run after drag cubes are loaded/created. Thus modules can access the part’s drag cube information in their info.
    • MapSO and CBAttributeMapSO methods made virtual and member variables protected.
    • Made physics-less part mass effect KB mass value.
    • Zero part count vessels will not be run through Flight Integrator.
    • Increased mass on some wings.
    • Fixed a nullref being caused when clicking between vessels and empty space in map view.
    • Vessels that blow up in atmosphere properly kill off their crew members.
    • Added Part temperature gauges/highlighting (toggle with F10).
    • Part temperature overlay can now be toggled with F11
    • Part aerodynamic forces overlay can now be toggled with F12

v1.0.0

アップデート日時:2015/04/27
アップデート内容

New:

  • Editor:
    • New Engineer's Report Toolbar App, provides warnings and advice during construction, notifying players of possible design issues with their ships.
    • Added 'Cross-Section Profile' Filter to Parts List.
    • Added Thumbnail images for Craft files in both Launch Dialog and Craft Browser screens.
    • Added 'Merge' button to Load dialog, allowing ships to be loaded without replacing the current one
    • Added confirmation dialogs when overwriting a save, launching or leaving editor without saving.
  • 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 based on part orientation in flight.
    • Both lift and drag are dependant on density and the speed of sound; both properly 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 designed to do so.
  • Heat Simulation:
    • Completely revised part heating model, energy flux is considered, not merely temperature.
    • 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 albedo/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 into account.
    • Celestial bodies accurately emit thermal radiation making nearby craft warmer.
    • Service modules, fairings and cargo bays can be used to protect parts inside from 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-autonomous 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 into 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 as 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 MonoProp
    • 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 (and 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 weren’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, and 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 reassigned 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 shadows.
    • 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, with “props” nearby.
    • Added two 'immediate' Strategies to convert existing Reputation and Science into Funds.
    • World First contract line now extends all the way out to Eeloo, and is dependent on player progression.
    • Record contracts are now always active, and will complete in order even over the 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 orbit.
    • 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 spot 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 well.
    • Duplicate control bindings for Docking/Staging modes now replaced by a much more 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, explosions, ground roll, G-force, and many more)
    • TrackIR support added to all game views (toggleable independently in game settings). (FreeTrack also reported to work)
    • Added FOV control to main flight camera. (Hold ModKey and zoom)

Bug Fixes and Tweaks:

  • Editor:
    • Fixed several issues with editor attachments, attachment node orientation and symmetry.
    • Shift+Clicking a 'frozen' part in the editor will detach it from its parent.
    • Fixed several bugs with cloned parts and persistence.
    • The editor no longer requires a full scene reload to load new craft files.
  • UI:
    • The KnowledgeBase panel for Vessels now shows 'Max Accel' and 'Estimated burn time to 0m/s' (as shown on navball) fields.
    • Several part context menu actions now properly apply to symmetry counterparts automatically.
    • Added new custom cursors.
  • Simulation:
    • Fixed 'infiniglide' bug.
    • Switching SOIs no longer causes the next orbit to change at high time warp rates.
    • Added a warp speed limit when approaching an SOI transition.
    • Kerbal EVAs should no longer fly off when disembarking in space.
    • SAS now disengages autopilot modes automatically (and falls back to stability assist) in cases where the target vectors would change very rapidly.
    • Parachute deployment should no longer cause vessel disassembly at high physics warp rates.
    • Deployed parachute sway now actually has an effect on the vessel.
  • Parts:
    • LV-N “Nerv” Engine now runs solely on Liquid Fuel and has no gimbal.
    • OSCAR-B tank can now be surface attached
    • Air-breathing engines now drain fuel evenly from all tanks in a vessel.
    • Fixed radial decouplers not applying ejection forces correctly.
    • Parachutes no longer cause massive G spikes when opening.
    • Control Surfaces can now be deployed as flaps, controllable via context menus and Action Groups.
    • Stats of Antennas revised for a proper progression with the more advanced models.
    • Added nicknames to all engine parts.
    • Revised and balanced part costs.
    • Balanced fuel amounts for Mk2 and Mk3 tanks.
    • Balanced engines (Isp/thrust/mass) in line with the new aerodynamics.
    • Added fuel gauge to LV-1 “Ant” engine.
    • Materials Bay now faces away from the part it’s radially attached to.
    • RoveMate rover body is now a probe body as well.
    • The unshrouded solar panels are now non-retractable.
    • Balanced probes electric charge usage, mass and crash tolerance.
    • Lowered crash tolerance of the Structural Pylon to 70 from 999!
    • All parts given ‘bulkhead profile’ tags in cfg files. Profile tags inferred automatically for parts missing this field.
    • Cargo bays now properly detect enclosed parts, and can be grouped to make larger bays.
    • Experiment Modules, Solar Panels, Antennas and such will not deploy while stowed inside a fairing or cargo bay.
    • RCS thrusters will not function if stowed inside a closed cargo area (or fairing).
    • Lifting surfaces will not generate lift if stowed inside a closed cargo area (or fairing).
  • Audio:
    • Much improved flight ambience sounds for Kerbin and other bodies with atmospheres
    • Added new sound effect when pulling high G forces.
    • Eliminated audible gaps on several looping clips.
  • Effects:
    • Improved sound/particle effects for all Air-Breathing engines
    • Splashdown effects no longer spawn underwater.
  • 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 updating 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 faster.
    • 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 lock 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 reaches 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 situations.
  • 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 assignments.

v0.90.0 Beta

アップデート日時:2014/12/15
アップデート内容

New:

