Kerbal Space Dev

Month

May 2012

2 posts

KSP 0.15 is up!

Hi,

I’m very pleased to announce that the 0.15 update of KSP is now officially released!

You can get it at the KSP Store.

This update adds these features to the game, among several others:

  • The Spaceplane Hangar Facility: A new construction building where you build horizontally.
  • A new Runway Facility, where you launch the things you build in the Spaceplane Hangar.
  • A new Patched Conics display on the Map View, shows your trajectory as you move into and out of the SOI of planets and moons.
  • A lot of new parts, including air-breathing jet engines and deployable, animated landing gear.
  • A new mod creation toolkit, allowing for animated part mods, normal mapped part models, and several other improvements.
  • A new, far-flung little moon around Kerbin, called Minmus.
  • Many bug fixes and tweaks.

The full changelog can be seen here.

Happy Launchings!

Cheers

May 17, 201216 notes
Destructoid revisits KSP!

Hi,

Just wanted to share with everyone, Destructoid did a new review of KSP, after the one they did last year:

http://www.destructoid.com/revisiting-the-kerbal-space-program-224625.phtml

It’s interesting to see a comparison of KSP as it is now with such an earlier version of itself. If I’m not mistaken, when they did the first review, we were on version 0.8 or 0.9.

Chers

May 2, 2012

April 2012

1 post

Server Move Almost Done!

Hi,

As you’re all probably aware, the site is behaving a little weirdly at the moment.

We are just about done carrying out the move to the new server, but it might take some time for DNS servers to update and start referring the kerbalspaceprogram.com domain to the new IP.

If you see the forums in Maintenance Mode, you are being directed to the old server. Follow this link to get into the proper site.

This situation should resolve itself in a few hours. Until then, we thank you for your patience.

Apr 3, 20122 notes

March 2012

4 posts

The Site is back up

Hi again,

Just wanted to let everyone know, we’ve got the Store, Forum and Wiki back up now, and everything is running normally again.

We’ll be keeping an eye on the server though, to make sure it behaves properly this time.

Again, we apologize for the inconvenience.

Cheers

Mar 28, 20122 notes
Store Access Issues

Hi,

As you are all probably aware, we’ve had technical issues with the site yesterday, making it impossible to get into the Store, Forums and Wiki. This was most likely caused by the enormous demand that resulted from the 14.2 release.

The Forum is now back up, because it has an auto-restore feature that kicked in this morning. It brought itself back to life.

The Store and the Wiki don’t have that, and they’re still down at the moment.

This is an easy fix, but it needs to be done manually. We were unlucky enough to have the site crash just a few hours after we logged off yesterday evening.

This should be sorted out soon. Sorry for the inconvenience.

Cheers

Mar 28, 2012
KSP 0.14.2 Update is live!

Hi,

I’m very happy to report that the 14.2 update is now finally official!

This update adds, a completely overhauled terrain engine to the game, and a heap of bug fixes and tweaks to not only the game, but to the patcher system and the site server.

You can see the full changelog here.

(Also, please be patient, as our server is again having trouble keeping up with the demand. However, downloads shouldn’t cut off half-way through anymore)

Happy Launchings!

Cheers

Mar 27, 20128 notes
KSP 0.14 is Official! (and available at the Store!)

Hi,

I’m very pleased to announce that after 9 weeks, the longest update period we’ve ever tackled, the 0.14 update of KSP is finally official!

This version, as you all probably know, adds persistence to the game, as well as support for multiple simultaneous flights, multiple crew members, and live-switching between flights.

It also adds a plugin loader, which means mod-makers are now able to program their own part types, and we’ve already seen some incredible things being developed by the community, even before the official release (or even documentation) was out.

We’ve also released the 13.3 update for our Demo, which fixes a few issues from the old version. 

The full update changelog can be seen here, and you can download the full version through our KSP Store.

Happy Launchings!

Cheers

Mar 3, 201212 notes

February 2012

2 posts

The Story of KSP -- KSP 0.4

Continuing with the story now, KSP 0.4 was when we first decided to tackle the big problem of terrain, in a planet-sized scale.

