- The Breaking Ground expansion was announced on May 6, 2019 and released on May 30, 2019 together with version 1.7.1. The expansion focuses on the Kerbal scientific endeavors with new science parts, robotic parts, and surface features. NOTE: Everyone who bought Kerbal Space Program before May 1st, 2013 will get the expansion for free.
- The Breaking Ground DLC introduced rotational parts; specifically, motors. Thus, one of the most common craft/subassemblies build is rotors, which can run entirely off of electricity. However, the motor exert a huge amount of torque, more than what an individual reaction wheel can counter.
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Nov 09, 2019 Kerbal Space Program 1.8: Moar Boosters!!! Also includes some exclusive content for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. Use them to create drones, ducted fan jets, or anything you can imagine.
Running With Scissors
Running With Scissors
14 Oct, 2019
Action, Adventure, Open World, Shooter
New gadgets are coming from the Research and Development facility, the kind that will get Kerbals screaming: MOAR BOOSTERS!!! A brand new update is here and with it comes better performance, fresh new features, improved visuals, and new parts being added to our players’ creative repertoire!
Kerbal Space Program 1.8: Moar Boosters!!! is an update focused on making the game perform and look better, all while introducing more quality of life features that will improve the overall player experience. We’re also bringing some new solid rocket boosters to the VAB, as well as introducing some exclusive treats for owners of the Breaking Ground Expansion.
Let’s go through some of the update’s highlights below:
Moar Boosters!!! brings an upgrade to the underlying engine of the game to Unity 2019.2, which helped us implement performance and graphics improvements, as well as better rendering performance and a reduction of frame rate stutters. With the new tools that this upgrade provides, we’ll be able to continue refining the game in upcoming updates.
Mun, Minmus, Duna, Ike, Eve and Gilly have new high-quality texture maps & graphic shaders, and now look sharper and more realistic! You will also be able to select the celestial bodies’ shader quality in the settings and set them to low (legacy), medium or high, with improvements being visible across the board. These are just part of the first batch of celestial bodies being overhauled, slowly but surely we will continue this endeavor.
Map mode received some adjustments too! Now you can use docking mode and stage your craft whilst in map mode. The stage display button (formerly stage mode) now serves as a toggle to show and hide the stage stack, whether you’re in flight or map view, and selected map labels will now persist when going back and forth between map and flight mode.
A range of new solid rocket boosters have been added to the game. From the tiny .625m stack size Mite to the titanic 2.5m wide, 144ton Clydesdale, these new boosters will offer a range of versatile solid-fuel options. Making History owners get an extra bonus here too with the “Pollux” and a 1.875m nose cone to fit on top of it.
Kerbal Space Program 1.8: Moar Boosters!!! also includes some exclusive content for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. Use them to create drones, ducted fan jets, or anything you can imagine.
Improvements to the helicopter blades and the robotic part resource consumption have also been included. The latter will now have better info on consumption and improved options for power-out situations.
To learn more you can read the full Changelog here:v1.8.0
1.8.0 Changelog – BaseGame ONLY (see below for MH and BG changelog)
* Upgrade KSP to Unity 2019.2.2f1 version.
* Standalone Windows build now uses DX11 Graphics API. Many visual improvements to shaders and FX.
* Implement Unity Incremental Garbage Collection.
* Implement new celestial body shaders and textures for Mun, Minmus, Duna, Ike, Eve, Gilly.
* Update Main Menu Mun terrain shader.
* Add Terrain Shader Quality graphics setting.
* Improve the TrackingStation load time.
* Implement ability to edit Action Groups in flight.
* Performance improvements to the VAB/SPH scenes.
* Performance improvements in the flight scene.
* Performance improvements in the Tracking Station scene.
* Add ability to edit resource values in PAWs using the key input.
* Add Warp to node button on dV readout in NavBall display.
* Add enable/disable wheel motor Actions to all wheels.
* Add ability to limit the maximum size of PAWs via settings.cfg.
