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  1. Welcome to KSP Weekly everyone. 42 years ago, something incredible happened. It was the early 1970s and the US and the USSR were in the midst of the Cold War. Tensions were high between the two superpowers at the time: the United States was engaged in the Vietnam War and the memory of the Cuban Missile Crisis was still fresh. The real threat of a full-scale nuclear war was however deeply feared by both sides and after what seemed to be a perpetual struggle there was a change in the approach both sides had in the conflict as the two nations started to pursue a détente policy. With the close of the Vietnam War in 1975, relations between the United States and the USSR began to improve, as did the prognosis for a potential cooperative space mission. This is how the Apollo-Soyuz Test Project came into existence. The ASTP was made possible by the thaw in these relations, and the project itself endeavored to amplify and solidify the improving relations between the United States and the Soviet Union. It involved the docking of an Apollo Command/Service Module with the Soviet Soyuz 19. This mission ceremoniously marked the end of the Space Race, paved the way to the end of the conflict between the two nations, and the beginning of an age of international cooperation between NASA, the Soviet Space Program - its successor, Roscosmos - and other space agencies. We like to believe that all conflicts can be solved when there’s the will to do so, and usually all parties want peace. What is certain is that there’s always much more to be gained when nations cooperate than when they compete against each other. Luckily the Kerbalkind does not have to deal with such human problems. But you want to hear about KSP development , so without further ado, let’s begin. The 1.3.1 update is coming along nicely with more work on various bugs for the release. For instance, we tweaked the Sun shadows in the KSC scene that were still flickering at certain angles for certain graphics cards. We also worked on a fix to vessel ground collision detection when they come off rails that also included recovery parts (for recovery contracts) and when the player changes their terrain detail levels in game which could cause vessels on the ground to explode, or appear underground or appear above the ground. Additionally we fixed other bugs from QA for Localization and while the devs have been working on those fixes, the QA team have been looking deeper into the tutorials and scenarios to make sure that all portions are correctly translated. We feel it is imperative that new, non English speakers experience the game without obstacles. We’ve also been making sure that they function correctly for everyone. The testers have been using any time left to go through the bugtracker and check old ready-to-test issues. Console work is also continuing. The external QA team has finished the first of several testing rounds and were able to identify a few issues that are being confirmed by our team and later will be fixed by our friends at Blitworks. In other news, the work on the design for the Making History Expansion continues. The devs are working on features including a graphical display for the creator to select vessel parts in various situations and another to set up the available crew in a mission and assign crew members to their vessels. There’s also been work on integrating more of the component pieces in the Mission Builder and making improvements in the functionality and design as we do that. One of the components that was integrated this week are the logic nodes, which help the creator define paths for the player through their mission. Additionally, the dev team has been working on Vessel Positioning on a Celestial Body. This has been tricky with all the different scales of the various celestial bodies and we have to make sure that the feel and precision are just right, since it will be used very often when creating missions. On an artistic level, the team finished with the Vostok 1 IVA and began modeling a new EVA chute. To give you a glimpse of the new IVAs the team is making, check the Lunar Excursion Module’s IVA. Additionally, the artists have been producing some more wireframes for how the mission creator will manage vessels for a mission; tweaking them in a combined effort between the Design and Development teams. The UI got some attention, too; this time around the team worked on some buttons and icons for the orbital gizmo. As new parts get produced, the QA team gets immediately busy with its testing and providing input to the rest of the team by building full crafts to identify balance issues. They’ve took their first look at the Mission Builder to check the initial mission mechanics and while there are still some teething problems, as it is to be expected with these early versions, the package is looking great and they are eager to get stuck into testing it fully. Finally, we remind you that you still have another week to participate in our latest KSP Challenge - Landing on Duna! So go check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  2. Linuxgurugamer decided to revive some of the orphaned/abandoned mods that have really cool parts which are no longer usable in recent versions of #KSP, like this one!