I had been playing for a while with creating procedural things here, but they were pretty simple back then. I built this very simple asteroid generator here, mainly to prove to myself I could do it:

image

I later built a noise-based terrain demo, but it would only create a flat world:

image

The terrain system you see above did things using mesh tiles that would follow the player around, ‘leapfrogging’ over each other so that as you moved, the terrain farthest away from you would be moved forward, and you could go on infinitely with this system. But while cool, these square tiles would only work in a flat world, so we needed to think of something else.

We needed something that would work for a round planet, and that’s when things started to get a little problematic. 

If you look around the internets for procedural terrain systems, you’ll find thousands and thousands of half-finished attempts, and about 99% of those are meant for games where the world can be flat. There are very, very few projects out there that have actually tackled the problem of generating planets, and the ones that did were very much over my head at that time. 

I was starting to feel I had bitten off more than I could chew with this one. But the game couldn’t go on without a terrain system, so I scrounged up the most of my brain I could, and came up with something that, well, it did kinda look like terrain at least, and it was round. 

It even had an atmosphere to it. This was done with ‘atmospheric scattering’ shaders, which were made accessible to the world by a guy called Sean O’Neil, who wrote an article about that on a developer publication called GPU Gems. Because of that, there were several atmo-scat shaders out there to use. They’re very fiddly to work with, but after a few days of tweaking, we ended up with this:

image

This terrain system worked in a more or less similar way to the flat tile-based terrain. It used a noise system called LibNoise, which is a library you can download, and for which I found a Unity-friendly version, to give you a plug-and-play style noise generating toolset. It can do very amazing things, if you don’t need to worry about performance.

In the flat world, converting this numerical noise into a terrain was pretty simple. We’d get a noise value from LibNoise for any given position in the world, and we’d push vertices upwards by that amount. 

For the planet thought, things aren’t that simple. For starters, ‘up’ is a very relative term when dealing with round things, so we can’t move vertices ‘up’ anymore. We have to ‘push’ them away from the center. Ok, not too much worse, but if you have a square set of tiles, how do you get those to wrap around a sphere? Ever tried giftwrapping a football? It’s more or less the same issue.

My ‘solution’ (for lack of a better term) was to not use tiles at all, but a single, huge disk, that I had created in 3Ds Max. It was tessellated in several steps, so the center of the disk had a much higher polygon density than the edges:

image

The idea behind this scheme was that the disk would follow the player around, and it would get larger if you went higher, and lower if you went closer to the ground. Because the disk was always just below you, the ‘tiers’ of mesh detail would work as a crude LOD system.

It worked, to some extent, but there was a big problem. That disk mesh there had about 19,000 vertices on it, and by itself, unity was pretty ok with keeping them updated on every frame. The problem was that you needed to be able to collide with the terrain, and making that whole thing collision-enabled was simply impossible. Unity goes pretty fast until you need to use collision meshes on things that are changing shape, and that’s exactly what we had here.

The solution for it was to let the terrain do it’s thing, and maintain a much smaller collision ‘area’ just under the player. It was invisible anyway, and small enough to run with good frames. 

Then there was another issue. Because the terrain was a disk, it’s vertices could potentially end up anywhere in the world, and that meant something very weird could (and did) happen. If on one frame a vertex was sitting on the top of a mountain, on the next one, it might be half-way down it’s slope, and there’d be no other vertex on the top. That means that as you went along, the terrain shimmered and wobbled because the noise ‘field’ was much more detailed than the mesh.

The fix for that was to have the whole terrain only move if you went past a certain distance from it’s center. By reducing the frequency of terrain updates, it was less apparent that the terrain was wobbling the way it was.

So at the end of that update cycle, this is what we ended up with:

image

We used two disks here actually. One for the terrain, and another for the water. The textures were being handled by a shader I scrounged up from the internets and modified until it kinda worked. On this shot, you can actually see where the terrain disk ‘ends’ and the far-away planet begins.

The far-away planet was another solution that had to be added. Because the terrain disk was ‘finite’, eventually it needed to be replaced by a less complicated visual representation of a planet. That was done by having a simple textured sphere placed ‘under’ the disk-terrain, and have it drawn to the screen before the terrain was. That, coupled with a terrain shader that could fade away as it went farther from the camera, made for the first version of a planetary terrain that actually met the basic requirements.

