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Welcome to KSP Weekly everyone. Another exciting week full of progress on all fronts, so without keeping you waiting any longer, let’s start. 欢迎来到KSP周报。本周又是令人兴奋的一周，所有的工作都在向前推进，那我们事不宜迟，开始本周的周报内容吧！ Localization is looking good and we’re mainly looking at formatting and the last few string changes while we work with our grammar plugin colleagues (Lingoona) to improve some of the finer points in different languages. Correspondingly, we did a first round of performance profiling KSP without Lingoona, identifying several GarbageCollector (a form of automatic memory management .NET uses) spikes in FixedUpdate methods. Later this information will be used together with the Lingoona integration to minimize the effects on GC related to localization. 本地化的工作进展顺利，我们目前的主要工作是解决语言的格式问题以及一些用词的改变（资讯菌注：估计是将英文梗变为中文梗的工作），我们写语插件的同事（Lingoona）正努力完善各个语言版本。与之相应的，除了Lingoona之外的人对KSP进行了第一轮的性能分析，发现了在FixedUpdate方法中数个内存垃圾回收器（指标）（.NET语言中自动管理内存的一种形式）飙升。之后这些信息将会和Lingoona的工作成果一起减少语法对本地化语言造成的影响。 Our Devs were also busy refactoring the Localization class to its final structure and method names which gets us another step along the road. The class and names will only change now if we find issues, which means we can bring more focus to the performance testing phase (as it shouldn’t change now). It also means we can update the API documentation we have and start testing and polishing it for the modding community, so less time is needed when adjusting mods for 1.3. 我们的开发人员也在忙于重构本地化程序所需要的类来完成最终的结构和方法名称，这让我们在前进的道路上再次迈出了一步。只有当我们发现了问题，才会对类和名称进行修改，这就意味着我们能有更多精力来关注测试工作。这也意味着我们可以升级已有的API文档，为Modding社区测试和打磨升级后的API文档，让现有Mod升级到1.3版本的时间减少。 That’s not all, we’ve finished with the integration of Asteroid Day mod into the 1.2.9 pre-release and not only that, it is now localized and being tested by our dedicated QA team. That said, we would welcome any and all feedback from the Community on how balanced the Asteroid Day contracts are in a career game play-through. 这还不是全部的工作，我们已经将整个“小行星日”mod升级到1.2.9预发布版本，不仅如此，我们还对其进行了本地化翻译，并由我们默默奉献的QA团队对其进行测试。这就是说，我们将欢迎大家在论坛上讨论和反馈“小行星日”mod中合同对生涯模式游戏平衡性的影响。 We also want to give a shout out to the localization volunteers, who continue to amaze us all with their dedicated effort. There are still issues in the game that need attention besides languages, so now that has “mostly” been dealt with, bug fixing continues. 在此我们也希望感谢那些不断让我们震惊且无私奉献的本地化自愿者。游戏语言目前还存在很多问题需要我们去关注，所以现在还有很多事情要处理，修Bug工作还在继续。 We are always on the lookout for more testers, so if you think you have what it takes to create comprehensive bug reports and can dedicate time each week to KSP testing, then please make yourself known. We always read the issues on the public bug trackers, (especially the Pre-Release) so there is your marketplace to demonstrate your skills in problem solving and research. 我们正不断寻找更多的测试人员，所以如果你认为你可以（为我们）创建Bug报告，并愿意每周花时间对KSP进行测试，那么请开始你的表演（资讯菌注：原文为让大家知道你）！我们会阅读Bug追踪器上的问题，（尤其是预发布版本的Bug追踪器）所以这是一个证明你研究和解决问题能力的地方。 In other news, console testing continues with daily builds from Blitworks being put through their paces on both platforms, and now we’re more able to concentrate on the refinements in controls and general gameplay rather than outright bugs. Many long hours are being dedicated to getting all things ready for the inevitable releases of each project. An example of the testing our QA team has been busy with are the console achievements system, which took longer than what we expected due to the thoroughness of the team. A good thing is that during all this testing, we still haven’t had any save files blow up on us yet either. 其它消息，主机版的测试还在继续进行，Blitworks每天都通过各个不同的平台进行构建，现在我们已经将更多精力放在控制方法和游戏玩法的改进上，而不是修Bug。为了让游戏的各个计划达到发布状态，我们已经花费了很多个小时。一个可以说明的例子就是，我们的QA测试人员正忙于主机平台成就系统的测试工作中，这些工作的用时远远超出了他们的想象。在这次测试中的一个好消息是，到目前为止还有任何一个存档发生崩溃。 