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Kerbal Space Program

Drax

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Devnote Tuesday: Fairing well
Felipe (HarvesteR): This week has been mostly focused on the new fairings, the procedural mesh generation is already up and running, and you can already place them in the editor and sculpt the fairing as you wish. The enclosure is subdivided into panels, which can break off individually or in groups, which means we can have full control over how the fairing will come apart once it’s jettisoned. During construction, you can place a fairing and build it up immediately after placement, or you can use Tweakable actions to edit it later. There are actions to delete, re-build and edit fairings at any time in the editor.

Next up is implementing the actual jettisoning behavior for the panels, and also writing in the enclosure detection, which is already being handled by the cargo bay module. There is quite a bit of work still left to be done, but I dare say what we have is looking pretty good already.

The fairings are very customizable via the part.cfg, so we can determine the number of panels, the amount (if any) of edge smoothing between panels of different angles, as well as a number of other parameters, on a per part basis. And yes, we are planning on a number of different sizes of fairing parts (at least covering 1.25m through 3.5m profiles).

Alex (aLeXmOrA): Had to download the whole project of the game to my computer again since we did some equipment changes at the office. Now that I have Unity again, I’ve been tracking some issues and I’m also going to be adding some things to the license system.

Mike (Mu): Well development has stalled a little this week as I have been as sick as a dog. In my more lucid moments I have been cracking on with the aerodynamic heating effects.

Marco (Samssonart): I kept working on the patcher some more, after a few local tests it seems to be working with a few minor problems, but I am a bit troubled by the fact that all of the mac computers I have access to have already installed Rsync, and due to it being used for other stuff I can’t uninstall it, so I asked Ted to squeeze it into QA, the guys haven’t had the time yet, busy with other stuff, but in case it doesn’t work I have already thought of a workaround, but anyway, I think it’s safe to say that you will be able to use the patcher to update to 1.0 when the time comes.

Other than that, I have started to implement those tutorials I have been discussing, right now I have reviewed everything, making changes here and there to reflect the newly implemented features that weren’t discussed in the tutorials, the only current tutorial that underwent a major overhaul is the flight one, now it’s all about getting to orbit. I will continue to work on tutorials for the rest of the week.

Daniel (danRosas): Published last week the Valentina Kerman design. Read some really cool stuff on all the social networks. Glad that you like her that much, it was months of team effort to make it right. We’re working on a new animation. I’ve been playing with the animatic, the editing and the blocking, to make something that makes sense. We are still not sure what could be changed. It’s that moment where everything looks ugly, but needs to make sense in timing and camera work.

Jim (Romfarer): This week my Engineer’s Report branch went into QA testing. As expected they found bugs with many of the tests. They also reported some issues which were rooted deeper in the code base. For example: the preflight-checks had a bug which made it possible to launch uncontrollable vessels and a bug in the staging toolbar where the backup state (the state you load when you hit ctrl z) was not set correctly. So all in all it was a good week.

Max (Maxmaps): Marketing deals, promotional deals, collaborations and all sorts of meetings galore! Add to that meetings and quick talks with the devs to monitor their fantastic progress and it’s been a very, very busy week. I’ll be throwing an AMA announcement on our subreddit and forums later regarding an exciting new partnership. Other than that, absolutely thrilled with the response and love Valentina got from you guys. KSP continues to have the coolest community out there. Also this week’s Squadcast may contain some early looks at new IVAs!

Ted (Ted): Over the past week, I’ve been working with the QA Team to test out Jim’s Engineer App. Testing on it is going well despite me managing to catch the flu over the weekend. Additionally, a couple of the QA Testers have continued the progress with the aero tweaks they’ve been eagerly working on. Hopefully we should see some good things there soon!

Rogelio (Roger): I’ve been modeling and texturing some props for the release animation, trying to keep as less shaders and uv maps as I can to have more control on the project and more important to make render testing less painful. I’ve found all the assets I needed to dress some of the scenes, and for now we’re re thinking the sequences edition to make a fluid storytelling. There are some props that aren’t modeled yet, but hopefully this week they should be done.

Kasper (KasperVld): I’ve been working from morning ‘till midnight most days of the last week, focussing on doing a few tasks that were still outstanding and a few that popped up. The most visible part of it will be that we have two new streamers for KSP-TV: NewbiusMaximus will show up Mondays 6PM-8PM EST to present his Adequate Space Adventures, and 1stGhostLive will be joining the channel as well, streaming on Monday mornings EST (exact timeslot still pending). Finally, I was very pleased to see the great response to the Valentina Kerman reveal last Friday, that was a fantastic end to our week.
 

Hellraiser

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Danzig, Potato-Hitman Commonwealth
Final version of the resource map:

YwK1Oa5.png


New drill part for surface raping:

wo1TTFb.gif


Also Kerbal rescue contracts are being reworked to spawn Kerbals on other celestial bodies, next to their stranded spacecraft.
 
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Hellraiser

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Unity 5 is finally released, KSP won't move to it until probably the next update after 1.0.

Mining and resources are in QA now.

New heat transfer logic for parts is being implemented as part of the re-entry heat coding, much closer to reality overall.

