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    Developer of KSP

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  1. Welcome to KSP Weekly everyone. Another exciting week full of progress on all fronts, so without keeping you waiting any longer, let’s start. Localization is looking good and we’re mainly looking at formatting and the last few string changes while we work with our grammar plugin colleagues (Lingoona) to improve some of the finer points in different languages. Correspondingly, we did a first round of performance profiling KSP without Lingoona, identifying several GarbageCollector (a form of automatic memory management .NET uses) spikes in FixedUpdate methods. Later this information will be used together with the Lingoona integration to minimize the effects on GC related to localization. Our Devs were also busy refactoring the Localization class to its final structure and method names which gets us another step along the road. The class and names will only change now if we find issues, which means we can bring more focus to the performance testing phase (as it shouldn’t change now). It also means we can update the API documentation we have and start testing and polishing it for the modding community, so less time is needed when adjusting mods for 1.3. That’s not all, we’ve finished with the integration of Asteroid Day mod into the 1.2.9 pre-release and not only that, it is now localized and being tested by our dedicated QA team. That said, we would welcome any and all feedback from the Community on how balanced the Asteroid Day contracts are in a career game play-through. We also want to give a shout out to the localization volunteers, who continue to amaze us all with their dedicated effort. There are still issues in the game that need attention besides languages, so now that has “mostly” been dealt with, bug fixing continues. We are always on the lookout for more testers, so if you think you have what it takes to create comprehensive bug reports and can dedicate time each week to KSP testing, then please make yourself known. We always read the issues on the public bug trackers, (especially the Pre-Release) so there is your marketplace to demonstrate your skills in problem solving and research. In other news, console testing continues with daily builds from Blitworks being put through their paces on both platforms, and now we’re more able to concentrate on the refinements in controls and general gameplay rather than outright bugs. Many long hours are being dedicated to getting all things ready for the inevitable releases of each project. An example of the testing our QA team has been busy with are the console achievements system, which took longer than what we expected due to the thoroughness of the team. A good thing is that during all this testing, we still haven’t had any save files blow up on us yet either. Now that we’re getting closer to the release date of the console build, we’ve been also very busy preparing the communication materials. That includes updating videos and images for the respective stores of each console, among other things. Let’s move on to the progress we’ve made with the upcoming Making History expansion. This week, the work on improving and finalising various aspects of the design has continued. Specifics for this week include focus on how Kerbals are chosen and assigned to vessels for Missions within the Mission Builder and at how specific parts of a vessel can be selected when applying constraints to a Mission. Additionally, we have been working on some of the under the hood code, such as getting the basic and generic version of the code for part failures working. When a part fails, it has to stop doing what it does normally and we have to lock the player controls on it. Development work continues on this aspect along with many others. We also have to remember whether a part has failed when the vessel goes into stasis and when it is saved and loaded. We have also continued polishing the expansion system integrating key signatures for the asset bundles, as well as fixing some bugs and making some improvements for our internal build processes and tools. The elements for the new UI have received some attention too and work continues on delivering the parts that the artists have been providing to be tested for gameplay options. QA then tests and provides feedback on these parts that is dealt with to improve the ingame performance of these new parts. Finally, we encourage you to participate in our latest KSP Challenge - Build and Fly a Space Shuttle! This time around you’re challenge is to build “reusable” winged orbiters which can carry Kerbals to orbit and return safely, as well as be capable of horizontal landing. We also have an amazing badge designed by FCISuperGuy especially for those who have created a shuttle for this 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!