* Improve the Action Groups/Sets UI.
* Add PAW_PREFERRED_HEIGHT to settings.cfg for players to set a prefered max height.
* Made staging and docking UI available in map view
* Pinned labels in map view now persist pinned even when leaving and re-entering map view
* “Delete All” functionality for messages app has been implemented.
* Improve the KSC grass and asphalt texture and shader to reduce tilling.
* Improve textures for the VAB building on level one.
* Model revamp for the level one and level two Research and Development nissen huts.
* Increased precision for eccentricity in advanced orbit info display.
* Upgrade VPP and improve wheel and landing leg function.
* Expose global kerbal EVA Physics material via setting.
* Add do not show again option to re-runnable science experiments.
* Add actions for same vessel interactions functionality.
* Implement per-frame damage threshold on destructible buildings.
* Add vessel name title to flag PAWs.
* Add a confirm dialog with the option of “Don’t display again” when a kerbal removes a science experiment data.
* Disable Pixelperfect on UI Canvases to improve performance – available to configure via settings.cfg.
* Increase precision for numerical editing of maneuver nodes.
* Kerbal position on ladders and command pods improved.
* Add ability for users to add their own loading screen pictures to the game. Folder is KSP/UserLoadingScreens
* Fix incorrect naming of The Sun.
* Fix Action Sets text in VAB/SPH for some languages.
* Fix Text in dV KSPedia pages in Japanese.
* Fix Chinese Localizations.
* Fix dV readout for Chinese language.
* S2-33 “Clydesdale” Solid Fuel Booster.
* S2-17 “Thoroughbred” Solid Fuel Booster.
* F3S0 “Shrimp” Solid Fuel Booster.
* FM1 “Mite” Solid Fuel Booster.
* Protective Rocket Nosecone Mk5A (“Black and White” and “Gray and Orange”).
* Add rock/dirt debris FX to the Drill-O-Matic and Drill-O-Matic Junior.
Updated Parts (reskinned):
* Service Bay (1.25m).
* Service Bay (2.5m).
* Protective Rocket Nose Cone Mk7 (New “Orange” color variant)
* Protective Rocket Nose Cone Mk12 (New “Orange” color variant)
* #bringbackthesandcastle – Fix the Mun sandcastle easter egg from not appearing.
* Fix Maneuver editor so that the mouse wheel adjusts the node now in the contrary direction (same behavior as dragging down/up).
* Fix a null reference error when player threw away a vessel with fuel flow overlay turned on in the editor.
* Fix an input lock when switching between Editing the vessel and the Action groups menu.
* Fix user created vessels disappearing from the vessel spawn dialog.
* Fix the random selection of Mun vs Orbit scene when returning to Main Menu.
* Fix input field rounding on Maneuver Node editor fields.
* Fix a Null reference in the Editor when selecting a part and opening the Action Part Menu.
* Fix pressing Enter key confirms the game quick save dialog.
* Fix PAWs will now scale downwards from the header keeping more consistency on the fields.
* Fix an input lock issue where some PAW buttons disappeared when editing a numeric slider field.
* Fix Menu Navigation was missing in the quicksave dialog.
* Fix Mini Settings had some items that would be skipped when navigating with the arrow keys.
* Fix for remove from symmetry causing NRE in flight scene.
* Fix the FL-A10 collider no longer mismatching its geometry.
* Fix Control Surface and Aero Toggle Deploy Action not working in all situations.
* Joysticks and gamepads on Linux are again recognized and usable.
* Fix Action Groups UI and Color issues.
* Fix the LV-T30 Reliant Liquid Fuel Engine ́s bottom attach node.
* Fix a texture seam on the Probodobodyne Stayputnik.
* Fix a z-fighting issue on the destroyed VAB at level 3.
* Fix the Z-4K Rechargeable Battery Bank ́s bottom attach node.
* Fix the concrete tiling texture of the SPH at level 3.
