I've watched the latest Squadcast from the beginning till the end, some people asked for highlights, so here goes:
Don't forget my English is pretty bad so I could understand something wrong
Link to Squadcast: http://forum.kerbalspaceprogram.com/.../254-Squadcast
1:28 Problem with the NASA thing is that it kinda started eating everything else.
2:55 Hello, Harvester!
3:45 Harv about contracts
Contracts are not scripted, event-driven missions!
Think about contracts as quests, freely given objectives, you can accept or ignore them.
There will be a penalty for a failure.
Missions don't end and don't repeat themselves because they are dynamically generated based on different templates.
For example, contract for a test flight. Contractors are both well known like Rockomax and completely new.
Contractors will offer player things that they want him to do. If it is a manufacturer, they might want you to test their part in particular situation. It might be easy (test SAS on the launch pad) and hard (test SAS on Eelo). This is just one of the templates.
The system will be improved in the future, this is just first step.
08:30 New mission control screen
Will have a frame much similar to the Science Archives. You'll have Gene Kerman ready to give an opinion about what you are doing.
One tweak in the latest Unity turned out to be a gamechanger for developers.
Devs are not getting rid of wobble entirely, they want to have control over it, to give players wobble that makes sense.
Devs are trying to have as much control as they can so they can have wobbly connections where they should be wobbly and sturdier connections where they shouldn't be.
12:55 "Hopefully, we can also alleviate the need to spam using strut connectors everywhere"
It is going to take a while. Jesus is working hard on server side. Nothing worth showing at this point. Currently working on the server backend structure.
Working hard on them right now, a lot of good progress . Marco works on tutorials, not Harv. Mun tutorials completely redone. New science tutorial, advanced construction tutorial incoming.
Devs don't want to take player by hand and walk him through the entire game. They don't want tutorials to take away the sense of accomplishment, finally understanding how to do something.
19:45 NASA pack
Working with NASA on separate add-on pack
You can consider it as an official mod
It will be released separately from .24 and will require .24
Two separate releases (as far as I understand, Harv meant .24 and NASA pack): NASA pack will come afterwards because it requires many core modifications
Chad's working on new content for the pack that will include a lot of replicas of actual NASA parts (including SLS)
SLS is massive, devs are creating a new size of parts for this; it will make Jumbo look like a little tank.
Such a big parts are only possible because of new joint system, new joints are a lot more stable
Harv has been working on a system that will generate asteroids
31:00 Don't expect asteroids to be large
32:30 Small tweaks
36:30 Harv goes away
37:31 - QA, worth watching
Giant parts - part of the asteroid mode (?) or part of the stock? Stock.
One new big fuel tank with engine makes up for 6 Jumbos+6 Rockomax engines. Maxmaps doesn't know the exact diametr.
39:40 ASTEROIDS NOT ON RAILS!
~39:42 asteroids spawning all over the place at random areas\orbits, some will get captured by Kerbin, some will impact Kerbin. Asteroids will be able to crash into your spacestation
Gravity on asteroids - no, because asteroids are tiny, 10-30 meters large. But devs control the size
How many asteroids? Quite a few
Capture an asteroid with shuttle cargo bay? I forgot the exact answer, but AFAIR yes, if it is not too big.