  3. If you like hinges and high speed jets check this out! Avera9eJoe made a Tilt-jet VTOL fighter! #KSP
  4. Welcome to KSP Weekly everyone. As you probably expected, we love video games here at the KSP HQ and today we celebrate because it is the 34th anniversary of the Japanese release of the classic arcade platformer Mario Burazāzu, also known as Mario Bros. The game, developed by legends Shigeru Miyamoto and Gunpei Yokoi, is one of the first platform games ever created, along with Donkey Kong. It also introduced Mario’s brother, Luigi, who was created for the multiplayer mode by doing a palette swap of Mario. Similarly, the game brought up several elements that were later adopted by its successors, such as the “POW” blocks and the Shellcreepers, the conceptual ancestors of the Koopa Troopas. The game came out in the same year as the North American video game crash of 1983, so it wasn’t a major success there, but its modest success in the Japanese arcades was enough for the company to continue with what is today the most recognizable franchise in video game history. To date, Mario Bros. has been released for more than a dozen platforms and is considered as one of the most memorable arcade classics. But after this small homage, let’s move on to KSP and the development progress. The QA team has been busy testing fixes and improvements for the 1.3.1 patch, looking for more candidates for inclusion from the public reports, and of course giving the whole thing a thorough workout. In their search for issues they’ve been using forum posts as clues, trying to find unreported bugs in 1.3.0 to get fixed for the upcoming patch. Meanwhile the devs worked on completing the localization of tutorials and scenarios for 1.3.1 and QA have begun the process of putting them through their paces in each of the languages. Console testing is again very much in our purview, so together with the external test team, intensive testing has produced a wealth of reports and feedback for the developers. It is difficult to divulge just how far along the process is, but for those of you that are concerned, we can say that things are looking good. We are aware that you are keen to see the results, and we’re excited about the progress. Please bear with us while we endeavor to polish and resolve the obscure edge cases which on consoles can be so unforgiving and equally difficult to patch post release. In Making History news, the devs have been looking into methods for making the mission flow logic easier to use for the mission creators, as well as tweaking and improving the design of various elements found within the Mission Builder. Additionally, the team completed adding the ability for multiple vessels to spawn into a mission based on where the mission creator has specified them into a mission. This includes landed anywhere, in orbit anywhere or on any Launchpad. While working on this, a bug was discovered whereby vessels will sometimes spawn below or above the ground when landed - usually when the player has changed their terrain settings but this also occurs regularly for recovery parts and Kerbal contracts that are landed on a planet; naturally the team got busy and are working hard on resolving the issue. Devs also spent some time during the week reviewing code, functionality and making things work together in the expansion for what we have already delivered. Similarly, reviewing and iterating on how vessels and their parameters are specified in the UI by mission creators and working on iterative design was part of the agenda. The Celestial Body viewer in the Mission Builder got some attention, too. The biome selector is ready and the team made several changes internally to allow additional modes for the future. The team also worked in a new in-house solution to the TrackIR plugin that solves all the issues with the x64 builds so you guys can continue playing KSP in any version you prefer. The EndNodes features for the Mission Builder were completed this week. This feature allows the mission creator to specify which nodes in their mission signal the end of the mission and to define the conditions of how the mission ends, whether that is a successful ending or a failure. On the artistic side of the development, the art team worked on the vernier engine to go with our RD-107 analogue. One of the challenges with this part was balancing something that would be recognizable as part of an R7 rocket, but also keep the ‘lego’ feel our players are used to. To achieve this, we decided to split the verniers out as a separate part, so players could choose to either use them in a configuration reminiscent of the R7, or in other interesting and creative ways. The flip side is that you lose some of the unique asymmetric aspects of an R7 booster (including the handy notch that fits the verniers on the central stack of the rocket). This is a theme you’re going to see quite a bit of as the parts for Making History progress. While we want parts to be recognizable, our direction is one where we aim for taking heavy inspiration from vs. building precise replicas of historic craft and parts, with the primary goal being to provide new parts that are flexible, balanced, and fun to use for both historic as well as player generated missions. The vernier itself