* Fix a grass texture seam in front of the VAB at level 3.
* Fix missing texture and animation on the level one Administration Building flag.
* Smoothened Kerbal IVA expression transitions to avoid strange twitching.
* Make the LV-TX87 Bobcat exhaust FX more appropriate.
* Fix kerbal portraits when launching vessel with multiple kerbals in external command chairs.
* Fix drills operating when not in contact with the ground.
* Fix thrust center on the Mainsale engine.
* Add bulkhead profile to LV-T91 Cheetah, LV-TX87 Bobcat, RK-7 Kodiak and RE-I12 Skiff.
* Fix re-rooting of surface attach nodes.
* Fix kerbal IVA expression animations transitions.
* Fix shadows at KSC and in flight.
* Fix “sinker” warning during game load.
* Fix lengthy Map Transition when lots of vessels in the save.
* Fix overlap in vessel type information window.
* Fix a Null Reference when copying parts with alternative colours.
* Fix an error where the custom crafts were not loaded in the Load Craft dialog after navigating the tabs.
* Fix a null reference when clicking the Remove Symmetry button on some parts.
* Motorized wheels no longer keep generating torque even when the motor is set to ‘Disabled’
* Re-centered an off center scrollbar in the mini settings dialog.
* Rebalance decoupler, MK1-3, MK1 lander can, MK2 lander can, separators costs, crash tolerances, weight.
* Target framework now .NET 4.x.
* DXT3 DDS formatted textures are not supported by Unity or KSP any more. You must convert to DXT5.
* Added UIPartActionWindow.UpdateWindowHeight to allow mods to dynamically set the PAW max height
* MapviewCanvasUtil.GetNodeCanvasContainer created as more performant method than MapViewCanvasUtil.ResetNodeCanvasContainer. Use the rest one only when you need to force a scale reset
* ModuleResourceAutoShiftState added that can be used for startup/restart of parts based on resource availability.
* VesselValues are now cached per frame. Can use ResetValueCache() to reset the cache.
1.8.0 Changelog – Making History DLC ONLY
* User can now click and drag and release to connect two nodes in the mission builder.
* THK “Pollux” Solid Fuel Booster
Updated Parts (reskinned):
* Kerbodyne S3-14400 Tank
* Kerbodyne S3-7200 Tank
* Kerbodyne S3-3600 Tank
* Craft Thumbnails are not shown/generated for stock missions.
* Fix Kerbals spawning on EVA in missions spawning on their sides (very briefly).
* Fix Intermediate and Advanced Tutorial becoming stuck.
* Fix Typos in some part descriptions.
* Fix vessel width and height restrictions on Woomerang and Dessert in career games.
* Fix camera becoming stuck if in IVA mode when a vessel spawns in a mission set to change focus to that vessel.
* Fix hatch entry colliders on the M.E.M. lander can.
1.8.0 Changelog – Breaking Ground DLC ONLY
* Add renaming of Deployed Science Stations.
* Add alternators (producing electric charge) on LiquidFuel Robotic Rotors.
* Add propeller blade AoA, lift and airspeed readouts to their PAWs.
* Add Reset to built position button in PAWs of Robotic parts which causes them to reset their Angle, RPM or Extension.
* Add shutdown/restart function to robotics parts based on resource availability.
* Add preset curves functionality to the KAL controller.
* Add part highlighting on mouseover in KAL.
* Improve Robotic Part Resource usage info in editor.
* Add interact button to open PAW for Deployable Science parts.
* Added new KSPedia slides for Grip Pads, Propellers and Track Editor.
* Improve Robotics Parts Resource usage to use less resources when moving slower.
* The PAW button “Reset to Launch Position” for robotic parts now reads as, “Reset to build:” + Angle, RPM or Extension depending on the robotic part to avoid confusion.
* Fix description text on R7000 Turboshaft Engine in English.
* Fix localization of resource name in robotic part PAWs.
