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Devnote Tuesday: Charity Event


SQUAD

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<figure data-orig-width="480" data-orig-height="92" class="tmblr-full"><img data-orig-width="480" data-orig-height="92" src="https://40.media.tumblr.com/0ff9377afa68dc3ad3fe6844aaf1bd38/tumblr_inline_nruv6baGsG1rr2wit_540.jpg"/></figure><p><b>Felipe (HarvesteR)</b></p><blockquote><p>This week has been largely about bug fixing and setting up the new development framework to improve our compile times. The script asset management tool we needed to offload scripts to dll files is implemented, but I can’t just go moving files around on my own, as that would cause conflicts with the things everyone else is working on, especially Mike and Jim’s UI overhaul. To properly migrate our code, we need to do this when everyone’s project state is as little modified as possible, so that means the code move will have to wait a while.</p><p>In the meantime, I’ve been fixing miscellaneous issues with the U5 version, and I’ve been able to get the VS compiler to build the game without errors (it used to complain about a library we use to validate mod plugins), so that means now we can use the very awesome VS debugger whenever we need it, which gives us a host of new tools to debug issues. </p><p>Not much more to tell I’m afraid… some weeks make for better dev blog material than others. </p></blockquote><p><b>Mike (Mu)</b></p><blockquote><p>It’s been a fun week in the life of Mike. I sold my old car and bought another one. I’ve also been working through lots of bugs and new bits for the Unity upgrade. Whoever thought this would be plain sailing was very wrong! It’s been a lot of work and some very odd bugs come out occasionally. I have been merging a lot of stuff together this week and filling in holes or bits we’ve missed over the weeks.</p></blockquote><p><b>Marco (Samssonart)</b></p><blockquote><p>I went to the dentist today and my head is a bit funny, hopefully Kasper can proofread this to ensure it makes sense. I’m still working with Ted and the Amazon guys to bring the 1.0.4 update asap. They told us their developer platform was having some trouble getting the binaries to them, and although this affected other developers besides us as well, they have apparently worked it out now and we gave it another go. If it was fixed indeed there should be nothing more to do on our end and the update should be available soon.</p><p>The office is under maintenance, so we’ve been working on a bit of a nomad approach, it hasn’t been fun.</p></blockquote><p><b>Daniel (danRosas)</b></p><blockquote><p>Doing some blueprints for the new office and photoshopping how it’s going to look after the remodelations. Moved my workstation twice too. Fun stuff. In the meantime I’ve been working on the same assets of last week.</p></blockquote><p><b>Jim (Romfarer)</b></p><blockquote><p>Time for a progress report again. This week i’ve been setting up the new Application Launcher and three stock apps: MessageSystem, Contracts and the Engineer’s Report.</p></blockquote><p><b>Max (Maxmaps)</b></p><blockquote><p>Overseeing the remodelling of our studio has taken most of my time so far, particularly things like setting up temporary workstations for everyone so we can still be productive while we upgrade our GAB (That’s our Game Assembly Building). Besides that, a healthy mix of working with Ted as he transitions to his more production based role and continuing my hunt for a locally based CM has been keeping me busy. May finally have someone!</p></blockquote><p><b>Ted (Ted)</b></p><blockquote><p>In the past week I’ve been working heavily on production tasks. Primarily, it’s been the usual mix of handling internal documentation and planning/design for 1.1 features. Additionally, I’ve been working with Marco to hopefully finally remedy the Amazon updating issue. Again, if you’re affected by the outdated KSP PC version on Amazon US, please do e-mail support (at) kerbalspaceprogram.com.</p><p>Outside of that, I’ve been working on the KSP Experimental Testing Team application form, which is now open and available <a href="http://goo.gl/forms/VQfXnWTZMN"><b>here</b></a>. Applications close on the 3rd of August and successful applicants will be contacted during the week of the 17th.</p><p>Lastly, I’ve been working on an article about 1.1 development and discussing a couple of the features being developed for it. That should be available tomorrow.</p></blockquote><p><b>Kasper (KasperVld)</b></p><blockquote><p>Back on the job after my week of studying. The first order of business on Monday was to visit the Shapeways factory in Eindhoven, where I was given a warm welcome and a very interesting tour. While I was there I saw at least two orders of 3D printed Kerbals being packaged at that very moment, so if you’re receiving a Jebediah, or a group of Jeb, Bob and Bill this week then it’s very well possible that they were inspected by myself! The 3D printed figurines are an incredible display piece for any KSP fan, so check out our <b><a href="http://www.shapeways.com/shops/kerbalspaceprogram">Shapeways Store</a></b> if you haven’t already!</p><p>Today has been mostly about working through a backlog of emails, private messages, facebook messages… more than a hundred in total. In the queue for the rest of the day are business enquiries and social media planning, as well as publishing an article I’ve been working on with Ted. </p><p>If you’ve been on the forums today you’ll likely have noticed an endorsement for the <b><a href="

