Jump to content

Devnote Tuesday: 'Super' Tuesday!


SQUAD

Recommended Posts

tumblr_inline_o3dpn3pWYl1rr2wit_540.jpg

Hello everyone,

Could it be that our time in QA testing is coming to an end? If we are to believe Joe (Dr Turkey) and Ted it is! Unless something incredible comes up this week we’ll be entering experimental testing later this week. Given the scope of the 1.1 update, which as we all know is much larger than your typical KSP update, it’s not going to be your typical process though, but we’ll elaborate more on that in a devblog that should be coming later this week!

Everyone is now working towards experimentals, mostly means a lot of tasks that had been put on hold on the community front have had the dust blown off of them: people who had applied to the Media Group last year and did so successfully will soon be invited into that group, and Kasper (KasperVld) and Andrea (Badie) are currently working through the preparations. Meanwhile, Ted is making sure the documentation for the experimental testing team is in order so that they can hit the ground running. It’s going to be an exciting [period of time] until release!

Until the experimentals start we’re attending to some unexpected computer failures: Felipe’s (HarvesteR) hard drive has given out, meaning that almost a terabyte of data was initially lost. Due to the miracle of GIT and cloud services though, nothing vital was eventually lost. Joe (Dr Turkey) also had his fair share of hardware problems. His computer is no longer working after installing a new GPU.  

Between wrapping up QA and the computer problems we don’t have many specific bugs to report on at this time, everyone has been focussing on their own work: Mike (Mu) and Dave (TriggerAu) have teamed up with Jim (Romfarer) to finalize the KSPedia user interface, Chris (Porkjet) is still working on his redesign of the rocket parts, and Daniel (danRosas) is working on internal graphics work.

This week a lot of tweaks came in before we went into feature lock. Jim and Mike wrote a system to tag parts in their config files. These tags can then be used to search for certain parts in the new part search feature. Currently, the QA team is working on adding useful tags to the stock parts set. Brian (Arsonide) also pitched in and made the search algorithm look for certain partmodules. The results speak for themselves, as this picture clearly shows.

Nathanael (NathanKell) added a flag in the code which allows for negative funds and science, which defaults to off, and also found some time to implement a stock option for clamshell fairings, allowing you to select those over the ‘confetti’ style fairings that we see now. On the expandability front, he added events when loading and saving protovessels, crew, protoparts and progress nodes, so we (and modders) can easily add extra saveable/loadable data to those objects.

Bug fixes are still ongoing, Nathanael has been especially busy: he fixed a bug where heat could be created or destroyed when moving resources from one part to another: they now take their heat with them properly. IPartMassModifier now applies to part mass as well as display mass, meaning you can have multiple of these modifiers per part and they will interact just fine. An important node for modders here is that PartModules should no longer set part.mass directly.  He also fixed rescaleFactor and MODEL nodes, so non-1.0 rescaleFactors are safe.

Bill (Taniwha) has fixed an issue where extremely long-lived saves would produce negative dates. They should need be good for 142 million (Earth) years before we run into similar issues. Of course, there will be that one person who leaves timewarp on for years in real time on end, but aside from that this issue should be history.  

Nathan (Claw) closes the list of notable fixes for this week: he fixed a few more ‘old’ bugs in the editor and Kerbals: Kerbals no longer become uncontrollable when crashing them while they’re seated in an external command chair, and splashed down spacecraft will no longer warp to the ocean floor when reloading or flying past with another vessel. He then turned his attention to the editors (VAB/SPH) and fixed the copying of action groups for symmetrical parts, and improved the way gizmos work with nested symmetry groups. The uncertainty the editor had when stack-attaching thin parts to other thin parts (for example a battery to a probe core) has not escaped his attention and has also been addressed.

Finally, the poetry comes from the mind of Bill, who wrote a haiku:

Against black velvet
Shining opal seeds scattered
Dances life filled orb

That’s it for this week, make sure you follow us on our forums, Facebook, Twitter or any other official source to stay up-to-date on the latest in Kerbal Space Program news.

Edited by KasperVld
Removed reference to tonight's Falcon 9 launch, it was pushed back.
Link to comment
Share on other sites

Dr. Turkey should try a bios update for his GPU problems. Old Bioses seem to be a thing that causes trouble.

(Almost forgot: Yay! Devnotes!)

Edited by Mat2ch
Link to comment
Share on other sites

20 minutes ago, SQUAD said:

Unless something incredible comes up this week we’ll be entering experimental testing later this week.

WOOOOOOOOOOOOOOOOO!

 

21 minutes ago, SQUAD said:

I love how 'moar' yields actual results! And, once again, 

WOOOOOOOOOOOOOOOOOOOOOO!

Link to comment
Share on other sites

4 minutes ago, Gamel0rd1 said:

Moar boosters, struts, lights!!!

Needs moar chutes. 

Great devnotes, happy to hear 1.1 is rounding the last hairpin into the homestretch. Just too bad I still haven't heard anything about editing action groups on the fly. That's my greatest wish atm

Link to comment
Share on other sites

Just now, Squelch said:

Yay moar hype!

Poetic testing:

Load KSP.

Test.

Load KSP.

Test

Load KSP.

Test

Load KSP.

Test

...

Soon it will end.

Wibble

Launch

Wobble

Struts

Launch

Wobble

Struts

Launch

No wobble

Explodes

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...