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Kerbal space program 1.1.3
Kerbal space program 1.1.3






  1. KERBAL SPACE PROGRAM 1.1.3 UPDATE
  2. KERBAL SPACE PROGRAM 1.1.3 CODE

Seeing KSP being used as a tool for a space agency to interact with space enthusiasts is incredibly rewarding and the article quotes both Kasper (KasperVld) and community member Matuchkin! You can read it here. Sarah Schlieder explores the challenge Jason Dworkin of the OSIRIS-REx program presented to our community. Yesterday we’ve seen an article about KSP published on the NASA website. A few new configurable realism options have been introduced and antennas are now subject to aerodynamic destruction much like solar panels are. Bob has been working on more integration and polish on the antenna relay system.

KERBAL SPACE PROGRAM 1.1.3 CODE

We’re planning a huge behind-the-scenes project / code clean up which should help make the game run smoother and increase the maintainability of the code so that we can add many more features in the future.

KERBAL SPACE PROGRAM 1.1.3 UPDATE

Mike has been working to update the game to Unity 5.4 in preparation for development to kick off after the release of the 1.1.3 patch. Mike (Mu) and Bob (Roverdude) have been focused on the 1.2 update. Further good news is that the issue where the editor could crash when deleting parts appears fixed now, though on the flip side Ted’s work on the experimental testing has been complicated over the past few days because of a broken internet connection.

kerbal space program 1.1.3

Fixed an issue where crew transfer dialogs could be opened more than once, making crew disappear.ĭave (TriggerAu), Steve (Squelch), Nathan (Claw) and Mathew (sal_vager) are keeping themselves busy working through test cases, regression tests and bug reports: sorting, prioritizing and forwarding them to the developers. Fixed an issue where the reporter method for RCS torque wasn’t considering the thrust limiter. A selection: fixed an issue introduced by the drift fix where acceleration would spike when transitioning between rotating and inertial reference frames (100km orbits). Nathanael (NathanKell) split his attention across many areas of the game, fixing issues at the pace of… something insanely fast. Because the code had to be re-designed, this proved to be an excellent opportunity to make it much easier to work with for devs and modders alike. To fix this, Brian (Arsonide) edited the orbit generation algorithm to be more modular which allowed him to change it to regenerate only the orbital parameters that were faulty, while leaving the others intact. To cut a long story short contracts were generating erroneous parameters with the new orbit code and saving them, causing persistent issues. One of the issues that came up last week related to the way career mode generates random orbits with the new orbit code. Those of you who follow us closely will know that as of late last week, update 1.1.3 has entered experimental testing! The QA and experimental testers are diligently running through their test cases, but the general feeling here is that we’re quickly running out of high priority bugs to address, which bodes well for a release next week. I’m eager to start working with the other developers to improve Kerbal.Ĭurrently I’m helping get the console versions ready to go, and to get rid of bugs and suggest improvements in functionality. Hey there, I recently joined Squad as part of the dev team and this is my first devnote! Roy is the first new addition to the team, which we’re looking to restructure and expand in the near future:

kerbal space program 1.1.3

We’d like to introduce you all to Rodrigo (Roy) who has recently joined the development team in Mexico.








Kerbal space program 1.1.3