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Kerbal Space Program

Hellraiser

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FYI, in case you find the standard group of contract types a bit too bare bones:

Fine Print - the mod adding more contract types

fine_Print_Screenshot1.png


Including:
build space station/surface base with specific parts, total crew capacity or other parameters
rover missions where you drive from randomly generated waypoint to waypoint in search of the one being a source of a vague anomaly
aerial recon missions where you fly through waypoints.
asteroid capture missions

The waypoint missions, combined with new objects like procedural rock formations spawned at the waypoints, would make an excellent addition to the stock game.

In other news the new producer/old PR guy revealed some more things on 0.25:

The Administration building will probably allow you to convert science/funds/reputation into one another. Either way it has been mentioned that it's supposed to allow different play styles and have another complex GUI related to it's mechanics. So probably more than just a glorified currency exchange.

A thing that may end up in 0.25, but that's not decided yet if it will, will be proper crew transfer within a single craft.
 
Self-Ejected

Ulminati

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It's 'k. Takes a lot longer to get anywhere since shit isn't scaled down by a factor 12 mind you.
 

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.
EDIT: Dex fucked up my post and added URL everywhere. Thanks, DU.

Miguel Piña, the producer of Kerbal Space Program wrote some stuff on reddit, here are his (more or less) important posts:

We are actively working on Girlbals (studio petname, not actual name). They will take some time, it's a decent bit of work and we have to get them right. We may be just a small indie studio but we feel that gaming in general should no longer treat women as an afterthought. Even if it's extra work.
They clearly know what's important in space exploration game :salute: Inb4 gay kerbals like in Dwarf Fortress 0.40
Hugo (our hypertalented intern) is working on overhauling spaceplane parts a mere six feet to my left right now. [for 0.25 - konjad]
Youtubers and streamers are the best possible thing that can happen to your game. Seriously. There's a reason everyone and anyone can make and monetize as much KSP content as they desire on those channels. Everyone wins, and blocking people out is either shortsighted, or trying to hide a bad product.
More planets are a big maybe right now. We have to finish making the current ones as good as Kerbin.
Early Access feels like a party that got out of control. We got in where it was only a couple people eating pizza and playing Mario Kart. Then suddenly it's Jesse's party from Breaking Bad. It's refreshing and reassuring that whenever an article, youtube video or blog comes out bashing Early Access as a whole, someone always seems to pop up in the comments and talks about how we're doing it right.

The advantages are plenty, you not only get to fund a project and help it grow, but it's fantastic for evangelizing and getting people involved in the community as well as partially shape development itself.

The disadvantages however can be -dire- if badly managed. You can even sabotage your own game by presenting it at the wrong state, overpromising or failing to communicate properly to your audience.

I like to believe that in reality the vast majority of studios get into Early Access with the plan of making the best game they can make, but there are so many pitfalls you can stumble right into, I can't say its right for everyone.

Any future devs reading this, please, please don't jump into Early Access thinking it's free funding and that you get to develop your game just as planned within it. If you don't have your core engagements present on the very first publicly available version and understand that every single update should be able to stand on its own, you're shooting yourself in the foot. It's a lot of extra work, but if you can manage it, it's incredible.
We're actually working with the brilliant people over at
Teacher Gaming on an educational version. It's a work in progress but they are doing some amazing stuff.



Origin of Kerbals:


I play a couple hours a week. I have over 156 hours clocked on Steam and god knows how many on the nonsteam version. Still can't come back from Eve.
 

Drax

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We are actively working on Girlbals (studio petname, not actual name). They will take some time, it's a decent bit of work and we have to get them right. We may be just a small indie studio but we feel that gaming in general should no longer treat women as an afterthought. Even if it's extra work.

:shunthenonbeliever:
 

Drax

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In this case, even though I'm normally a supporter of gender equality, it's a STUPID WASTE OF MONEY AND RESOURCES.
I never saw Kerbals as "dudes", they are things, to be played with, tortured, sent to impossible situations and left in the middle of space. Or exploded.
Wait..
 
