Felipe (HarvesteR): Development is progressing nicely along several fronts this week. Everyone is working on something of their own, but I’ll leave that to each one to write about. On my end, I’ve been doing my part on the aerodynamics overhaul, but also picking up long-standing issues and unfinished features that were left from previous updates.
This week, I finished up the new lift model for the lifting and control surfaces which I started last week. I also revised the fuel flow logic for air-breathing engines. To support things like wet wings and such in the future, turbine engines now drain resources evenly from all tanks in a stage (the stage grouping allows setting up drop-tanks and such). This should also help with maintaining a balanced craft as fuel is drained out, and reduce the need to use fuel lines excessively.
Other than that, I was able to get a feature I had to leave out a long time ago up to a nearly complete state now. I call it ‘TimeWarp-To’. Basically, it lets you select a point ahead of you in your trajectory, and have the game auto-warp up to that point as fast as is reasonable (given the time gap).
This feature was delayed because of the time needed to work out how to deal with the warp limits near planetary surfaces, to stop warping just before any maneuvers you may have set, and also because I wanted to add a time warp limit when approaching an SOI transition. The autowarp system will respect those limits, and step up warp again as soon as conditions allow.
Lastly, I’ve gone over the joystick mapping system, and fixed issues with mapping becoming invalid in new game sessions, as I’ve found that Unity’s device list will change across sessions, whenever you plug anything new to a USB port, so we couldn’t rely on device indices to map joystick bindings. Now, not only is this fixed, KSP now supports up to 11 joysticks, each with up to 20 axes.
Finally, today I’m back to working on the aerodynamics again, this time on a new UI overlay for the editor, which should help visualizing the air-worthiness of a spaceplane before taking to the tarmac. More on that as it develops into something worth showing. At the moment there is very little to actually see.
Alex (aLeXmOrA): January 17th, it marked the 4th year of me working at Squad. I can’t believe it’s been that long with all the things that have happened and all the things I learned from. It’s been a really cool and amazing experience, I must say. Hope I can stick around for more years and learn even more things. Right now, I’m working on some tasks I left unfinished for KerbalEDU, tasks that were not necessary for the release last year, but that will help to improve license managing for the users.
Marco (Samssonart): Sorry, I can’t really say much this time, I’ve been working on a highly experimental project we’re not even sure is going to be a thing yet, we’ll have to see how it progresses.
Daniel (danRosas): Getting three things ready before the end of the month. Two are still being under pen and paper, so I still don’t have much to discuss about those. The other one is that I successfully updated the rig for animations, I’m still having some minor issues with some multiplyDivide nodes, that are giving trouble to the twist of the Kerbal spine. The rig we’ve been using until now had only a couple of IK handles at the top and the bottom. I’m looking into having a couple of FK for the sanity of the animation process.
Jim (Romfarer): This week I’ve been focusing on the new Engineer’s Report app which will replace the Craft Info app. We are keeping everything in the old app, changing the app name and adding a new feature to it: Design Concerns. This is a list of possible problems for your vessel all ranging from simple possibly unimportant issues to crucial errors which will render your vessel unflyable. We already have a list of design concerns in the works but we are always looking for suggestions. So what are the things you “always” forget about when designing a vessel?
Max (Maxmaps): We’ve had several meetings around the office both for the final touches of the update plan and for several events in the near and long term future of KSP. The update blog turned into something far larger and cooler, and you’ll get to see what I mean before the week is over. Forgive the devs if they’re a little skinny on the notes this time around, as you’ll be getting a deep look into what they’re working on very soon.
Ted (Ted): Work is still progressing on the balancing, thanks for the PMs from last week. There were a fair bunch. I’ll have replied to them all within the week. Other than the balancing, I’ve been working on establishing the changes needed on our bug tracker to have it operate more efficiently both in the manner that /we/ use it and the manner that the public use it.
Additionally, I’ve been playing catch-up with the Dev Team and ensuring that the changes and additions they’re making are documented for the QA Team to follow along with. This prevents any members of the QA Team being left in the dark on changes that are made and thus being unable to competently QA the changes.
Lastly, with the assistance of the QA Team and a member of the community, I’ve been going over the dialogs in the tutorials and correcting any errors in them as well as reformatting them for ease of reading.
One final note, I saw in various KSP communities around the Web that Felipe’s mention of a Unity upgrade last week was speculated to be to Unity 5. I should clarify that we’ve upgraded to Unity 4.6.1, not Unity 5.
Anthony (Rowsdower): I’ve been taking care of some things on the KSP-TV front. Talking to perspective streamers, devising and taking feedback on new intros and outros are part of the equation, too. I’ve got to deal with some further strategy on the branding of the channel, as well. If any of you are apt to answer, what draws you into watching our regular KSP-TV streamers?
Rogelio (Roger): Lately I’ve been working on more proposals for kerbal t shirts, exploring new illustration styles for kerbals. As soon as we have approved proposals, we’ll show you. Also I’ve been improving the orange kerbal space suit, adding more detail to the model and improving the textures. It will take some time cause we’ll need to re-do the rig for the new model. It will be improved too.
Kasper (KasperVld): Progress on a few fronts has slowed down, for example we’re pretty much done evaluating the new forum software, and are now waiting for its development to be completed and we’re looking to have a few more questions answered. Time to get the lid off of this one then: we’re looking to upgrade to IPS 4 once it’s available. If you for some reason are curious as to what IPS 4 looks like and how it works, the only public install I know is located on the
official IPS website. A new forum means a good time to apply changes, and I’m looking to see if there would be a benefit to having a KSP themed forum, instead of using an out-of-the-box forum layout. What do you think? Let me know in the comments.