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KSP Weekly: Movember on Kerbin?


SQUAD

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Welcome to KSP Weekly, everyone! Halloween is sadly over, but here at the KSP HQ, there is always something exciting going on and this week does not disappoint. Lets dive into this week’s news about all things Kerbal!

As most of you noticed, we released the 1.2.1. patch, where several reported bugs were fixed, so it is no wonder that many of the devs were occupied preparing this patch for release; bug fixing, testing and tweaking.

For example, the UI Flickering bug was nailed with only one issue with the scrollbar in the parts list, until the next release you can fix that one using the plugin found here.
But there is still some fixing to do and currently, we are working on a bug related to the fairings disappearing when applying new settings in-game, as well as on a visual issue on the terrain at the KSC. Additionally, the DOxygen stuff for 1.2.1 and the API was updated, it will be uploaded shortly.
You can read the changelog for this patch and learn every single detail clicking here.

Aside from that, the localization work continues and it’s looking good, but as you can probably imagine, there is a lot of content to localize. Some of the work related to this process includes reorganizing our part asset repository and optimizing the workflow for introducing new parts and updating old ones, as well as, reviewing the parts system in preparation for a cleaning process of the base assets. Additionally we have been analyzing contracts for localization, which, as many of you may have noticed, can sometimes be a bit meandering, so we are trying to improve that and, simultaneously, making them suitable for an optimal localization.

Furthermore, we received some feedback regarding the efficiency of the colliders. For those who don’t know, collider components define the shape of an object for the purposes of physical collisions and how objects interact with each other within the game. Optimizing the shapes of the colliders can improve the performance of a game, since there is less computational effort to calculate any interaction between these objects. As KSP has been developed by many different hands, there is some inconsistency on how colliders were shaped for many parts, and so, a collider hunt began to see which parts need some tweaking. Soon, we’ll let you know which parts are going to be fixed, so if you have observations regarding colliders on specific parts, now it’s a good time share.

We also want to take this opportunity to welcome Jamie, also known as JPLRepo, as a staff member and our new QA Manager. With Jamie’s help, TriggerAu, who held that position previously, will have now more time to spend writing code which is always a good thing. JPLRepo, our second Aussie, comes to us with 30 years experience in I.T. having done many roles. His hobbies include space, movies, scuba diving, modding KSP (of course) and spending time with his wife and kids.

On the community front, we celebrated a contest for the Halloween season.
We want to give a huge shoutout to everyone who participated, the costume pictures we received were amazing! We let the community choose their favorite and we were really happy to see that many of you voted. Here is the pictures of the winners! Kudos to you, and your plushies are getting to you really soon!

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Moreover, we have another announcement regarding KSPTV: Let us introduce you to the newest KSPTV member…BagelRabbit! He is a young and talented streamer with a great sense of humor, and you can catch him on Saturdays from 16:00 ‘til 19:00 UTC at KSPTV. Here’s a little something he wanted to share with you all:

“Have you ever wondered about how to make a chicken that VTOLs or a toaster with wings? Probably not… or at least not until now! I’m Bagel Rabbit, and I push the boundaries of KSP by building wacky and wonderful crafts. Are you ready to see what’s possible in KSP? Let’s begin!”

By the way, do you remember that we did an open question regarding the total lines of code that KSP is composed of? Well, the answer is 4.1 million lines of code! Did you get it right?

Finally, to start getting into Movember’s mood, here’s something for you all:

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That’s it for this week. Be sure to join us on our official forums, and don’t forget to follow us on Twitter and Facebook. Stay tuned for more exciting and upcoming news and let those staches grow!

Happy launchings!

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Hi! I'm in a KSP Weekly, which is pretty cool.

I'm really looking forward to the improved collider mechanics, and I'm glad SQUAD's taking the time to address them! Also, congrats to the Hallogreen winners, y'all definitely deserved it :)

-Bagel

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37 minutes ago, SQUAD said:

Finally, to start getting into Movember’s mood, here’s something for you all:

Can we get a clean shaven head for all the intrepid mustache artists to use in their honorable pursuits of the fine art of mustache trimmery?

 

37 minutes ago, SQUAD said:

the UI Flickering bug was nailed with only one issue with the scrollbar in the parts list, until the next release you can fix that one using the plugin found here.

Thanks!

Edited by klgraham1013
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41 minutes ago, SQUAD said:

Furthermore, we received some feedback regarding the efficiency of the colliders. For those who don’t know, collider components define the shape of an object for the purposes of physical collisions and how objects interact with each other within the game. Optimizing the shapes of the colliders can improve the performance of a game, since there is less computational effort to calculate any interaction between these objects. As KSP has been developed by many different hands, there is some inconsistency on how colliders were shaped for many parts, and so, a collider hunt began to see which parts need some tweaking. Soon, we’ll let you know which parts are going to be fixed, so if you have observations regarding colliders on specific parts, now it’s a good time share.

How about instead of duct taping old parts you get off your kerbal butts and replace them. Anything pre-porkjet/roverdude is terribly inefficient in more ways than just coliders. The textures are massive and inefficient and clash with the modern parts for starters. Stop beating around the bush and commit to the rocket revamp already! 

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3 minutes ago, passinglurker said:

How about instead of duct taping old parts you get off your kerbal butts and replace them. Anything pre-porkjet/roverdude is terribly inefficient in more ways than just coliders. The textures are massive and inefficient and clash with the modern parts for starters. Stop beating around the bush and commit to the rocket revamp already! 

Got a huge community of modders you can call on too, run a competition separated by agency (i.e. make a Rockmaxx pack, pack must use colour palette X, Y & Z, is 2.5m parts etc), offer prizes, get your name in lights etc

Would need to be firm about sides/profiles, node sizes, textures etc

Squad's building up their programming & asset people though so maybe they'd rather keep it in house?

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30 minutes ago, NoMrBond said:

Got a huge community of modders you can call on too, run a competition separated by agency (i.e. make a Rockmaxx pack, pack must use colour palette X, Y & Z, is 2.5m parts etc), offer prizes, get your name in lights etc

Would need to be firm about sides/profiles, node sizes, textures etc

Squad's building up their programming & asset people though so maybe they'd rather keep it in house?

They are salaried professionals unless there is some truth to those rumours about poor pay and working conditions they'd better be able to keep up with a scrappy bunch like us modders when it comes to the basic essential assets.

I want a solid and complete game that I'm inspired to expand on, but right now I can't because the vast majority of the games art assets are mechanically unbalanced and visually neglected this was all stuff that should have been done before the release and ports so better late than never it should be next on the road map (or riot) /end rant

Edited by passinglurker
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5 hours ago, nightingale said:

As the one closest to a pole, I'll keep things anchored up north.

With the ice caps melting, not sure how long that's gonna last... :wink:

@JPLRepo Welcome to the team. So... how soon before we see some of your mods stockified? :D

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14 minutes ago, klgraham1013 said:

The pole will still be there.  It'll just be a water park instead of a ski resort.

Since it's the north pole he was talking about, that anchor would have to be moved about 4km below the ocean surface if the caps melted...

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