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Posted : admin On 29.01.2020Update 1.6 As you probably know by now, we are currently working on update 1.6 as part of our plan to deliver quarterly updates. These quarterly updates will keep offering exciting new content that will enhance our players’ game experience, as well as overall improvements to performance and bug fixes. A key aspect of our work in recent months has been in limiting the impact on mods. As many of you have noticed, the majority of mods that worked on 1.4 did so for 1.5 as well.
That’s not to say there won’t be any issues with existing mods when there are updates, but we will continue with this effort as we know that mods are an essential part of KSP and of what makes it great. Part Catalogue Revamps Fuel Tank Adapters For the last couple of weeks we have been teasing throughout our social media channels bits and pieces of what we are preparing for update 1.6 and, as you have seen, we are continuing the revamping effort of the part catalogue; focusing particularly on giving life to older parts that aren’t optimized or simply look outdated. One of such parts is the Kerbodyne ADTP-2-3 Adapter. The purpose of this adapter was to accommodate the Rockomax and the Kerbodyne S3 fuel tank series, but it never really matched with the designs of either tank series.
With a total remaking of the adapter’s diffuse, normal, and specular texture maps, as well as with the introduction of a brand new variant, this adapter will now seamlessly blend between these two tank series and its variants. We are looking into the possibility of giving the ADTP-2-3 Adapter fuel carrying capabilities as it has been suggested by the community. For the high-res images Other adapters that received the good ol’ makeover treatment are all three TVR Stack Couplers. After the introduction of new variants for the the FL-T tank series in update 1.4, these adapters no longer match the tanks they were supposed to fit. Therefore, we needed to revise the TVR series and create brand new diffuse, normal, and specular texture maps for them to combine with all of the different versions of the FL-T tank series. For the high-res images Similarly, both the FL-A5 and the FL-A10 Adapters got a well-deserved makeover.
Designed for connecting 1.25m parts to 0.625m parts, these adapters got their UV maps optimized and received new diffuse, normal and specular texture maps. Additionally, a new variant that will match with the orange FL-T tank series was included. For the high-res images As part of this adapter renovation effort, the team also gave both the Rockomax Brand Adapters a well-deserved face-lift.
Both parts got their UV maps optimize, brand new texture maps and a new variant to combine with the orange FL-T tank series. The geometry of the large Rockomax Brand Adapter was also updated to give it a smoother shape. To see more and high-res images The new Spark The team also gave the iconic 48-7S “Spark” Liquid Fuel Engine a full-fledged aesthetic makeover.
We wanted to enhance this engine’s versatile nature by including 3 very different variants that will also increase the customizability of your creations. The geometry was completely redone and the detail of the tubing of the engine was carefully crafted. New textures were also created for this part and a new emissive texture for the throttle animation was added. To see the high-res images The Mk2 Lander Can We also took the opportunity to give Sean’s Cannery Mk2 Lander Can a brand new face-lift.
We wanted this command module to be more in-line with comparable parts, so we reduced its mass and added a second top hatch. In an attempt to broaden the creation possibilities with this part we also added a third attach node to the back of the module and included a slimmed down ‘butter stick’ variant ideal for manned rovers. The default variant, on the other hand, will have a pair of built in service bays. The IVA view of this command module is also being worked on to match with its new look. For the high-res images. New Features Activate Navigation to a Launch Site Visual enhancements aren’t the only thing that have been on our agenda. In fact, there is a quality of life feature coming to update 1.6 that will help any stray pilots find their way back to any Launch Site or Runway.
From the Map View players will now be able to activate the navigation system towards the KSC, the Woomerang Launch Site, the Island Runway, Dessert Launch Site or any mobile Launch Site set by a mission creator. Activate Navigation to a Launch Site will target the chosen location and add a navigation mark in the NavBall. To see an animated gif showcasing this feature. The Bug Hunt Additionally, we have spent some time in the bugtracker identifying bugs that needed to be mercilessly squashed. For starters, in order to have more consistency between modes, the team made an adjustment to the SAS functionality on probes in Sandbox and Science game modes.
Some of these probes had full SAS functionality in these modes, even though their description said otherwise, and these adjustments correct this. However, the SAS functionality on probes will be togglable from the game settings, with the old behavior being the default setting. The dV calculator in the burn time indicator included in update 1.5 had some bugs, and the team went straight ahead to figure out what the problems actually were, and of course fixed them. This included fixing the handling of docking ports and multiple nuclear or ion engines within the new Burn Indicator functionality.
