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Devnote Tuesday: The Leftover Candy Edition


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<p><span><img src="http://media.tumblr.com/029295276005d87285b9343b52aa5b9c/tumblr_inline_mvtfk2HNj31rr2wit.png"/></span></p>

<p id="docs-internal-guid-30a82f91-2ac0-baa5-1f44-29d5d51d7c0b"><strong>Felipe (HarvesteR)</strong><span><strong>:</strong> Many advancements on the R&D improvements. The lab modules are working, and the results dialog has been overhauled to allow you to make all science-related decisions through that one screen. Using the lab through its context menu is of course also possible. Working today on adding support for 3D Mouse devices. A 6DOF input device in a game like KSP can be a very useful thing indeed. I’m also taking the opportunity then to go over the flight camera code and work out some oddities there, stragglers from a time when everything was a placeholder and there was no way load games, so testing the camera code back then required launching and orbiting around. Camera control is just one thing we’re going to allow with a 3D mouse device. In flight, you’ll also have the option to use it to control RCS thrust, linear and rotation at the same time! On other news, I’ve also reworked the logic behind the flow of resources like monopropellant and electricity, to allow containers to properly drain and top off completely, since the current version’s implementation makes it impossible to drain those last dregs of charge on a battery, or pull that last whiff of intake air into your turbines. </span></p>

<p><br/><strong>Chad (C7)</strong><span><strong>:</strong> *I’ve been working on upgrading some of the older modules, like the engines and landing gear. The landing gear can now raise and lower on command and do not require waiting for full deployment. The engines have been upgrade to run a bit faster, and have the ability to predict a flameout before it happens. With secondary propellants, the engines will be able to switch to another fuel before a flameout occurs. After that, I’ve been focusing my efforts and testing and implementing tweekables with Mike.</span></p>

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<p><strong>Daniel (danRosas)</strong><span><strong>:</strong> *Last week I finished the Day of the Dead animation, and the images for that celebration and Halloween. This one, I’ve been optimizing some models.</span><span></span></p>

<p><br/><strong>Alex (aLeXmOrA): </strong><span>*Set KSP Edu databases and started the system planification. I’m waiting for the requirements to continue the development.</span></p>

<p><br/><strong>Marco (Samsonart): </strong><span>I prettied up the log in for KSP Edu, and participated in the back-end stuff meetings to see how the whole thing is going to play.</span></p>

<p><br/><strong>Rob (N3X15)</strong><span><strong>:</strong> *Added an advanced banning system for our moderators, with included built-in appeals management. *Fret not, however, the moderators don’t get all the candy this week: *A reporting system for addons and user profiles has also been added. *I also fixed the front-page slideshow and fixed a bunch of bugs reported by our testers. *Email is still being patchy, though.</span></p>

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<p><span><strong>Mike (Mu):</strong> </span><span>I’ve been working on the new UI interfaces for tweekables. This also includes an overhaul of how the UI system works which will allow modders to create their own control types for flight and editor scenes.</span></p>

<p><br/><span><strong>Ted (Ted):</strong> </span><span>The QA Team and I have got our hands on the excellent R&D Improvements that Felipe has been working on these past couple of weeks. There are some great changes that he’s made that, from a balance perspective, flesh out the Science mechanic a fair bit. As well as the introduction of a new part/module which adds another dynamic to the data transmission system. Overall, it was a pretty great Branch Testing phase, with only a handful of not-so-major issues present that the QA Team quickly found and the Dev Team speedily fixed.</span></p>

<p><br/><span><strong>Miguel (Maxmaps):</strong> </span><span>Been working on organizing that little event that you guys will be hearing more from pretty soon. Also have everything set up for an AMA on Reddit on the 13th. Be there!</span></p>

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<p><span><strong>Bob (Calisker):</strong> </span><span>Just released our news about update 0.23 and look forward to talking about it more in the near future! We’re also working with TeacherGaming to make sure we can share more information about KerbalEDU when it’s ready - it just isn’t, not yet anyway. Oh yeah, Max has been organizing an event with me. As he said, we’ll talk more about that soon enough. :)</span></p>

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<p><span><strong>Anthony (Rowsdower):</strong> Getting settled in. It’s important as a new CM to not walk through the door and immediately blow up the Mun. That should be a more gradual process. I’m getting acquainted with all the cool behind the scenes stuff that will help me take the already amazing KSP community to new heights.</span></p>

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I don't really understand the reasoning behind adding 3D mouse support. Very rarely is full RCS control needed, and the camera works just fine as is. Granted, it will be cool for those who have one currently to play with, but considering the precipitous price of even the cheapest variant (it's not like most people can justify using it for something else as well), I can't see it ever becoming widespread in the community. It will probably end up even more niche than joysticks for control are now.

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