is a liquid fuel engine with a single axis gimbal with a 45 degree range (22.5 degrees each direction), making it an excellent form of control authority (we include a total of twelve of these on our Vostok 1), as well as an interesting engine in its own right that I expect our players will find many creative uses for. Here’s a pic of its current state, along with a pic of how it would be used on our Vostok craft file, and examples of the gimbal range. There’s still some work to do on it, but we suspect most people will appreciate seeing the current progress. And that’s not all, the team started texturing the Vostok 1 IVA. The UV mapping and the normals paintings are almost finished. We also started a new stage in the UI for the Mission Builder workflow, with most of the screens and UIs currently built from wireframes, the team started placing final assets on them. Here’s some preview examples. Naturally, as more parts have been coming online for the expansion, testing and reporting on those has also been part of the duties. The QA team hears with anticipation from the devs that they will soon begin testing the fruits of their labors on the mission planning components. Finally, we encourage you to participate in our latest KSP Challenge - Landing on Duna! This time around, the challenge consists of travelling to and landing on Duna from the Kerbal’s homeworld without using oxidizer of any kind and with stock parts only. We also want to remind you that from now on we’ll spread out the completion time for each challenge depending on their complexity. This means that you will have more time to complete the challenges and we’ll have also more time to think of better ones for you to try out. Are you up to the challenge? Check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  5. Welcome to KSP Weekly everyone. On this day, 29 years ago, the former Soviet Union launched an unmanned space probe called Phobos 1 from the Baikonur launch facility intended to explore Mars and its moons Phobos and Deimos. At the time, less was known about Mars and its satellites than the gas giants, so this mission was undertaken to reveal some of the mysteries of our red neighbor. The probe carried several scientific experiments: a radar transmitter, an X-ray and alpha-backscatter spectrometers, a camera, and a laser that could vaporize tiny bits of matter so a reflector could analyze the vapor for atomic masses. The probe also carried a “hopper.” The hopper would be dropped onto Phobos to drill and analyze the soil. It would be able to bounce across the terrain by using spring loaded legs. Unfortunately, on September 2, before Phobos 1 had reached its destination, a faulty key-command was sent up to the probe from ground control in Yevapatoria. A computer that was supposed to proofread all commands before being transmitted malfunctioned! This, combined with some human error, caused the end-of-mission order to be transmitted to the spacecraft; shutting down all of the systems aboard Phobos 1. Other missions followed Phobos 1, but none have reached the surface of this peculiar moon successfully to this day. If there is one thing we’ve learned from KSP, it’s that perseverance is the secret of all triumphs, right? Let’s move on and talk about Kerbal development! Let’s start with the upcoming 1.3.1 patch for the core game. This week we worked on more bugs, including one where the camera would madly flicker up and down after you crash a vessel into the ground near an altitude of zero (reported as at the KSC, but was a much wider problem than that). Another bug of interest is one regarding Destructible IDs. This bug is related to the method used when switching scenes, which unregisters the destructible items. Our investigations continue into resolving this one for the patch. In other news, testing for recent console builds continues. The external testing team, who have been helping us out for a couple of weeks already, continue providing us with valuable feedback. The QA team is very happy with the quality and usefulness of their reports, which are being revised as they come. Improved playability and stability for the console versions has been the focus for the past months and huge progress has been made. We want to deliver the best port we can possibly make, so the testing phase plays a crucial part in achieving that. This week we have also been carrying on with the design of the Making History Expansion. For example, one of the regular tasks that had some attention this week has been the integration of feedback and ideas from previous development work into the design and new stories. An example here would be that while working on a task the assigned dev notices a gap or possible improvement in the design, so rather than going off task our process is to record these in a register that is then regularly reviewed to generate follow on work and iteratively improve the design. On the coding side of the Expansion’s development, devs have been working on a number of things including implementing the logic flow components of missions - the items you place on the canvas to direct the flow of branched in the mission story. Another area of focus this week has been the persistence structure for missions to cater to all the options we need for