The flashing of the Burn Indicator and the display of dV before the launch of a vessel was also a problem that we fixed in the past weeks. Moreover, the Vernor Engines now use Liquid Fuel and Oxidizer correctly on the Engineering report, and we also fixed an issue that drained the fuel from tanks when the fuel availability icon was double-clicked. These are only a few examples. Meet the team We also want to take this opportunity to introduce you to our new Lead Artist, Rafael “Stylushead” Gonzalez. You have already seen his work these past weeks, including the new Key Art, the Halloween images and many things included in update 1.5. Here are a few words from him: I was born and raised in Mexico City. I worked in the animated movies industry for nine years, most of that time as an art director, supervising from concept art to final product, illustration is my expertise, always mixing different techniques from 2D and 3D and sometimes traditional.
I love video games and movies and everything involved in their development. Also I work from time to time in webcomics as a colorist. I joined the Kerbal team as lead artist during the KSP 1.5 release and since then I have been producing, learning and enjoying a lot! Ghouls in Jool Halloween Challenge - The best short stories!
Even though Halloween is behind us, we want to share with all of you some of the best short stories we were delighted to receive in the Ghouls in Jool Halloween Challenge. The challenge consisted of submitting spooky short stories based in the Kerbal universe and.oh boy did we get some chills Unfortunately, we couldn’t fit all stories here, but if you’re in the mood to read what our fantastic community came up with,.
Here are what we thought were the top three stories. 1.- “The Heart of Jool” by Falling. Deeper and deeper, away from everything I have ever known. Falling through the flashes of lighting. Will I be struck, or crushed? So far away now.
I am the first witness of Alien Thunder. Will I be the last? And how long until I meet death?
I can feel it everywhere. Jool, pulling me closer still.
The helmet creaks. The others would never hear.
The ones who died along the way - The helmetless pilot. The crushed engineer. The scientist locked outside. And the world drew Golem Thirteen to its ultimate fate. Noises, growing louder ever still. But always, nothing But the menacing fog around the Heart of Jool.
Until a voice, Menacing, kind, Evil and holy, speaks out from the void above. No - it couldn't be! The ancient legend was true! Have I met Evil? Tell me, child, what do you know of me, the Deep Space Kraken?
The devourer of ships, destroyer of worlds, the embodiment of Death. Yours truly - but have none considered a force stronger than I? Long ago I destroyed ships, devoured worlds, killed mercilessly. My helmet gives way, great Kraken! In moments I shall meet Death!
I met Death long ago, banished by the Universe to the Heart of Jool. And tell me, great Kraken of Deep Space, what do you mean by this? Child, With power comes destruction. At the top I ruled dust. From everything, wishing I could go back to mend it. Wishing the dust would absolve my crimes. In you I see me.
And unlike me, I can save you. The visor gave way to the intense aether, crushing instantly. The last I would see, before my final toxic breath, would be The haunting yet noble face of the Kraken of Deep Space Against the backdrop of the cruel, unrelenting Heart of Jool. T Minus Five. The launch pad.
The crew, all still alive. Golem Thirteen would stay on the ground. And then was a sound. Indeed, it was The Kraken of Deep Space. Gone in a blink, he said Goodbye and nothing more, with a smile that shook me to the core.
But I am now certain I will remember that great regretful ghoul. The one who saved me from the void in the Heart of Jool. 2.- “Clank” by Clank!
Startled, research forgotten, the two scientists looked up. They had both definitely heard it this time.
This time it was undeniable. “Okay, maybe you weren’t dreaming earlier” apologised Jedfen, but neither of them seemed pleased by this prospect. Jedfen and Hencott were familiar with all the regular noises of Outpost V., but this noise was not one of them. They knew the steady whirring of the solar arrays as they tracked the sun, the hum-thud of antennae realigning, and the wet slap of sloshing fuel. Clanking was something new, and it was coming from outside! The two locked eyes, panic growing at the realisation they were not alone. Something was knocking against the outside of their laboratory!
