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Kerbal Space Program

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Ulminati

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"Test this ridiculously heavy part in lower atmosphere of Eve, then bring it back." :bounce:

I'd still like to see some contracts where you have to use an experimental version of a module that either randomly fails or works at increased or reduced capacity over a stock part. Other than that, it's nice to see missions can spawn objects in the world. I hope they can spawn on surfaces too. Retreiving something in orbit is easy. Having to land at an exact spot on a planet (Especially Eve, Duna or Laythe with an atmosphere to worry about) is hard.

It could be an interesting thing for multiplayer as well once they get that sorted out. Have the same contracts made available to all players. Either once you grab a contract noone else can do it, or once you finish yours, everyone else gets reduced prestige/cashmoney/science or nothing at all.

One thing I noticed on one of the youtube videos (and will save some hair-pulling later) is that there's a "Test Component" button on things you are supposed to test when you right-click them. Scott Manley and Squad both said that to test a component you had to stage them active when all test parameters were met. But apparently that isn't the only option. So if you have to, say, test an engine in flight on Kerbin, you can use it to take off as well. :P

Biggest change in .24 though: A Kerbin day is now 51 seconds shorter! :O
(Contracts using Solar days instead of Sidereal days)

potatojohn
The important thing is that if the jewtubers have it, it means we're 1-2 weeks at most away from having it as well. I should complete D:OS this weekend, so the timing is perfect for me. :3


six_words.png

kerbal_six_words_hayoo.jpg
 
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Ulminati

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0.25 FAQ is out

What is KSP: First Contract?
This is a new update to Kerbal Space Program, also numbered 0.24, as each update to the game has a number attached to it. It is free for existing players and new players will install this version when they download the game.

When is it coming out?
We're crunching the last few issues as we speak. It's been a game of whack a bug that we're just about ready to win.

What are the main features of KSP: First Contract?
The biggest update to KSP is the inclusion of Contracts to Career Mode. Players will choose available contracts in Mission Control, earning three in-game resources:
  1. Funds: Kerbin’s very own currency.
  2. Science: This was already in-game, and it is how you unlock new parts in the game’s tech tree.
  3. Reputation: Just like on Earth, companies that stay on budget, on time and avoid any um, complications, will see their reputation grow. This means better, more rewarding contracts. Fail to complete your contracts, miss deadlines or lose Kerbalnauts and your reputation will suffer.


What are the smaller features of KSP: First Contract?
We don’t like to think of there being small features, especially when new UI (user interface), rocket parts, updated parts and update Tech Tree are among them. Read more HERE.

What bugs were fixed in KSP: First Contract?
Ted: One of the big bugs of 0.23.5, the size 3 decoupler causing crashes or StackOverflowExceptions is fixed in 0.24. As well as asteroids being tweaked so that they collide into each other. We’ve had a vast number of other bug fixes on the way, such as stack separators being able to be root parts and thus causing krakens. There are too many to list, unfortunately, but hopefully you’ll notice that your ‘favorite’ bug is squashed.

HarvesteR: During these experimentals, we’ve been finding new and old bugs and fixing them as usual, but we really have fixed a larger-than-average number of very old bugs this time. I think this is partly because the Contracts system led us to work on areas of the game that hadn’t been looked at in a while, and possibly because we are nearing some stage of development where things are starting to come around full circle. We’ve caught bugs with parts, with Kerbals, with fuel flow - some were as old as 0.14 in fact.

Why did this update take so long to develop?
Like several other features in the past, we’ve been working on the Contracts system in the background for several months already. In fact, We’ve started work on Contracts early this year. However, there is a big difference between a functioning game system and a fun gameplay mechanic. This is why we needed to take our time on this one, to make sure the contracts were not just working, but were also a fun addition to gameplay. That plus the extra time needed to polish and bugfix added up to a pretty massive update, indeed. We’re very happy with the results we’ve achieved now and everyone who’s worked on the update or tested it agrees it was time well spent.

