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Devnotes Tuesday: Wednesday Edition III!


SQUAD

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"Cannot activate while stowed" Needs to be rid of all together. Having it not occur with interstages is great, but that damn bug pops up for EVERYTHING in every situation. I don't care if I can accidently activate an engine or solar panel while its stowed. Ill deal with the consequences then. Please. That "feature" has to be scrapped in its entirety.

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12 minutes ago, Claw said:

The old mechanic was that if you clicked on a part group to the side, it would say something to the effect that "there are no valid parts to attach by." i.e., you could only re-root the main ship's stack.

Depends on exactly what you mean by that. You can pull off part of the ship and set it to the side, then re-root it before making it a subassembly (which should hopefully make it easier to use later). It doesn't affect the "detaching" piece.

Can you reroot a merge craft before attaching, that would be awesome?

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We'll see what "KSPedia" and "Part Tools" pertains when (if?) 1.1 comes out of course, I just hope that any parameters are fed from "live" game data (if it's in game, including any MM and mod adaptations) so they always reflect what you have in the game, as opposed to static data that matches the state of the game three releases ago.

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Pretty excited that the PartTools is done and dusted! Got some questions, though (as usual):

- Would the new PartTools natively support DDS textures, such as exporting them to GameData and importing them for display in the Unity editor for PropTools? Or will modders need to continue to manually process DDS textures themselves?

- Starting from Unity 4.6, it seems that we modders were encouraged to migrate from the old Animation component to the newer Animator system. Could we get some clarification on how this would work in Unity 5? Would it break existing part animations?

- Related to the previous point - since 4.6+, animated emissive textures such as glowing engine bells or light-up windows required the use of an ugly workaround (read: hacking metadata files) in order to use the legacy animation system and keep them working in-game. Would Unity 5 completely drop this legacy animation system? What is the new Unity 5 way of making robust animated emissives?

- What specific features in the new PartTools will help with compiling and managing the new assetbundles method of distributing mod content?

- Will the new PartTools allow Unity to recognize when models share large texture atlases, and thus not load in the editor/save to the scene file multiple redundant copies in memory?

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Since Asteroid Day is becoming stock, could we have cameras (a film-return one for early in the game and a digital one for later) as stock experiments? Although this might be because Kerbals have the magic tracking station telescopes that can see everything in 5K and even the far side of the Mün anytime, anywhere.

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26 minutes ago, Motokid600 said:

"Cannot activate while stowed" Needs to be rid of all together. Having it not occur with interstages is great, but that damn bug pops up for EVERYTHING in every situation. I don't care if I can accidently activate an engine or solar panel while its stowed. Ill deal with the consequences then. Please. That "feature" has to be scrapped in its entirety.

What if activating an engine inside an interstage blew the interstage off?

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2 minutes ago, Cornholio said:

Good notes, love the heat shield. 

 

Tldr for notes: no mention of experimentals or 64bit

They haven't moved into experimentals yet because they're still adding content. 64bit has for months been confirmed to be totally functional and a thing that will happen.

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1 hour ago, SQUAD said:

On the community side Kasper is away on study leave this week, but through the devnotes we  would like to thank Sircmpwn for his work on creating and maintaining Kerbalstuff. Kasper and Badie hope a resolution to the closure of the website will be found quickly. The SpaceDock project is looking promising so far.

Can someone clarify this?

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1 hour ago, SQUAD said:
 Devs are fixing bugs faster than he can report them and they’re even reporting their own along with the fix.

It's usually a pretty good sign when the bug "tide" changes.  At least it increases the chance that the light I see coming down the tunnel is experimentals and not an oncoming train.

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1 minute ago, almagnus1 said:

Can someone clarify this?

Kasper has an exam, so he's dealing with that this week instead of community managing

Sircmpwn had been running the KerbalStuff mod repository website, but closed it down citing numerous issues

A group of people have taken the KerbalStuff web code and relaunched the service as Spacedock 

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1 hour ago, SQUAD said:
There were also some not so little things though, like integrating a few parts from the Asteroid Day mod as a nice surprise for the community. The Probodobodyne HECS2, Communotron HG-55, and OX-STAT-XL Photovoltaic Panel have been rebalanced and integrated into 1.1 as stock parts. 

YES! They did it, they really did it! Oh man i'm so happy right now. Also in the inflatable heat shield picture, did the decouper get a new texture? It looks like they added some yellow thing on it. 

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1 hour ago, SQUAD said:

On the community side Kasper is away on study leave this week, but through the devnotes we  would like to thank Sircmpwn for his work on creating and maintaining Kerbalstuff. Kasper and Badie hope a resolution to the closure of the website will be found quickly. The SpaceDock project is looking promising so far.

I'm glad to hear that Squad is finally giving some official recognition to @SirCmpwn for his work on KerbalStuff. He really deserves it.

Also, glad to hear that SpaceDock is coming along.

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Wow, lots of work being done and lots of testing to go with it. Looks like 1.1 is going to be the actual release worthy version, unlike the RINO (release in name only) that was 1.0. Looking forward to all the new stuff, but especially the bug fixes, optimizations and x64 for everyone. 

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1 hour ago, hieywiey said:

Since Asteroid Day is becoming stock, could we have cameras (a film-return one for early in the game and a digital one for later) as stock experiments? Although this might be because Kerbals have the magic tracking station telescopes that can see everything in 5K and even the far side of the Mün anytime, anywhere.

The telescope is not being integrated in 1.1, it will remain in the addon for now for several reasons. The other three parts have been integrated, but were rebalanced slightly. The balancing was mostly targeted at the HECS2, which is basically five parts in one. It is a probe core, a stack battery, flight controls, and two reaction wheels in one. It did not have a cost that reflected its capabilities, and those have not changed, but its cost was raised a bit to reflect them.

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1 minute ago, Arsonide said:

The telescope is not being integrated in 1.1, it will remain in the addon for now for several reasons. The other three parts have been integrated, but were rebalanced slightly. The balancing was mostly targeted at the HECS2, which is basically five parts in one. It is a probe core, a stack battery, flight controls, and two reaction wheels in one. It did not have a cost that reflected its capabilities, and those have not changed, but its cost was raised a bit to reflect them.

As long as its mass hasn't changed.

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