“Should we call mission control?” suggested Hencott “We can’t” replied Jedfen, wondering if Hencott’s stupidity might be higher than indicated, “Did you forget that it’s night here for two more days? We need to be facing sunward to get a signal to Kerbin” “Maybe the supply ship came back?” Hencott proposed weakly, but that ship had launched weeks ago, the kerbonauts were alone. “WE HAVE TO STAY CALM!!” shrieked Jedfen, momentarily losing his cool “What would Jeb do?” “We need more information” said Hencott, taking deep breaths, “We need to know what is making the noise, one of us will have to go outside” Silently both Kerbals stood to face each other, and proceeded to play rock-paper-scissors Clank! “That noise came from near the north window” Jedfen said into the handheld radio. Approaching now. I think I see someth” but the staticky reply was cut short by a yelp! Then laughter!
Then ominous silence Minutes passed, but the radio only hissed. Amidst rising dread Jedfen moved to the suit rack, compelled to go help, but he was too late! The airlock began to cycle, something was coming in! Armed with a jumbo-sized snack bar Jedfen prepared himself to defend the outpost. Through dramatic billowing gasses Jedfen saw him step from the airlock, grinning, and holding something that was attempting to wriggle free. Looking closer, he saw cradled firmly in Hencott’s arms an adorable tiny rover! “Where did that come from?!” he asked, tension dissolving into curiosity.
“Some earlier mission?” laughed Hencott, “I think it was trying to charge power by the window light! Can we keep it?” “Control can’t say no if they can’t contact us!” 3.- “Fright Night at KSC” by Every year during the three hundred and thirty-third night, mysterious things start to happen at the KSC. None of the KSC staff want to stay that night, as weird noises abound around the Center. The only exception is, who gleefully volunteers to be the caretaker for that night, from his usual haunt in the Admin building. In the deserted Astronaut Complex, ghostly footsteps and flushing toilets are heard. The great radio dishes of the Tracking Station creak and squeal as they turn, but only during that night. Pale apparitions are seen streaking down the runway, rising briefly before vanishing below the waves, while the big display screens at Mission Control fill with static.
Even though the VAB is shut down for that night, the cranes and other machinery start moving with nobody at the controls. Fire and smoke bloom on and around the empty launch pad as a muted roar is heard, and hundreds of scurry around the Research and Development center. A steady tap-tap-tapping punctuated with whirring fills the Spaceplane Hangar, without a soul in sight. They call it When day finally breaks on that seemingly endless night, everything grows quiet again, and Mortimer starts to look sad. The tiny glowing kraken all vanish without a trace.
But when the brave kerbonauts start arriving at the Astronaut Complex, they are shocked to find all the kerbals that had been KIA during the last four hundred days sitting around, drinking koffee. Honorable mentions: “” by Joshua Stubbles, “” by Swjr-swis, “” by KSK, and “” by qzgy. Finally we want to remind you that you can share and download missions on, the and the.
That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on.
Stay tuned for more exciting and upcoming news and development updates! Happy launchings! 15 October Hello everyone! Kerbal Space Program 1.5 Dressed for Success has launched and with it we bring new content that brings your game experience forward. We are driven to continue with our never-ending quest of making KSP the best game it can be through continuous support and substantial updates. Kerbal Space Program 1.5: Dressed for Success has something for everyone, as both the base game and the expansion are getting their share of enhancements.
With that in mind, a key aspect in this update is the optimization and fresh makeover of various parts, as well as the classic EVA and IVA Space Suit. Additionally, players will find a number of brand new features, as well as good ol’ bug sweeping. Let’s go through some of this update’s highlights.
And much more! Check out this patch's Changelog for further details: 1.5 Changelog - BaseGame ONLY (see below for MH changelog) Improvements.Optimized the game for 4K resolution and increased the UI scale to 200%. Added higher impact tolerance to retracted solar panels.
Deployable parts now use separate value for their impact resistance when retracted. Implemented a new version of the kerbal suits for the base game.
This includes IVA suits for recruits and veterans as well as EVA suits. Revised the behaviour of asteroids within Kerbin’s SOI and gave them better VFX. Added a 'What's New' dialog to the main menu, where you can quickly see the highlights of the release as well as the full change log. (you're probably reading this from that very dialog).