What did testing involve?
This time around, we were not just hunting for bugs, we were also listening to every bit of feedback from the testers about game balance, which is something that you can only improve by playtesting, and required a lot of careful adjustments of hundreds of values. We’ve already tweaked parameters on over a hundred parts, if we're not mistaken, correcting inconsistencies and making sure their values make sense for what they are. We’ve also had to do multiple iterations for balancing the rewards (and penalties) of the contracts themselves, to make sure they reward you consistent amounts for what they’re asking.

Will the update break my saves?
Ted: I’ve tested 0.23.5 saves here and they’ve upgraded fine. However, please do note that they were stock saves, modded saves might behave differently. Furthermore, because of the way contracts are implemented, they’re appropriately generated for an existing save so the upgrade should be seamless.

Harv: Keep in mind, however, that due to a small bug in the progress tracking system in 0.23.5, it’s possible that some contract offers on those saves may not reflect your actual progression (offers being more advanced than your achievements would warrant). This has been fixed on 0.24 and should not happen on new saves. It should only be noticeable on saves where very little progress has been made (as in not even reaching orbit).

How will budgets and contracts work?
Players will be budgeted based on their funds so they’ll need to take contracts with missions they can afford to accomplish. Contracts will have varying deadlines but all of them will be offering a chance to acquire Funds, Science and Reputation. On accepting, many contracts also give you a Funds advance, which should come in handy if you’re running so low on funds you can’t afford even to launch the next mission.

Are contracts available outside of career mode?
No, Contracts are a keystone feature of Career, and it wouldn’t be Sandbox mode if you had to do contracts there.

Will “classic” (0.23-style) career mode be an option?
Yes. This was something we managed to get into the update at the very last minute, but we felt it was essential to still allow the game to be played in the way people have gotten to know it. When starting a new game now, you’ll see three game modes: Sandbox and Career, which we already know, and ‘Science’, which has the Contracts, Funding and Reputation modules disabled, so only Science is active. This makes the game function in a 0.23-style mode.

What is the name of the money currency?
Funds. We’ve gone over many, many ideas for what to call them, but nobody wanted another ‘K’ name, and all the suggestions were, well, not good. One of the QA Testers came up with the fan theory that they’re called Roots (given the symbol). That one was actually not that bad, but they’re really just called Funds.

Who are these companies giving out contracts?
The biggest names in part production in Kerbin as well as civil societies and scientific organizations.

Will contracts and science interact?
You can receive science rewards for completing some of the contracts. Gathering more science won’t directly change the contracts offered, though unlocking new parts with the science will. Some other contracts will even ask you to perform experiments, so you can even get science while completing contracts sometimes.

How is reputation earned/lost?
You can earn Reputation by completing contracts and recovering Kerbals. You lose it by failing contracts and killing your Kerbals.

What happens if I run out of money?

The best "ekonomists" (rimshot here) in Kerbin have claimed that it’s technically impossible to run out of money, though I’m sure people will still manage it. As you are given advances for contracts and you are constantly offered new contracts, you should be pretty safe.

What happens if I choose not to take a contract?
The contract will simply expire after a certain amount of time and you will be offered a new one after some time.

Are there refunds?
No refunds! All sales are final, especially at Jeb’s Junkyard and Spaceship Parts.

Do contracts expire?
They do indeed. Note that you have two ‘expiration dates’ for contracts. The first is the actual date which is when the offered contract expires. The second is the deadline, which is when the contract must be completed by.

Can the manufacturer logos be modded and customized?
You can edit a config file for the Agencies that allows you to customize the mentality of the Agency and the logo that it uses.

Are Contracts moddable?
Yes. it actually went through several rewrites to make sure it was fully moddable and that any ideas were possible within the system. You can add new contract types and create lots of interesting interactions.

What else is moddable?
You can add new agents and new mentality types, new parameters (objectives) for contracts, relationships between agents, company backstories and more. You can even add in your own logos As usual, we want to give you as much creative freedom as possible.

What types of contracts are there?
There are five types of contacts, after you get through the initial series of contracts.