We were to find out later, that this system didn’t actually meet all the requirements. But that’s another story for later. For now, we were content with what we had, and started to think about actually bringing the characters into the game.

Cheers

Feb 18, 20129 notes
The Story of KSP -- KSP 0.3

The Story of KSP continues now on version 0.3:

As I mentioned before, after the last update, we were seriously feeling the need to see what was going on with the ship while it was flying, so that was the main goal we set for ourselves on the 0.3 update.

image

This update then not only added a new UI to the game, but it also added a few sounds (which these screenshots can’t convey very well), some improvements to the spacecraft construction part (we can’t really call it the VAB at this point), and that big screen on the background you see there. It would display short messages while you were building, and also show you a countdown when it was time to launch (nothing kept you from ignoring it completely though).

The screen was pretty buggy, but back then everything we did was done with the very liberating, but also quite lazy assumption that it was ‘placeholder’ and didn’t need to work properly just then. That meant everything was left pretty much half-done. Eventually, the screen was removed when code overhauls made it completely incompatible with the current version, and we had grown tired of its little jokes.

image

But at this point, we were starting to see the very beginnings of something that would eventually be a game taking shape. It was already possible to put a ship into orbit, and the new game UI was being pretty helpful, even though it was mostly incomplete. The fuel and temperature gauges were ‘generic’, and only displayed an average of the temperature and fuel levels, so you didn’t know what was running out of fuel, or what was about to explode. The RCS gauge there was left unused, and the three screens at the top were reserved for the so-far uninvented Kerbals.

Another thing that was removed on this version was the placeholder moon we had added on 0.2. At this point, we started wanting to get the game in a more presentable state, so we started doing away with the ugliest hacks, and even added an instructions screen that popped up when launching:

image

The controls were quite simple back then. Not many things to keep in mind, and the game was still 2D, so you could only lose control to the left or to the right.

But our main concern after all this, was that the Kerbal planet (it didn’t have a name back then) was still just a big sphere, and even though the terrain around the launchpad was looking better, it was very much a fake, and it ended a short flight’s distance away.

image

It was time then, to start thinking about how to properly create a planet-sized planet. And that’s what we set out to do on the next update.

Cheers

Feb 5, 20125 notes

January 2012

5 posts

The Story of KSP -- KSP 0.2

So, continuing our revisit of all the old versions, here is KSP v0.2:

image

As you can see, quite a lot changed on this update. Some things for the better, others, well, everything was a ‘placeholder’ back then.

This version saw the first appearance of a game system to control rocket staging. You can see it on the bottom-right corner there. It was a very crude, very placeholder-ish thing that created a blue tab for each stage it detected on the ship. You could move stages up and down, but it wouldn’t affect the sequence. There was also a ‘Launch’ stage, that was there until you hit space for the first time. There were a LOT of bugs on this system, but it worked, kinda.

This version also got a movable camera on Flight Mode, so you could pan around and see to the sides, but the flying was still restricted to the XY plane. You couldn’t go forwards or backwards, only up or down, left or right.

image

But the main goal with this update was to create a spherical gravity system. One that allowed the ship to orbit a planet. On most games, the world is a flat place, and gravity pulls you downwards. But here, the world was about to become round, and ‘downwards’ would become a very relative term.

But modifying gravity is, in itself, quite straightforward enough, you just apply an acceleration to the ship in the direction of the planet. But it was around here that we had our first encounter with floating-point inaccuracy issues, a set of problems that would pose a challenge to development from then on.

The floating-point problem, or ‘distance shakes’, is caused by the limited precision of the numbers the game engine uses. Every game can potentially suffer from this, but most games restrict the playing area to a human-sized playfield, and they’ll never see these problems.

What happens is this: Let’s think about numbers representing distances. For distances near 0m, say about 100, these numbers are precise enough to tell the difference between 100.0000 and 100.0001 meters quite accurately. But what happens if you shift (or float) that decimal point towards the right, to get a 100,000.0 and a 100,000.1? as you can see, there is no more room for extra decimal cases, because the limited single-precision ‘float’ will only hold so much.

This is a rather crude example, because the way floats work internally is quite a lot more complex and boring, but it does paint the picture: At distances like 1,000,000.0m, the finest detail the floating point can tell apart is on the tens of centimeters scale. That means it can no longer know what happened in the space between that, and the result is a visible shaking in the game.