export/import of missions that support sharing these. Additionally, there’s been advancements on the Expansion’s system for loading vessels into a mission in various locations and positions around the solar system, such as landed, in orbit, and so forth. Work continued on the Mission Builder’s Action Pane, specifically on the Settings Action Pane (SAP) portion. What is that? Well, when the Mission Creator is laying out their mission they place nodes down on a canvas - like a flowchart - and each of these nodes has a number of configurable settings. To the right of the canvas is the Action Pane (AP) that has a number of components and one of these is the Settings Action Pane (SAP). The SAP displays the configurable settings for the selected node on the canvas. In this case it’s not “really” rocket science as anyone who has used software will be used to interacting with a properties pane or sidebar, and this commonality should make it easy to understand. This week the End Nodes functionality for the SAP got some attention. Nodes that, when reached, indicate the mission has finished are placed by the creator to trigger the end of mission logic. This option in the SAP allows the creator to select the end message; and whether the ending is one for “success” or “failure”. On the artistic side of development, the work on the new engine parts continues. So far we’ve shown you the ongoing designs of some of these, which for clarity, are still being worked on to make them extra crisp. Also, the art team is almost done texturing the Apollo 11 inspired Lunar Lander, they are just missing some lights and a couple of props which are being added as we speak. While the artists keep adding new parts to the Expansion’s inventory, the QA team has been checking out and testing them to see if there’s some additional tuning required. Finally, we encourage you to participate in our latest KSP Challenge - See the system on a toaster! This time around, the challenge consists of visiting the exotic sights of the Kerbol System with self-made vessel that can go as far as possible, with the lowest part-count possible. Are you up to the challenge? Check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  6. Welcome to KSP Weekly everyone. On a day like today in 1908, something really strange happened near the Stony Tunguska River, in Krasnoyarsk Krai, Russia. An enormous explosion flattened 2,000 square kilometers of forest, leaving a desolate landscape and hundreds of scientists puzzled. Such an explosion had to be around 15 megaton, 1,000 times greater than that of the atomic bomb dropped on Hiroshima. We now attribute this event to the air burst emitted by the impact of a small meteorite or comet (60 to 190 meters, depending on whether it was a comet or a meteorite). The Tunguska event is the largest impact event on Earth in recent history, but it’s dwarfed by the impact that killed off the dinosaurs 66 million years ago, which was caused by a body about 10 to 15 km in diameter! It is estimated that there are over a million asteroids that could potentially impact Earth, many of which are large enough to trigger another extinction event and we’ve only discovered around 1% of these. That is the reason why, on the anniversary of the Tunguska event, we celebrate Asteroid Day, an annual global event that aims to raise awareness about asteroids and what can be done to protect the Earth and its inhabitants. This event was co-founded by filmmaker Grigorij Richters, B612 Foundation COO Danica Remy, Apollo 9 astronaut Rusty Schweickart, and Queen guitarist and astrophysicist Brian May. Over 200 astronauts, scientists, technologists and artists, including Richard Dawkins, Bill Nye, Peter Gabriel, Jim Lovell, Apollo 11 Astronaut Michael Collins, Alexei Leonov, Bill Anders, Kip Thorne, Lord Martin Rees, Chris Hadfield, Rusty Schweickart and Brian Cox co-signed the Asteroid Day Declaration, which calls for action by the world including increasing the asteroid discovery rate to 100,000 (or 100x the current rate) per year within the next 10 years. We invite you sign this 100X Declaration by clicking here. Now let’s move on to what you came here for, news regarding KSP development! This week the team was busy sorting bug reports that can potentially be included in the 1.3.1 patch, confirming many and fixing the ones that can be included. Some of the smashed bugs include: Fixing the part highlighting in the VAB/SPH that was not working correctly for parts that were using the new color changer method of lights. We also fixed dropping parts (not attached) in the editor highlighting, the rubble pile for the Tracking Station that was not appearing at level 2, and fixed a few more missing Localization texts. Lastly on the 1.3.1 topic we completed another performance pass on the code related to Localization strings. In other news, work on the updated KSP version for consoles continuous at steady pace. Blitworks continues to consistently provide us with new builds and the team continues to test them as they come in. Our QA staff also now have the help from external bug testers, and together we are providing feedback to BlitWorks quickly and from all fronts. One method we use to provide feedback and to easily demonstrate how some bugs are triggered is through