How many times can a contract be taken?
Technically, only once, since each contract is uniquely generated. However, the game will continuously generate new offers, and with the exception of very basic contracts like ‘first launch’ and such, most other contract types will be offered again and again in some form or another.

Does it cost funds to recruit and train Kerbals?
Currently, Kerbals don’t cost any Funds to recruit or train. This is a planned feature for an upcoming release however.

Can we spend reputation on anything?
Not yet. Reputation does affect the difficulty and amount of contracts that you may be offered, though. On later updates, we do have plans to make currencies interchangeable for one another, at varying degrees of efficiency (depending on your economic situation).

If I stage a part on ascent, can I recover the Funds for it if I attach parachutes?
Unfortunately, you can’t currently recover Funds from debris that were destroyed by the game for going out of the active physics range (>2.5km). You can only recover parts which are attached to the vessel you’re recovering, so reusable spacecraft are a very attractive prospect, for the same reasons as in real life. The more parts you can land back, the less you have to spend to re-launch.

Also keep in mind that the farther away you land from KSC, the less Funds you’ll get back from your recovery efforts. Stick a runway landing though, and you’ll get a full 100% of the value back of all surviving parts.

Can you lose anything from killing Kerbals?
You will lose Reputation for killing Kerbals, although new applicants are still as eager as ever to participate in the Space Program.

Will the mission control building be accessible in sandbox mode, or will it be locked like the R&D facility?
Just like R&D, it’s closed in sandbox mode.

What will the new parts do?
There are a couple new parts added to this version : “O-10 Monopropellant Engine” and the “Vernor Engine”. The first one is a small single-nozzle motor that consumes monopropellant but responds to the main throttle input instead of RCS. The second one is also a small engine, it responds to RCS input but it consumes liquid fuel plus oxy. They are very useful for stabilization purposes, more control authority on heavy launchers, and simpler propulsion systems for small vessels in deep space.

What are the new tutorials and how are they different from the old ones?
All of the older tutorials are still there, but most have been revised, for example, the Mun Part 1 tutorial now includes a crash course on Maneuver Nodes, the flight tutorial now walks you through a simple flight and the recovery mechanic. There are a few new tutorials, To The Mun Part 2 now actually exists, it explains how to get from the Mun back to Kerbin, a tutorial that explains the basics of science is also there, and there’s also a new two part tutorial on asteroid redirecting.

Will fuel and oxidizer have their own costs independently of the parts which use them?
Each Resource has its own cost in Funds, which means you can decrease the amount you're spending on a vessel by using Tweakables to lower the resources you’re carrying.

Is it true that KSP: First Contract is in 64 bit for Windows?
It is true!

What does 64 bit do?
Ted: The 64-bit build allows the game to address more memory that it previously could. Now, you can load up more add-ons than you could before and (hopefully) KSP should stay stable.

HarvesteR: Please mind that the Win64 executable does have bugs of its own, and platform-specific bugs are for the most part, Unity bugs, not KSP bugs. That means every unity game probably also has this bug, and it means that we can do very little about it from our end, other than wait for a fix on the next unity version. We’ve tested the Win64 version quite thoroughly though, and the issues we’ve found are very minor and not commonly reproduced.

If I already own the game, what do I need to play the 64 bit version?
Ted:You need a 64-bit Windows machine, that has 4GB or over of RAM (otherwise, there’s little use in running the 64-bit version). You’ll also need a dash of perseverance as the 64-bit build can still be a bit grumpy when it comes to some issues. If you’re on Steam, the win64 executable will be downloaded alongside the win32 one automatically.

Samssonart: One more thing here, if you want to use the 64 bit version for the KSP Store distribution, you will have to download and install it manually, the patcher doesn’t support “cross-updating”, you can backup your saves and use them in the 64 bit version though, that much shouldn’t be a problem.

Why was 64 bit implemented only after the hack was discovered by the community?
Ted: We often have a lot in plan for KSP, but get our priorities on the ‘fringe features’ from what the Community is currently interested or vested in. So when the Community is very interested in something like 64-bit builds, that allows us to take a look at what we have in plan and see what can be moved around to accommodate the new interest.