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Yeah, I always felt that Kerbals are greenskins, like WH40k orcs. Smart fungus that like boosters instead of choppaz and shootaz.
 

dbx

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Have set up a possible mission to Eve surface and back:

Eve Orbit -> Kerbin transfer
This will be launched first and parked in Eve orbit, waiting for the lander.

52FBEFZ.jpg


The lander (it's actually the giant thing on top)
This will park the lander in KErbin orbit.
The lander can put out 10700 deltaV, enough to leave Eve from 1000mt over sea level i think
RMeiwan.jpg


Had to use Mechjeb to put the thing in orbit, kerbal was running at 5 fps on my pc.
f6tty3f.jpg

The lander is just a probe. I could easily add the external command seat and land a kerbals, but that feel like cheating a bit.

And lastly this will push the lander from Kerbin orbit to Eve. Should have enough fuel left to refill the Eve-to-Kerbin craft.
Ms9ICSO.jpg


Unfotunately i'm stuck now. When i attach the tug to the lander Kerbal goes under 1 fps, end even Mechjeb can't control shit at that point.
 
Self-Ejected

Ulminati

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Time to reduce your part count. Start by shedding all those individual solar panels and get some folding ones instead :3
 

Hellraiser

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Guys, remember the spaceplane plus mod I posted a few pages back? The one with very stockalike parts? Well the devs decided to fuck remaking a lot of the parts from scratch and just incorporate that into the game with a few tweaks, with their original creator's permissions and compensation of course.

Also we're getting new Navball indicators, including radial/anti-radial and an arrow pointing to where the fuck the damn maneuver node marker is.

Also a crew transfer GUI is finally being done, so no more EVA to move from pod to pod.

Besides that there seems to be quite a lot of work done on some new graphical assets other than spaceplane parts. It may go beyond the admin building. Also there's some secret big as fuck feature that's being added, possibly related to the admin building but not necessarily.
 

Drax

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No no no, it's either that or they are preparing to launch KSP Online, an exciting massive, multiplayer, F2P, P2W, DLC enhanced experience!

On a slightly more serious note: I read in the devlog that they are working on a kerbonaut/vessel logging system to keep track of the green guys, which would give the amount of different kerbals some use, if they can gain experience and that exp has any sort of use. I don't know if that's the BIG THING or not, but cool nonetheless.
 

Hellraiser

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To be honest they did say they're doing one feature no mod has ever tried to do yet in the last dev stream. So Kerbal Experience/classes could be it. Would explain the new art assets - new kerbal models suit dependent on class/job. But that's just a guess on my part.

Either way the admin building GUI is supposed to feature a slider for some reason. Not sure why.
 

Drax

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It could be cool, you'd need to have a pilot, maybe an engineer and if you want all that juicy scienze you'd better send up a good scientist to do proper in-situ research. Nice, nice...
 

Hellraiser

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Ulminati Major :incline: ahead, guess what is getting added? Kerbal Experience, just as I have speculated. KSP is now an RPG

:troll:

Well not yet, they're only adding logging it rather than proper skills for now, but proper veteran kerbals will come in the future.

Also:

Administration Building
A new facility at KSC which will allow you to choose from a set of Strategies to boost certain areas of your space program, usually at the expense of some other area. Start an Unpaid Internship Program to increase your Science gains at the cost of Reputation, or take up an Open Source Technologies Initiative to boost your Reputation gains at the cost of decreased Science rewards. All these combinations will be possible using Strategies, along with many more. Also, Strategies are fully mod-enabled and new ones can be added very easily. Just keep in mind, however, you can only take up a limited amount of strategies at a time, so choose wisely.

This sounds pretty cool. Also I would *not* want to be an unpaid intern at the KSC.

Kerbal Experience
Recovering Kerbals will now reward your reputation based on where they’ve been (and what they’ve done there), and their accomplishments will be stored in persistent ‘career’ logs for each crewmember.

Difficulty panel
We’re setting up a much needed Difficulty Options panel, to allow you to set up the game to your liking. Does reverting flights make everything too easy? Try disabling that to see what playing with no room for error feels like. Are you constantly broke without cash to continue? Give yourself some extra boost off the start by increasing your starting Funds. The list of tweakable options goes on, but you get the idea.

