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Devnote Tuesday: 'Super' Tuesday!


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7 minutes ago, CliftonM said:

The denotes are too early...  *Grabs pitchfork*

Just kidding!  I was right to predict @Claw's stock bug fixed becoming stock.

Probably not what happened, Claw himself said that Squad shouldn't fix things the way he did.  Much more likely that since he's hitting high priority bugs that they had the same bugs on their high priority list.

 

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11 minutes ago, Arsonide said:

A protovessel is what a vessel is mashed up into before we plop it into your save file. Adding events when saving and loading them lets modders (and us) modify them with custom data as they are being saved or loaded. In general, it makes the life of modders and developers easier, which means they can do things faster, which is a great thing for you guys.

 

9 minutes ago, regex said:

For instance, asteroids would be protovessels.  There were some really dumb tricks modders used to have to do in order to capture newly generated asteroids or generate new ones, now we have an event that tells us one showed up.  This massively simplifies mods that may want to put asteroids places like, oh, say, an ASTEROID BELT, or generate Joolian trojans, or even create asteroids in a different solar system instead of having every single one show up on a Kerbin intercept.

a bit different description by the 2 here, but ill take a stab at it. An asteriod is considered a vessel in the game due to the fact it can be "targted" . So if im docked with it, I can quicksave....leave the game....and then come back to the game in its "docked" state? 

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2 minutes ago, CliftonM said:

I was just saying that they're normally later than this.  I'm quite happy!

The fix for negative time was made too late for the publishing of Devnotes so you see the last vestiges of that bug. Call it a momentary time slip. It probably won't happen again :ph34r:

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Just now, lextacy said:

a bit different description by the 2 here, but ill take a stab at it. An asteriod is considered a vessel in the game due to the fact it can be "targted" . So if im docked with it, I can quicksave....leave the game....and then come back to the game in its "docked" state? 

It's not a vessel until it fulfills some other criteria I'm not entire apprised of.  Protovessels would show up in the tracking station but wouldn't be proper vessels.  Once you're in physics range it is definitely a vessel.

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8 minutes ago, Red Iron Crown said:

@NathanKell's heat fix for transferred resources is interesting. I bet you could use that behavior to pump hot fuel out of, say, a hot nose tank and replace it with cooler fuel from another tank.

Yes, I'm looking forward to trying that.  I remember trying it in 1.0.5 and being very disappointed that heat doesn't move around with transferred resources (especially when you consider that the vast majority of the thermal mass of a fuel tank is the stuff in the tank, not the tank itself.)

 

...About the clamshell fairings:  I suppose it's nice that they've added it, since people seemed to want it, but this is something that has been puzzling me for months.  I never understood what all the fuss was about.  What's the deal about clamshell versus confetti fairings that makes so many people seem to get so excited about it, or so angry when it wasn't there?  Am I missing something?  It's just a fairing, you push the button and it goes away, what's bad about "confetti", or what's so great about clamshell?

There's not any actual functional difference, is there?  Just an eye-candy thing?  Nothing wrong with eye-candy, but it seems like pretty minor eye candy (oh look it burst into N parts, what's so important about what N is?), and I'm puzzled by the level of passion that the topic seems to inspire.  Can someone explain it to me?

Edited by Snark
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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

I like this- if I recall the previous limit was something like 68 Kerbal years before the timer went haywire? If this extends that limit that's awesome.

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10 minutes ago, Snark said:

Yes, I'm looking forward to trying that.  I remember trying it in 1.0.5 and being very disappointed that heat doesn't move around with transferred resources (especially when you consider that the vast majority of the thermal mass of a fuel tank is the stuff in the tank, not the tank itself.)

 

...About the clamshell fairings:  I suppose it's nice that they've added it, since people seemed to want it, but this is something that has been puzzling me for months.  I never understood what all the fuss was about.  What's the deal about clamshell versus confetti fairings that makes so many people seem to get so excited about it, or so angry when it wasn't there?  Am I missing something?  It's just a fairing, you push the button and it goes away, what's bad about "confetti", or what's so great about clamshell?