Now that we’re getting closer to the release date of the console build, we’ve been also very busy preparing the communication materials. That includes updating videos and images for the respective stores of each console, among other things. 现在我们离主机构建版的发布越来越近了，我们正忙于准备宣传所需要的材料。包括了每个主机商店所要使用的升级视频和海报以及其它一些相关的东西。 Let’s move on to the progress we’ve made with the upcoming Making History expansion. This week, the work on improving and finalising various aspects of the design has continued. Specifics for this week include focus on how Kerbals are chosen and assigned to vessels for Missions within the Mission Builder and at how specific parts of a vessel can be selected when applying constraints to a Mission. 让我们再来看看即将到来的“创造历史”扩展（新DLC）。本周，对于各个方面的设计提高和完善仍然在继续。本周要关注的小问题包括了如何在任务制作器中给飞船选择和分配小绿人，以及当任务应用约束条件时如何让飞船特定的部件变得可选。 Additionally, we have been working on some of the under the hood code, such as getting the basic and generic version of the code for part failures working. When a part fails, it has to stop doing what it does normally and we have to lock the player controls on it. Development work continues on this aspect along with many others. We also have to remember whether a part has failed when the vessel goes into stasis and when it is saved and loaded. 此外，我们已经在制作高级选项的代码了，例如在基础和通用版本中获取部件运行失败的代码。当一个部件运行失败，它就会从正常运行的状态变为停止运行，并且要锁定玩家对该部件的操作。该部分和其他的开发工作都在继续进行着。一个部件运行失败不管是飞船停滞还是保存读取过程中失败，我们都需要记住。 We have also continued polishing the expansion system integrating key signatures for the asset bundles, as well as fixing some bugs and making some improvements for our internal build processes and tools. Theelements for the new UI have received some attention too and work continues on delivering the parts that the artists have been providing to be tested for gameplay options. QA then tests and provides feedback on these parts that is dealt with to improve the ingame performance of these new parts. 我们也在为捆绑包继续打磨扩展系统的集成式关键签名（资讯菌注：不知道是什么东西，就直译了），也修复了一些Bug以及为内部构建流程和工具做了一些改善。新UI的各个元素也得到了我们的关注，工作继续围绕着美工们为游戏选项测试制作的部件所展开。QA会对其进行测试并形成反馈，这将有助于提高这些新部件在游戏中的表现。 Finally, we encourage you to participate in our latest KSP Challenge - Build and Fly a Space Shuttle! This time around you’re challenge is to build “reusable” winged orbiters which can carry Kerbals to orbit and return safely, as well as be capable of horizontal landing. We also have an amazing badge designed by FCISuperGuy especially for those who have created a shuttle for this challenge! Check it out and share your creations! 最后，我们鼓励大家参加最新的KSP挑战——建造并发射航天飞机！这次你的挑战是建造一个可重复使用的带机翼的轨道器，其需要将小绿人安全地从轨道上接回Kerbin，并要求能水平着陆。FCISuperGuy为参与这次挑战的玩家设计了一个很棒帮的徽章！赶紧上官方论坛查看原帖并分享你的作品吧！ That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and development updates! 这就是本周的所有内容。欢迎加入我们的官方论坛，不要玩家关注我们的Twitter和Facebook哟。你将得到关于KSP的最新消息！ Happy launchings! 祝大家发射愉快 翻译来自微信公众号“坎巴拉太空计划资讯”
REQUIRES: Kopernicus Every couple of days I will set a new challenge that requires a tailor made mod (downloadable from Spacedock) to do. Download current version (1.0) for current challenge (Challenge 1) from Spacedock: http://spacedock.info/mod/752/imkSushi's Modded Challenges Rules: 1. You are allowed to use any mod that does not affect the gameplay (e.g. Mechjeb, Kerbal Engineer Redux, EVE, etc.) 2. You are not allowed to use any mod that affects the gameplay by letting you do something that would not otherwise be possible in stock ksp (e.g. Hyperedit, OPM, KW Rocketry, etc.) 3. You must use the tailor made mod (downloadable above) for the challenge 4. Don't use the cheat menu 5. Don't cheat 6. Don't lie about cheating 7. Be honest Note: If you are in doubt about whether or not you can use a particular mod, ask on this thread. Until you get the go ahead, assume 'no'. When you have done it, post which challenge you have done, which challenge levels have you done, which mod you used, and a couple of screenshots proof. Challenge 1 (07/06/16): MIT License