Classified
You’ll have to wait for this one a bit longer. If we had our way, we would tell no one about it and just let you guys discover it through gameplay with hilarious results.

Difficulty panel sounds like a "fix difficulty yourself" kind of thing in some aspects but whatever.

The classified bit could be deadly re-entry judging by that description. However supposedly it was said in the stream that this feature will be more noticeable for inexperienced players and that it's part of something bigger that no mod has attempted yet. Weather? Terrain hazards?

EDIT: Stuff from the stream collected by some other dude:

--New Spaceplane parts
-Cargobay planned to be added, may be a 2 patch thing (maybe due to no native firespitter)
-Trying to be implemented in a way as to not break old designs

--Enhanced Navball function
-Prograde, retrograde, Normal, antinormal, Radial in, radial out

--Punch It button!

--Improved Accessibility

--Better sounds
-SFX being added for parts with no SFX now

--Better particle effects
-More to be revealed, but better explosions confirmed
-Minimal performance impact expected

--Difficulty options
-Implementation started with ALT-F12 options of difficulty
-Panel will contain all of that + new options tied to the new update
-Tweak starting funds, Allow stock ships, Autohire crews...
-Once you research a node, you have to pay a hefty price to unlock it(4-10x), prototype it, then finally unlock it
-Modifiers for sci, funds, rep (10% of normal gain to 1000% of normal gain)
-Allows for gameplay options like bumping sci gain to not worry about it

--Adding a mechanic that will be fleshed out over time: KERBAL EXP!
-FlightLogger like implementation
-Can tell anything you have done in the game, landed on the moon, orbited minimus, etc
--used for contracts
--Such a system will be used for Kerbal EXP gaining

--Kerbals gain levels eventually becoming veterans
--loosing high-leveled Kerbals will cause a MASSIVE rep loss (Imagine loosing Armstrong and Buzz on another space mission)

--Future cannot be discussed, but you "won't have to wait long"

I was fucking right!

--First Person EVA
--NOT FOR .25, but wanted for a future update
--Max called switching out an RCS pack for a parachute a good idea and "pretty metal"
k_tongue.gif
(suggested by Mammonlord)
PARACHUTES AND FP EVA :bounce:

--Seecret feature
--Max cannot reveal it, he does not have the authority
--"we believe it is really cool, one of the coolest things in the game" --Max
--Complex from the code, but "basic" from the gameplay aspect
--Veterans, who are REALLY GOOD (read: regex, ferram4, Scott Manley) will not encounter it

--Creates the framework for a MASSIVE feature in the future
--No mod has done it
--HarvesteR had extreme amounts of fun playing with it
--NOT CLIPPY
--Max derives happiness from seeing everyone speculate

Spaceship fires? Weather? Terrain Hazards?

--Part count problems
--Unity 4 with PhysX is only single threaded = Slow
--Unity 5 has multithreading, and there are plans to make it PRIORITY #1 when it is released
--ETA: Don't ask us guys, we're itching to get our hands on it


--OSX 64 bit is being worked on
--When it will be released, expect it to be experimental

--Admin building
--Used to be a currency exchange like "trade X for Y", deemed unfun(Max called it similar to Age of Empires 3, and "dated)
--Now a place to control your strategies
--Buffs to be paid using currencies
--Use rep to buy unpaid interns? Loose rep, but science gains are increased for 5 missions by 20%
--Misc Strategy is also being added
--EX: If you spend funds and science, the next flight has better fuel efficiency
-or the next flight has a bit less drag
-or you have better contract rewards
--All temporary buffs, never permanent

BTW the Space Plane Plus models which will now be stock:

uBDZY3Z.jpg


They removed the heatshield, oddly enough. Although it was toggle-able for the mod.
 
Last edited:

Ashery

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Difficulty panel sounds like a "fix difficulty yourself" kind of thing in some aspects but whatever.

It's a sandbox game, and more importantly it's a sandbox game that requires a solid understanding of various physics principles that a significant part of the player base is just being introduced to for the first time. In other words, it's impossible to create a single layer of balance that satisfies their entire player base.