video capture of the gameplay, but the video capture function of console test kits is less than perfect to say the least. So some the QA staff have worked around this by setting up hardware capture boxes. Clever, right? This week there’s also been a whole lot of work on the Making History Expansion. Apart from continuing work on various aspects of the expansion’s design and architecture, there was a ton of code reviews as the devs continue to flesh out the code for the Expansion. We’ve also been working on making the display of the mission nodes in the Mission Builder more customizable for the user. On a more technical note we worked on getting things ready to merge an architecture component called Compound Parameters, which is just another way for saying the ability to logically lay out and combine parameters for nodes. This lays the ground work to assist with building complex controls in the Mission Builder. Likewise, we’ve been working on how Biomes will be visualized in the Builder and it’s looking very promising. Work was also done on being able to add vessels into the missions in various starting situations and also the ability to have multiple vessels with their own orbit or starting positions and locations. These situations can be mixed with no restrictions and the Mission Creator will be able to create missions with dozens of vessels at will if they so desire! To wrap up the Making History section, we also have advancements in the artistic side of the expansion’s development. The artists have been texturing an Apollo 11 inspired IVA and progressing with new gizmos for the Mission Builder, which need to have proxy vessels as part of the gizmos that indicate vessel orientation. Not to mention wrapping up one of our Russian-inspired engines. For this model, we will be adding in stock mesh switching support (including appropriate things like drag cubes, mass, and colliders specific to the swapped mesh). Here’s a pic of the ‘naked’ and 1.25m mesh options for this engine. And there’s a special surprise to celebrate Asteroid Day with you all. KSP master and YouTube celebrity, Scott Manley, prepared a challenge to celebrate this noteworthy occasion. Scott is sharing his Asteroid Day save file and you’ll have to find and stop the asteroid before it’s too late. Click here to learn more and don’t forget to sign the 100X Declaration. Finally, we encourage you to participate in our latest KSP Challenge - Under Pressure! This time around, the challenge consists of building the heaviest craft you can and landing it on top of the VAB. There two categories: You can either attempt this on the “Challenge Mode”, where you’re only allowed to use stock parts and facilities are destructible, or, the self-explanatory, “Anything Goes Mode”. Three different badges will be given to participants, depending on the weight of their crafts. Are you up to the challenge? Check it out, share your creations, and win official badges in the process! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  7. This mod that allows you to replace stock textures and customize your Kerbals! #KSP
  8. This is KerbalNetwork´s first Fanart and he has a great style! #KSP
  9. Welcome to KSP Weekly everyone. Next week marks the 18th anniversary of the retransmission of the Arecibo Message. An interstellar radio message originally broadcasted in 1974 towards the M13 globular cluster some 25,000 light years away from Earth, sent in the hope that extraterrestrial intelligence might receive and decipher it. Named after the Puerto Rican radio telescope from which it was sent, the message was written by Dr. Frank Drake, creator of the Drake equation (a probabilistic argument used to arrive at an estimate of the number of active, communicative extraterrestrial civilizations in the Milky Way galaxy), with help from Carl Sagan, among others. This message carries basic information about humanity and Earth and consists of seven parts: The numbers one to ten; the atomic numbers of the elements hydrogen, carbon, nitrogen, oxygen, and phosphorus, which make up deoxyribonucleic acid (DNA); the formulas for the sugars and bases in the nucleotides of DNA; the number of nucleotides in DNA, and a graphic of the double helix structure of DNA; a graphic figure of a human, the dimension (physical height) of an average man, and the human population of Earth; a graphic of the Solar System indicating which of the planets the message is coming from; and a graphic of the Arecibo radio telescope and the dimension (the physical diameter) of the transmitting antenna dish. We don’t know if somebody else has received the message, maybe we’ll never know or maybe some little green men experimenting with their space program have and they are doing everything they can to pay us a visit. But we’re here to talk about everything Kerbal, so let’s begin. Let’s begin with KSP for consoles, where the QA team has been working on testing and providing feedback on the new control scheme. Blitworks is making great progress and we are looking forward to testing every fresh new build coming out of the oven, they are very solid right now and still getting better each time. In other news, the team continues trawling the bugtracker, looking for bugs to confirm and prioritize, one of which is a grammar