">Kerbal Polar Expedition #3</a></b>, a yearly charity event hosted by HOCgaming that will take place August 19th - 23rd. In the last two editions the event raised over $30,000 to bring safe drinking water to people in need of it. I’m confident we can come together to add a good amount of money to that total. Contact HOCgaming directly if you’re interested in partaking in the livestreams.</p></blockquote><figure data-url="https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DYk_aenouGBg" data-orig-height="304" data-orig-width="540" data-provider="youtube" class="tmblr-embed tmblr-full"><iframe src="https://www.youtube.com/embed/Yk_aenouGBg?feature=oembed" frameborder="0" height="304" width="540"></iframe></figure>
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A stupid question, but will KSP 1.1 / whatever the Unity 5 version is called be 64-bit or will it stay at 32 bits with the woeful memory restriction? Haven't been reading the forums that much and this is probably the biggest problem I have with the game... It's impossible to have nice visual mods AND mods with extra parts at the same time currently, even with active texture management.

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Oy Hey! I actually have a question about something from last week's update that twigged a thought in my noggin.

With the changes happening to the wheels, will that change how wheels react to solid objects? What I mean is that right now, only the retractable small landing gear wheels seem to ride on the structural plates with any reliability. (See my monorail uTube video for an example of this.

)

It would be great if the other tires worked the same way, it would allow for a greater freedom of railway designs. But what I'm REALLY hoping is that the change won't remove the capability to do things like this. I'm just about done building a railway around & through the Kerbal Space Center, and I'd hate to have it nerfed. lol

Edit: Oh, if I could make a small request. Could we have more aerodynamic & structural parts for the Mk2 hulls? Nosecones and things like that? It'd make it easier to build stock things! Thanks! :)

Edited by Runescope
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Not much more to tell I’m afraid… some weeks make for better dev blog material than others.

No need to apologize. You said those two little words I love to hear...

bug fixing
GAB (Game Assembly Building).

Awesome name.

I’ve been working on an article about 1.1 development and discussing a couple of the features being developed for it. That should be available tomorrow.

I should be reading it excitedly shortly thereafter. :)

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Confirming a few 1.1 features? Cant wait.

Hoping for clouds, the implementation of Dans "kerbal picking up a sample" animation, integration of Proot's Renaissance compilation, More Kerbal activities while landed on a foreign moon, and some sort of better contract generation control.

Im probably not even in the ballpark here, but a guy can dream right?

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Oooh. The U5 build sounds like it's really trucking along! What I'd like to know is whether or not the move itself (independently of anything else you might add in the next update) will result in a noticeable improvement of the game on the user side. I'd imagine the game will run faster because of all of the optimizations you are running, but could we expect to see more accurate physics or improved graphics as well?

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A stupid question, but will KSP 1.1 / whatever the Unity 5 version is called be 64-bit or will it stay at 32 bits with the woeful memory restriction? Haven't been reading the forums that much and this is probably the biggest problem I have with the game... It's impossible to have nice visual mods AND mods with extra parts at the same time currently, even with active texture management.