Spaceship fires? Weather? Terrain Hazards?

Parts exploding during collisions and causing other damage? As it stands, catastrophic failures on the pad or during launch are pretty low key and fairly low risk.

And the heatshield being removed from the SP+ models has been used as speculative evidence that DRE is *not* getting implemented.
 

Hellraiser

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And the heatshield being removed from the SP+ models has been used as speculative evidence that DRE is *not* getting implemented.

At least not yet. With difficulty modes in, both DRE and life support are not out of the question. Life support would be piss easy to introduce with the frameworks already in place.

EDIT: Also in 0.25 you will have to pay 4-10 times the part's price for part prototypes *after* unlocking a science node to actually be able to use them.
 
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Self-Ejected

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I know of at least 2 mods that add part failure as a result of prolonged use or stress like heat or high G-forces, with options to repair them with spare parts during EVA. Ever tried having your main engine suddenly break during a powered descent? Fun!

I'm sure Hellraiser will be happy to hear the B9 aerospace pack is being updated again with XXXXXXL parts



The variant system is nothing short of brilliant. Spaceplaneplus is obsolete before it's even added to core.
New cockpit at around 9 minutes. It's very sexy....
 
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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.
Devnote Tuesday
http://kerbaldevteam.tumblr.com/post/96488730424/devnote-tuesdays-the-qa-has-begun-edition

Felipe (HarvesteR): We got a lot of stuff done this week. I’ve been jumping from task to task, so I’ll try to remember everything. The difficulty options panel is implemented, and allows you to set gameplay options both when starting a new game, and also while in game, although the in-game options panel offers less parameters (which makes sense, since options like ‘starting funds’ don’t really apply after the game is started). This also prompted a thorough overhaul of the settings panel UI, which really was in need of attention. The difficulty options panel not only exposes the already-known tweaks you can see in the Debug toolbar, it also exposes new parameters we implemented, including being able to toggle crew auto-hiring, tweaking reward and penalty multipliers, and several others which I’m forgetting right now, but were pretty cool too.

I’ve also added a few other ‘features of opportunity’ here and there. Most notably, I’ve added a second button above the altimeter, which allows you to return to the Space Center whenever you’re in a stable situation. This button sits below the ‘Recover Vessel’ button (which moved up a bit), so if you are able to recover, the altimeter will slide down further and make both buttons available. This may seem like a small thing, but it has a great impact on gameplay. It allows you to return to KSC without having to pause the game, which always annoyed me because it meant returning to KSC required breaking the game flow. Pausing is an out-of-game type action, so now returning to KSC shouldn’t detract from immersion anymore.

After all that got done, we started integrating the many features in preparation for QA testing, which is starting this week. I’ve taken the opportunity to tinker a bit with the issue tracker, which finally got a much, much needed issue voting system, so we can rate issues for their subjective importance (which is really hard to tell without something like votes), and also a full CSS overhaul, which not only makes the tracker look much sleeker, it also should greatly improve readability and being able to spot the important issues among the less important ones.

Today I’m revising the Vessel Marker system that Marco started, to work consistently with other UI systems that were implemented earlier on this update. Consistency means less code for the same purpose, and less code means less places for things to break down, which hopefully should translate to less bugs.

That’s all I got for now.


Alex (aLeXmOrA):
Last week, I set everything for the Server migration our hosting provider needed to do for all their customers. However, at the end it wasn’t necessary for our services and it wasn’t done at all, so KSP sites are running without any issues. Right now, I have to go back and continue with the changes to KSP Store site.

Marco (Samssonart): Aside from QA for the features you guys know I’m working with Porkjet to integrate Spacelane Plus into the game, getting the textures to look just right, making sure all lines up perfectly and such. He wanted to make the models prettier, but in doing so the internal model of the cockpit came out of alignment and artifacts from the external model could be seen while EVAing. I helped him align the models without needing to redo the whole thing.

Daniel (danRosas): I’m currently working on the backdrop for the Administration Building. It’s going to be something like the Astronaut Complex, a render with some 2d adjustments where you can see the scenario where the kerbals conduct their administrative stuff. Max gave me some cool references, and I’ve found some rather interesting ones too.