  • Editor Overhaul (Gizmos):
    • Added Offset and Rotation Gizmos to Editor ([2] and [3] keys)
    • Added Re-root tool to Editor ([4] key)
    • Gizmo coordinate system can be toggled between Absolute and Local with the [F] key.
    • Rotation and Offset gizmos can also snap to angles and to a 3D grid.
    • Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame.
    • Holding shift during placement or while gizmos are up will decrease angle snap interval to 5ー (from 15ー) and grid snap interval (for offset gizmo)
    • WSADQE keys still work to rotate in 90ー or 5ー (Shift) increments, and are now more consistent with pitch, yaw and roll rotations.
  • Editor Overhaul (Parts List):
    • Fully overhauled Parts List UI.
    • Added Filters system to allow new methods to find parts, apart from the existing category tabs.
    • Existing categories overhauled into 'By Function' Filter.
    • Split Propulsion category into Engines and Fuel Tanks.
    • Added 'By Resource' Part Filter: Lists parts based on resources they contain/use
    • Added 'By Manufacturer' Filter: Lists parts based on their manufacturers
    • Added 'By Module' Filter: Lists parts based on the modules (functionalities) they implement.
    • Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on the Tech Tree.
    • Custom Filters (and subcategories) can also be created and edited for user-made collections of parts.
    • The Parts list can now be sorted based on several criteria (to organize displayed parts after filtering).
    • Added Sorting by Size to parts list
    • Added Sorting by Cost to parts list
    • Added Sorting by Mass to parts list
    • Added Sorting by Name to parts list (default)
    • Subassemblies can also be sorted and arranged into custom categories.
  • Editor Overhaul (General):
    • The VAB and SPH are now based on a single scene.
    • Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game.
    • Most editor Keyboard inputs are now remappable.
    • All Craft files can now be cross-loaded in the VAB and SPH.
    • Crew assignment is now fully persistent during construction, including detached parts.
    • Vastly improved placement logic for angle-snapped parts.
    • Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the [R] Key
    • Radial Symmetry coordinate frame can also be toggled with [F] key.
  • Upgradeable Space Center Facilities:
    • All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities).
    • Added new models for KSC facilities at each level.
    • KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately.
    • Upgrading Facilities costs Funds, lots of Funds.
    • Repair Cost of destroyed structures varies depending on facility level. (Higher-Level Facilities are more expensive to repair)
  • KSC Facility Upgrade Effects:
    • Vehicle Assembly Building / Spaceplane Hangar:
      • Increase part count limit
      • Unlock Basic and Custom Action groups
    • Launchpad / Runway:
      • Increase Mass Limit for launched vessels
      • Increase Size Limit for launched vessels
    • Tracking Station:
      • Unlock Patched Conics in Map View
      • Unlock Unowned Object Tracking
    • Astronaut Complex:
      • Unlock EVAs off of Kerbin's surface.
      • Increase Active Crew Limit
      • Unlock Flag-Planting during EVA
    • Administration:
      • Increase Active Strategy Limit
      • Increase Strategy Commitment Limit
    • Research And Development:
      • Increase Max Science Cost Limit
      • Unlock part-to-part Fuel Transfer
      • Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex)
    • Mission Control:
      • Increase Max Active Contract Limit
      • Unlock Flight Planning (Requires Patched Conics in Tracking Station)
  • Space Center (General):
    • All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible).
    • Hold Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels.
    • Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats.
    • Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level.
    • Space Center ground sections and Crawlerway change levels based on level of neighboring facilities.
    • The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures.
  • Facility Interiors:
    • Editor scenery now loads independently of the editor scene.
    • Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH)
    • The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside.
    • Interior Scenery loads based on current editor Facility and Facility Level.
    • Added new 3D interior scenery for Level 1 and 2 VAB
    • Added new 3D interior scenery for Level 1 and 2 SPH
    • Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI
    • Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab)
    • Added new 2D interior backdrops for Level 1 and 2 Mission Control UI
    • Added new 2D interior backdrops for Level 1 and 2 Administration UI
  • Parts (Mk3 Spaceplane Set):
    • Added 15 new 'Mk3' parts:
      • Mk3 Cockpit (IVA is blank atm)
      • 3 Mk3 Rocket Fuel Tanks (2.5m, 5m, 10m versions)
      • 3 Mk3 Liquid Fuel Tanks (2.5m, 5m, 10m versions)
      • Mk3 MonoProp Tank
      • Mk3 Crew Tank (holds 16 Kerbals, IVA is blank)
      • Mk3 - Mk2 Adapter
      • Mk3 - 1.25m Adapter
      • Mk3 - 2.5m Adapter (slanted)
      • 1.25m to Mk2 Adapter
      • 1.25m to 2.5m Adapter
      • 1.25m to 2.5m Adapter (slanted)
      • 3.75m to Mk3 Adapter
      • Mk3 Cargo Bay Long
      • Mk3 Cargo Bay Medium
      • Mk3 Cargo Bay Short
    • Old Mk3 cockpit, fuselage and adapter removed.
  • Parts (General):
    • Struts and Fuel Lines now use a common base system called CompoundPart.
    • New CompoundPartModule base class added to provide functionality for parts based on CompoundPart.
    • Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting between both ends of a CompoundPart.
    • Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart
    • Added CModuleFuelLine, creates a fuel re-routing between both ends of a CompoundPart.
    • LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert Steering' when inverted.
    • Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out options will push/pull from all other selected parts evenly)
  • Kerbals:
    • Kerbals now have Skills they can develop.
    • Kerbals now gain experience after returning from missions.
    • Kerbal Experience is needed to level up crew skills.
    • Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab).
    • Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes.
    • Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard.
    • Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing).
  • SAS Overhaul:
    • SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available.
    • Level 0 pilots and basic probes provide basic SAS functionality (kill rotation)
    • Higher level pilots and more advanced probes provide new Autopilot Functions.
    • Added new Autopilot System featuring 8 modes:
      • Stability Assist (Basic SAS)
      • Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors.
      • Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors.
      • Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target.
      • Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector.
    • AP modes respect the current reference frame on the navball (surface, orbit or target).
    • Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level.
    • Removed ModuleSAS from all parts except probe cores.
    • Tweaked the R&D tech tree progression for all probe cores.
    • Tweaked costs and descriptions for all probe cores.
    • Probe cores set up with progressing levels of SAS service.
  • New Contracts (Fine Print Mod by Arsonide):
    • Added asteroid redirection contracts.
    • Added surface outpost construction contracts.
    • Added orbital station construction contracts.
    • Added satellite deployment contracts.
    • Added survey contracts at specified locations on the map.
    • Fine Print contracts revised and overhauled with new graphics and to follow Career progression.
    • Fine Print contracts unlock based on KSC Facility level when applicable.
    • Existing contracts also revised to better follow progression of KSC facilities.
    • Existing and new contracts revised to be configurable.
  • New Biomes:
    • Added new Biome Maps to all celestial bodies.
    • Over a hundred new biomes available in total.
    • Added cheat menu option to visualize biomes in map view.
  • Misc:
    • Added a one-page 'Welcome Intro' tutorial module to all newly-started games.
    • Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to.
    • Added new Tooltips for several UI controls in the Editor, R&D, Flight and many other areas.
    • Added new ESA flags.
    • Improved some of the Loading Screen images.
    • Added new Craft Stats app to Editor toolbar, to display ship information like part count, total mass and size.
    • Craft Stats app icon will turn orange if any limit is exceeded for the current editor facility level.
    • Added new sound fx for gizmos and re-root in editors.
    • Added new destruction FX for all new facility models.
    • Added EditorBounds system to define part spawn point, construction boundaries, camera starting position and bounds for each editor interior.

Bug Fixes and Tweaks:

  • KSPScenario 'Remove' creation options now work.
  • Added new PreSAS and PostSAS callbacks to vessel API.
  • Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can.
  • Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway)
  • Fixed several issues with destructible building persistence.
  • KSC grounds grass shader now uses worldspace UV coords for consistent tiling.
  • KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain.
  • Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales.
  • Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors.
  • Tweaked sideslip factor in landing gear (was much too strong).
  • Increased Mk55 Engine's ISP and gimbal range.
  • Fixed an issue with part rotation and placement using Mirror symmetry.
  • Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry.
  • Re-saved all stock craft so they are fully compatible with this version.
  • Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data.
  • Crew auto-hire will respect Astronaut Complex crew limit.

v0.25.0

アップデート日時:2014/10/07
アップデート内容

Highlights:

  • Destructible Facilties at KSC:
    • Crashing into buildings at KSC can now cause them to collapse, which although satisfying, is very counter-productive to the Space Program.
    • Destroyed Facilities won't function until repaired, although most facilities can still operate with some degree of damage.
    • Repairing broken facilities will cost you in Career Mode.
    • Added a new Context Menu to Facilities at KSC which show extra info and to repair when necessary.
  • New Explosion Particle and Sound FX:
    • We've added a huge new set of sounds and effects, which can be seen (and heard) whenever a facility at KSC gets destroyed or repaired.
    • Part explosions have also been overhauled for much more violent and better-looking fireworks.
  • New Difficulty Options Menu:
    • A new panel is now available when starting a new game (and also through the in-game settings menu) to allow configuring difficulty settings, like whether or not crews can respawn, whether facilities can be destroyed, and several other parameters.
  • Administration Facility:
    • Added a new facility near the Astronaut Complex, and lets you access the Strategies screen.
    • Added a new music track to play in the background of the Admin Facility, called "Stratejazz".
  • Strategies:
    • Managing your Career is greatly expanded with the addition of Strategies. Strategies let you take control over how your Space Program is managed, allowing you to tune it to best fit your own playing style.
    • Space Program Department Reps: Meet Mortimer Kerman, your Finances guy, Linus Kerman, Science rep and Wernher's intern (because Wernher is too important to be bothered with these meetings) and Walt Kerman, PR representative who takes his job very literally sometimes, and Gus Kerman, head of Operations, who hopefully cleaned his boots before showing up this time.
    • Strategies are of course, completely mod-friendly, and defined through cfg. So are the departments, in fact.
  • Crew Transfer:
    • Kerbals in the same vessel don't need a spacesuit anymore to switch seats. Just click the crew hatch and select Transfer to tell them to go sit somewhere else.
  • Spaceplane Parts Overhaul:
    • We've incorporated many parts fromthe very awesome SpacePlane Plus mod by Chris Thuersam (PorkJet), giving stock spaceplane parts a much needed overhaul.
    • Many, many new parts: Wing sections, Control Surfaces, Air Intakes, Fuselage Sections and even Cargo Bays added.
    • All parts in the Mk2 set were redesigned to be symmetrical in 3 axes. They also act as lifting surfaces too.
    • The Mk1 Cockpit and Mk1 fuselage sets were also overhauled, and we've also added a new Inline intake part.
    • Rebuilt all stock vessels using the new parts.
    • Obsolete spaceplane parts replaced by new ones when applicable. (Delta wing, Structural wind, Wing Connector, Mk2 fuselages)
  • KSC Vessel Markers:
    • You can now see (and focus/recover) vessels landed near the Space Center directly from the Space Center scene. Markers will show their positions and expand to show extra information when clicked.
  • NavBall Vectors:
    • The Navball now shows all 6 vectors when in Orbit mode: Progade, Retrograde, Radial In/Out, Normal and Antinormal.
    • Off-screen maneuver vectors now have an arrow which points towards them so they're easier to find.

New:

  • Flight:
    • Added a new stock craft, the Learstar A1: A hybrid multistage vessel that functions very much like the Shuttle did.
    • MapView Filtering state is now persistent.
    • Added a Full Throttle Key (Z)
    • New "Space Center" Button above the altimeter allows you to return to the Space Center without having to go through the Pause Menu.
    • Added MonoProp gauge to OMS engines on staging stack
    • Added 'Return to Editor' buttons to flight end dialog when Reverting isn't allowed (due to difficulty settings).
  • Editors:
    • VAB and SPH scenes now show visible KSC facilities in their current states (as in destroyed).
    • Hold ModKey to override surface attachment in editors (when you want to stack to a node but can't because the part insists on sticking to the surface).
  • 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 detail textures. This means we now have enough texture accuracy to texture small rocks or even blades of grass. This is still an ongoing project though, not all Celestial 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 in 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 same 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 and boarding
    • Added SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-high-res (multisampled) screenshots.
    • Application Launcher added to tracking station (Messages and Contracts App visible).

Bug Fixes and Tweaks:

  • Fixed a small bug where entering the KSC scene for the first time in a session would cause it to jitter from FP inaccuracy. This fixed itself after going into other scenes, but was annoying nonetheless.
  • Tweaked text on Editor Cost Widget, so characters align with the Funds widget below.
  • Funds Widget now has commas to separate groups of 3 digits.
  • Fixed a bug in the Editor which prevented some parts from attaching properly to n-couplers using symmetry (like the RamJet Turbines)
  • Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's official mod site.
  • Massive reorganization of the part folders in the GameData directory.
  • Inline Reaction wheel rescaled to size 0, since it was redundant with the Advanced Reaction Wheel module before.
  • Cupola Part mass changed from 4.5 to 1.76. Total mass (with full monoprop) is now 1.8
  • Tweaked the intake area of several intakes for better consistency.
  • Fixed Experimental parts not being available in cases where the node was researched but the part itself not purchased.
  • Set up a transition matrix system to bypass unnecessary loading screens on some scene transitions.
  • Improved number formatting on all Contract values, from "F1" (123456789.0) to "N1" (123,456,789.0)
  • Overhauled the in-game settings dialog UI, which was sorely in need of some attention.
  • Removed useless 'None' option for Docking Lin/Rot state when assigning a key or axis in the Input Screen.
  • Revised and updated in-game and readme credits.
  • Fixed mouse detection for KSC facilities not working if camera was zoomed too far out.
  • Fixed a bug where crew portraits would draw out of place after switching vessels.
  • Fixed a bug which could cause a general game breakdown on rare occasions when vessels planted themselves into the ground.
  • Fixed Index Out of Range exception and general crash on moving to flight after deleting a crewed part in a certain way.
  • Kerbal recovery reward set to zero for the time being, to stop reputation exploit from recovery at the launchpad.
  • Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it was a Mk1 type part anyway).
  • Fixed several cases of UIs not stopping mouse clicks on objects behind themselves.
  • Fixed a bug on OSX which made it impossible to open the Crew Hatch Dialog and possibly other dialogs too.
  • Contracts App panel is now scalable in the VAB/SPH
  • Fixed missing title bar on VAB/SPH on larger resolutions
  • Fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was used.
  • Fixed scaling issues with OMS Engine.
  • Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship design.
  • Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurface instead.
  • Fixed minor visual issue with galaxy backdrop.
  • Moved over ion engine and xenon tanks to Propulsion from Utility.
  • Fixed Staging input locks not clearing if leaving the Editors while hovering over staging icons. (resulted in total game freeze)
  • Improved GUI skin for input page in Game Settings scene.
  • Editor sidebar panel transition speed increased.

v0.24.2

アップデート日時:2014/07/25
アップデート内容

HOTFIX:

  • Fixed a critical issue which prevented opening the right-click menus for several parts.

v0.24.1

アップデート日時:2014/07/24
アップデート内容

Bug Fixes and Tweaks:

  • Parts:
    • Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft.
    • O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (smaller).
    • Fixed an issue with propellant-defined resource flow modes which prevented some configurations of Vernier engines from working correctly.
    • Fixed an issue with some decoupler modules failing to apply ejection forces when activated.
    • Fixed missing FX components on root parts after resuming a saved game or reverting.
    • Fixed a potential issue with the internal maths in ModuleRCS, which could result in odd RCS response from center-aligned or stack-mounted RCS modules.
  • UI:
    • Fixed an issue with the App Toolbar where mod apps wouldn't display/hide properly at the VAB.
    • Fixed an issue with custom staging icons and switching vessels.
    • Fixed an issue where the Messages Dialog in the VAB would drift out of place when discarding many messages.
  • Contracts:
    • Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats or claws wouldn't complete the contract.
  • Tutorials:
    • Fixed a save-related bug which made the Orbiting 101 tutorial impossible to complete.
  • Flight:
    • Fixed vessels not leaving 'pre-launch' condition during take-off roll.
    • Fixed a very annoying and potentially destructive bug where approaching another vessel could mess up your control state.
  • Game Balance:
    • Tweaked costs for several spaceplane and aerodynamic parts:
      • Advanced Canard: 900 -> 800
      • Standard Canard: 1500 -> 720
      • Delta Wing: 500 -> 680
      • Swept Wing: 500 -> 620
      • Wing Connector: 500 -> 560
      • R8 Winglet: 500 -> 640
      • Structural Wing: 500 -> 540
      • Aerodynamic Nose Cone: 680 -> 240
      • C7 NCS Nose Cone: 680 -> 320
      • Rocket Nose Cone (large): 1000 -> 450
      • Standard NC (small): 680 -> 180
  • Modding:
    • Added IPartCostModifier interface, to allow part modules to tweak a part's cost.

v0.24.0

アップデート日時:2014/07/18
アップデート内容

New:

  • Currencies:
    • Added Funds and Reputation as new Career Mode Currencies.
    • Funds are required to launch vessels.
    • Part Costs are now in use in Career Mode.
    • Resources like Liquid Fuel and Mono Propellant now have costs of their own, which figure into the cost of a launch.
    • Tweaking a part's resource sliders in the Editors will adjust the cost of the vessel accordingly.
  • Mission Control:
    • The Mission Control Facility is now active in Career Games.
    • Mission Control allows you to select Contracts, review them, and either accept or decline them.
    • Added Gene Kerman as advisor in the Mission Control screen, ready to give his opinion about what you're doing.
    • The Mission Control screen also features an 'archives' tab, where you can review previously-completed contracts.
  • Contracts:
    • Contracts require you to complete objectives, in order to gain Funds, Science and Reputation
    • Once accepted, contracts must be completed before the deadline expires.
    • Contracts will fail if the deadline expires or if some critical parameter fails (like killing a Kerbal in a mission to rescue him).
    • Added procedurally generated 'mission briefings' for contracts, which may even make sense sometimes.
    • Contracts come in three levels of Prestige ("Trivial", "Significant" and "Exceptional"). Higher levels offer greater rewards and are usually more ambitious.
    • Reputation regulates the amounts of each level of contracts on offer.
  • Early 'Starter' Contracts:
    • First Launch: Launch any vessel.
    • Altitude Records: Set a new altitude record.
    • Reach Space: Escape Kerbin's atmosphere
    • Achieve Orbit: Achieve a stable orbit around Kerbin.
  • Dynamically Generated Contracts:
    • Part Test: Perform a test of a part in a specific location, situation and within given flight parameters (when applicable).
    • Collect Science: Return or transmit any scientific data from a specific location.
    • Rescue Kerbal: Rescue a Kerbal who is stuck in orbit.
    • Plant Flag: Plant the Agency's flag on the surface of a given location.
    • Explore: Complete several exploration goals for an unexplored location.
  • Agencies:
    • Added Agencies, which offer contracts.
    • Each agency has its own personality traits, which affects the generation of the contracts they offer.
    • Agency Logos added from the winners of the Community Logo Design Contest.
    • Clicking the agency logo in the Mission Control screen will display extra info about the Agency.
  • Vessel Recovery:
    • Recovering vessels now refunds you for the value of recovered parts and resources.
    • Recovered value varies based on distance from the Space Center. Land at the Runway for 100% value.
  • Space Center:
    • Added a universal time clock to the KSC scene UI.
    • Added a Pause Menu to the KSC scene, instead of leaving to the main menu immediately on pressing the Quit button.
    • The KSC Pause Menu allows saving and loading with a custom filename.
  • UI:
    • Added new UI Toolbar, which exists in all game scenes and is mod-friendly.
    • Added new UI Widget to display state of ongoing Contracts in Flight, KSC and the Construction Facilities.
    • Added new UI Widgets to display the current amount of Science, Reputation and Funds.
    • Added Messages UI App, shows messages about contracts and such.
    • Redesigned the Resources Panel from flight as a toolbar app, overhauled panel graphics.
    • Overhauled the old 'Science Summary' dialog into a complete 'Mission Summary', displaying information about recovered Experiments, Parts and Crew.
  • Parts:
    • Added new "Vernor Engine", a very powerful RCS module powered by Liquid Fuel + Oxidizer.
    • Added new O-10 Maneuvering Engine, a low-thrust main engine powered by Monopropellant.
    • Gimballing Engines now respond to roll input.
    • 4x Engine Cluster and RAPIER Engine have gimbal roll authority even if stacked over the centerline (due to multiple nozzles).
  • Builds:
    • Added Windows 64-bit executable.
  • Tutorials:
    • Added several new tutorials.
  • Game:
    • Added 'Science' Game Mode, where Science is the only currency and Mission Control is closed (as in pre-0.24 'Classic' Career).

Bug Fixes and Tweaks:

  • Flight:
    • Asteroids are now able to collide with other asteroids.
    • New launches now start with throttle set to 50%, like in the old days.
    • Saving restriction when throttled up removed.
    • Timewarp restriction when throttled up removed. Engaging time warp now automatically cuts throttle.
    • Improved logic for detecting a vessel in 'orbiting' situations.
  • Editors:
    • Fixed a bug in the editors where dragging a part off the ship and deleting it straight away would not generate an undo state.
    • Fixed a bug where ctrl+clicking over a part in the build area would not reveal the part in the parts list.
    • Orientation of VAB scenery rotated so spacecraft orientation is consistent at launchpad.
    • VAB Flag moved to the opposite wall.
    • Redesigned the Parts List UI 'Footer' section.
  • Tracking Station:
    • Fixed a bug where map objects were created but never removed, leaving dozens of 'leaked' objects behind.
  • Space Center:
    • Launchpad and Runway Launch Dialogs now show vessel costs.
    • Added 'Edit' Button to Launch Dialogs, which takes you to the VAB or SPH to edit the selected vessel.
    • Launch Dialogs and Craft Browser now allow selecting vessels with 'invalid parts' (for editing).
    • Added new Pre-Flight Checks to prevent launching vessels containing invalid parts or with costs exceeding available Funds.
  • Solar System:
    • Kerbin's Solar Day is now exactly 6 hours long (sidereal day is now 59 seconds shorter).
    • Slight optimization to Kerbin, Mun and Eve surface shaders.
  • Parts:
    • Resource flow mode can now be defined for each propellant on Engine, EngineFX and RCS Modules in the part config.
    • Previously useless Engine Nacelle and Radial Engine Body parts repurposed as air intake + fuel tank combos.
    • Tweaked Costs for almost every part.
    • Tweaked Mass for several parts, especially spaceplane fuselage sections and structural components.
    • Fixed a potentially gamebreaking issue when activating a Separator if it was the root part of a vessel.
    • Fixed a bug where some particle FX (mainly on newer engines) would cause a stream of errors when the vessel was unloaded with the FX active.
    • Fixed a bug where StrutConnectors could cause hierarchy issues if linked in certain configurations.
    • ModuleRCS can now use multiple resources.
    • Fixed an issue where decoupling Physicsless parts while moving at speeds up to 700 m/s could result in unplanned vessel disassembly.
  • Tech Tree:
    • Revised R&D node layout so 'control' type nodes have a more logical progression.
    • Moved basic RCS parts to tier 4 (from tier 5).
    • Added more connections into aerodynamic parts from other nodes on tiers 5 and 6.
  • Progress Tracking:
    • Fixed an issue introduced in 0.23.5 where unowned vessels could complete progress nodes.
    • Fixed AltitudeRecord progress node (now used for contract generation).
  • Crews:
    • Fixed crewmembers not being properly flagged as dead if their vessel was destroyed while unloaded.
    • Crewmembers are now keyed by name in the roster, and can properly be added and removed.
    • Added reputation reward and penalty for recovering and killing crewmembers.
    • Added new unique names for Kerbals, suggested by the Community Logo Design Contest winners.
  • Misc:
    • Fixed issue with persistence when reverting to flight.
    • Added rich text support to several UI text fields.
    • Fixed several cases of texture point-filtering issues resulting in crooked text.
    • Fixed potential crash related to reentry FX on Linux when no depthtexture hardware support is available.
    • Overhauled all UI screens and text. All text fields using Arial font now use proper Calibri.
    • Exposed Gameplay difficulty options to the Alt+F12 Debug Toolbar.
    • Updated Credits Scene.
    • Fixed permission issues with KSPLauncher which prevented it from properly launching the game on Linux.
    • Messages displayed on the upper-right corner in flight are now displayed above the crew portraits instead.
    • Removed a 'rogue' tooltip from the Staging Reset button at the VAB and SPH.

