Monday, May 16, 2016

Kerbal Space Program v0.23.5.464[300MB]




Description
Kerbal Space Program is a multi-re game where the player can crte his own space program.
In KSP, you must build a space-worthy craft, capable of flying it's crew out into space, without killing them. At your disposal is a collection of parts, which must be assembled to crte a functional ship.
ch part has it's own function and will affect the way a ship flies (or doesn't). So strap yourself in, and get rdy to try some Rocket Science!
Main Ftures:
• The Vehicle Assembly Building. allows players to build spacecraft out of any imaginable combination of parts.
• Fully-fledged, Physics-based Flight Simulation ensures everything will fly (and crash) as it should.
• Procedural Terrain delivers detailed terrain at a vast scale. The Kerbal Planet is 600km in radius!
• Mod-enabled, allows players to crte new content and modify the game.
• Ship systems. Keep an eye out for engine temperatures and fuel levels, and try not to explode.
• Build ships with multiple stages, and jettison parts away as they out.
• Full control over the staging sequence allows for complex ships and advanced functionality.

Changelog:

v0.23.0
New:
* The Science Archives:
- Browse through all the science you've done in your Career games in this new section of the R&D Facility.
* Twkables:
- Several parts can now be twked individually by right-clicking them during construction.
- Landing Gr can be set to start out deployed or retracted, and can also be made steerable.
- Engines can have a thrust limiter set on them, so you can balance out asymmetrical thruster configurations (or use differential thrust for taxiing).
- Wheels can be twked to have their engines toggled, steering locked, all before launch (and after, of course).
- Control Surfaces can be twked to toggle response to pitch, roll and yaw input individually.
* Science Revisited:
- Transmitting scientific data no longer allows you to max out the value of a subject just by repting the transmission multiple time.
- Removing the experiment data from some experiment modules (for transmission or by EVA) will render them inoperable.
- Resetting an experiment can still be done freely as long as the data is not removed from the module.
* Solar System:
- Added a new Biome Map for Minmus.
- Clned up the Biome Maps for Kerbin and the Mun, to remove ars where Biomes would be detected incorrectly.
* The Lab Module:
- Added a new part called a Laboratory Module, which allows experiment data and samples to be processed before transmission, incrsing their science value.
- The Lab Module requires 2 crews inside to operate and a whole lot of power as well.
- Added a new button to the experiment review dialog to process collected data on the Lab if one is available (and operational) on your vessel.
* EVA Data Transport:
- Kerbals on EVA can now collect the data from experiment modules and store them on crew-carrying modules.
- Kerbals can also collect data from other data container modules, including other Kerbals.
- EVAs can also store samples collected from other experiments on the Lab.
* Part Tooltips Overhaul:
- The tooltips that pop up when mousing over a part on the editors have been completely redesigned.
- The tooltips show essential info only at first, but can be expanded to show more info with RMB.
- Once expanded, you can right-click again to collapse, or to pin other tooltips if you hover over other parts.
- Re-organized the part information to group stats for ch module and resource container on a part.
- Added a larger icon for the part on the tooltip itself, fturing a scale to give an id of size before picking.
* All-around Optimizations:
- We've gone over all our to make sure it runs as efficiently as possible.
- Upgraded to Unity version 4.2.2 to make full use of its own bugfixes and twks.
- Texture loading has been sped up, loading times are noticbly reduced.
* [-Only] 6-DOF Device Support:
- 6-DOF input devices such as the Space Navigator are now supported both as camera and flight controllers.
- Scroll Lock will toggle the device mode in flight.
- Due to driver limitations this is a -only fture for now. We're rdy to implement support in OSX and Linux as soon as those drivers become available.

Bug Fixes and Twks:
* Parts:
- The logic for all-vessel resource flow (such as Electric Charge and MonoPropellant) has been re-done.
- Fixed those resource containers not being able to drain fully or store an amount larger than their current available space.
* Docking:
- Fixed an issue that caused docking ports to resume their states incorrectly after docking, making it impossible to undock afterwards.
- Fixed a big issue with docking operations through physicsless parts in the hierarchy between the port and the original vessel root.
* EVAs:
- EVAs now use actual MonoPropellant for their jetpacks, instd of their own fuel.
- Fixed an issue with collision resolution that caused EVAs to sometimes fall over and become uncontrollable.
- Kerbals other than you will now pick themselves up from ragdoll state if they are involved in any 'accidents' or are flat out being used as Kerbowling pins.
- Parts that land onto splashed-down parts are now considered to be landed. This allows EVAs to walk on floating platforms.
* Other Fixes:
- The Return will no longer reset the staging sequence in the Editors, or return you to the Main Menu at KSC.
- The Main Menu now remembers the 'page' you were at when you left it, so if you return from a loaded game, you'll find it still at the "Start Game" screen.
- Fixed several issues with joystick axis mapping and indexing.
- Updated the Input settings screen to expose a few new control options that weren't accessible before.
- Fixed an issue that could ld to loss of GUI responsiveness after lving flight during reentry or supersonic flight.Minimum System Requirements
Core2Duo or equivalent.2 GB of RAM (4 recommended). HD3000 or better (Dedied card highly recommended).
Screenshots


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