Jim (Romfarer): This week i made two new additions to the rich text area component we use in a lot of the GUI’s. The first one cuts off the text at a certain line number and adds a string indicating the textfield has been cut off. The second addition was a feature to have the text wrap around an image. These additions was written on top of the rich text parser Mike wrote earlier to handle text areas with multiple colors, bold and italic fonts. Simply put, this parser works like this: It reads through all the lines in the text area, splits it up into words, parses the tags and in the end puts it all together in a list of string with different fonts. And to make room for an image i just put in invisible strings of dots where the image should be.

Max (Maxmaps): Coordinating stuff with the art time and looking over things like the implementation of all the new parts we’re adding to the game. Also trying to come up with an update name for 0.25, First Contract will surely be hard to beat.

Bob (Calisker): I didn’t forget about all of the great folks who shared stories about playing KSP with their families but I haven’t quite figured out what I want to do with all of these stories. I would like to share them but how and when is always really important. We’re working hard on update 0.25, which means we’re going to be able to share more and more of it with everyone. Max is having some fun teasing stuff and I’m hopeful we can get together a few fun things as we get closer to finishing it. I had a really amazing conversation with one of our contacts at Steam, which is an amazing partner for our game and company. It’s nothing specific but it was very valuable. Also happy to report that our PAX Prime tournament was another success! The person in charge of the entire weekend of official PAX tournaments told us they filled the tournament and had to turn away players as it was so popular.

Ted (Ted): The Testing department has been busy this week! As you may have seen, we’ve begun QA and it’s been a nice big stack of content for us to sift through and test/break/provide feedback for. Thankfully it started off nice and slow at the end of last week to get us back into the motions of QA, but this week has been full speed ahead with a lot to get through. Additionally, it’s the first QA period for a couple of new QA testers, so seeing them break in the builds has been very rewarding for all involved.

Moving on, we’ve finally got most of the new Experimental Testers on the Team and they’re getting acquainted with everything involved. There’s still a fair bit to get up to scratch on for them though and as we’re not at Experimentals yet, they’ve got the chance to slowly get settled in. Additionally, there’s still a handful of Testers that have yet to join, but they should be with us by the end of the day and questioning their decision to apply by tomorrow morning!

On the Bug Tracker front, we’ve installed (Felipe and Alex installed, I watched) a voting plugin on Redmine to allow you all to vote up/down issues based on your personal opinion of the issue. So now the priority field can truly be how much of an effect it has on the game, while the vote field reflects on how much it affects you as a player. Additionally, Felipe touched up the theme on the Bug Tracker a fair bit, so it should be a lot cleaner and a lot easier to see which issues are what priority and what status, just from the formatting. Hopefully it’s a lot better for all of you!

Lastly, the Article I’ve been working on for a while is up and ready for everyone to read over HERE.

Anthony (Rowsdower): Our CONTEST with Coub is now underway and will last through October 2nd. Make a 10 second loop video and you could win an original drawing by danRosas that’s autographed by members of the KSP team. Oh, remember that survey I’ve been telling you about? It’s HERE. It’s all about what you’d like to see from the devnotes, as well as some additional info to be used for internal purposes. We’d appreciate you filling this out as honestly as possible.


Eduardo (Lalo):
Making some diagrams of administrative processes and their guidelines. This isn’t for the game, either. This is just some boring old business stuff.

Rogelio (Roger): I’ve been modeling and texturing more stuff. Photoshop has become my new best friend because I’ve discovered new ways to paint faster and better. Time has become golden and I’ve been trying new and more efficient production techniques for both modeling and texturing assets. Believe me guys, something as simple as keyboard shortcuts has save me a lot of time lol. I’ve also been reading about how to unleash creative techniques and it has really helped me out to bring more ideas on how to effectively use maya tools to solve modeling issues and save time so I can achieve goals quicker.
 