library issue that affects some Linux players. Our sincere thanks go to those that not only took the time to report the problem, but aided in diagnosing and testing a potential fix. Meanwhile more bugs have been fixed for the upcoming 1.3.1 patch release. For instance: The Sun movement has been fixed, so we still retain our shadow rough patch/fix while also restoring the movement of the sun back to the way it was before (nice and smooth). Similarly, Kerbals can no longer EVA from inside fairings (but can from interstage fairings) to avoid exploding vessels. Naturally, the work on the Making History Expansion continues and at good pace if we may say so. This last week, for example, various aspects of its design have been looked at and worked on. We have been working on getting all of the usable nodes for a mission displayed in lists and creating the nodes when they’re dragged onto the canvas. In the “Infrastructure” portion of the Mission’s Expansions we’ve been finalizing work around the way expansions are built and loaded. This uses the AssetBundle feature of Unity to package up the content we set as Expansion only. On the loading side we have an extra loader that then reads in the info about the expansion and loads the components from the bundles. We also spent some time making the same architecture work without the asset bundles in the editor - so our devs can work as lazily as possible and not have to build the bundles for every change made (at their request) . Additionally, we have been working on the feature of the Mission Builder that allows mission creators to select if vessels will be built by the player of the mission or if they will be assigned from a list of custom ones by the creator. For this, we are using in-house built internal logic for setting a vessel starting state. Lastly for the development updates has been the very fun task for the new expansion that handles the logic of the Undo and Redo functionality in the Mission Builder, we are doing our best to nail this task to be as memory efficient, stable and functional as possible. In the end the system will allow mods to register their own undo actions and custom controls. On an artistic level, we keep on working on the Lunar Landing module and Vostok 1’s IVAs, all while the QA team continues to test and revise the initial Mission Expansion builds, making sure the core game still functions correctly after the usual post release code merges while work is done on the expansion. There’s still much to do, but every day it gets closer to a functioning system that we can start testing in earnest. By the way, as you have already noticed, the Steam Summer Sale has begun and we have also made sure our minds, bodies, and wallets are prepared for this exciting event. And of course, Kerbals couldn’t be left out of this craze, so we prepared a huge discount you should definitely check out. Finally, we encourage you to participate in our latest KSP Challenge - Crosswise the Sea! This time around, the challenge consist of flying across the sea in an airplane and land safely, using stock parts only. Pretty straightforward, right? So, are you up to the challenge? Let’s see who can build the most original airplane. Check it out, share your creations and win a special official badge in the process! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings! P.S: If you are near the L.A. area, KSP streamer @Avera9eJoe let us know that he has been planning a community get-together on Asteroid Day. If you’re interested in going, send him a PM! Here is what he has to say: Hello again everyone! With Asteroid Day coinciding with my summer vacation, I’m planning a casual get-together at the California Science Center. We’ll be meeting at 10:00am PST on June 30th outside the main doors and visiting the free Air and Space exhibits and paid Space Shuttle Endeavor pavilion before having lunch and going our separate ways. Please send me a PM if you can make it. I look forwards to seeing some of you in person! Thanks
  10. In this episode of interplanetary voyage we are once again trying to get some Karborundrum back to Kerbin surface, this time using the SSTO karborundrum retriever! #KSP By GrunfWorks
  11. This is an update to severedsolo’s fantastic Bases and Stations contract pack. More features and fixes will be added soon! #KSP By LemonSkin
  12. Airships and Biplanes exploding left and right. Battle Blimps bombing Bob! #KSP
  13. Welcome to KSP Weekly everyone. Today is the 54th anniversary of the Vostok 6’s launch and with it one of the greatest achievements in terms of gender equality. On this mission, Valentina Tereshkova became the first female cosmonaut to have flown in space and she wouldn’t be the last. Nevertheless, space programs were slow to employ women, and it would not be until almost 20 years later that another flew. Names like Svetlana Savitskaya, Sally Ride and Mae Jemison come to mind when we think of female astronauts, and even though women continued to be included in astronaut programs in the following years, the male-female ratio was still greatly unbalanced. But the space industry is rapidly becoming more equal. For example, NASA’s 2013 astronaut class is composed of 4 men and 4 women, and all of them are possible candidates for a human mission