  2. Linuxgurugamer is happy to announce the release of WASD Editor Camera Continued. It’s available on Spacedock.info and is in CKAN! Check it out: https://goo.gl/0zF2OI
  3. Welcome to KSP Weekly, everyone. Today, NASA’s Cassini spacecraft will make its last flight near Saturn’s moon, Titan, which is the mission’s last opportunity to closely observe the lakes and seas of liquid hydrocarbons which extend throughout the northern polar region of the satellite and the final opportunity to use its powerful radar to pass through the mist and take detailed images of the lunar surface. According to NASA, the closest approach to Titan is scheduled for 11:08 pm PDT, today. During its flyby, Cassini will pass 979 kilometers (608 miles) from Titan’s surface at a speed of 21,000 kilometers per hour. This overflight also means the beginning to Cassini’s Grand Finale, a final set of 22 orbits between the planet and its rings, ending with a dive into Saturn on September 15th that will end the mission. But we’re here to talk about everything Kerbal and this week was full of advancements, so let’s switch to the topic you came here to read about. Localization work continues and the relentless bughunt is bearing its fruits. The work is currently more structure related while the volunteers are in their element making suggestions on grammar and layout to refine the text. We’re working with them to ease some of their burdens by doing some language testing and improving in-game debug tools. The first pass of translation for the prerelease is almost complete now, so the teams are looking in the game to make sure the translations actually fit the context. The number of accidental English words that we are encountering in the non-English versions of the game drops by a huge fraction every week! We now have the time and the experience to look at improving the processes involved with localization. There are other things being done for the final release of 1.3. We’ve localized and prepared Asteroid Day for integration to the release and will be getting the test team onto a balance pass for its contracts soon. Devs also spent some time localizing and fixing some bugs in the Part Upgrade functionality such as applying upgrade node costs correctly. Part Upgrades will now show all stats updates in the SPH/VAB and TechTree. We’ve also focused on polishing the final details for the Russian and Spanish contracts, as well as making sure that the kerbal Names in Japanese look like actual names. Similarly, we worked on fixing some textures that needed some corrections in every language. Blitworks continues at a very rapid pace with the console builds and our testers are throwing everything at them with rigorous testing. There are important improvements in the control schemes, UI, and general gameplay that are all in focus while we test the achievement progress system on each platform. Save integrity continues to be at the forefront of our minds, and thankfully there’s nothing to report on this matter. Let’s move on to Making History advancements, where we have not only been very busy on an Architecture/Design level, we’ve also been working on several tasks for the upcoming expansion. Defining base behaviour and structure of the UI and connecting it with the core code. So you could say that there’s been lots of code reviews and reviewing design as we continue our agile delivery. In addition, we continue to work on the ExpansionSystem, fleshing out the bundle pipeline, the developers interaction with it and how that feeds through the magical Jenkins system. This coupled with some work on testing how to get the game to work nicely with the same code base whether or not the expansion is installed. Something that is easy to say but not so easy to do. Luckily for us, we have a very talented development team that is working through all of these tough challenges. The artists on the other hand continue modeling IVAs and this week they also finished up our new Vostok model, as well as wrapping up a few last details on the model for our first American engine. This Vostok model includes a blend of existing as well as new parts. And since folks will ask - those are separate 0.38m monopropellant tanks you see attached at the base of our Vostok 1 replica! In conjunction with the new parts, the QA team embrace the task of testing them. This work brings currently known issues that had been deferred into focus. Without getting into too much detail, some of the existing bugs that have already been reported but were unable to be fixed efficiently, are now being thoroughly researched because of the potential impact on the expansion. This of course brings benefits to KSP as a whole. Finally, we encourage you to participate in our latest KSP Challenge - Have you found a green monolith yet? Share your encounters with these rare easter eggs with the whole community! 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!
  4. If you got stuck on Laythe, take your time and enjoy the view ;) By ImPursky
  5. Insanity prevailed! If you can’t solve a problem with rockets you can solve it with more rockets! By Maccollo #KSP
  6. FOR IMMEDIATE RELEASE April 14, 2017 Amsterdam, The Netherlands/Fullerton, California Deported B.V. and Flying Tiger Entertainment, Inc. today announced the following: Deported and Flying Tiger Entertainment have resolved all differences between them with regard to Flying Tiger Entertainment’s port work on XBox One and PS4 consoles together for “Kerbal Space Program”. The parties have ended their relationship in all respects and Flying Tiger Entertainment shall have no further involvement with “Kerbal Space Program” or “Deported.”