* Fix KAL help texts.
New Parts with Variants:
* S-062 Fan Shroud
* S-12 Fan Shroud
* S-25 Fan Shroud
* R-062 Ducted Fan Blade
* R-12 Ducted Fan Blade
* R-25 Ducted Fan Blade
* Readjusted the liftCurve, liftMachCurve and dragCurve values on the propellers and helicopter blades.
Rebalanced Robotic Resource Consumption values:
* G-00 Hinge
* G-L01 Alligator Hinge
* G-11 Hinge
* G-L12 Alligator Hinge
* G-W32 Hinge
* Rotation Servo M-06
* Rotation Servo M-12
* Rotation Servo M-25
* Rotation Servo F-12
* EM-16 Light Duty Rotor
* EM-32 Standard Rotor
* EM-64 Heavy Rotor
* EM-16S Light Duty
* Rotor, EM-32S Standard Rotor
* EM-64S Heavy Rotor
* 1P4 Telescoping Hydraulic Cylinder
* 3P6 Hydraulic Cylinder
* 3PT Telescoping Hydraulic Cylinder
* R121 Turboshaft Engine
* R7000 Turboshaft Engine
* Fix Deployed Science Log and Message system spam.
* Fix Deployed Science parts sometimes exploding when coming off rails if in contact with another part (kerbal, etc).
* Fix Deployed science parts being visible during the astronaut complex when opening that scene from the Editor.
* Fix Robotic Parts using EC when moving to initially set position on launch.
* Fix slider numeric values in some PAW fields could go out of range.
* Fix autostrut processing for some use cases regarding root part being robotic part.
* Fix autostrut delay when vessel comes off rails for vessel with robotic parts.
* Fix Actions at the end of KAL track not firing in Play Once mode.
* Fix separation of the blades when attached to an active rotor.
* Fix rotation of cargo parts in extended tooltips.
* Fix cargo part icons appearing in Astronaut Complex when pinned.
* Fix drag on pistons.
* Fix cargo parts now rotate at the same speed as in the Editor on the inventory grid during Flight.
* Fix mirroring of hinges and rotation servos.
* Fix KAL Window not closing when vessel goes outta range.
* Fix incorrect naming of the Sun in science experiments.
* Fix mirrored attaching to rotor side nodes.
All links are interchangeable, you can download different parts on different hosts
Request a game or request re-upload, visit Game Request
If you need help a problem, visit F.A.Q
Kerbal Breaking Ground Tutorial
Link Google Drive:
Part 1 – Part 2
(See instructions if you don’t know how to install: Instructions on how to install)
2. Crack if needed.
3. Play game.
4. Have fun ^^.
5. (OPTION) Install the update version if they have the future in the link below
- Requires a 64-bit processor and operating system
- OS: Windows Vista, 7, 8 and 10
- Processor: 2.5 GHz dual core processor
- Memory: 4 GB RAM
- Graphics: DirectX10 compatible graphics card w/ dedicated 1GB RAM
- Storage: 8 GB available space
- Requires a 64-bit processor and operating system
Kerbal Space Program 1.8 Igg
Summary: Take a trip into space with Kerbal Space Program and the two expansion packs; Making History and Breaking Ground.
Tall Timber Group
‘Kerbal Space Program’ is a space flight simulation game that gives players control of their own space agency. Players can build, design and operate a wide range of rockets, satellites, space planes and even Luna rovers in their quest to explore the stars. Now with both expansion packs available on console platform, players have even more tools at their disposal for their journey through space.
Like many other simulation games, ‘Kerbal Space Program’ offers players a unique opportunity to do something that wouldn’t normally be possible. In this case, that unique opportunity comes in the form of building spaceships and sending them off into space to explore. For many gamers, like myself, this is a dream come true as building rockets out of LEGO was never enough. However, unlike the days of old where you could strap a few oddly coloured bricks together and call it the Millennium Falcon, ‘Kerbal Space Program’ (or ‘KSP’ as it’s more commonly known) isn’t that simple.