to Mars. We hope that this tendency expands to all other space programs and that we finally have a fair ratio of men and women in the aerospace industry all around the globe. It’s in our best interest to include all human beings who can positively contribute in building our future, regardless of their gender, race, or sexual orientation. But let’s begin to talk about the latest news in KSP development, since that’s what you came here for. This week we did a great variety of things, including some catch-up on the bugtracker and following the forums to try and identify any post release issues that will need attention in the next patch. At the same time, the overall status of the public tracker is being appraised with a view to a thorough cleanup and bringing everything up to date, which of course will be a mammoth undertaking. Much was achieved in the last attempt, but there is still room for improvement. Furthermore, we did some bug fixing for 1.3.1 including, but not limited to: a change to the camera clipping pane, so we don’t have to see what Kerbal’s have been eating for breakfast when you zoom right in on them, and the addition of a KSC building shadow shader fix to the SPH/VAB scenes. We also fixed the alignment of settings in some UI elements, as well as a problem in 1.3 with vessels that have fuel lines or struts inside fairings exploding on launch. Similarly, we applied a better fix for sun shadows so the shadow flickering remains reduced (as it is in 1.3), but restored the sun motion across the sky to be as smooth as it was before 1.3. On top of that, we added a long requested “Control from Here” action groups to Wheel motors, steering and Docking Ports, as well as to External command seats (and action group). We not only did some bughunting for the core game, consoles got their fair share too, and the console builds are coming along nicely and stability is still looking good. We are now focusing on finding ways to improve the gameplay, while making sure that all aspects of the game are accessible using the controllers and menus, and that they are intuitive for new and veteran players alike. Additionally, there’s been another QA pass of the KSPedia on the consoles, highlighting any spacing or layout issues, and checking for accuracy. Soon we’ll have more testing hands to help us find any remaining issues. In other news, we carried on fine tuning and tweaking various aspects of the design and architecture for the Making History Expansion. The designers and devs have been breaking down the iterations of design elements in our Story Planning process and cross checking and planning things out. Coupled with that, there has been the regular code review processes, which have been substantial this week. Let’s go through some juicy details: There’s been some work on several new windows for the expansion like the Part Picker that will let the creator choose what parts will be made available in their missions to the player. Likewise, the devs have been getting a feature for visualizing celestial bodies in the Mission Builder ready and getting that merged into the main branch. It is now integrated alongside the rest of the Mission Builder environment and it provides surface information, which will be very useful for several future tasks related to planets. It also has no problem with any size of celestial body or if they have PQS or not (like gas giants) allowing the Mission Creator to rotate and zoom in and out on any celestial body. Moreover, we have completed the Mission Briefing Dialog, which allows the mission creator to fill out the details of their planned adventure. Missions have a tagging system, similar to the way parts do in the editor so creators and players can identify and search more easily. In like manner we continue to work on some of the more complex initialization code so the creator can “set-up” the solar system with the vessels needed for their story. This involves giving the creator access to instantiate vessels in various situations, and at various points in the mission, all without spawning inside Jool and awakening the kraken. And that’s not all, we are also working on a the undo/redo functionality for the mission editor, as well as handling the implementation of a snazzier version of the UI for mission nodes, all while the QA team starts to look at some parts and sample missions. And of course, we cannot forget about the aesthetic part of the expansion’s work. This week the work on the UI design continued, as well as some new gizmos that will be used to manipulate a wide host of things, like translations and rotations, just to name a few. The artists also focused on the Russian parts, doing some minor model updates and other tweaks from QA, and also began work on our first Russian engine. While the model is wrapped up and ready for art review, it looks like you will have to wait until the texturing work is complete for a preview. Finally, we encourage you to participate in our latest KSP Challenge - All Praise Cthulhu! This time around, we’ll make a small homage to one of our favorite horror fiction authors by making an offering for the dark cosmic entity and bring it to the dead Kraken in Bop. Are you up to the challenge? Check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!
