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HarvesteR

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About HarvesteR

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    KSP Creator

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  1. i like your game

  2. It's much too early to talk about what's coming next, but rest assured there is something coming. You'll hear of it in time. As for the team, I'm leaving on the best of terms with everyone. I'm going to keep in touch with all of them. Cheers
  3. There are certainly plans for the future, but it's far too early to talk about any of that. Fear not though, there will be new tidings soon enough. Cheers
  4. It sure has come a long way, hasn't it? Those character graphics have been much improved! Cheers
  5. Hi, There's no good way to ease into news like this, so here it is: I'm stepping down as Lead Developer of KSP. For the last five and a half years, I put all my work, my thoughts and my time into KSP. I've watched it grow from this little unassuming idea for a 2D game in which you'd put together rocket parts to see how high you could get, into a complete spaceflight simulator, a space agency tycoon, a planetarium of truly astronomical scale, a home for little green men and their space program, a Kerbal space program. KSP has become far more than the game I imag
  6. Hi, There’s no good way to ease into news like this, so here it is: I’m stepping down as Lead Developer of KSP. For the last five and a half years, I put all my work, my thoughts and my time into KSP. I’ve watched it grow from this little unassuming idea for a 2D game in which you’d put together rocket parts to see how high you could get, into a complete spaceflight simulator, a space agency tycoon, a planetarium of truly astronomical scale, a home for little green men and their space program, a Kerbal space program. KSP has become far more than the game I imagin
  7. take my challenge on! 

     

  8. I did. I had to upgrade my rig to work properly on KSP, so I think that counts. Went from a Core i7 920 to a Core i7 4790K, OC'ed to 4.6GHz (stock 4GHz). Also upgraded the mobo to an Asus Sabertooth. That is definitely a badS piece of hardware. Compile times went from 1min+ to less than 30 seconds! Cheers
  9. How do I go from 1.0.4 to 0.25 

  10. Parts don't use raycasting to detect collisions. For normal colliders, collision events are sent up directly from the physics engine, and parts listen for those to manage their collision states. Wheels, on the other hand, are a totally different thing. The wheel raycast is the main source of contact information, so it needs an entirely separate ground detection logic. Mind though, that the ground detection logic I'm talking about is KSP's own logic, used to figure out vessel situations and so on. The wheels have their own internal 'grounded' flag used in the wheel simulation
  11. Greetings, Kerbonauts! It has been a while, longer than we anticipated in any case, but we're now here with a new update for Kerbal Space Program: version 1.0.5! This update features content, bugfixes and rebalances that were part of the upcoming monster update 1.1, which will feature such things as multithreaded physics calculations and 64 bit support for Windows and OSX. That update is taking longer than anticipated, and we came to a point where a lot of content was ready to go through testing and be released on its own merits. With these parts ready we wanted to get them t
  12. You can also rest assured knowing that every one of us has read your letter now, and I'm fairly sure I speak for everyone when I say it was truly moving. This goes well above and beyond what we set out to do when we first started this project, and I really can't express how it feels to know something we've done has had such an impact on others. I'm very glad to hear KSP has had such a positive effect on you. All the best, from the entire KSP team. Cheers!
  13. IIRC, audio assets are already loaded in parallel. I recently added (dev) controls here to bypass loading every type of asset, even parts, so audio assets can also be bypassed, mostly for the sake of completion. I don't think audio asset loading takes up a very significant chunk of time in any case. Cheers
  14. All map nodes can be made sticky now, we just have to decide which. Ascending/Descending nodes should definitely be stickiable. 4.0GHz is the stock clock on this CPU. I'm running it at 4.6GHz here And like Kasper said, 12 seconds to load skipping every texture and audio asset. But still, I'm very pleased with the speeds I'm getting now. It's a quality-of-life thing if you consider our work hinges entirely on our workstation performance. Cheers
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