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Devnotes Tuesday: Hard work and GDC!


SQUAD

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Hello everyone,

This last week everyone has been working on the 1.1 pre-release. In particular, Ted had a very busy past week getting experimentals to the end and beginning of the final stages of preparation.

Brian (Arsonide) has been working with Nathan (Claw) on wheel traction, namely increasing it on lower gravity planets. This is one of those gameplay over realism options, because having realistic traction on Minmus is not necessarily fun. He also fixed many issues with the wheel damage model. One thing to keep an eye on with 1.1 is that rover wheels now get stressed based on weight distribution of the rover and wheel slip. So if you put cheap wheels on a rover carrying four tons of fuel and drift it into a hill the wheels will pop, even if you did not necessarily hit anything or drive very fast. This means the player needs to focus more on not only how their rover is built, but how they drive it as well. Drive responsibly!

Additionally Nathan (Claw) has been chasing down some of the last few graphical glitches from the U5 conversion, including flickering shadows and some odd behavior from the visual aero effects.

Jim (Romfarer) had another long encounter with the staging system. This time with some of the rarer edge cases which made the staging stack misbehave. It is still something he is going to be looking at during the next few days.

On his side Bob’s (Roverdude) week was all about wrapping up some remaining bugs and keeping an eye on the KSPTV streamers, since they’ve proven to be very good at finding bugs, especially in front of large audiences.

Nathanael (NathanKell) spent much of his time this week working with Mike (Mu) on making the game look prettier from underwater and it does. He’s also pitched in a bit on the wheels, helping Brian (Arsonide) out with his massive effort; in particular he removed the indestructibility that wheels sometimes get afflicted with where they absorb all the force of impact and at most pop tires. For miscellaneous stuff: RCS and gimbals now have toggles per control axis and (for RCS) per translation axis, like control surfaces; and he fixed a bug with exhaust damage and non-full-physics parts. We’d like to thank modders allmhuran and Kasuha for figuring out what caused this! Finally, Nathan took the opportunity to remove some (but not yet all) of the deprecated code from the prior UI. That will make our lives (and modders’ lives) easier going forwards, though it is a continuing project.

In the last few days Mathew (sal_vager) spent his time on making some new scenarios, as KSP only had 6, that has now risen 150%! Not only that, but the experimental test team has offered up their best beginner friendly craft files to help new players get started. Apart from that there’s the usual testing for new issues and retesting existing ones when the devs have addressed them.

Bill (taniwha) did a “little” something for modders: making stock implementations of the three custom UI controls used by many mods. Namely UI_ChooseOption, UI_ScaleEdit and UI_FloatEdit. These are used particularly by mods like Modular Fuel Tanks, TweakScale, Procedural Parts, and Procedural Fairings.

With the Style pass of KSPedia now done Dave (TriggerAu) have been finding and fixing any inaccuracies and fiddly bits this week, as well as looking at some of the polish for backgrounds and image work. Plenty of bug hunting and fixing still happening in the Exp teams as well. Sadly a nasty virus to Steve (Squelch) out of action for a small while, and we hope he gets well soon.

Joe (Dr_Turkey) is going through the fine details of the 1.1 pre-release, making sure everything goes as smoothly as he can make it go. Making all the preparations for the next cycle of console certification. Last but not least, GDC follow up with a few new friends we made over the last weeks and easter egg chasing.

Daniel (danRosas) is back to life after GDC! He spent the last three days at the convention in the Xbox One lobby bar, meeting developers and having a very nice time showing off KSP in general. All the attendees loved how the game runs on Xbox One. We still have some minor issues to work out, but it’s happening! Andrea (Badie) was at the Unity and the Razer booths, the first one saw a version of KSP running on a PS4. We gave away tons of stickers and hung out with really interesting and cool people. The game dev community is awesome, and you don’t realize how big it is until you attend an event such as GDC. Thanks to everyone that visited us in our three booths. Dan has been on the lookout for new footage for a Gameplay Trailer, which is coming along nicely. Pablo (Paul_Amsterdam) did some images for the KSPedia Controllers and some graphics for the launch trailer. We feel very happy to have him in the team!