Improved Burn Time information on Maneuver nodes. Includes correctly calculated burn time and Stage Information; Burn bar indication when vessel does not have enough DeltaV to perform the maneuver. Staging of docking ports now available in flight. Changing staging of docking ports allows the player to change the Delta-V of the vessel for docked vessels which changes the Burn Time Information on Maneuver nodes. Kerbals can now be placed in external command seats in the VAB/SPH.
Wheel suspension now has auto spring/damper to combat bouncing wheels. Localization. Fix lingoona gender tags in resource names in PAWs. Localization of bulkhead size and other automatic search string tags. About This Game In Kerbal Space Program, take charge of the space program for the alien race known as the Kerbals. You have access to an array of parts to assemble fully-functional spacecraft that flies (or doesn’t) based on realistic aerodynamic and orbital physics. Launch your Kerbal crew into orbit and beyond (while keeping them alive) to explore moons and planets in the Kerbol solar system, constructing bases and space stations to expand the reach of your expedition.
Kerbal Space Program features three gameplay modes. In Science Mode, perform space experiments to unlock new technology and advance the knowledge of Kerbalkind. In Career Mode, oversee every aspect of the space program, including construction, strategy, funding, upgrades, and more. In Sandbox, you are free to build any spacecraft you can think of, with all parts and technology in the game.
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Key Features. Build spaceships, rockets, and vehicles using any imaginable combination of parts, each with their own function that will affect the way your spacecraft behaves. Take full control over your ship’s setup to execute complex flight maneuvers. Manage your Kerbal crewmembers, including hiring, training, and sending them into space to become heroes. Discover a whole star system with unique moons and planets, exploring detailed terrain at a vast scale. Send your Kerbal crew outside their ships for “extra-vehicular” activities.
Dock spacecraft together to construct space stations, massive starships, and surface bases on new planets. Use satellites to scan terrain and find biomes and other anomalies. Set up communications networks to communicate between your spacecraft and Kerbal Space Center. Research and develop new technologies to extract valuable information and resources from all over the solar system, and much more! Try out the many mods created by the Kerbal Space Program community!
The roots of Kerbal Space Program grew from a rather dangerous place. “The original concept for KSP came from this game I used to play as a teenager with my friends,” says lead developer and Squad founder Felipe Falanghe.
“We’d take actual firework rockets and such, dismantle them, and put together these ‘spacecraft’; we strapped fins and struts to them, tried to pull off two-stage designs, and all the while we taped these little men made of tin foil to their duct-tape cockpits.” These intrepid little guys were called, perhaps unsurprisingly, Kerbals. “It wasn’t meant to be a video game back then—it was just something we did because we were bored and reckless,” he says, adding, “don’t try this at home.” That was some 10 years ago. But the concept stuck with Falanghe as he made his way through college studying game design, and grew over time into a pet project. Now, Falanghe leads a team that has employed some 25 people all told, and is knee-deep in development on a game that allows players to create and manage their own space program, by building and flying spacecraft, and trying to help the beloved Kerbals fulfill their ultimate mission of conquering space. Suffice to say, it’s a long way from firing off explosives in the back yard. Falanghe is aware that the project is an ambitious one, but isn’t perturbed. “I think the quality of the game isn’t something that’s necessarily related to the size of the team or the amount of resources,” he says.
“It’s also not a matter of being a perfectionist. If I’ve learned anything about this, it’s that quality is something the project picks up over time. We go back, we tweak what we’re not happy with, and it ends up working or looking better than last time.
I think working like this, as long as you keep up the pace and the enthusiasm, quality emerges naturally.” He recalls that the first version of the game Squad published, “wasn’t nearly as good-looking—or even much good.” This was an essential part of the lesson, though: “I learned to accept that the game is an evolving thing, rather than an unfinished version of a final idea,” he says. “That’s something you need to embrace if you plan to release early, especially if you’re independent with loose or looser deadlines. You need to set goals to aim for and honor them, otherwise there will always be something else you can tweak to make it better.” Falanghe also points to the fact that the team managed its expectations for the game early on.
“We had all these open decisions still to make, and it could have held us back much more if we’d been hard set on an unchangeable, ultimate vision for the project.” To bring his ambitious project into existence, Falanghe and his team turned to Unity. “We chose Unity almost from day one,” he says. “We had already done some small projects with it, and we chose it at first for how quickly you can put something together, and how simple it is to deploy what you created.” He had worked mostly with Flash back in those days, and considered creating KSP in Flash at the start of the project. “But we quickly realized Flash could only have taken it up to a certain point, and since we were already contemplating the potential for growing the game if things turned out alright, we decided to go with Unity from the start,” he says. “I’ve been very happy with our decision.
