Kerbal Space Program 0.24 (64-bit)seeders: 15
leechers: 2
Kerbal Space Program 0.24 (64-bit) (Size: 463.44 MB)
Description
Kerbal Space Program: First Contract v0.24
ChangeLog: ======= First Contract (v0.24.0) ===================== 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. * 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. Related Torrents
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