KSP 0.21 has been released, some minor changes but laying the groundwork for Career and Resource systems: * Revised Flight-End scene flow. In preparation for Career gameplay, we've redesigned the way flights are ended. Gone is the 'End Flight' button in the Pause Menu, cause of many a tale of accidental space station deletion. Now, you'll either get to return to the Space Center (as before), or when applicable, Revert to an earlier state (to launch or to the editors). * New Space Center Scene. The most underdeveloped part of the game finally gets its much deserved overhaul, featuring new models for nearly all the facilities, plus a couple of new ones as well. Keep on reading for more details on them. * The Astronaut Complex Facility. Another huge feature in the making, the Astronaut Complex is a new building at the Space Center, that gives you an overview of all your available victims brave explorers, and lets you recruit new ones from a list of applicants. * Crew Management Along with the Astronaut Complex, this adds the ability to select the crew for a vessel before launch (from the launch sites or from the editors). Pick from the list of available crewmembers, and assign them to any (yes, any) part on the vessel. * New VAB and SPH Interiors. The insides of the construction facilities are also completely re-done, the models are not only vastly better-looking than before, they're far more efficient as well, so there's no performance tradeoff here. * PSystem. This was one of the biggest code overhauls we've ever pulled off. Now, instead of having everything duplicated in each of the game's scenes, all common elements like the scenery, game logic, ambience and the planetarium are created once and get reused. This means the world you see at the space center is now exactly the same as the one you see in flight, and in the tracking station. It also means much slicker transitions between scenes, as we don't have to respawn everything again. * Overhauled SAS Flight Control Sytem. Veteran players (and new ones alike) will be happy to know we’ve done away with the old Stability Augmentation System (or Sickness Avoidance Solution or whatever you want to call it) we had, which caused more flight stability problems than solutions sometimes, and re-built it completely from scratch. We can’t overstate how much of an improvement over the previous system this is. * Much Improved terrain on Kerbin, the Mun, and other places. New procedurally generated craters on the Mun, low hills around Kerbin, and a lot of other tweaks and optimization make for a much more interesting landscape to fly around and crash into land at.