Unity 5 is a lot more stable on 64 bit, but more importantly now comes with a matching 64 bit editor which allows x64 Unity-player bugs to be dealt with in their native environment rather than guessed at under the old 32-bit editor. This has enabled several studios to release nicely working x64 (win) game builds including Cities: Skylines, Rust and The Forest

None of this guarantees a working 64 bit release for KSP though, and Squad would be mad to confirm/promise/announce (or even hint at) 64-bit support until they actually have it working in house

-----

TL;DR - Cautiously optimistic

I should be reading it excitedly shortly thereafter. :)

Marvellous, I don't need to work up the moxie to ask Ted for it on #kspmodders after all!

Edited by NoMrBond
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I’ve also been working through lots of bugs and new bits for the Unity upgrade. Whoever thought this would be plain sailing was very wrong!
Just try to keep your head above water! While the upgrade "just had to be done," I have my eye on a certain Squadcast presenter, who exhibits boundless optimisim in the face of all adversity ;)
...while we upgrade our GAB (That’s our Game Assembly Building)
That's a great name :) I hope you guys have a water dispenser/cooler, this is a prime location for gab in the GAB ;)
Lastly, I’ve been working on an article about 1.1 development ...
I look forward to reading some of the goals for v1.1, with a healthy disclaimer about the challenges of software development, that we in the forums will quote as promises a few months down the road ;)
Hoping for [...stuff...]

Im probably not even in the ballpark here, but a guy can dream right?

My wish is on an integrated Science collection UI panel. Players go through an invisible checklist in each biome (Please add some biology to the game, or change this word to "region") and deserve a visible checklist.

These are the hard, un-sung weeks where the foundation of a great release is built; thank you Squad - and keep up the good works!

Edited by basic.syntax
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That's a great name :) I hope you guys have a water dispenser/cooler, this is a prime location for gab in the GAB ;)

In the spirit of rocketry and Kerbalesque safety regulations I vote for seperate H2 and O2 dispensers located next to eachother.

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I'm pretty sure that the question was asking if there's anything new to say since you've been working with Unity 5 a bit more. I'm going to assume that the answer is "no"

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In the spirit of rocketry and Kerbalesque safety regulations I vote for seperate H2 and O2 dispensers located next to eachother.
Can someone with chemistry knowledge say if storing water as liquid hydrogen and oxygen, (I will call these components "dehydrated water") would be a more efficient use of space, and therefore eminently Kerbal? (Please don't get too technical with things like the volume of insulation required for proper cryo storage.)

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Can someone with chemistry knowledge say if storing water as liquid hydrogen and oxygen, (I will call these components "dehydrated water") would be a more efficient use of space, and therefore eminently Kerbal? (Please don't get too technical with things like the volume of insulation required for proper cryo storage.)

Nah, water is a lot denser and could be stored ambient/native, while liquid oxygen and hydrogen would require much larger and much heavier containers (pressure vessels).

[Edit details];

1 mole of water (H2O) would be ~18g (or ~18 cubic centimetres of storage) since it has a density of (almost exactly) 1000kg/M3

For the liquid storage you're looking at 2 moles of Hydrogen and 1 mole of Oxygen (1 mole water equivalent), 2 mol of H2 is ~4g, liquid H2 has a density of 70.85 Kg/M3 so you would have 4/70850 of a M3 just of liquid H2 or ~56.46 cubic centimeters before even adding the oxygen storage.

Edited by NoMrBond
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Nice question!

liquid water just after 0°C(32°F) is 5% denser than just before 100°C(212°F).

It also has the strange feature to take more space when solid (ice) due to the crystalline structure.

What i understood for propelant strorage is the cold is needed to keep it liquid without having too much pressure on the tank wall and so limit its thickness and save weight.

An idea to keep your "propelants" at the office:

Globe-bar.jpg

:D

Edited by Skalou
better image
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Ah.. The fun of Unity.. I often hear the Devs in my office softly whispering under the breath...

"kill everyone".......

Not sure if thats a unity thing, or just them..... Makes testing for them interesting... and slightly worrying....

Im pretty sure the Amendments should be amended to exclude coders from owning firearms...

Teeth!. Yee haw! percocet??.. Interesting stuff.. Does nothing for me. But the following few days were an adventure in normality..

