25. April 2016 von
Kerbal.Space.Program.v2.4.0.6-GOG Warez-World
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Kerbal Space Program v2 4 0 6
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-- Kerbal Space Program --

title.......... kerbal_space_program
genre.......... Simulation
game id........ 1429864849
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)


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

For the full list of changes, please visit:

Hello everyone!

Kerbal Space Program is ΓÇ£Turbo ChargedΓÇ¥ by the release of patch 1.1!

After almost a year of hard work our major update is finally here! In the
package youΓÇÖll 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!

ThatΓÇÖs 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 5ΓÇÖs new integrated systems. The ΓÇÿparallelΓÇÖ 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 & 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 computerΓÇÖs 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 itΓÇÖs 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 & 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 & 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 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.

* * *

#### Patch 1.0.2

##### Bug Fixes and Tweaks:

##### Thermal:

  * Fixed ships potentially overheating when splashed down.

##### Parts

  * Small tweak to Mk16 parachute drag.
Kerbal Space Program ist eine Sandbox-Raumfahrtsimulation. Der Spieler übernimmt ganz unterschiedliche Aufgaben bei der Erkundung des Weltraums durch die außerirdischen Kerbal. Dabei wird ein ganzes Sonnensystem simuliert. Es lassen sich eigene Raketen bauen, um Kapseln und Schiffe in den Orbit des Heimatplaneten zu bringen. Von dort aus kann man zu benachbarten Planeten und Monden fliegen, landen und forschen.
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