Drax

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Devnote Tuesday

Felipe (HarvesteR):
Last week was the first week of QA. A number of features have already been integrated into the main development branch and tested. I’ve also taken some time to upgrade and overhaul our issue tracker, to add an issue voting system and a complete revision of the styling rules to make the more important issues more visible at a glance. This has already proven worthwhile as several issues we would have probably dismissed as being of lesser importance have surfaced with high vote counts, which indicates that even though a bug/feature request/feedback item may be technically of low severity, subjectively, it’s seen as very relevant.

This week, we are setting up the Administration Facility systems to be QA tested, and I’m having a go here at a little app to help maintain the issue tracker in a serviceable state. The number of old builds has been piling up, and we need something to help us manage them.

Alex (aLeXmOrA): Last week I had intended to continue with the changes to the KSP Store website. However, since an office remodeling is going on here at Squad HQ, the main routers that provide the office with internet needed to be moved from where they were and that left us without internet access for a day. I helped Jesus change cables and connect the network devices to restore the signal and make sure everyone at the office can access the web. Now, with everything working as it should, I can go on with the website tweaks.

Mike (Mu): I’ve spent some time implementing the new parts from PorkJet and some upgrades for our old parts from Hugo. To get the new cargo bays to work properly I’ve slightly reworked the ModuleAnimateGeneric to enable it to toggle whilst animating and also to enable access from EVA. Apart from all that i’ve been assisting the team in implementing and testing the 0.25 features and also tinkering with some interesting new developments for 0.26. Stay tuned.

Marco (Samssonart): Basically wrapping up my share of QA and on standby for Experimentals. The most puzzling bug that happened during QA was a Unity bug that’s also present in 0.24 - the crew hatch menu doesn’t work on mac. After some tinkering I figured out it’s a bug that got fixed with Unity 4.5.3. We’re still waiting for confirmation on that one, but all points to it being fixed, which is good news all around for mac users. Turns out it wasn’t. Back to the drawing board!

While that happens I updated the info of the orbiting tutorials to include the newly implemented navball vectors and I’m going through some old an undocumented code to find out how to implement said vectors for the IVA navball as well, fun times.

Daniel (danRosas): Finished the Administration Building backdrop, to have it more than ready for the upcoming release. According to the position of the building in the Space Center, you should be able to see the VAB and the Astronaut Complex. Since I like going more into the properties of a telephoto lens, the objects in the image may appear closer than they are in real life. Since it’s still a WIP feature, this could change in the close future. You can have a look of it

61IYauk.jpg


On other matters, we’re moving ahead on the assets we’re getting ready. The communication channel goes from us artists (Roy, Nick and I) to Miguel, Felipe, and so forth. In order to have a clear scope of what’s intended. Next week I want to start doing tests in Unity, in order to have a closer approach of how those assets are going to look like inside the game.

Jim (Romfarer): It’s time to do some maintenance on GUI atlases and prefabs. In case you didn’t know: an atlas is a texture with many smaller textures baked into it. The main benefit of doing this is to reduce the amount of memory used by the GUI. A prefab is basically a gameobject template used to instantiate multiple gameobjects which share the same behavior. We use those for all EzGUI’s in the game because it’s easier to manage scenes and atlas updates.

Over time, many of the GUI prefabs have received small updates and as a result the amount of atlases used in many of them have grown. So what I’m doing this week is re-building the atlases in order to reduce the amount of atlases in use per prefab in an effort to have as few atlases as possible in use at any point.

Max (Maxmaps): I’ve been working closely with the art team to get the giant 0.26 project done in time. Which has proven to have a bit of an extra challenge to it due to the fact that we need the art team for a couple more things in 0.25, related to the admin building and what have you.

We’ve pulled it off however, and hope you will have your fingers on this update sooner than you’d expect.

Bob (Calisker): I worked with a newspaper reporter who was interested in Kerbal Space Program as a game to include in a feature about what games kids will be playing after Minecraft. Hopefully, KSP makes the list! We also had an interesting discussion with Charlie Hall from Polygon, who caught glimpse of Scott Manley’s challenge to players to get into orbit and back to Kerbin in under 3 minutes. Charlie posted this STORY, which included some talk about planned changes to our atmosphere. It was a tricky question because it’s something still being discussed but we don’t have a concrete answer at this time. It’s one of the toughest parts about being a communications person for a game in Early Access. Sometimes it feels weird to say, “we don’t know,” even when it’s the most honest answer.