Harv: The fact that there was so much interest in a win64 version of the game that a community hack was invented led us to reconsider the priority for a win64 version. It was planned, like Ted said, but not scheduled until later. The community hack showed us that the demand for it was much higher than we thought, so we set aside some time to rig up the build pipeline to produce win64 builds for this release already.

What’s next for KSP and when might 0.25 be released?
As usual, the next release will be out whenever it’s ready. For the most part, though, we plan on continuing to improve on the recently added Career Features, add the still-pending bits to make Career gameplay more complete, and we’re also working on a few other things, which we’ll talk about later.
 

Drax

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* New UI Toolbar:
User interfaces in the game have been vastly overhauled, but the largest addition is the new app toolbar, which can be seen in most scenes now, and holds buttons to flip between the messages, resources, currencies and contract panels. Also, it's mod-friendly.
:bounce::bounce:
 
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Ulminati

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And KSP.com is down :<

Really wish I had transferred to steam

[edit]

did the steam transfer. Got a key. Copypasted key into steam.

"Duplicate product code"

ffs.
 
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Ulminati

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finally got my steam key fixed. Browsing for mods updated to .24 (gotta have clouds, deadly reentry and ferram aerospace at least) when I came across this:

us0.7.jpg



Time to put on a clean pair of pants
 
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Ulminati

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I combined it with an additional science instruments package (it's updated for .24 already), so now I have magnetometer booms, presmat/2hot, goo experiment, materials bay (a bit redundant that one), etc in sleek modular packages. Since external modules tended to cause enough drag to make smaller rockets flip out in atmospheres in Ferram Aerospace, this is a godsend.
 

Hellraiser

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Well, after spending quite some time with the update I have to say that rewards are overkill, so much overkill in fact that there's literary no difference as far as the player's decision making process for mission design is concerned.

I'd nerf exploration contract rewards since they're piss easy and at the moment there's really no reason to take most contracts other than Exploration and Flag Planting. This may change once I start getting contracts beyond Duna and Eve or things like "plant a flag on Moho/Tylo/Eve". But I have so many funds I could fly at least six duna mothership+lander combos into the sea near the KSC and still have enough to send two on successful missions to Duna.

Still, it's pretty clear they'll re-balance it. And modders will definitely fix this.
 
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Ulminati

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Pretty much. SQUAD said they wanted it to be impossible to run out of funds in the first iteration. The contracts are built to be very moddable, so give it a month or so and we'll probably have a proper difficulty mission mod. I'd like to se more mission types too - especially ones involving stuff like KAS where you can move things about in EVA. "Take spare solar panels to this satellite" would be a cool twist on "rescue a kerbal from a 0 eccintricity equatorial orbit.

In fact, speaking of orbits, I'm surprised to see orbit requirements are so loose compared to part testing contracts You'd think they would stipulate inclinations, eccentricities and height. That's another contract that I'd like to see -- ones where you have to launch a satellite. Say: "Put a vessel containing a docking port, a gravioli detector, a probe body and a communotron into an x kilometre orbit with y maximum eccentricity and z inclination". Then after you have done so, you lose control of the vessel in question (since you launched it for someone else). That in turn would leave room for contracts to rendezvous/upgrade/deorbit vessels in the future.

Same with science. Having more specific biomes or types of science (not just a crew report for instance) would make the contracts more interesting. Especially if you bring in modded science gear like DMagic. Why settle for a contract where you can transmit a crew report from high duna orbit, when it could specify that they want a soil sample returned to Kerbin from Dunas north pole?

Tweaking the contract payout to only give 25% of what they currently do would be a 'k way to get a reasonable difficulty. But I'd be sad to see the 600-part motherships and space stations go as a result.



The mission contracts need a better UI element though. The window with objectives is tiny and there's no way to sort the contracts you've taken to highlight the ones you're interested in for a given mission. It'd be neat if you could create/edit a mission profile where you could drag individual objectives from a contract to a checklist and have those readily available in a movable, resizable window.
 