v0.23.5.464ホットフィックス

アップデート日時:2014/04/02
アップデート内容(日本語訳)

このビルドはテストで漏れていた不具合を解決するホットフィックスパッチです。

  • バグ修正:
    • すでにあるゲームをロードするときに、シナリオモジュール(R&Dなど)が適切にロードされない問題を修正しました。
    • セーブしたところから再開したとき、EVA中の緑が無反応になる問題を修正しました。

v0.23.5アップデート

アップデート日時:2014/04/02
アップデート内容(日本語訳)

  • アステロイド(小惑星):
    カービンはもう一人ぼっちの軌道ではありません。重力圏の内外に無数の物体が飛び交っており、無害のものもあれば、衝突する軌道のものもあります。大きさはほんの数メートルのものから数千トンの巨大なものまで5段階あり、初心者にもベテランにも新たなチャレンジを提供します。これらの小惑星はプロシージャル生成をしているため、同じものは2つとありません。また、小惑星はEVAによってサンプルを持ち帰ることができ、一定のサイエンス・データを供給します。
  • オブジェクトの発見と追跡:
    小惑星を追いかけに行く前に、まずトラッキング・ステーション施設の追跡・発見機能を使って、小惑星を認識し追跡しなくてはなりません。カービンの近くにある未確認物体をひとつ選んで追跡を開始し、より多くの情報を得ましょう。また、追跡されていない物体をずっとそのままにしておくと見失うことがあります。
  • アドバンスド・グラビング・ユニット(別名「クロー」):
    その名の通り、小惑星をつかまえ、引っ張っていくことを目的とした新しいパーツです。装置を起動し、ターゲットにゆっくり接近すればあとはクローがやってくれます。ドッキング・ノードに似ていますが、もう一方にノードがある必要がありません。さらに、つかむことができるのは小惑星だけではありません。どんなものでも、緑ですらつかむことができます。
  • SLSからインスパイアされた3サイズパーツ:
    KSP史上最大のエンジンと燃料タンクを含むパーツ群を追加しました。これらのパーツはNASAが開発中のスペース・ローンチ・システムをもとにデザインされており、強力なパワーを秘めています。以下詳細。
    • 液体燃料+酸化剤タンク。フル、ハーフ、クオーターの3サイズで。
    • 4×3サイズのエンジン・クラスター。これまでのKSPでもっともパワフルなものです。
    • 発展型3サイズのシングルノズルエンジン。上部ステージにも莫大な推力が必要なときにどうぞ。
    • 新型液体燃料ブースター(LFB)。宇宙船を打ち上げる新しい方法です。LFBはツインエンジンをもった1つのパーツで、かなりの燃料を搭載します。上部にさらに燃料タンクを追加することもできます。
    • ランチ・エスケープ・システム(LES)。アポロのLESをもとにモデリングされました。この新しいエスケープタワーはあなたの緑を節約するため、結果としてあなたの宇宙船の真のパワーは発揮されないでしょう。
  • パーツ接合部の完全オーバーホール:
    パーツとパーツの接合方を見直しました。各接合部の柔軟性と操作性が増しました。接合部の両端は接合ノードで固着され、より正確で安定するようになりました。(これはUnity4.3アップデート以前では不可能でした)
    • 大きなパーツも新システムにより他のパーツにしっかり接合され、大量の支柱が必要な機会は減ります。
    • PhisX'sの最大角速度設定を上げ、接合部の安定性が増しました。
    • パーツの角慣性値が質量に対し適切な大きさになりました。これによって飛翔が困難になる宇宙船もありますが、操作性はより現実的になっています。これもまた接合部の安定性を非常に高めています。
    • 接合システムを新しいものに変えるため、Strut Connectorの接合部も変えました。信頼性は劇的に改善し、発射台で宇宙船が分解することは減りました。
  • その他:
    • マップフィルタリングパネルの宇宙船タイプに未確認と宇宙物体のボタンを追加しました。
    • トラッキング・ステーションにおいてフォーカスされた船の円錐曲線の表示が修正されました。
    • トラッキング・ステーションとスペース・センターの画面にタイムワープ機能を追加しました。
    • ターゲットにした船の弾道表示を単軌道から円錐曲線にしました。
    • マニューバ・ノードが消えにくくなりました。
    • ターゲットにした物体が消えにくくなりました。
    • マニューバー・ノードの時間に軌道を追加・削除するボタンを追加しました。数軌道後のノードを予定することが可能になります。
    • マニューバーの上にカーソルを置いた時、マウスホイールで操作できるようになりました。
    • 下段にあるRCSやキセノンガスのコンテナが上段にあるコンテナより先に消費されるようになりました。
    • マップ・ビューでの天体のコンテキストメニューに「フォーカス・ビュー」ボタンが追加されました。
  • バグ修正及び調整:
    • エンカウンター・パッチのある天体は、マップビューやトラッキングステーションでフォーカスしたときなど、ローカルモードでもパッチ表示されます。
    • ドッキングUIにおいて線形操作と回転操作を切り替える際、SASが入らないようになりました。
    • 変わった軌道上のオブジェクトに円錐曲線パッチをあてると、超高速ワープ時にシミュレーションが壊れるバグを修正しました。
    • 閉じていない軌道をターゲットにしたときにみられる、上昇・下降ノードの不適切なレンダリングを修正しました。
    • 双曲線軌道上のオブジェクトをターゲットにしたとき、マップにランデブー情報が表示されないバグを修正しました。
    • イオンエンジンと他2つの小型ロケットエンジンの推力とISP値を調整しました。これらは実用に耐えないほど低能力でした。
    • どんな状況でもクイックセーブができるようになりました。不安定な状況においては同時にオートセーブが作られることはありません。
    • 物理からレールへの移行精度が劇的に向上しました。ランデブー中にワープしているとき、近くの船が瞬間移動することが無くなりました。特に高速のもので顕著です。
    • マップ・フィルタリング・ボタンにおいて、左クリックで個別にオン・オフを、右クリックで一つのみ・全選択を切り替えられるようになりました。
    • EVA中の緑が非常に痛ましい形でお亡くなりになるケース(主に緑が気絶中の状態でゲームが座標系を変更した時など)をいくつか修正しました。
    • マニューバ・ノードをプレーヤーの位置に近い場所に置いたとき、軌道間の交差ノードが最接近交差点を「スキップ」することがなくなりました。

v0.23アップデート

アップデート日時:2013/12/18
アップデート内容(意訳)