Now, space is big, mind-bogglingly big. A million meters is peanuts to space, so you can imagine, after a million kilometers, just how much precision we would be losing. Your ship’s parts could be anywhere inside a 100m-wide radius. 

image

Floating-point imprecision affects everything. Not just positions. If you make an object too big, it will start breaking the game engine, that can’t render it properly, can’t keep it’s textures mapped well enough, lots of issues. 

But we still needed a spherical gravity system here. And the game’s project called for a planet 1/10th the radius of Earth. That was our goal at least, and we were forced to compromise. The very first version of Kerbin was only 20km big, and it was nothing more than a very big sphere.

It was enough though, to allow us to build a spherical gravity system, and to enable orbiting. We even set down a smaller sphere some way away, to be a moon, and test out transfer flights and things like that.

Around this time, we felt a very serious need for some notion of what was going on while you were flying, and we had no UI to the game yet. So I quickly rigged up a very crude, barely useful panel which showed your orbital trajectory as you went along. It’s that ghastly black square you see at the top-left corner there. Note that there is no indication of the planet’s surface. The line would turn red where it went below the surface, and that was it.

This helped with visualizing the ship’s trajectory, but the ship was doing other things internally as well, and we couldn’t see if a tank was about to run out of fuel, for instance.

We now needed a proper way to display game information, and that’s what we set out to do on the next update.

Cheers

Jan 22, 20125 notes
The Story of KSP -- KSP 0.1

Sorry about the delay, what was supposed to have been a nice, normal work week turned into a mad crunch here.

Anyhow, continuing with our “KSP Legacy Tour”, I give you version 0.1:

image

In this one, we already had a few placeholder models in place, and a placeholder terrain as well. At this point here, there was no rocket construction yet. This rocket was assembled in the game scene, to test the part mechanics and code.

image

Also, the game was supposed to be 2D back then. Well, the idea was that the game world and assets would be 3D, but flight would be locked down to the horizontal and vertical.

It was around this time then, that we added in the first version of the VAB:

image

Note that the background terrain here is very much the same as the screenshots above. That is because this is the same scene. Instead of having separate scenes for the VAB and for flight, we first tried to build it all in a single scene that had these two modes. Needless to say, it was a nightmare of spaghetti code and poor practices and we were chasing bugs for days.

This VAB-mode also had the first implementation of a user-controlled camera. You could rotate it around the building area, and pan it up and down, and that was about it.

One of the weirder things about these versions is that, while the VAB camera was able to move in 3D, construction was limited to the same 2D plane the game was meant to be locked to.

Now, before you start thinking the terrain back then looked better than what we have now, here’s why:

image

Here you can see what happens. The terrain was nothing but a flat plane, set into a somewhat larger plane of water. If you flew too far to either side, you’d miss the ground coming back and never stop falling.

It was about time then, that we started worrying about making a round world to orbit around.

But that’s a story for another version, and another post ;)

Cheers

Jan 21, 20126 notes
One Year of KSP!

On January 17th, 2011, KSP was officially started. The project was already written at that point, but that was the day the first assets were produced, and the first lines of code set down.

I think completing a full year of KSP Development is something worth celebrating, and also, we should take a moment and look back on how far KSP has come in this time.

I give you then, a screenshot of the very first build of the game:

image

This here was the very first test prototype we did, just to prove the concept was possible. There were no controls, no camera work. A few static values had been set to make the rocket go up, and the joints (there were joints already) carefully set so that they would shear off while the rocket was still in the frame.

The ground you see was just a green plane, and the sky is a default Unity skybox.

Tomorrow I’ll post another screenshot, of KSP v0.1. Things were starting to shape up a little more after a couple of weeks of work, but that I’ll tell tomorrow.

Until then, happy launching!

Cheers

Jan 17, 20125 notes
KSP 0.13.1 Revision Update is Up!

Hi,

Just wanted to announce to everyone, the KSP 0.13.1 Revision Update is up and available at the Downloads section.

This was just a small update we did to have the demo compiled in the recently-released Unity 3.5 engine, and future-proof the demo against things we will add later. We also fixed a couple of bugs from the previous release.