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Hellraiser

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Yeah, I also think we need "study the shit of biome X" contracts. Basically contracts to force you to run 2 or more experiments in a single biome. Likewise "explore regions" contracts to force you to use rovers/rocket hoppers/planes.

Refuel NPC station/ship contracts would also be great, it would only have to specify what docking port size the target ship has in the briefing.

The Claw or even docking ports should unlock "recover vessel" contracts.

Rescue Kerbals from surface is another type of contract we could really use.

Repair ship contracts could also be nice, once repair mechanics use actual spare parts, kerbal skills or whatever other than just EVA and right click.

There's a ton you can do with the system and what is already in place in the game.

Also I would tweak the progress tracker-based contract generation. At the moment the "Explore Celestial Body" contracts are too linear in progression, I'd give exploring Eve and Duna equal priority (after reaching the Mun), once you reach either it should randomly give you Moho/Jool/Dres, probably based on your prestige.
 

Thane Solus

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most of the contracts are trash and not worth the trouble, the more generic ones are ok, since they ask you to explore parts of the space(planets) which you want to do anyway, send science data back, fap a flag, instead of testing a shitty engine in 4 x conditions. Its early version so i am sure it will improve.
 
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Ulminati

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New patch out on steam and the KSP store:

0.24.1 changelog said:
===================== First Contract (v0.24.1)

Bug Fixes and Tweaks:

Parts:
* Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft.
* O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (smaller).
* Fixed an issue with propellant-defined resource flow modes which prevented some configurations of Vernier engines from working correctly.
* Fixed an issue with some decoupler modules failing to apply ejection forces when activated.
* Fixed missing FX components on root parts after resuming a saved game or reverting.
* Fixed a potential issue with the internal maths in ModuleRCS, which could result in odd RCS response from center-aligned or stack-mounted RCS modules.

UI:
* Fixed an issue with the App Toolbar where mod apps wouldn't display/hide properly at the VAB.
* Fixed an issue with custom staging icons and switching vessels.
* Fixed an issue where the Messages Dialog in the VAB would drift out of place when discarding many messages.

Contracts:
* Fixed a bug in Rescue Kerbal contracts, where rescue by means of external seats or claws wouldn't complete the contract.

Tutorials:
* Fixed a save-related bug which made the Orbiting 101 tutorial impossible to complete.

Flight:
* Fixed vessels not leaving 'pre-launch' condition during take-off roll.
* Fixed a very annoying and potentially destructive bug where approaching another vessel could mess up your control state.

Game Balance:
* Tweaked costs for several spaceplane and aerodynamic parts:
- Advanced Canard: 900 -> 800
- Standard Canard: 1500 -> 720
- Delta Wing: 500 -> 680
- Swept Wing: 500 -> 620
- Wing Connector: 500 -> 560
- R8 Winglet: 500 -> 640
- Structural Wing: 500 -> 540
- Aerodynamic Nose Cone: 680 -> 240
- C7 NCS Nose Cone: 680 -> 320
- Rocket Nose Cone (large): 1000 -> 450
- Standard NC (small): 680 -> 180

Modding:
* Added IPartCostModifier interface, to allow part modules to tweak a part's cost.
 

Hellraiser

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Since Squad decided to promote their PR guy to producer the dude has decided to reveal shit during a reddit (bleh) AMA and overall we can expect a bit more details between updates revealed. Some stuff revealed by him:

0.25 will feature, besides expanding the contract system, a new building at the KSC altogether connected to some new systems and of course the remade spaceplane parts.

Also the answer to more planets is "possibly, but after they polish the existing ones to at least the level at which Kerbin is at the moment (which they should)".

No rival space agency or agencies are planned.
 

Konjad

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
I'm glad to hear they will work on planets to make them more interesting, it's the most anticipated feature by me.
 
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Ulminati

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Meh, I'd rather hear devs announce they added RasterPropMonitor to the core release. That thing's the best stuff that happened to IVA ever.
 
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Ulminati

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That's because people who have the mental faculties to make a good open source game generally don't give a fuck about ponies.
 

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