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Arsonide

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Everything posted by Arsonide

  1. Correct, we overload the default and use the wheel's down, given that our gravity can go in any direction.
  2. Suspension settings in any vehicle, and any wheel solution would need to be precisely tuned to each other, whether or not the wheel was simulated with a raycast or a round volume of some sort. If you are referring to the rover that EJ blew up, that was an issue with the camera, not the wheels. He crashed upside down and blew up his root part, which triggered an issue we've resolved since with the camera. The Unity wheel collider is a raycast pointing in the direction of gravity, rather than a point. For the majority of vehicles, players, and games that utilize this collider, this is fine. Most third party solutions for wheels are also raycasts pointing in the direction of gravity, with some extra features. If we were to change this paradigm, it would take a great deal of development time away from other things, to allow a very small subset of vessels to function.
  3. Autostruts were originally a workaround for a Unity issue with wheels in 1.1, they were made available for every part by request from the community, but they are not and never were meant to replace solid vessel engineering and actual strutting. They have many caveats and downsides. This is why they are not fully integrated with the game, and why they are gated behind the advanced tweakables option.
  4. While I do understand this viewpoint, as it was the original reason for "Immediate" being the default, this was very much in the minority in the feedback we received.
  5. We recently made "Open when safe" the default option, after feedback over the weekend.
  6. The specific durations are in settings.cfg if you want to make them faster (or slower)...and yes all KerbNet features also apply to the narrow band scanner as well.
  7. The narrow band scanner now uses KerbNet. The old interface was merged into it, so this is already done.
  8. Raycasting allows custom (modded) display modes to display any information they like, rather than simply what is in an arbitrary texture. I spent a bit of time tonight setting up auto-refresh and updating KSPedia for it. You should see it in today's streams if the streamers update.
  9. KerbNet takes a snapshot of the ground below, then allows you to get data about individual locations using the targeting reticle. If it auto-refreshed that would be pretty difficult and confusing. Besides that, it's a rather intensive process to build the map, so you wouldn't want it happening automatically.
  10. It's been great working with you Kasper. Good luck in your future endeavors!
  11. Unfortunately these things are not this binary. Right now the answer is "Not in 1.2", as originally stated. In the meantime the community will have access to the assets.
  12. There are a great deal of new parts that @RoverDude has made for the new communications network stuff, so I'm not exactly sure why you feel this way.
  13. The feedback we were receiving implied that the community would rather have these assets. If you do not wish to use them, that's fine.
  14. Previously, KerbNet wrapped around the edges of the latitude and longitude ranges by simply wrapping the numbers, so everything was square and flat. If you zoomed out far enough, you could see the back side of the planet, and if you continued zooming out it would actually start tiling the planetary map. Now, it's based on a semi-raycasted view cone, which means if you fly away from the planet, the map will go from flat, to a sphere, like you see in the gif in the devnotes. In an orbit, the sphere will rotate properly, if you continue to fly away, the sphere will get smaller and smaller, eventually winking out of existence. Another benefit of this method, is that in the original method, the poles were giant stripes that covered the width of the top and bottom of the map, due to the fact that longitude is meaningless at the poles. With the view cone, the poles look like normal.
  15. Autostruts were a fix for wheels that automatically created a joint to the heaviest part on the vessel when the part loads. This joint is not a physical thing, so it's a bit different than a normal strut. We also use something similar to secure payloads in fairings. In 1.2 the wheel fix is being expanded to an advanced tweakable for every part, if someone wants to enable autostruts everywhere.
  16. That is a developer tool that we have available in the Unity editor, it is not available in game when we build. It's not terribly interesting, don't worry.
  17. Uh, no. Wheel fixes have been an ongoing process for quite a while. I'm just summarizing some developments this week as we fixed a few additional issues.
  18. What is the source for this statement? We have not replaced the 1.1 wheel code - we just upgraded VPP to the latest version. In addition to that, I've spent a good deal of time hunting down some issues that were still present after the upgrade. EVA kerbals no longer interact with wheel colliders. As of 1.1.3 they didn't interact with suspension raycasts, but unfortunately they could still interact with the colliders attached to those raycasts. Wheel blocking no longer exists. There are also a few fixes that will be the devnotes tomorrow, such as the slow and steady uphill drifting of wheeled and/or legged craft, which we have found and fixed. There are a great number of fixes in there, but the base code has not been replaced.
  19. The conversation you quoted was more about World First milestones, records, and their relation to Leadership Initiative specifically, than to strategies as a whole. So really we're comparing apples to oranges here. As for how easy it would be to recreate career mode from scratch...no that would not be easy.
  20. It's more like of a "I have good technology" mechanic. We don't want to display hidden stuff all the time, so yeah, it's a chance. At higher tech levels it's quite a high chance though. It's also not the primary purpose of KerbNet, just a neat bonus.
  21. That was a few weeks back when we fully updated VPP and ripped out wheel blocking. We also caught an issue this week where two of the landing legs were not exported with proper layers, which was causing EVA kerbals to blow them up on contact...and probably causing them to be more unstable than they should have been.
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