  14. Sometimes everything goes wrong, but it´s still fun! #KSP By KamenRiderzero1
  15. Welcome to KSP Weekly everyone. Here at the KSP HQ we are Space History enthusiasts and June is a month rich in historic achievements, including the launch of the Venera 4 probe (June 12, 1967), which was the first human-made device to enter the atmosphere of another planet -Venus- and to return atmospheric data from the planet. It showed that the atmosphere was 90-95% carbon dioxide, it detected no nitrogen, the surface temperature reading was 500°C and pressure reading was 75 bar. The probe was crushed by the pressure on Venus before it reached the surface. Venera 4 was part of a series of space probes developed by the Soviet Union between 1961 and 1984 to gather data from Venus. Among other results from these series of probes, Venera 7 became the first to make a soft landing on another planet, Venera 9, which consisted of an orbiter and a lander, was the first to return images from the planetary surface and to orbit the planet, and Venera 15 was, you’ve guessed it, the first to perform high-resolution radar mapping studies of Venus. The later probes in the Venera series successfully carried out their mission, providing the first direct observations of the surface of Venus. Since the surface conditions on Venus are extreme, the probes only survived on the surface for durations varying between 23 minutes (initial probes) up to about two hours (final probes). Thanks to these and other missions, we were able to gather invaluable data from Earth’s not so identical twin as well as further expand our knowledge of the effects that a high concentration of carbon dioxide can have in the atmosphere. But you are here to read about KSP development, so let’s begin. For starters, the QA team is back with bughunting: confirming reported issues with the latest update and, consequently, the development team is getting busy fixing those pesky bugs which will be fixed by the time update 1.3.1 comes out. One example of these recent fixes is that compound parts, such as struts and fuel ducts, can now be adjusted symmetrically from both ends. Click here to see how it works. And yes, in case you were wondering, updates and support for the core game continues! In other news, the work on the upgraded version for consoles continues at full swing. This week the biggest highlight is the work on the new icons for the new radial menu system. Check them out! Meanwhile the work on the Making History Expansion advances vigorously. This week the devs were busy reviewing the code process for the Mission Briefing Dialog and in the meantime some have been working with the Vessel Start Situation for the mission’s parameters. The first sketch to persist the information is already in place, but we’re still figuring out how the Flight Global Vessels will access that data. Similarly, the art team has been mainly involved with content for the Expansion, including the modeling for the Vostok 1’s IVA, further work on the Mission Builder’s UI and, of course, new parts. Here’s our new 1.875 monopropellant tank. Two textures will be included - one with the traditional yellow markings used for other stack RCS tanks, and a plain white one that should blend better with historic rocket builds. So yes, we can confirm that stock texture switching will be a thing. Also, we will be using the introduction of a new monoprop tank as an opportunity to perform a long overdue balance pass on our existing monoprop tanks. We also want to invite you to read our latest Devblog: Enter the Shadows, where @JPLRepo goes into detail about how some long standing issues with the shadows were fixed, how these came to be, and a lot of insight about how shadows and the camera system work in the game. Don’t miss it. Finally, we encourage you to participate in our latest KSP Challenge - Place the groundstations! On this occasion we’ll assume that the communication groundstations are not yet built, so the challenge consists of placing them at the right coordinates. There are six groundstations but it’s up to you how many you’ll want to deliver and how. Are you up to the challenge? Check it out and share your creations! That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! Happy launchings!