There's not any actual functional difference, is there?  Just an eye-candy thing?  Nothing wrong with eye-candy, but it seems like pretty minor eye candy (oh look it burst into N parts, what's so important about what N is?), and I'm puzzled by the level of passion that the topic seems to inspire.  Can someone explain it to me?

Yeah tell me about it, people on the internet getting caught up on trivial details! Who could have predicted that would happen! 

 

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25 minutes ago, Red Iron Crown said:

@NathanKell's heat fix for transferred resources is interesting. I bet you could use that behavior to pump hot fuel out of, say, a hot nose tank and replace it with cooler fuel from another tank.

Thinking about this a bit more, I think it will enable modders to make active cooling systems with a coolant resource that gets moved from hot spots to radiators and back again. It will be interesting to see what they do with it.

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38 minutes ago, Snark said:

What's the deal about clamshell versus confetti fairings that makes so many people seem to get so excited about it, or so angry when it wasn't there?

They ("confetti fairings") look utterly terrible and were entirely unrealistic.

Edited by regex
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heat could be created or destroyed when moving resources from one part to another: they now take their heat with them properly.

Conservation of Energy. It's not just a good idea - it's the law!

Edited by tsotha
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@Red Iron Crown yep, that. :)

 

'Proto' is how the game refers to an object that is packed up for loading/saving or for otherwise not being loaded. When you go on rails, your vessel is packed up and its ProtoVessel counterpart is initialized. When you switch vessels (or exit the scene or...whatever), then a packed vessel gets completely unloaded, and so only the ProtoVessel remains. When the game is saved/loaded the ProtoVessel is serialized/deserialized, and when it's time to load that vessel up (it becomes the active vessel, or wanders into the physics bubble) then the protovessel spawns the vessel from the data it holds.

A similar thing happens with parts (same scenario, the vessel's parts get saved into protopartsnapshots and each part's modules into protopartmodulesnapshots on the protopartsnapshot), and it's also true for scenario modules on save/load of the game. Crew generally *only* exist as ProtoCrewModule and are just instantiated if they appear in an IVA scene or go EVA.

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26 minutes ago, Red Iron Crown said:

Thinking about this a bit more, I think it will enable modders to make active cooling systems with a coolant resource that gets moved from hot spots to radiators and back again. It will be interesting to see what they do with it.

I think @Nertea might be interested in this tidbit.

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1 hour ago, Avera9eJoe said:

Huh. I posted about 4 minutes ago saying "First!" but it appears to have not gone through. Ah well :).

STOCK CLAMSHELL FAIRINGS CONFIRMED!

Great dev notes guys! I have to be 'that guy' when it comes to fairings though. It would be great to be able to hide the ugly bases and change the texture of the fairing. Also we should be able to select the number of 'shells' in any fairing. If you use the clamshell mod which I guess works exactly like your fix you cannot hide the base ad the release causes major issues. It really is crazy that our custom made fairings are a thousand times better.

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Just now, Majorjim said:

Great dev notes guys! I have to be 'that guy' when it comes to fairings though. It would be great to be able to hide the ugly bases and change the texture of the fairing. Also we should be able to select the number of 'shells' in any fairing. If you use the clamshell mod which I guess works exactly like your fix you cannot hide the base ad the release causes major issues. It really is crazy that our custom made fairings are a thousand times better.

The bases could be much thinner and also allow struts to originate from them, very true.

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Just now, regex said:

The bases could be much thinner and also allow struts to originate from them, very true.

Thinner or non existent would be better! That or designed to be hidden, seeing them makes rockets look like toys..

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2 minutes ago, Majorjim said:

Thinner or non existent would be better! That or designed to be hidden, seeing them makes rockets look like toys..

I actually like the way Procedural Fairings did them, looked like proper payload adapters.  Maybe have the fairing originate from the bottom of the model like pFairings does...

1 minute ago, Racescort666 said:

The strut thing has forced me to occasionally get creative.

o_O

Edited by regex
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