  • サイエンス・アーカイブ:
    キャリアモードでこれまで行ったサイエンスの内容を、R&D施設の新しいセクションで閲覧できます。
  • Tweakable:
    いくつかのパーツはロケット建設中に右クリックで調整できるようになりました。宇宙船建造にまったく新しい可能性が広がります。
  • サイエンス再考:
    前回のリリースから得られたフィードバックをもとに、実験・データ保管・送信のあり方を改めました。これにより、サイエンスはより魅力的で面白いものになります。実験体を最大限生かそうとミッション中に何度も何度も同じ送信を繰り返すのはもはや過去のことです。
  • ラブ・モジュール:
    実験と送信を一回限りにするとともに、得たデータを処理するラブ・モジュールを追加しました。ここにデータを送信することで、得られるサイエンスが増加します。また、Goo CaniserやMaterial Bayなどのモジュールもデータ送信後、再使用不可となりますが、このラブによってリセットすることができます。
  • R.A.P.I.E.R.エンジン:
    新しい「Reactive Alternate-Propellant Intelligent Engine for Rockets」はハイブリッド推進システムです。大気圏内を飛行中は外部からの吸気によって稼働し、真空中では内部からの酸化剤供給に切り替わって稼働します。
  • EVAデータ収集:
    EVA中の緑が他の実験モジュールやサイエンス・コンテナ(EVA中の他の緑を含む)からデータを収集・保管できるようになりました。
  • パーツ・ツールチップのオーバーホール:
    R&D施設や建造施設でパーツのアイコンにカーソルを合わせた時に表示された今までのツールチップを完全にオーバーホールしました。新しいレイアウトは目に優しく、情報の配置が効果的なので、パーツどうしの性能を比較したり、どれがどんな機能を持つのか確認するのが容易になりました。(建造中の←のパーツの表示形式変更)
  • 全面最適化:
    今回、我々は膨大な量のコードを徹底的に調べ、ゲームが可能な限り効率的に動作するようにしました。この最適化は主に高パーツ数におけるラグの発生源に焦点が当てられたので、大型船がより滑らかにが動くようになったはずです。(ハードウェア環境によっては必ずしも改善されるとは限りません)
  • Windows用 6-DOFデバイスのサポート:
    Space Navigatorなど6自由度の入力デバイスの恩恵が受けられるKSPのようなゲームは多くありません。全場面におけるシームレス移動/回転カメラ、フライトコントロールモードにおけるピッチ・ロール・ウェイ入力とXYZ入力が、かつてないレベルの操作感を可能にします。この機能は現在のところWindowsのみの対応となっていますが、OSXとLinuxについてもドライバーが対応しだい順次サポートを予定しています。

v0.22アップデート

アップデート日時:2013/10/17
アップデート内容(機械語訳をすこし修正)

  • キャリアモード
    • キャリアモードが実装しました。まだ開発中ですが、新たなキャリアを保存し始めることができます。
    • 当然、サンドボックスモードでは最初から全て利用可能です。
  • 研究開発
    • 宇宙センターに研究開発施設を追加しました。
    • R&Dは、プレイヤーが(キャリアモードで)テックツリー上のノードを調査することにより、部品をアンロックすることができます。
  • サイエンス
    • あなたの任務中に実験を行うことによって、獲得されなければならない科学を必要とします。
    • EVA中では表面のサンプルを収集し、研究をするためにそれらを処理することができます。
    • 科学実験は、実験が行われるそれぞれの状況のために異なる結果を返す。
    • 実験は(すべての適切な実験としてしなければならない) 、全体の太陽系の多くの異なる状況にわたって繰り返すことができます。
    • 収集したデータを確認する際の実験の結果を表示する新しいダイアログを追加しました。
    • ミッションをリカバリー後に行われたすべての科学の進歩の内訳を表示する新しいダイアログを追加しました。
  • パーツ
    • マテリアルベイやGooのような新しい科学の部品を追加しました。また、既存の多くのパーツに実験機能を追加しました。
    • 古い科学センサーは現在、目的を持っている。これらはすべての科学的データを記録することを可能に独自の実験を持っている。
    • アンテナは、現在機能している、および物理実験をリカバリーすることが出来ない場合、科学データを送信するために使用する。
    • 送信時にアンテナは、電力を大量に消費します。必ず電池を持っていることを確認
    • オリジナルのものと比べて中間モデルである新しいアンテナを追加しました。
    • Communotron 88とCommsdishを改造。それを持って船を破壊しないように、新しいメッシュは同じ配置規則を使用しています。
    • ノーズコーンは現在、実際に大気中の飛行中の安定性を向上させるに役立つ。
    • それらが実際に近い将来に何かを意味する準備のために、一部の値と説明の多くを改訂。
    • 着陸脚とギアオーバーホール、彼らは今、サスペンションを実装した。
  • エディタ
    • サブアセンブリの保存と読み込みを許可するようにシステムを追加しました。
    • サブアセンブリは、後に他の設計に付着して再使用することができる宇宙船のサブセットである。
  • 宇宙センター
    • KSC施設は、すべての改定、新たなグランドメッシュや他の多くのグラフィカルな改善を特徴としています。
    • 大幅に島にある飛行場を改善した。
    • いくつかの施設への照明エフェクトを追加しました。 (他の多くのものの中で)滑走路が正しく夜間に点灯している。
    • 宇宙飛行士複合施設のための新しい背景やサウンドトラックを追加しました。
    • 研究開発施設のための新しい音楽トラックを追加しました。
  • フライト
    • それは、トラッキングステーションを経由せずにKerbin着陸/着水後の飛行をリカバリーすることが可能になりました。高度計の上にあります。
    • SASシステムは、再び、主に我々はすべての人から得ているすべてのフィードバックに基づいて、見直しが行われました。現在では、これまで以上に安定します。
  • ソーラーシステム
    • 天体は現在、実験のためのさまざまな条件を作成するために使用されるバイオームマップをサポートしています。
    • バイオームが現在Kerbin上とムンに実装され、より多くの、後のアップデートで追加されます。
  • ランチャー(ゲームのランチャーのこと)
    • 私たちは、ニュース速報、パッチ管理、また、ゲームの外から設定を微調整することができますが特徴のKSP用の新しいランチャーアプリケーションを持っている。

v0.21.1アップデート

アップデート日時:2013/7/25
アップデート内容(意訳)

バグ修正と調整:

  • KSP/Partsから使用されていない一部のアセットを削除。
  • 一部の風景メッシュが原因で、場合によってはUIが反応しない問題を修正。(主にVABやSPH)
  • いくつかのオブジェクトの縮尺を微調整。
  • Kerbin海水面の海の色を調整。 (あまりに暗すぎました)
  • エディターシーンで一度に大量のクルーを雇った後に、パーツを動かすとラグが発生していた問題を修正。
  • 新しいSASが姿勢を適切に維持できていなかった問題を修正。以前よりよくなっています。
  • SASがより反応しやすくなるよう、いくつかのパラメーターを調整。
     

v0.21.0アップデート

アップデート日時:2013/07/24
アップデート内容(意訳)

 

New:
*スペースセンターシーン:

  • スペースセンターシーンはフライト時と同じ地形を使用するようになりました。
  • スペースセンターシーンでは時間が経過するようになり、昼・夜は飛行中の状況と一致します。
  • ゲームの地形はシーンの切り替えをしても一貫しており、シーンの読み込みがより早くなります。

*建造物:

  • VABやSPHの建物の内装モデルが完全に新しくなりました。貨物リフトやトラックが稼働しています。
  • VABやSPH、トラッキングステーションの外見モデルがすべて新しくなりました。
  • 新しい宇宙飛行士複合施設
  • 説明を記載できる欄を追加、大気圏外への旅行のアイデアなどを数行書くことができます。

*搭乗員管理:

  • 打ち上げ前にミッションクルーを手動で任命する事が可能になりました、建造施設や打ち上げ台でも可能です。
  • スペースセンターの滑走路と打ち上げ台で表示されるダイヤログが完全に新しく追加されました。
  • 宇宙飛行士施設では、志願者リストの中から搭乗員を雇うことができ、すべてのメンバーのステータスを見ることができます。
  • より信頼性が高く、堅牢なシステムにする為、クルー処理のゲームロジックを改良。

*SASモジュール:

  • SAS制御ロジックを最初から最後まで書き直しました。
  • SASはすべての船で使用可能であり、RCSまたはその他の翼端板のような実際に動く駆動装置が必要となります。
  • 古いSASモジュールはリアクションホイールモジュールとして再利用され、トルクがかかっている間電力を消費します。
  • 新しいSASロジックは、SASがONになっている間も手動操作が可能です。船の姿勢を変更する為にSASを切り替える必要はありません。

*地形生成:

  • Munのクレーターを生成する新しいモジュールを追加。
  • 主にKerbinの地形を改良。山々や、丘、谷、そして海岸線などたくさんの興味深い地形を作成。

*フライトを遡る(Flight Re-Flow):

  • 物理的にありえない"End Flight"ボタンを削除。
  • 新しい選択肢としてミッションの打ち上げ前か建造に戻るかの"Revert"ボタンを追加。
  • トラッキングステーションに"Recover"ボタンを新しく追加。可能な場合はここから船を回収できます。("Terminating"とは真逆です。)
  • "Terminating"では彼らを殺してしまいますが、船を回収すると再びクルーは利用可能となります。
  • "Space Center"ボタンはどの時点でもフライトから離れることができます、セーブに制限がある場所では警告が表示されます。

*進行管理(Progress Tracking):

  • ゲームでは現在あなたが遊んでいる進行状況を管理しています。この重要なデータはやがてやって来るであろうキャリアモードに利用されます。
  • 進行データは(任意)我々のサーバーにアップロードされます。

*その他:

  • 非常に遠い距離でも影が使用できるようにゲーム内の影処理を改善。
  • KSPXパックのコンテンツからいくつかの新しいパーツを追加。
     

バグ修正と調整:

  • シナリオモジュールは余分なセーブデータやロードデータがある場合でも、適切にセーブ・ロードされます。
  • 現在のシナリオモジュールは複数の目標シーンを設定する事ができます。
  • 近くの船に切り替える内部ロジックを改良したので、もはや近くにいる船に切り替えるのを拒むべきではありません。
  • 非互換のセーブファイルに様々な可能性を含ませてアップグレードさせる為のシステムを追加。
  • 他の惑星や衛星などに近づくまでの初期PQSを調整。パフォーマンスが少し改善。
  • 非常に高速で移動していても地形の区画を固定できるようPQSに新しいシステムを追加しました。現在、地表面付近の低軌道周回はとてもスムーズです。
  • ほかにもたくさんの微調整と改善。

v0.20.2アップデート

アップデート日時:2013/05/30
0.20.2 Patch Released
アップデート内容(意訳)

バグ修正や微調整:

  • PNGやJPGテスクチャーでメモリー容量を沢山使わないように調整。
  • Linuxでのマウスホイール問題を修正。

v0.20.1アップデート

アップデート日時:2013/05/29
0.20.1 Patch is out!
アップデート内容(意訳)

バグ修正や微調整:

  • パーツ同士が衝突するロジックを微調整。接触による爆発が減少します。
  • Mumの高さを元に戻しました。この事でランドマークや基地が地面の下に埋まらなくなるでしょう。
  • EVAパーツのコンポーネントを微調整、最初から正しい値を持つようになります。
  • 新しいMedium Rover Wheelsのサスペンションを微調整、不安定な動きを修正。
  • マップや惑星画面で低解像度になってしまうのを修正。
  • ゲームスタート時に画面解像度が固定されなかった事象の修正。
  • たまにセーブから復帰した時に「Control From Here」がなくなってしまう事象を修正。
  • Cupola Podが予期せぬ時に船から分離しまう深刻な問題を修正。
  • たまに宇宙が2重になってしまう現象の修正、これらは害を及ぼしませんでしたがリソースを浪費していました。
  • スペーストラッキングステーションでのGillyの大きさを修正。
  • 旗が不自然に転倒してしまう点などを修正
  • 船外活動で歩き回った時、カメラが震動することを修正。

v0.20.0アップデート

アップデート日時:2013/05/21
KSP 0.20 Released!
アップデート内容(抜粋)

新機能:

  • パーツを7つ(うち2つIVA対応)追加。
  • 「旗」を追加。
    • 宇宙センターに選択した旗を掲揚することが可能に。
    • EVAで地上にいるときに緑を右クリックで旗を立てることが可能に。
    • 新しい旗を独自に作ることも可能。
  • エディタの改良
    • 「旗」を選択することが可能に。
    • コマンドポッドを最初に設定しなくても宇宙船を作ることが可能。
    • 宇宙船の最初のパーツを削除・置き換えが可能。
  • 表示する機体の種類を選択可能に。
  • 天体・宇宙船の情報を表示可能に。

修正:

  • Modのディレクトリ構成を変更。
  • メモリ使用量を平均30%削減。
  • その他バグ修正

v0.19.1アップデート

アップデート日時:2013/03/18
KSP 0.19.1

v0.19.0アップデート

アップデート日時:2013/03/16
KSP 0.19 Released!
アップデート内容(抜粋)

新機能:

  • Linux正式対応。(公式対応はUbuntu 12.04だが、多くのディストリビューションで動作するはず)
  • 大気圏突入のエフェクト追加。
  • 緑のアニメーションを追加。
  • 探査車両の車輪を追加。
  • グラフィックの改良。(タワーの削除を含む)
  • 新規パーツの追加。

修正:

  • 地表の夜や影の面にいるときの太陽光の処理を修正。
  • 大気圏内飛行時のサウンドループを修正。
  • テクスチャの追加・レイヤーの修正。
  • バージョン比較時に誤った'incompatible'警告を出す問題の修正。
  • 双曲線軌道にあるときに時間経過をx1に戻したときの問題の修正。
  • ダブルクリックの処理を修正。

v0.18.4アップデート

アップデート日時:2013/02/14
アップデート内容

新機能:

  • ゲームエンジンをUnity 4に変更。
    パフォーマンスの向上。
  • 新しい航空機のセーブデータを追加。

修正:

  • 適切にロックされていないいくつかのボタンを修正。
  • ステージ調節でアイコンが正確に動かせるように修正。
  • EVAのマップアイコンが表示されないバグを修正。
  • 惑星の地形が稀に正しく生成されないバグを修正。
  • その他微調整

v0.18.1アップデート

アップデート日時:2012/12/03

v0.18.0アップデート

アップデート日時:2012/11/30

v0.17.1アップデート

アップデート日時:2012/10/30
0.17.1 Released

v0.17アップデート

アップデート日時:2012/9/19
KSP 0.17 Released!

v0.16アップデート

アップデート日時:2012/7/20
KSP 0.16 Released!

New:

  • Kerbal crewmembers in Extra-Vehicular Activities, both at the surface and in orbit.
  • Kerbal scientists, mechanics and ground crew all around the Space Center Facilities.
  • New Internal Cockpit models, with full modding support.
  • New (Much lighter on performance) Particle Effects and Explosions
  • Several new, larger rocket parts.
  • Added a Launch Clamp part. It holds the ship in place at the pad so it doesn't crumble to pieces before you get a chance to launch.

Bug Fixes and Tweaks:

  • Set all parts on the same vessel to ignore collisions with each other. Hopefully this will solve all part-to-part collision problems.
  • Reduced the minimum collider intersection threshold to much less than before. Should increase collision accuracy and hopefully solve issues like landing gear going through the ground. (all thanks to above fix)
  • [API Change] MemoryStream wrappers that were mistakenly not committed for 1.15.1 have been added to the code.
  • Packing/Unpacking ships is now done without affecting the ship's scene hierarchy. Now, vessels take care of keeping their own parts in place while packed, making for much more stable physics behavior when going in and out of time warp.
  • Improved vessel/part loading from persistence procedure, for more stable and accurate flight resuming.
  • Fixed a bug in the Tracking Station scene, which prevented scrolling the vessel list.
  • The Vessel Switching keys now only cycle between nearby vessels and won't cause the scene to reload anymore. To switch to far-away vessels, you must use the map view.
  • Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little.
  • Added separate control bindings for walking and jetpacking on EVAs.
  • Added 1:1 EVA rotation axes. Using them disables the automatic orientation system.
  • Fixed RCS and SAS toggling on other vessels.
  • Vessels take collision impact momentum into account whenever possible
  • Fixed a problem where vessels would be stuck as 'Landed' if boarding a part while in contact with another.
  • Fixed issues with the large Landing Leg colliders.
  • Added patcher auto-updater. Will redownload the patcher if a better version is available.
  • Tweaked Physics settings to reduce landed part wobble.
  • It is now possible to close the Flight End screen without leaving the flight scene (to switch vessels).
  • Tweaked part collision handling for better efficiency.
  • Landing Legs now use a much improved collision handling system, eliminating leg wobble on heavy ships.
  • PartTools can now serialize WheelCollider components.
  • Improved detection/response to vessels below terrain and much better terrain altitude detection for vessels.
  • It is no longer possible to save the game (or switch vessels) while very close to the ground and not landed (could cause terrain fallthrough).
  • Fixed the crew capacity values on the part.cfg files.
  • Fixed the Orbit initialization routine, to prevent NaN errors on landed craft
  • Fixed parts that use the Part class having a "Part Type not available" message on their descriptions at the VAB.
  • mbm texture files are now DXT compressed and cleared from RAM as soon as they're uploaded to the GPU. RAM usage is massively improved.
  • Fixed some issues with the patched conic solver not finding proper SOI transitions sometimes.

v0.15.2アップデート

アップデート日時:2012/6/1
KSP 0.15.2 Patch released!

v0.15.1アップデート

アップデート日時:2012/5/31

v0.15アップデート

アップデート日時:2012/5/17
[KSP 0.15]: Officially Released!

v0.14.4アップデート

アップデート日時:2012/4/3

v0.14.3アップデート

アップデート日時:2012/3/28

v0.14.2アップデート

アップデート日時:2012/3/27

vv0.14.1アップデート

アップデート日時:2012/3/4

v0.14アップデート

アップデート日時:2012/3/3

v0.13.3 (Demo版)アップデート

アップデート日時:2012/3/3

v0.13.2アップデート

アップデート日時:2012/1/26

v0.13.1アップデート

アップデート日時:2012/1/11

v0.13アップデート

アップデート日時:2011/12/16

v0.12アップデート

アップデート日時:2011/11/11

v0.11.1アップデート

アップデート日時:2011/10/13

v0.11アップデート

アップデート日時:2011/10/12

v0.10.1アップデート

アップデート日時:2011/9/13

v0.10アップデート

アップデート日時:2011/9/6

v0.9アップデート

アップデート日時:2011/8/12

v0.8.5 アップデート

アップデート日時:2011/7/18

v0.8.4 アップデート

アップデート日時:2011/7/14

v0.8.3 アップデート

アップデート日時:2011/7/14

v0.8.2アップデート

アップデート日時:2011/7/14

v0.8.1 アップデート

アップデート日時:2011/7/13

v0.8 アップデート

アップデート日時:2011/7/7

v0.7.3 アップデート

アップデート日時:2011/6/24
最初のリリース

コメント

  • WoTのページのままだったので適当にKSP用に変えてみました。ただreadmeをコピペしただけです。どんどん加​筆​修​正しちゃってください。 -- 2012-08-16 (木) 02:06:20
  • V 23.0までむりかな・・・・ -- JMMMMMM? 2013-12-31 (火) 20:12:05
  • 機械語翻訳ですがおいときました -- 2014-01-16 (木) 16:48:56
  • ↑の意訳しときました -- TA? 2014-01-18 (土) 20:47:13
  • お二人ともおつです -- 2014-01-19 (日) 00:30:03
  • 日本語訳お疲れさまです -- 2014-04-08 (火) 20:32:14
  • 1.0.2にアップデートしたけど、アスパラガスが組めない。 -- 2015-05-04 (月) 23:06:59
    • 詳細書こうとしてエンター押してしまった。燃料ホースを接続してもタンクの消費をコントロールできない(意図しない燃料消費をする)。またKER導入しているがステージにも反映されない。 -- 2015-05-04 (月) 23:08:27
    • MODで何気なく導入したパーツに因るものでした。申し訳ない。 -- 2015-05-05 (火) 00:38:56
  • EPIC版ですが、昨日日本語対応か何かのアップデート入ってますか?・「プレイ」ではなく「インストール」のボタンになる・セーブデータ消えた・インストールしなおすと公式で日本語になっている・・・っと言う状況です。 -- 2023-07-29 (土) 14:42:41