  7. Welcome to KSP Weekly, everyone. We had another week full of progress on the various projects we are working on, but we also have a couple of days off due to public holidays, so this week’s edition might not be as comprehensive as previous KSP Weeklies, nonetheless, there are plenty of things we want to share with you. So, without further ado, let’s begin. From now on we’ll divide the contents of KSP Weekly by topic instead of dividing them by department, so we’ll start with the progress we’ve made during the pre-release for the localization update. We’re about to transition from the bug hunting phase into the final localization cleanup where all the mistranslated phrases get polished up nicely. Russian is getting really close already! And the QA team will be trying to help the rest of the volunteers as much as they can with whatever they need. Whilst the final cleanups are occurring we will still keep testing and bug hunting in order to squash all of those pesky bugs we might encounter. This week, during the usual cleaning up of the bugtracker, our devs were able to fix more than thirty bugs, including a couple of nasty null reference exceptions in some edge use cases for staging vessels whilst landed and deployable wheels functionality. But that is not all, devs even found some time to apply some improvements to the tools testers and staff use to work on localized texts. These tools also help people find the strings to work with in other languages, so it’s pretty important work to increase the productivity and efficiency of our workforce in that regard. Similarly, we updated the TextMeshPro package and corrected some call stack problems found on the Linux platform. To close up this section, our artists keep on with the work on the KSPedia screens, which thanks to our volunteers are getting more and more accurate in every language. Moving on to the advancements for consoles, Blitworks continues to deliver. Our QA testers continue to thoroughly test the coming builds and so far, these haven’t corrupted a save on us yet. A few rockets might have been sacrificed for the cause though, and these poor test kits are functioning quite well as space heaters. And now it’s time to talk about Making History Expansion! On a game design perspective, this week was spent editing and going over the design documents for our beloved devs to use when developing the Mission Builder. Our designer has been having lots of interesting conversations with the team about systems and mechanics which has helped massively! There is plenty going on in the development department for Making History. This week some of the devs have been working on designing the build pipeline for expansions where we will be using asset bundles. The method for creating and loading them and what components we might involve in this process - underpinning infrastructure style stuff. Others worked on making sure that players will be able to save the missions they create properly, a basic function that cannot and won’t be overlooked. Furthermore, work continues on the Expansions functionality with first iterations of the mission editor UI being pieced together. All in all, the expansion is taking form and as any creator will know, it is nice to see how a concept takes shape and becomes more real with each passing day. Speaking of UI, the art department continues with the task of giving it a really nice look for future mission creators to enjoy. But that’s not all they’ve been busy with, they’ve also been spending some time on textures and modeling IVAs. Aside from these tasks, our artists found some time to make some beards, glasses and other stuff for some very special kerbals, one of a kind, we might say… In Part News, artists spent time this week wrapping up more of the new American parts for the expansion before moving on to our Russian parts. They even had a chance to go test some of them out on the Mun. And here’s a gif of our new LRV wheel in action! Finally, we encourage you to check out the incredible space stations that were shared on our last KSP Challenge thread - Space Station Week! Incredible, thank you so much for sharing, the creativity of our community inspires us every day. :) 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!
  8. DiscoSlelge likes to make mission patches, so he decided to share with everyone his collection!Using Photoshop each patch took him 2- 4 hours! Awesome! #KSP
  9. In this challenge you have to land a Kerbal on every moon and planet of the game, in a single launch! #KSP By lexav
  10. The purpose of this mod is to transform the CommNet network of the single type into multiple constellations of different types! #KSP
  11. Duck Kerbal made this #FanArt using Photoshop! If you want something similar he may have the time to make something for you ;) #KSP
  12. Welcome to KSP Weekly, everyone. While looking at our calendar for upcoming important dates, we realized that next week it will have been 56 years since soviet cosmonaut Yuri Gagarin completed the first manned space flight, orbiting the Earth in 108 minutes, as well as 36 years since shuttle Columbia became the first winged spaceship to orbit Earth and return to an airport landing. Both of these historical events happened on April 12, only 20 years apart from each other and just a week later we’ll witness the final chapter of Cassini’s remarkable story, which has been in orbit around Saturn since 2004 and will begin its dive into Saturn’s atmosphere on April 26. It is amazing what we can achieve when we set up our minds to do something great and certainly gives us some hope despite our otherwise sometimes “messy” behavior as a species, but I digress. We’re here to talk about everything Kerbal and this week wasn’t anything short of exciting. We keep moving forward with Making History and the upcoming update for our console ports, so without further