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Devnotes Tuesday: A week after the release!


SQUAD

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1 hour ago, smjjames said:

Also, @TriggerAu, think you could slip in a slider for the text scale? Because that's the last remaining UI problem to tackle. Unless you guys want to try and solve that without using the scaler.

I really want to see a text scale slider too.  The editor UI widgit elements are the right size to me. but the text in the spacecraft name box I can barely make out.  Even turning up the current KSP 1.1 UI scale to 110% makes every other feature in the editors too large for me.  Others have said that the text size in map mode is too small for them.

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2 hours ago, SQUAD said:
 

Now that the party is over we are taking sometime to make some VR tests. Nestor (Nestor) is a VR enthusiast and he is very excited to see how those tests will end up looking.

 

We might be getting VR support? YAY!

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1 hour ago, smjjames said:

WHOO! Thanks @TriggerAu!

Also, @TriggerAu, think you could slip in a slider for the text scale? Because that's the last remaining UI problem to tackle. Unless you guys want to try and solve that without using the scaler.

Scaling the individual elements was about as far as I could go in the patch tbh - I would like to have a crack at fonts and some other UI bits in the future, so we'll see how it goes.

 

59 minutes ago, regex said:

Have my first-born!

Seriously though, this and the rendezvous information in map view has really made this update.  Great work, people!

How bout you have my first born, Then I'd have more time for KSP :P 

 

58 minutes ago, theJesuit said:

Awesome. Great denotes thanks.

Any chance we could move scale the toolbar to 0% or put it back along the top of the screen (I think it was better that way IMHO). Sitting with that can we get the option of moving other UI elements around.   I like the idea of putting my staging horizontally along the bottom or top of the screen especially if I can move the Navball across to the left or right. 

Or should I put these in the suggestions forum?

Peace.

A feedback/Suggestion item is the best idea there yes. All feedback is wlecome :) 

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4 minutes ago, TriggerAu said:

Scaling the individual elements was about as far as I could go in the patch tbh - I would like to have a crack at fonts and some other UI bits in the future, so we'll see how it goes.

Okay, no problem.

Resizing the UI so that the text size is readable and then scaling back the rest of the stuff is a workable solution for now.

Edit: What about the editor UI? While I don't think theres many complaints from that, it would still be nice to have the option at least.

Edited by smjjames
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All,

 I think I have the landing strut clipping problem beat, both during spawning and retraction.

http://wikisend.com/download/455988/landingLegLT-1.cfg

http://wikisend.com/download/575206/landingLegLT-2.cfg

Also, temporary fixes for the fixed landing gear that should eliminate (or at least reduce) the phantom force and explosion problems.

http://wikisend.com/download/102902/GearFixed.cfg

http://wikisend.com/download/965102/GearFree.cfg

 

Please give these a try and let me know if they work for you. Be sure to back up your original config files so you can revert!

Thanks,
-Slashy

Edited by GoSlash27
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1 hour ago, GoSlash27 said:

All,

 I think I have the landing strut clipping problem beat, both during spawning and retraction.

http://wikisend.com/download/455988/landingLegLT-1.cfg

http://wikisend.com/download/575206/landingLegLT-2.cfg

Also, temporary fixes for the fixed landing gear that should eliminate (or at least reduce) the phantom force and explosion problems.

http://wikisend.com/download/102902/GearFixed.cfg

http://wikisend.com/download/965102/GearFree.cfg

 

Please give these a try and let me know if they work for you. Be sure to back up your original config files so you can revert!

Thanks,
-Slashy

Thanks!  Will be trying this as soon as ive got the granddaughter off to school!

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Glad to hear an update with fixes is on the way. Could we hear about its contents a little bit more? I am very interested in the progress of a few very annoying bugs.

  • 7593 (Landing Legs not attaching properly --> it is a REAL pain to build large landers at the moment...)
  • 7521 (the multi docking port bug - in the launch party stream it was said this will be addressed soon, however no progress is visible in the bug tracker)
  • 9173 (safely landed vessel "collides into planet" on physics load after quickreload or similar activities)

These bugs currently hinder me from enjoying 1.1, as good as it is in general.

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5 hours ago, KraterKreator said:

So are you telling me we are getting telemetry some time this week? I feel the 1.1.1 hype welling up inside me...

Hype Train!!!

4 hours ago, RoverDude said:

Nope, I'm just pulling all of the 1.1 stuff into my branch :)

... has derailed. :(

Waiting on telemetry before I return from knocking some other games off my queue. I am deathly afraid of what a telemetry update could do to a career program. Looks like there will plenty of shiny when I get back to this! Thanks for the update! :)

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4 hours ago, theJesuit said:

Any chance we could move scale the toolbar to 0% or put it back along the top of the screen (I think it was better that way IMHO). Sitting with that can we get the option of moving other UI elements around.   I like the idea of putting my staging horizontally along the bottom or top of the screen especially if I can move the Navball across to the left or right.

