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Kerbal Space Program

Hellraiser

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Time warp improvements, finally. Though without a KAC-wannabe app within the game they're a bit pointless. Warp to closest approach within X orbits is just soooo goooood.

Highly experimental project, this sound nice. I thought he was doing the demo though.

No mention of ISRU again, odds of it not making into the next update are rising.
 

Hellraiser

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Secret project is mentioned to be "Project V", V is a letter, not a number. Volcanism? The second gas giant has a name starting with V? It just better not be something related to fucking valentines day. Or Velcro :M

Also they mentioned it is something that will have to be in for KSP 1.0 so probably a necessary feature. Also that V is related to a very important name. People are guessing Valentina Tereshkova, so maybe female kerbals (bleh). Voyager? But that wasn't guessed on the forum and supposedly both reddit and the forum guessed it.

It also already got guessed by somebody. Either way the (much delayed) devblog on 0.91 is supposed to reveal what it is.

Is there a guide to EVA packs? They seem to fly totally differently from normal ships, I hit a button and shit goes out of control.

They fly the same as ships in "docking" mode (translation not rotation). Biggest issue is lack of instrumentation or the ability to switch to rotation.
 
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Drax

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I would seriously flip the fuck out if they are wasting time (and hype) for a boob-enhanced kerbal model. It is the single most retarded idea they could ever have.
Fuck.
 

omega21

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Singakekkles, LLC
I would seriously flip the fuck out if they are wasting time (and hype) for a boob-enhanced kerbal model. It is the single most retarded idea they could ever have.
Fuck.


:incloosive:

don't you know half the world feels out of place playing KSP because they can't have an appropriate manifestation of themselfs? omg (btw gender is social cosntruct ok)
 

Caim

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Just make the Kerbals a race with no sexual dimorphism and mod some female names into the list of names from which random Kerbals are generated.
 

Hellraiser

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Yeah, it was female Kerbals. But also we got some news about the next update... 1.0.

Next update is 1.0, end of early access and beta, supposedly not the end of updating the game for free. Not surprising since multiplayer is not planned to be added in 1.0 yet. And kerbal experience needs fleshing out.

Blog post here

Resource mining for fuel from celestial bodies (including asteroids)! Based partially on Karbonite (so infinite deposits of varying "accessibility" to use the aurora term I guess), using the old mothballed mining parts. Ulminati will probably like this. I just hope they use the old stock resource shader code they mothballed for resource maps and a proper detection mechanism since Karbonite's vanilla one is a bit cumbersome (and the overlay plugin is buggy and an eyesore).

New contract type: spess tourism.

Procedural stock payload fairings!

Drag rework, lift rework, Mk3 "wet" wings (as in capable of storing fuel), Mk2 and Mk3 landing legs and gears.

Science, part, strategies and contract balance overhaul.

Tier 0 space center buildings (the space farm).

Timewarp to point (I fear this will probably be inferior to KAC)

Kerbal climbing/clamping onto ledges (less derping with ladders).

Engineers report (automated vessel checklist of potential design problems).

Game Over condition(s).

The mentioned Kerbal trannies.

Pretty solid additions. Not sure if it is not at least one update too soon to call it 1.0. Expected multiplayer, kerbal experience expansion/polish, re-entry heat and possibly the second Gas Planet with moons to be in version 1.0 TBH.

Athe knows that there is a lot of stuff that could also be added. Life support supplies, KAS-esque fuel lines and EVA-attachable parts, weather and surface planetary hazards, various minor parts (electric propellers and rotors, balloons, airbags, tiny shielded command pods for small rovers), comm signal relays, EVA suit development/types (heavy duty for Eve), Kerbal parachutes.
 
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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
55D8AC0C9C0E6C6023BFEF4409245445438A711C

How the fuck am I suppose to get into this orbit perfectly enough that I will complete the contract?

I can't even tell my orbit and the target one apart, especially with how the camera works and with the small adjustments needed. The game can't even keep it straight since the maneuver target keeps vibrating all over the place.

Also planes are still impossible to drive.
 

Hellraiser

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Yeah, those dots on the target orbit path, they circle in the direction the satellite should be. What are the AN/DN nodes saying when you hover over them? 180 or 0 degrees? It should be 0. 180 is the opposite direction.

Don't worry. I had a return ship from Duna orbiting Duna the wrong way around compared to the lander which returned from the surface in one of the previous LPs.
 
Self-Ejected

Ulminati

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Yeh. I have a couple of redundant space stations orbiting the wrong way around jool because of that too :<
 
Self-Ejected

Ulminati

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Mondays can be Thursday™ too. As long as the date is far off and uncertain.
 

Drax

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Devnote Tuesdays: The Really Hot Edition


Felipe (HarvesteR): Working on the stability overlay this week, to make it easier to visualize how an aircraft will behave in flight. The test itself works already, and the output does match the expectations for the flight handling of known craft. The big challenge now is finding a way to display this data, which is quite dense, in a way that is as intuitive as can be, but without oversimplifying. The original idea was to draw stable and unstable ranges, based on the assumption that instability would have a more or less clear boundary. Testing shows that this isn’t the case, and there are small variations which need to be visible for the tests to make sense.