Currently only fairings and re-entry heat are not in QA yet out of 1.0 features from what I can see.
 
Self-Ejected

Ulminati

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:desu:

Needs to come with missions to fly to an existing vessel and attach specific part(s) to it.
 

Alienman

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How does the inventory work? Is it needed in the vanilla game? I mean do they kerbals have to carry equipment around? If not what is the use of the mod?
Well, it looks awesome and it would be really nice to get repair missions and such.
 

Hellraiser

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It is a mod.

In other news the tech tree will be moddable and loaded from a cfg file. Oh, and the path to the tech tree file will be inside the save file so you can have multiple custom tech trees lying around for every save file. No more hacky solutions.
 

Drax

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It is a mod.

In other news the tech tree will be moddable and loaded from a cfg file. Oh, and the path to the tech tree file will be inside the save file so you can have multiple custom tech trees lying around for every save file. No more hacky solutions.
Yeah, just read that on their devlog. That and the new aero model are probably the most important additions the game needed.
Fuck TreeLoader or whatever the shit that buggy plugin was called...
 
Self-Ejected

Ulminati

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Tech tree, aerodynamics migration to unity5 are the high points for me. Resources are also nice, but I like karbonite anyway so it's not quite so huge.

Also having proper win/lose states for campaign will be good for my next Let's Play (abandoned on page 3)
 
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I think that a lot of stuff that community is doing will end up bundled with the normal game, similarly to what happened to Mk2 Space Plane from Porkjet. Personally, I see Regolith (RoverDude's new resource system) and Kerbal Inventory System/Kerbal Attachement System making it.
 

Hellraiser

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I think that a lot of stuff that community is doing will end up bundled with the normal game, similarly to what happened to Mk2 Space Plane from Porkjet. Personally, I see Regolith (RoverDude's new resource system) and Kerbal Inventory System/Kerbal Attachement System making it.

Bro, the stock resource system they'll add on 1.0 is basically regolith as roverdude was responsible for implementing it so you are a bit late on that.
 

Hellraiser

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Good news, they fixed the SoI transition time warp bug a.k.a. that thing that fucked up all your carefully planned aerocapture trajectories or flung your shit out of the Joolian system despite patched conics telling you that won't happen. Also the game automatically slows down out of timewarp now when changing SoI, although I am not sure if it happens just for the selected vessel or for all.

Resource overlay will be accessible from the knowledge base panel, just like it was originally intended. So hopefully we will not need to have any scanner parts aboard after first detecting the deposits.
 
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Ulminati

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Devnotes are up!

Felipe (HarvesteR): This week was mostly devoted to bug fixing and integrating features which have gone through their initial QA phases, and also largely focused on migrating the build servers to their new home (we’re moving them out of the office into a new place which provides much faster pipes for them, so they’ll have plenty of room to run around and do their build server-y things… we trust they will be happy there). However, the move itself is a pretty large amount of work, so things have been a bit hectic this week, especially because we haven’t been able to run builds as well as we like to. Hopefully things will settle down over the next few days.

On my end, I’ve been mostly running around tying loose ends here and there, and fixing issues that came up during the integration of these recent features… Admittedly, not the most interesting thing to write about, but it did take up most of my time this week.

I have been able to do one thing which I’ve been really wanting to do for ages now: You may have noticed when vessels cross spheres of influence at high time warp, that the resulting orbit after the transition can be quite different from what was originally estimated. This is caused not by an imprecision with the estimation itself, nor is this a floating-point inaccuracy issue for once; the problem is with the way the actual orbit component in the vessel behaves when switching reference frames. That bit of code was written much longer ago than the patched conics system, and it was less accurate than the maths used to estimate your upcoming trajectories.

The inaccuracy came from the fact that, while the patch conics estimation is very precise in pinpointing the exact moment the vessel crosses SOI’s, the actual orbit code would simply react to the dominant body having changed between the last frame and the current one, and recalculate the new orbit based on the current position and velocity vectors. That is okay as long as you are not running the game at a high warp factor, but at very high time compressions, a vessel may move a lot in one frame. Quite enough to fly far past the true point of SOI transition, which means the state vectors it used to calculate its new orbit could be off by as much as an entire frame’s worth of movement.

The solution was simple enough: Instead of simply recalculating after a change in sphere of influence, the vessel orbit code now searches backwards between its position in the last frame and now, for the exact point where the it crossed over to the new SOI. This search finds the moment of SOI transition down to 1/100th of a second. We then calculate the new orbit from the state vectors at that point in time, which gives us much more accurate results, and is unaffected by the warp factor.

In practice, this means we will now be able to cross SOI boundaries without having to worry so much about warping down before the transition, as the orbit on the other side will be very much the same as the estimated one from before you crossed over.

In any case, however, there is also a new system in place which sets a time warp limit when approaching an SOI transition. This was something I added before this new fix, and even though it isn’t strictly necessary anymore, it is quite nice to have anyway, as it highlights the SOI transition event, and lets you know something important is happening.