One more thing, I have a question for everybody! Did you download and play our demo before buying the game? Please answer HERE.

Ted (Ted): My week has been filled with mostly miscellaneous QA management tasks; keeping documentation on our features current, looking for ways to improve our bug tracking system and implementing them (though Felipe implements the ‘meatier’ ones), the list goes on. One of the many tasks has been assisting the QA Testers with the testing on the ‘secret feature’ and the features Marco had been working on (Navball improvement, crew transfer and vessel markers in the KSC). Our Linux QA Tester sal_vager goes into detail on how that went for him this week:

sal_vager [Linux QA Team]: I collaborated with the other QA members to confirm issues that had been found, as well as finding a few myself, the most notable being a regression issue with the recovery of Kerbals that was speedily fixed by the devs.

Also, I worked with TriggerAu (Windows QA Team) specifically on issue 2946 (title would give away the secret feature), it was a deep issue with many aspects that needed to be checked, between us we were able to test all the conditions set out by Felipe.

So far the Linux version hasn’t thrown up any platform specific bugs yet thankfully, even in the 64bit version.

Moving on, while we haven’t been actively testing new content in Experimentals, that hasn’t stopped the Experimental Testers from keeping busy. One of the new Experimental Testers for Windows sums up what they’ve been up to below:

Steve (Squelch) [Windows Experimental Team]: As one of the new Experimental Testers, this past week has been my first full week on the team! What has that involved? Well, for a start it involved mixing with some really interesting and intelligent people all with a common goal - making KSP better! After a wonderfully warm welcome, it was time to get down to our duties as Experimental Testers. I quickly got to grips with the KSP Bug Tracker, which uses Redmine a project management web app I’ve had experience with before.

Myself and a couple of the other testers took it upon ourselves to review the outstanding tickets, as it’s a relatively quiet period apparently - 0.24.2 is out in the wild. This involves interpreting what the reporter is trying to tell us. This is a mixed bag that can vary from reports from experienced software engineers, to novice “I want to report a bug” type affairs. All of them are important and all of them need attention.

We discuss what the causes in these reports might be, what the workarounds are, and what impact they might have on the playability of the game, as well as the system as a whole. Once we have confirmed the report as valid - and that takes much deliberation in some cases - we copy the report to the internal tracker for Developer attention. In essence, testers act as triage, to use a medical term, where we direct attention of the Developers and Quality Assurance (QA) team to particular problems the players of KSP are having.

Thankfully, it is all done with excellent humour, and draws upon a diverse skill-set with the testers. What better benefits could one wish for? Insight and laughs have made for a great week.

Anthony (Rowsdower): I’ve been busy doing the usual amount of monitoring around the community. I recently dumped a big manifesto on the KSP-TV crew for where I’d like to take the channel. All good things with time, of course. Where would you like to see it go? What things would you like to see on there? Other than some really obvious choices, of course :) I’m also coming up with ideas for a contest next month. The prizes are all set, but I’m still filling in the blanks on the action part of it haha. It’s Halloween time. Perhaps that can be of use. Any suggestions? max also let me have a look at SOME PIC before. It looked rad…oh wait. Crap, I wasn’t supposed to show that, was I? Oh well. 50 lashes to the community manager.

Rogelio (Roger): I’ve been fixing some of the models I’ve been doing during these past weeks. I’m trying to reduce the polycount without losing quality so the textures need to be fixed as well. I like how stuff is getting done. Dan, Max and I have been working together to finish on time without quitting sleep hours. Believe me we’re doing some cool stuff.
 

Severian Silk

Guest
So what is the secret new feature? Destroy buildings on your base?
 

Severian Silk

Guest
This is one of those cool games I won't get into because I don't have the attention span. :(
 

dbx

Arcane
Patron
Joined
Dec 14, 2009
Messages
4,079
Location
Wannabe Austria
Attention span? The average kerbal mission last ~65 minutes. 60 minutes to build a cool rocket, 5 mins to see it destroyed on launch.
 

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