Last week has been a rollercoaster ride for Kasper! The first moving images of update 1.1 were aired during Squadcast on Thursday, followed by videos and more livestreams on Saturday. The new update is generating a lot of interest and we’ve received several requests for experimental build access from a few very big names on YouTube and Twitch. Aside from all that, Million Lights has auditioned for KSPTV and will begin a regular show there soon. When the pre-release comes around, please spare some thought for a sad community lead who will be buried nose-deep in literature and jurisprudence to prepare for two upcoming exams! Good luck with that Kasper!

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Just now, nosirrbro said:

All this hypesplosion and you just kick us in the teeth with 'Sorry nope!'?

Im really dissapointed squad. Really dissapointed. I CAN HANDLE BUGS!

:mad:;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;

Ye, really disappointed.

There is trolling and there is wasting people time with false hints. This is the kind of point where can just give a stupid clarification aka 'not today, sorry'.

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Just now, NathanKell said:

@RocketSquid nope. What made you think that?

 

9 minutes ago, SQUAD said:

Bill (taniwha) did a “little” something for modders: making stock implementations of the three custom UI controls used by many mods. Namely UI_ChooseOption, UI_ScaleEdit and UI_FloatEdit. These are used particularly by mods like Modular Fuel Tanks, TweakScale, Procedural Parts, and Procedural Fairings.


I saw the "UI_ScaleEdit" in there, and understood that it was, to my knowlege, how tweakscale works. However, I realized after posting that that it was probably just the UI portion and not the actual module.

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3 minutes ago, Temeter said:

Ye, really disappointed.

There is trolling and there is wasting people time with false hints. This is the kind of point where can just give a stupid clarification aka 'not today, sorry'.

Actually I'm fairly sure that everyone got really excited about new experimental releases, then a zillion people hopped on the band-spaceship, releasing slightly less than a year's worth of HypeMentalDiarrhea.

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9 minutes ago, nosirrbro said:

All this hypesplosion and you just kick us in the teeth with 'Sorry nope!'?

Im really dissapointed squad. Really dissapointed. I CAN HANDLE BUGS!

:mad:;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;

When Squad release game with bugs:

Kommunity: [INCOHERENT RAGE] Stop rushing updates! Take your time and fix all the bugs!

When Squad release game with bugs patched:

Kommunity: [INCOHERENT RAGE] Stop taking so long on updates! We can handle bugs!

A month later:

Kommunity: That was a good update. I hope squad does another one like that.

...

I get that it's probably not the same people criticizing either way. They're gonna have to go one way or the other, and it looks like they're going the second.

Edited by Kuansenhama
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2 minutes ago, curtquarquesso said:

Not quite. I think it might just mean stock support for changing the properties of parts from the UI for the listed add-ons.

Yeah, more this. It's more options for people to write tweakables for their add-ons.

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1 minute ago, Kuansenhama said:

When Squad release game with bugs:

Kommunity: [INCOHERENT RAGE] Stop rushing updates! Take your time and fix all the bugs!

When Squad release game with bugs patched:

Kommunity: [INCOHERENT RAGE] Stop taking so long on updates! We can handle bugs!

A month later:

Kommunity: That was a good update. I hope squad does another one like that.

...

They're gonna have to go one way or the other, and it looks like they're going the second.

Difference is were talking about a prerelease with bugs expected, not a release. 

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Just now, nosirrbro said:

All this hypesplosion and you just kick us in the teeth with 'Sorry nope!'?

Im really dissapointed squad. Really dissapointed. I CAN HANDLE BUGS!

:mad:;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;;.;

 

Just now, Temeter said:

Ye, really disappointed.

There is trolling and there is wasting people time with false hints. This is the kind of point where can just give a stupid clarification aka 'not today, sorry'.

Are you guys for real? Squad said nothing about it being today, or tomorrow, you all made incorrect assumptions.

Edited by Majorjim
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Just now, HoloYolo said:

There had been so many updates on the hype thread.

So? It's all conjecture. Nothing more.

Thank you so much Squad for the hard, hard work you are putting into this game, and for the awesome dev notes!

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