* Fix missing Jetpack EVA jets for rotation groups in all suits. * Fix smoke plume VFX issues across all smoke types. Note that if this is added to existing variants, the mass of crafts in flight will be preserved at the old value. * ModulePartVariants now supports cost and mass modifiers for variants. * Localization string changes for German. * Added version display in game to include installed expansion versions. * Updated map nodes to be visually different when behind a celestial body. * Added vessel position data to debug menu. * Increase PQS cache on startup and performance improvements. * Added Steam cloud support for saves (Career, Science and Sandbox) and craft files, as well as helper files. * Added Steam Workshop support for craft files. * Added steam controller profiles for officially supported controllers (XB1, PS4) as well as a generic profile for HOTAS-like joysticks. * Improve wheel suspension micro-oscillation and sliding. Click here to learn more.Ĭheck out this patch's Changelog for further details: = v1.4.4 & MH 1.3=ġ.4.4 Changelog - BaseGame ONLY (see below for MH changelog) This patch includes various improvements and bug fixes for both the base game and the Making History Expansion, as well as language corrections.Īdditionally, this patch includes some new Steam features, including the full in-game integration of the Official KSP Steam Workshop hub, the implementation of Cloud Saves on Steam for both game saves and missions and an improved and expanded controller support via the Steam Controller framework. Tech Tree Unlock (Career) in 1:08:27.Kerbal Space Program 1.4.4 and Making History 1.3 is about to be launched! And I hope to bring this faster version of 'Science Jr., Early' back to Science-mode run, presuming it will adapt.Īnd, again, I leave the next World Record to you! Until this run is beaten, my hands are off. And after that, it's the same ships, but with probes and electric generation to enable non-pilots and low-level Kerbals to fly semi-competently.Įxperience with this run, and routing around career-mode-specific issues has helped to optimize the Science-version of this route as well. Then a quick sub-orbital launch to grab the science needed to afford the first probe. It removes the in-flight EVAs and run-to-biome from the first two launch missions and adds a science buy between them. )īeyond the money-game, this route is intensely similar to my Science-mode run. Thanks to that, I've routed this Career-mode category without ever intentionally completing a contract. In other words, Kerbal Space Program has a Money Laundering "feature." You can even use that advance money to build ridiculously expensive ships, park them out on the front lawn phone your investors to tell them you've gone bust accept a whole new whack of contract advances on the heels of your own bankruptcy then recover the hidden assets of your parked ship(s) to regain the money from the first round of advances. Thankfully, KSP being a half-conceived, poorly engineered, and horribly designed game - FIGHT ME - means that there is no meaningful penalty to accepting contracts from mission control, using the 'Advance' money each of those contract provides to upgrade facilities, then cancelling all those contracts and taking some more. So the routing of this run has to accommodate what we can do, when we can do it - based mainly around MONEY. In Kerbal Space Program's career mode, purchasing facilities and leveling up Kerbals by sending them on missions unlocks things like EVA, Surface Sample collection, and piloting skills.
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