Pro Tip.. Take the Ramen off teh stove before the water all evaporate.. dont just stand there and watch it burn, it smells and your partner will not be impressed when the smoke detector goes off at 2am.....

Lol, the office redecoration.. Ours started 3 months ago and is on-going... Please avoid licking any exposed cables you might find....

The shapeways products are amazing. I might have to order a third one.

Does the KSP dev team see any profit from the Shapeways sales?

Il keep an eye on the charity event but Ill admit now my charity efforts are focused on Extra Life...

If Squad wish to look into that and organise something Id be totally willing to join their team and do a 24 hour KSP session....

Thanks for the amazing updates. Its really nice to see the Dev Note Tusedays.

Brilliant way to give feedback to the fans and let us nerd know you love us....

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Unity 5 is a lot more stable on 64 bit, but more importantly now comes with a matching 64 bit editor which allows x64 Unity-player bugs to be dealt with in their native environment rather than guessed at under the old 32-bit editor. This has enabled several studios to release nicely working x64 (win) game builds including Cities: Skylines, Rust and The Forest

None of this guarantees a working 64 bit release for KSP though, and Squad would be mad to confirm/promise/announce (or even hint at) 64-bit support until they actually have it working in house

64-bit Windows has been an option for a huge amount of time, and MS have been doing things that drag down 32-bit Windows for all that time. (2MB maximum program space, the way that video RAM access bites into the availability of physical system RAM, that sort of thing.) The industry ought to feel embarrassed that good support for writing games in 64-bit Windows has taken so long.

I doubt a significantly modded KSP would be usable if you tried to run it under 32-bit Windows.

Having 64-bit memory access for the program would make a difference, but it may be one of the easiest parts of the job. What about multiple cores? People do say that KSP only uses a single core, though I am not convinced that's still true.

My own guess is that 64-bit KSP is going to be the v2.x target. It would certainly justify the version-number jump.

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64-bit Windows has been an option for a huge amount of time, and MS have been doing things that drag down 32-bit Windows for all that time. (2MB maximum program space, the way that video RAM access bites into the availability of physical system RAM, that sort of thing.) The industry ought to feel embarrassed that good support for writing games in 64-bit Windows has taken so long.

I doubt a significantly modded KSP would be usable if you tried to run it under 32-bit Windows.

Having 64-bit memory access for the program would make a difference, but it may be one of the easiest parts of the job. What about multiple cores? People do say that KSP only uses a single core, though I am not convinced that's still true.

My own guess is that 64-bit KSP is going to be the v2.x target. It would certainly justify the version-number jump.

Well, the problem is that a significantly modded KSP is unusable on any Windows machine. All you need is a few part mods and something to make the game look better, and boom, you run into the 4 gig memory restriction and the game crashes. Active texture management mod helps, but even with that you can't have part mods and visual mods at the same time. The way the game loads EVERYTHING into memory at startup is stupid, and necessitates a 64-bit version because that will solve all the memory restriction problems. I REALLY hope for the sake of KSP's future that at some point SQUAD transitions from the age-old 32-bit era to the modern world of 64 bits.

If you look at Rust for example, that is a 64-bit Unity 5 game that runs very well and is completely stable. SQUAD can't blame Unity anymore for the lack of an official 64-bit version. If they have problems with KSP running on 64-bit Unity, it is their own code causing the issues, not some mysterious bug in Unity that can't be dealt with. Don't get me wrong, I love KSP. I just want it to be improved so that the game would run better (single-threaded physics) and support more mods at the same time (limited to 4 GB of RAM due to KSP being a 32-bit application).

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From the Devnote..

"Up until now, and including 1.0, KSP development was for the most part horizontal, predominantly adding in features for sandbox and then post-0.18 adding in Career mode features... In other words, we’re at a point in KSP’s development where we’re building upon already existing features to give them even more depth!

This brings us to update 1.1..

..RoverDude, Arsonide and Porkjet have already started planning, designing and developing a few of KSP 1.1’s new features."

Translation:

We're finally ready to stop adding new features and fix the old ones,

We can't wait for you to see all the new features!

wat? When are the bugfixes and you know, polish, happening?

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