Based on the dev output alone however, following its guidance I was able to construct a nice, stable craft which flew just as the overlay estimated it would, so that was good. We’re past the technical part of this feature, and it’s now largely a design problem… Which isn’t saying it became any easier however. Be that as it may, the overlay is coming along nicely, and I can already say I wouldn’t like to have to build spaceplanes without it anymore.

Mike (Mu): Well, the drag system is all but finished. The change in flight dynamics is fun but we will require a rebalancing of a number of parts. We will be merging in the updated lift dynamics and then hoping to push it to the QA team later this week so they can have a play. I’ve been also looking at implementing a new re-entry heat system to run alongside. This should all make for a much more interesting atmospheric experience!

Marco (Samssonart): Apart from working on that experiment I mentioned last week I worked with Ted to identify a couple problems that have affected the tutorials on the last few updates and that we were unaware of, I added it to the to-do list that’s starting to come along for the tutorial overhaul we have planned for 1.

Daniel (danRosas): I have been working on the female Kerbals long before the announcement. Now that it’s public knowledge, I can talk about them! It’s been a while since we started doing concepts, playing with the shapes, the texture ideas, how it would affect the current rig for the Kerbals, silhouettes, and all those processes involving character design. Right now I’m moving the default kerbal joints and adjusting them to the female version, also painting weights to try and do afterwards some retargeting inside Unity. There’s one issue though, since we did the Kerbal EVA system before Unity 4, we’re only using Mecanim on the facial animations. Everything else is running under the Legacy system. Right now we need to figure out how hard it’s going to be to implement the default EVA animations into the adjusted rig for the female model. If it doesn’t work there’s a couple of paths we can take. One of them involves doing the retargeting inside Maya (and since we’re talking of more or less 100 animation loops, it’s probably the last option). My main concern right now are the facial animations, I’m afraid they’re going to break once we add the rotations and translations of the default Kerbal face. Fortunately we’re talking here about single states that are blended into Mecanim (happy, sad, excited and scared plus variations), so creating new ones should take one day or two tops.

Jim (Romfarer): First of all, I just want to thank everyone who commented on the Engineer’s Report features last week. The part where you listed up the things you were “always” forgetting when building rockets and planes. This week I’ve been going over the comments and turned it into actual features for the app. It’s not too late to come with more suggestions though as most of the tests still have to be written. But i just want to stress that the point of the app is not to hold your hand while you build, it is more a tool to alarm you of possible issues which may be hard to spot during construction but would lead to major grief later on. Such as “hatch obstructed” this was a really good suggestion.

Max (Maxmaps): Finalizing the plan for the update. Reentry heat is in, as you have probably already read. Also coordinating with collaborators to make sure they know what we’d like to see from them. As usual, they are all fantastic to work with. I’ve also been assigned to take on the task of delivering the best tutorial experience possible, thus my digging into Reddit and just about every community resource I can (often being sneaky about it) to find out where new players need a hand, and where they just need us to get out of the way.

Ted (Ted): It’s been a nice and busy week here. I’ve spent today coming up with nicknames for all of the engines we have in-game so that it’s a tad easier for people to refer to each engine - no more “the big bell-shaped one from the ARM update”. They’re pretty catchy I should think and I’ve implemented them this afternoon.

Moving on, I’ve been working out the dates for the QA Team to start QAing each of the features that are to go in 1.0 and writing up a few documents to store the vast wealth of information that pertains to that.

Additionally, I’ve been working with the Developers to provide brief reports on the features they’ve been working on for the QA Testers to give initial feedback on. It’s the sort of thing that doesn’t have to be done, but really does make everything a lot more efficient when QA begins. Everyone knows what the feature is, we’ve already had the feedback about understanding the feature and that has been implemented so it’s mainly QA bugtesting that remains.

Finally, I’ve been working with the Experimental and QA Teams to ensure that the prioritised list of bugs to be fixed for 1.0 is accurate and reliable.

Anthony (Rowsdower): I’ve been working on various KSP-TV related things. I’ve talked to a few people who might be interested in auditions. We’ve also been talking about various changes to the on-screen layout at various intervals. Stay tuned.

Rogelio (Roger): Just improving the orange spacesuit as I did for the white one some months ago, I’m adding more detail on the model, some elements that were just painted texture are turning into modeled elements. I have to re-do the UV atlases and of course improve the textures. Also I did a couple of images for the blog and I’m waiting for approval on another proposals I did for an image that will be in game.


Kasper (KasperVld):
A lot of things are happening at the same time, but sadly there’s not much to share at this point. I’ve listened with great interest to the discussions the guys had regarding 1.0, and other than that I’ve been away from the computer, in meetings and on the phones quite a bit.

Reentry heat is in!
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,801
Location
Danzig, Potato-Hitman Commonwealth
Oh man, you will believe a kerbal can fry! I just hope they add some stock heatshields I can tack-on in front of my spess ships when trying to pull Laythe Aerobraking. Combined with reworked aero I guess adding fins for stability during aerocapture will also be necessary.

Also it seems that secret project/experiment Marco is working on was not female kerbals. Wondering what he is working on.
 
Last edited:
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
REENTRY HEAT! PSEUDO KERBAL ALARM CLOCK! AERODYNAMICS OVERHAUL! MINABLE RESOURCES!

All the mods I considered mandatory are about to be rendered obsolete! :bounce:
 

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