The engine update has already been reported to have made a significant improvement in performance. Its new multithreaded rendering support and better memory management should mean a much smoother experience in KSP.

The full changelog for this update can be seen here.

Cheers

Jan 11, 20125 notes
We're Back!

Hi Everyone!

Just wanted to let everyone know we devs are all back from our much-needed holiday break.

Also, this is a good place to announce our plans for the very near future:

As most of you know, the 0.13 release was the last free demo update. From 0.14 onwards, you’ll need to order the game to get the latest version. 0.13 will remain forever available as a demo though.

That’s probably old news, but I want to announce that there will be a 0.13.1 update coming up soon, which will also be available for free, and will take the place of 0.13 as the latest demo release. 

This release will be a small update, just so we can have a demo compiled with the recently-released 3.5 version of Unity, which adds a heap of cool new features and does speed up the game quite a bit, and some tweaks to future-proof the demo against things we will add later.

For the main feature on the 0.14 update, we can’t really make any official announcements yet, but we already have a more or less solid notion of what it will be. We will tell you more about it when we announce the features list for 0.14.

Well, I wish everyone a very good year!

Cheers

Jan 3, 201218 notes

December 2011

1 post

KSP 0.13 is Released!

Hi,

I’m happy to announce that the 0.13 version of KSP is now official!

You can get it at the Downloads Page.

This update was focused on improving performance and fixing some long-standing issues. We have made the loading times about 5x faster, and made a significant performance optimization for large ships. On some cases, up to a 20x FPS increase.

We’ve also added a new part, called a Fuel Line, which allows you to set up external liquid fuel tanks, Shuttle-style (Fuel tanks can now also beside-mounted).

The full changelog can be seen here.

As we’ve already announced earlier, this update marks the end of the free demo period. That is, we will continue to update KSP, but future updates will only be available for those who have ordered the game at our Store (and those who have already pre-ordered, of course).

The 0.13 version will remain available for free at the download page, as a demo version.

Thank you all for the incredible support so far, and here’s to another year of KSP!

Happy Launchings, and Happy Holidays!

Cheers

Dec 16, 20118 notes

November 2011

1 post

The Mun and some other stuff: The 0.12 Update is Released!

Hi, 

I’m happy to announce that the 0.12 Update of KSP is now officially released!

This update marks a big milestone on KSP development. It reaches the goal we set upon ourselves several months ago, to give the Kerbal planet a moon, and to make it possible to land on it.

This update features:

  • A Moon (Mun) around Kerbin.
  • Planets and Moons rotate, and Kerbin now has a night/day cycle.
  • Planets and Moons are now in orbit.
  • It’s possible to send a spacecraft into an orbit around the Sun.
  • Thrust Vectoring Liquid Engines.
  • And some other stuff.

The full changelog can be seen here.

Cheers!

Nov 11, 20114 notes

October 2011

2 posts

0.11.1 Hotfix Update

Hi, Just to let everyone know, I’ve released a 0.11.1 hotfix update to address the freeze-on-unpause issue on 0.11.

You can get it at the downloads section.

Cheers

Oct 13, 20113 notes
KSP 0.11 is Released!

Hi,

Just wanted to let everyone know that KSP v0.11 is now officially released.

This update includes, among other things:

* The Orbital Map View

* Time Compression

* RCS Modules

* A New Space Backdrop

* The Advanced SAS Module

The full changelog can be seen here.

Happy Launchings!

Cheers

Oct 12, 20118 notes

September 2011

2 posts

0.10.1 Revision Update Released!

Hi,

Just wanted to officially announce the release of the 0.10.1 revision update. It fixes a few long-standing issues with the atmospheric model, and changes the folder structure for the Mac version, so that now a Mac version of PartLab is possible and mod install procedures are the same regardless of platform.

The full changelog can be found here.

Cheers

Sep 13, 20119 notes
KSP 0.10! PC and Mac Release!

Hi!

I’m happy to say that version 0.10 of KSP is now available for download, both for PC and Mac.

This update features, among other things:

  • A completely overhauled terrain system. Much more stable and reliable.
  • Full joystick support and better input settings.
  • The improved R8 Winglet, which can respond to your input for better flight control.

The full changelog is available on this forum thread.

Happy Launchings!

CHeers

Sep 7, 20117 notes
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