ado, let’s dive in. A couple of weeks ago we spoke a bit about what constitutes a Mission in the upcoming expansion. Today we want to go into a bit more detail about how a Mission is created. At its core the Mission Builder takes its inspiration from Visual Scripting methodology. Using the Mission Builder, players will lay out their missions graphically rather than using a system where they type out lines of code. This of course makes the system accessible to a wider section of the community and of course means more awesome content for all! As mentioned, each Mission will comprise of Objectives (nodes), but there will also be other types of Nodes that can be placed down to flesh out and expand your mission. One of these other Nodes types are what we are calling Constraint Nodes. Constraint Nodes will provide rules for players of your Missions. Things like Must use or Can’t use part x, or Complete this Objective in under x Days (in Game Time). There are many more of these, and we’re working hard on generating a big list for you guys to use - as usual we will share more of these with you all in the coming weeks. There is much more to this and we’re looking forward to share more information with you all over the coming weeks. It also goes without saying that we are extremely excited to see the sorts of Missions that the Community will produce. But now lets move towards the QA department, where localization testing is getting down to the fine detail now, and the last few strings and translations that were either eluding us, or needed code logic adjusted before they were applied are in the process of being done. The volunteer language specialists continue to impress with the dedication they are showing. A few non localization bugs have been uncovered during testing translations, and because of translations. These have been quickly dispatched by the development team. Console testing continues, and the build frequency is really ramping up with both platforms being brought into sync now. More Mission Builder part testing, and sample craft building and evaluation has also been going on while the developers work on getting the interface and backend code consolidated. The guys at Blitworks are eager to take on any input about UI and control issues from the QA Team. Correspondingly, our friends at Blitworks have helped us develop a new maneuver node control scheme, which according to our testers greatly improves upon the previous one, which were adjusted using the cursor mode, in contrast with the newer scheme that uses the joysticks in combination with the Left and Right Shoulder Buttons for more precise and easier maneuver node adjustments. In other regards, the development team has been hard at work with the Making History Expansion. For example, devs spent time finishing off development of a new Vessel and Part ID system that modders will also be able to leverage and provides persistent IDs for all Vessels and Parts for their entire lifecycle. This is core expansions functionality that will allow missions to do all kinds of crazy stuff. Similarly, devs have been working on basic graphics for the expansion. Nodes that you can place and drag around, lines to connect the nodes, and some little elements that you can place inside the nodes to make them exciting. As well as working on its core/base UI and implementing the first bits of the expansion logic within the UI, while also coding functionalities for some of the new capabilities that will be available for missions. But that’s not all, the devs were able to deliver this week the first version of the Expansion System, which includes an Expansion Builder tool for the devs and uses a stock version of the Asset Bundle Manager unity package. We also automated a process to rebuild and clean expansions and exposed development options, something which will be very helpful during this development phase to facilitate the work among all the development team. Naturally there was some bug squashing and cleaning of the bug tracker for the Localization branch. This week alone, more than a dozen of them were resolved and the works will continue until we’ve dealt with all of them. One example was that in some languages the text did not fit on the current size of some windows and as smaller text is not an option, we will have bigger windows for those particular cases! The art department has also been busy with the expansion either working on some of the new American parts, tweaking specular maps and playing Tetris with UV layouts. Time was also spent on developing the wireframes and user flow for the UI of the Mission Builder, which is in itself an exercise on clarity. We will start implementing them into the game for their first test pass. Our artists have also started to work on making new IVAs to be included in new parts for the expansion. And just like the rest of the team they had some localization tasks, as well, fixing localized textures and working on the KSPedia, which continues to improved thanks to the dedicated team of volunteers helping us out with this process. Volunteers, we salute you! Finally, we encourage you, creative KSP players to show off your best space stations on our latest KSP Challenge thread - Space Station Week!, click here to learn more. 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!
  13. Mun Outpost Landing And Operations! By tbarcello In this episode you’ll see manual landing from internal view! Enjoy! #KSP
  14. The Ministry of Space (Aeronautics Department) (MAD) proudly presents it’s first product! Literally just the stock Mk1 cockpit, but with a razorback. No dependencies, but work well with FAR. Uses stock mk1 IVA! By Citizen247 #KSP
  15. Scott Manley is back with space historian Amy Shira Teitel. This time he uses his Kerbal skills to try and re-create the Boeing X-20 Dyna-Soar which was an early space plane concept! #KSP