Once we familiarized ourselves with it, we loved working with it. The modular behaviors, for instance, are something we abuse a lot in KSP. C# is an awesome language to work with also.
I’m a total convert now, definitely.” He says that Unity Asset Store packages like EzGUI, Vectrosity, AdvancedRagdoll, and SmartWater have saved the team a lot of time and effort. Getting the idea rolling was a rather speedy process.
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Falanghe put the first version of KSP together in about a day, just to see something that vaguely resembled the concept on screen. “It was no more than a few stacked cylinders and some forces applied with some particle effects, set against a flat terrain plane and a skybox,” he recalls. There were no camera controls, or any other controls at all, and hardly any code for that matter. “I had set the parameters for the forces and joints just so that the cylinders that were supposed to be SRBs broke loose while the rocket was still in the frame. That was version 0.0.” “Through all our updates, we’ve focused on having a playable game at all times,” says Falanghe. “This is a very important part of our development style—it would be very disheartening to have something unplayable.
Besides, I can’t sleep if some script in the game won’t compile, so the game in an unplayable state for any amount of time could really affect my health!” There were moments during development where he says he was utterly stumped by one problem or another, and sometimes it did feel like they’d hit upon an unsolvable, project-sinking issue. He recalls one such case, when the team first got into making the physics transition into its two-body deterministic solver. “There were so many issues with disabling the PhysX rigidbodies mid-flight and putting the ship on rails, and then transitioning back out again, I felt we had taken a step longer than our own legs were that time,” he says.
Despite the stress, however, they eventually found a way around each issue and picked their way out of the rut. The initial idea for KSP was much less ambitious then the game Squad is now striving to develop. At its earliest phases, it was even going to be constrained to a 2.5D playspace. But along with new ideas, came new limitations. “The main one we’ve had an ongoing battle with is floating-point imprecision,” Falanghe says.
“We stumbled upon those in pretty much every area of the game, but I think we were able to come up with some interesting solutions to those problems.” So what were some of the game’s “eureka” moments? “When we started, there were several aspects of the game that were completely unclear to me, both technical and design issues,” says Falanghe. Take docking, for instance: The team had tried to do it once before, but the idea of managing multiple ships together started to snowball into an unsolvable tangle of cases they’d have to account for. They eventually scrapped it. But a few months later, Falanghe recalls the moment when he realized it would be possible to merge the ships together instead of keeping them as separate entities, which allowed for a far simpler implementation—one that was hugely more robust, as it used all the systems they had originally developed for ship construction.
If there’s one thing about KSP that has made Falanghe happiest, it’s when he hears players talk about how they learned about space travel through the game. “I spent a lot of time worrying about the orbital mechanics in the game being too complex, and put a lot of thought on the UI systems to make it as visual and approachable as possible, so to hear players tell of how they were able to learn it from the game is a huge deal for me,” he says. “It always makes my day. I guess I’m most proud of that—of how we managed to show a very complicated thing in a way that makes sense. And it’s been pretty cool to realize how many other gamers wanted to go on a rocket ride with slightly silly green men.” You’re So Very Special An interesting and little-known Kerbal Space Program fact is that originally, the three initial Kerbals—Bill, Bob and Jebediah—weren’t supposed to be special at all.
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“They were just placeholders while we didn’t have a random character generation system in place,” recalls lead developer Felipe Falanghe. “We were completely surprised to see how attached people got to those three, and we decided then that those guys had to stay special.” Which explains why they’re the only ones in orange suits, while everyone else is dressed is blue. Toys Kerbal Space Program lead developer Felipe Falanghe has always been a fan of flight simulators (Microsoft Flight Simulator, Orbiter and IL-2, to name a few), and games that are more toys than goal-driven contests, like SimCity, The Sims and Minecraft. This is reflected in KSP, which has grown to become an ambitious, open-world universe simulator that specializes in modeling orbits, atmosphere, gravity and rocket physics. “All that got picked up along the way, and some of the ideas found their place in the game,” says Falanghe.