Definitely seconding the idea of scaling the toolbar.

Being able to 'snap' the toolbar to a 'side' would be interesting, but assume it would therefor require all UI elements to have similar functionality (sounds like more work).

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2 hours ago, ShadowZone said:

Glad to hear an update with fixes is on the way. Could we hear about its contents a little bit more? I am very interested in the progress of a few very annoying bugs.

  • 7593 (Landing Legs not attaching properly --> it is a REAL pain to build large landers at the moment...)
  • 7521 (the multi docking port bug - in the launch party stream it was said this will be addressed soon, however no progress is visible in the bug tracker)
  • 9173 (safely landed vessel "collides into planet" on physics load after quickreload or similar activities)

These bugs currently hinder me from enjoying 1.1, as good as it is in general.

Same here. Special interessted about 7521.

The other things sound nice! Good Work!

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A pretty cool game. Been playing since 018. Glad for the update, but was not amused when I was in career mode and was sent to rescue a Kerbal circling the Mun only to find there was no exit hatch on his craft. Also there is a strange flickering on the screen, using a GTX970, anyone else notice this? Still, even with the odd crash it is far the best game I've ever played since back in Commodore 64 days

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7 hours ago, SQUAD said:

It does show that the PhysX integrator has some issues with velocity at orbital speed so the Apoapsis and Periapsis are not constant when off rails

Time to submit a bug report to Nvidia? :P "Hey folks, your integrator cannot withstand the awesomeness of spaceflight, go shore it up some!"

 

8 hours ago, SQUAD said:

we’ve now implemented and tested some per element scaling and NavBall sliding in the Flight UI to help people get the look that works for them.

This is made of... things unsuitable for the eyes of younger community members... :0.0:  Gimme now!

 

8 hours ago, SQUAD said:

We had a great time with DasValdez, Dan learned a couple of tricks from him, Andrea (Badie) is looking forward to invite him and other streamers again! Did you see the stream? Did you like it?

Took me a good while to get through all of it, but it was fun to watch! Some of you Squaddies need to be a little less camera-shy though :wink:

Enjoyed watching HarvesteR play, the way he just casually slapped together a skycrane rover and tool-free eyeballed a perfect deployment mission without even quicksaving... he's a better pilot than most of the regular KSP streamers. Is that why he never does Squadcast? Because it wouldn't be half as amusing to watch without the fails? :P

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I don't understand why you didn't simply wait an extra week and release 1.1 with all of the fixes from the start... Would have rather had a transition from "works" to "works better"  without the "Hurried, broken release"  In between.. lol

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8 hours ago, SQUAD said:

Dave (TriggerAu) found some time to look at the user interface code: we’ve now implemented and tested some per element scaling and NavBall sliding in the Flight UI to help people get the look that works for them. It’s working for almost all the elements independently, but testing may mean we have to disable it for one or two items. We’d also like to thank Sarbian for the tips he gave on the Navball burn label. Here’s a screenshot of the new settings: http://drive.google.com/uc?export=view&id=0BzVqb8YpCXy6QURlY2VicFhXbEE

:cool:

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No mention of the broken wheels or legs at all in the notes??

  The PR was strong in this one.

3 hours ago, GoSlash27 said:

All,

 I think I have the landing strut clipping problem beat, both during spawning and retraction.

http://wikisend.com/download/455988/landingLegLT-1.cfg

http://wikisend.com/download/575206/landingLegLT-2.cfg

Also, temporary fixes for the fixed landing gear that should eliminate (or at least reduce) the phantom force and explosion problems.

http://wikisend.com/download/102902/GearFixed.cfg

http://wikisend.com/download/965102/GearFree.cfg

 

Please give these a try and let me know if they work for you. Be sure to back up your original config files so you can revert!

Thanks,
-Slashy

Hey man, great work if this helps, I know I mentioned it before but please send it to a dev. An interim fix is better than b r o k e n  c r a f t..

Edited by Majorjim
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20 minutes ago, Majorjim said:

No mention of the broken wheels or legs at all in the notes??

My apologies. Turns out that we've been busy and simply forgot to actually hit on that point. It wasn't really intentionally left out, but simply because it's a bit of an oversight (NathanKell briefly mentioned it in an earlier on the first page). Turns out the people working on wheels were working on wheels, and forgot to write devnotes.

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Just now, Claw said:

That's actually a bit of an oversight, as NathanKell mentioned earlier. Turns out the people working on wheels were working on wheels, and didn't write devnotes.

Well that was unnecessarily blunt don't you think? Claw and I edited our comments, lol. What I said is valid. they where not mentioned by anyone. 

 I didn't see what NathanKell wrote earlier.

Edited by Majorjim
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Just now, Claw said:

It wasn't intended to be snippy, so I've edited it. Hopefully it will seem less blunt.

Ahh, the power to take words out of mouths. :D Now my comment seems blunt.. lol.

 Thanks though Claw.

Edited by Majorjim
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