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Devnote Tuesdays: No Sleep 'til Kerbalkon


SQUAD

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<p><img src="http://media.tumblr.com/0ff9377afa68dc3ad3fe6844aaf1bd38/tumblr_inline_mww8byrvOb1rr2wit.jpg"/></p>

<p><strong>Felipe (HarvesteR)</strong><span><strong>:</strong> Wrapped up the new tooltips and added several small tweaks and improvements here and there. Working today on integration and making sure everything is coming together properly. The bug fixes branch and tooltips are merged in already, Tweakables is under testing even now, and we’re getting ready to start testing the Science Archives next. *</span></p>

<p><strong>Chad (C7):</strong> I spent this week working on new module additions and testing the implementation of new features. The landing gear are now steerable and tweakable in the editor. So you’ll be able to steer and taxi aircraft. I’ve also added multi-mode engines. These will allow for engines that are air-breathing and transition to rockets, or any combination thereof. They’ll each be able to have their own FX, engine performance stats and propellants.</p>

<p><strong>Jim (Romfarer)</strong><span><strong>:</strong> This week i have been finishing up the Research and Development Archives. In case you don’t know already, the archives is where you will find all science reports you have gathered while playing career mode. You can filter reports by planet, experiment, situation and biome. And for every selection you make, Wernher Von Kerman will comment on your progress.</span></p>

<p><strong>Daniel (danRosas)</strong><span><strong>:</strong>*I’ve*been working more on the animatic, added a couple of shots and changed some actions. Created Rowsdower’s own custom Kerbal. Also been working with Romfarer with Wernher animations. Apparently the models I was tweaking are finished… and you’ll know about them very, very soon.</span></p>

<p><strong>Alex (aLeXmOrA): </strong><span>*Progress with the <em>KSP</em> Edu system. We had a meeting to discuss and clarify doubts about the system and it’s final functionality. We’re now testing some features of the KSP Edu version of the game.</span></p>

<p><span><strong>Marco (Samsonart):</strong> *</span><span>Starting the QA phase for the EDU log in part. Also implementing a few new things to the launcher on Linux, borderless window support and the custom cursor., </span></p>

<p><strong>Rob (N3X15)</strong><span><strong>:</strong> *A few more bugfixes. *Unfortunately, the rest of what I’ve done this week is classified. *I hope to bring you more information soon.</span></p>

<p><strong>Mike (Mu):</strong><span> I’ve been working on polish for the new effect system. I’m really looking forward to this going live, everyone who has had a preview seems to love it.</span></p>

<p><span><strong>Ted (Ted):</strong> </span><span>Over the past week I’ve been busy with the QA Team testing some new additions to Tweakables and some excellent mini-features from Harv. We’ve also been testing out the Develop Branch as everything merges together, to ensure that it all plays nicely and we don’t get any issues from new features combating each other. So far, so good! Lastly, A few of us in the QA Team have been helping test out the Kerbal Edu feature that Alex and Marco have been working on.</span></p>

<p><strong>Miguel (Maxmaps): </strong><span>Kerbalkon is now all set up and the scheduling is just about set as well. Looking forward to everything we’ll get to share. Also have a little something soon to come up for everyone who’s been aching for more Kerbal Merch.</span></p>

<p><span></span></p>

<p><strong><span id="docs-internal-guid-54201381-96ad-bfab-ce88-e6c1b587be4e">Anthony (Rowsdower):*</span></strong><span id="docs-internal-guid-54201381-96ad-bfab-ce88-e6c1b587be4e">Tweeting up a storm all the time. Scouring Reddit and the Forums for new material to get out to the entire community. Things have been growing in every respect, so I am quite pleased. I’ve been researching charities that come of huge help in both humanitarian and scientific efforts. The Kerbalkon schedule is juuuuust about full, by the way. Can’t wait until you all find out what’s up.</span></p>

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S-s-sss--s-s-s-s-ssss SABREs!!!???

YEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!

Also have a little something soon to come up for everyone who’s been aching for more Kerbal Merch.

DOES THAT MEAN KERBAL PLUSHIES!?!?

My God this is like my favorite devnote... of the two (three?) devnotes... but still!!!

Edited by RocketTurtle
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a very good question I love what both have done for the game.

Bac9 did the entire space centre as you see it now, the last one was rather, crap. But it was a placeholder. ClairaLyrae also made many of the parts you see in the game now. Cupole, skipper, adapters.

But if it is kerbal plushies then AAAAAAAAWWWWWWWWW YYYYEAAHHHHHHHH

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wasmic: If it's anything like the first Kerbalkon, it'll be a 48 hour marathon. Until SQUAD releases an official schedule, however, this is all conjecture.

I must say my anticipation levels for 0.23 are rising quite rapidly with each devnote tuesday! I can hardly wait.

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What is Kerbalkon i only have the game for 5 months so i dont know.

And what does tweakable means i mean in the next update.

With tweakables, as far as I understand, you are able to set a lot of things in the editor instead of having to do it on the lauchpad. Open or closed gears, lights on or off et cetera.

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I thought I read somewhere that you should be able to choose the fuel type for every fuel tank with the tweakables. Like put some pure liquid fuel into the spherical RCS tanks and such. It might not be the case for this first version though...

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