When starting a new game, players can either opt for a sandbox environment that has everything unlocked or take on the challenge of career mode and unlock everything progressively. For me, I chose to give both a try but eventually decided to stay with a career mode due to finding it much more rewarding. On its own, ‘Kerbal Space Program’ is not an easy game and will take a good amount of patience, creativity, focus and determination to make any level of progress. However, the sense of achievement is well worth it. I can safely say from my own experience that there is nothing more rewarding than getting your rocket into a successful orbit around the planet for the very first time. This feeling is greatly intensified when you’ve done it using a rocket of your own design and the parts you’ve worked hard to unlock.
The core of KSP’s game play can be broken up into two main areas: Vehicle assembly and exploring the solar system. Whilst both sound simple enough, the learning curve can be quite overwhelming for some would-be astronauts and it is recommended that you watch a few online tutorials to avoid frustration. Thankfully, the DLC expansion packs ‘Making History’ and ‘Breaking Ground’ offer a range of helpful tools for both new and veteran players.
Making History Expansion
As the name would suggest, the ‘Making History’ expansion takes its inspiration from the iconic Space Race of the 1950’s. All of the new parts included in this pack come with an iconic retro theme and closely resemble real rockets and crafts used both the USA and USSR. Players will now be able to build famous space craft such as Apollo 11, Sputnik 1, and Voyager 1 & 2. Additionally, the ‘Making History’ Expansion also includes a series of historical missions based off of real events and a mission builder.
The historical missions are separate to the sandbox and career modes, and can be played at any time without interrupting previously created games. As a new player, I strongly recommend newcomers beginning here before starting a new campaign in either sandbox or career mode. While still not perfect, these missions offer much more guidance than the main tutorial. Each mission is broken down into small phases and encourages players to build on what they have learnt in the previous step, giving players a stronger understanding of game fundamentals as they recreate historical missions and rockets.
Breaking Ground Pleasantville
Using the mission builder, players can now create their own missions to challenge themselves or other players. Personally, I found this to be a great addition to the game as it allows more experienced players to really challenge themselves. However, given the level of realism used within ‘KSP’, new players might struggle with this until they’ve learnt some of the space related terminology and advanced maneuvers.
Breaking Ground Expansion
In comparison to the ‘Making History’ expansion, the ‘Breaking Ground’ expansion is very much its polar opposite in terms of what it brings to the table. This expansion is all about improving and adding more possibilities to KSP’s advanced gameplay for when players are more experienced with interplanetary travel. Included in this expansion is the long-awaited addition of robotic parts for developing more complex vessels. Combined with the addition of celestial bodies, players have even more ways to explore the stars by building ships capable of transporting rovers and collecting valuable research from the planet’s surface.
While I would recommend both DLC expansions, Breaking Ground’ is the one that advanced players should get their hands on first. The robotic parts offer much more creative avenues for players to explore when looking to travel further into the depths of the solar system. The new parts now give birth to more complex space stations, allowing players to refuel their ships in space and create long range communication networks.
The new robotic parts are a lot of fun to play with but still require a bit of practice to use correctly. I’m quite impressed with the level of control that players have when programing the movement and speed of these new parts. As someone who is quite fond of robotics in general, I must admit there is something magical about watching your rocket open up and unfold as pistons transform your craft into something much larger.
It is without a doubt that both the ‘Making History’ and ‘Breaking Ground’ expansions bring a lot to ‘Kerbal Space Program’. The addition of new features, game mechanics and parts have been well thought out and add an enormous amount of gameplay possibilities. One thing I really like about these expansions is that there is something for everyone regardless of what skill level or how long they’ve been playing for. I do highly recommend these expansions for anyone who is a fan of KSP and want to get the most out of the game. My only issue is that KSP is still a really tricky game and I feel that a bit more could have been done to improve the tutorial and how to use these new features.