Alex (aLeXmOrA): After a really exotic weekend in which I got a wisdom tooth extraction surgery that gave me a hamster cheek (that I still have), I’m back to continue solving accounting issues and paperwork. Also, working on the license system… almost there.

Mike (Mu): It’s been an exciting week. The aero/thermal branch was finally merged into develop and brings with it a load of performance improvements. The VAB/SPH scenes no longer require reloads when you clear/load a vessel, PQS reset/startup has been smoothed - lowering the time required to transition scenes, and lots of little tweaks to reduce the game’s CPU load and garbage collection. The QA team and myself have also been working on improving and balancing the new physics systems.

Marco (Samssonart): I’m officially done with the implementation of the tutorials, I just had to get a number for the QA line and see how that goes. I moved back to the demo this week, I had an about 80% complete Sandbox and hadn’t started on the Career part yet, because there were a few things left to define, I proposed a rule set for Career on the demo and just started working on it.

Other than that I’ve been helping with a little build server maintenance we have going on at the moment.

Daniel (danRosas): Animation is moving forward, we’re doing our first renders and testing out color palettes for the different environments that will need their own lights set up. We’re dangling with lots of frames here, I think it’s the most ambitious animation up-to-date, so we’re figuring out the best way to move those frames from the server into our workstations. And at the same time don’t die in the process.

Jim (Romfarer): This week I’ve enabled the resource panel in the Knowledge Base. It was the first GUI project I worked on in KSP. At the time the Knowledge Base was created (two years ago) it came with a panel to show planetary resources. Long story short we decided to not release it so i flipped a checkbox and it has been hidden for all this time. This is the backstory, now then… a while ago RoverDude came to me asking to implement a panel in the Knowledge Base for the resource system he’s working on: “Is this possible to do given the current timeframe?” he asked, and I replied with a lengthy “Hmmmmm, yes” as i clicked the checkbox and uploaded it.

Max (Maxmaps): Besides reading your feedback and looking over the development of 1.0, I’ve been neck deep in talks regarding distribution, marketing and merchandise for Kerbal Space Program. It’s been a lot of what you can call business-y work, and it’s not particularly fun to share in the devnotes but it has been absorbing my time recently.

On my free time I keep popping into our internal alpha builds (every update goes through QA and Experimentals, essentially alpha and beta) and checking out how the stuff in 1.0 is looking. The fairings in particular are spectacular. Can’t wait to get this to our media group.

Ted (Ted): Over the past week I’ve been working hard with the QA Team to get the develop branch checked over for issues. This is to ensure we’re not missing any features that should have been merged in but aren’t there due to bugging out.

We’ve been having a few build server issues, so there’s been a fair while spent on looking into those and working with the team to sort them out. Additionally, I’ve been doing a large amount of non-KSP related work which has taken up a fair amount of time, but should hopefully be over for a little while now.

Moving on, there’s been a lot of planning taking place for the rest of KSP 1.0’s testing process, with documents and processes for Experimentals getting a good eye over as well as the trackers that we have for storing issues that can’t yet be addressed due to either scope or time constraints, but hopefully will in the future.

All in all, 1.0 is really taking shape and it’s a lot of fun working with the QA Team on getting it straightened out with the fantastic features that the developers are putting out.

Rogelio (Roger): I’ve been busy for the last two weeks playing around with the smoke simulation, it has been an interesting task but a little hard since I didn’t know too much about fluids in Maya. Before I could visualize how the smoke will look, I had to make some particle emitters to make them the emitting source for the fluid. It is a time consuming process but it’s worth it, finally I’m watching some results and I like them a lot. I will try different values for incandescence, density, and transparency to get more accurate results.

Kasper (KasperVld): Make sure you tune into Squadcast on KSPTV this Friday, as Maxmaps will be showing off female Kerbals as they look in-game! Speaking of KSPTV, DigitalPsychosis has joined the group of streamers on our official channel and will be streaming Thursdays. Other than that there’s been a lot of media planning for 1.0, and I have no doubt that’ll continue right up until release, and a while after. Busy times, but it’s worth being a part of!
 

Hellraiser

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They revealed how the small narrowband scanner works, it gives you a hi-res view of the landing site so you can be absolutely sure you are landing right on top of that deposit. Also shows biome information from orbit, just so you know what you are flying over:

FgxKKof.png


Also you can see Valentina Kerman ingame here. Besides a different face she doesn't differ much from the basic kerbonaut model. Speaking of which they should change those awful spacesuit textures for something better. And add some class indicators.
 
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Self-Ejected

Ulminati

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They revealed how the small narrowband scanner works, it gives you a hi-res view of the landing site so you can be absolutely sure you are landing right on top of that deposit. Also shows biome information from orbit, just so you know what you are flying over:

FgxKKof.png


Also you can see Valentina Kerman ingame here. Besides a different face she doesn't differ much from the basic kerbonaut model. Speaking of which they should change those awful spacesuit textures for something better. And add some class indicators.

Mods will fix it! One of the texture replacer mods colours their spacesuits by class.

Could just be the lighting, but the eye placement on Valentina seems weird. I mean weirder than regular kerbals. 2/10 would not orbit.
12112.jpg
 
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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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