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Devnote Tuesdays: Kerbal Kon and Tweakables Edition


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<p id="docs-internal-guid-30a82f91-72af-52c8-8bca-8389876e2fa4"><strong>Felipe (HarvesteR)</strong><span><strong>:</strong> Doing a complete overhaul of the tooltips that pop up when you hover over parts on the editor. The current ones can sometimes take up the entire screen’s height with information. We can definitely improve that. The new tooltips will be expandable to reveal extra information by right-clicking on the part, so you won’t get a wall of stats and numbers just by hovering. Also, I’m reorganizing all the part information that gets displayed there, to separate values by module and resource container. This is still quite unfinished, but it’s already been a massive improvement in readability and ease of finding information. There’s a few other additions to the tooltips as well, but it’s too soon to get into too much detail. More news on this as it develops into something worth showing.</span></p>

<p><span><strong><span id="docs-internal-guid-30a82f91-72f0-2fbd-f436-b62a476cc996">Jim (Romfarer)</span></strong><span><strong>:</strong> This week i’m working on the coding to make the science archive display the reports right with all the fancy filter and sorting options. Oh dear, another ArgumentOutOfRangeException, i better continue on this so you don’t ever see any of those….</span></span></p>

<p><strong>Chad (C7)</strong><span><strong>:</strong> *I spent the week working with the QA team testing and implementing new tweakables into the game. *The system is working well at this point, and I suspect modders will be taking advantage of it in short order. I’m working on adding and testing new part features this week. Such as upgrading the landing gear to have configurable steering and braking options.</span></p>

<p><strong>Daniel (danRosas)</strong><span><strong>:</strong> *I have been doing some tests for the backdrop of the Science Overview tab, and there’s one that is probably going to be the one for Wernher. I’m also doing animations for Wernher in that section, it’s a bit tricky but looks like it’s coming along fine. *I’m also doing some improvements on certain models. </span><span></span></p>

<p><strong>Alex (aLeXmOrA): </strong><span>*Had a great Holiday on the weekend due to the Mexican Revolution Day. Still working on the KSP Edu project and fixing some issues with the KSP Facebook page.</span></p>

<p><strong>Marco (Samsonart): </strong><span>The code validation for the edu version is now working, it needs more testing to make sure we’re considering enough use cases, but it’s coming along.</span></p>

<p><span><strong><span id="docs-internal-guid-30a82f91-72ff-52f0-ff54-8bc47b42d9b8">Rob (N3X15)</span></strong><span><strong>:</strong> *More fixing of bugs on Spaceport 2, adding features requested by QA team, and fixing some workflow issues. *So close to complete, I can smell it.</span></span></p>

<p><strong>Mike (Mu):</strong><span> I’ve been doing more work on the Tweakables systems plus been putting some polish on the FX systems which were introduced in the GameDatabase patch a few months ago. Hopefully we’ll have time to implement these into a few modules and thus parts. They allow much better control over the effects used by a PartModule and should make the modders a happy bunch.</span></p>

<p><strong>Ted (Ted): </strong><span>Continued testing of Chad’s feature Tweakables this past week. Going very well and he and Mike are speedily fixing all the bugs that we’re finding. Additionally, the QA Team and I have been helping Rob out with the testing of Spaceport 2, which is looking well-built and stable. Finally, we should be moving on to another feature to test in the latter half of this week, which I’m very much looking forward to.</span></p>

<p><strong>Miguel (Maxmaps): </strong><span>The stage is set for another awesome Kerbal-Kon. Still a decent bit of prep to get done for it, a lot of people to contact, schedules to finalize, but we hope to bring the coolest event possible to the world’s best gaming community.</span><span><br/></span></p>

<p><span><strong>Bob (Calisker): </strong></span><span>We’ve been getting some really interesting media requests from around the world and I’ve been trying to help them get squared away with the game. Also, as Max noted, we’re working on Kerbal Kon and it should be a lot of fun, We’ll share more information soon but I’m working on what we’ll actually be announcing at Kerbal Kon, which we hope will have our </span><span>KSP</span><span> community very excited. </span></p>

<p><strong>Anthony (Rowsdower):*</strong>Kerbal Kon prep is well under way. Finalizing schedules and getting stuff done. In other news, I hope you guys liked the bonus edition of Modding Mondays that was posted in light of forum feedback. I heard you loud and clear on that one. Speaking of feedback, Bobhendly had a particularly good suggestion that I’m looking to put into action. Kinks are being worked out as we speak. Otherwise, I’ve been keeping tabs on the forum and our social media platforms. I’ve also been coming up with some ideas on things you’ll be hearing about more soon. Real soon, actually.</p>

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Since you're working on a new UI, would that mean that we're getting long-awaited delta-v/twr/burn time indicators and other essential things like that? Me and all my close KSP fellas been waiting for this for a really long time.

I wholeheartedly support this notion. DeltaV display and perhaps a phase angle indicator for planets are two most useful features one can have in a rocket simulator. Anyway, the next update looks very exciting, very much looking forward to the tweakables! :D

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In what sense will kerbal con be a "live event"? A stream?

It was last time as far as I recall. Though they did have a vote some time ago about where people would like to see it happen in "real life". So I suppose it could be either thing. Looking forward to it no matter what though!

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Really enjoyed today's dev note - I stayed up to watch the stream last night with Yargnit & the community managers, and got very excited about Kerbal Kon. I'm glad they're going down the stream route and I think it'll be a really good thing to have the entire team together, and I'm looking forward to all the cool announcements that were cryptically hinted at!!

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Actually they were only announcing an announcement. "Cryptic" implies there is a way to decipher it.

Yes, in one usage, however words can have multiple meanings and it can also be used to mean "something that is mysterious or obscure."

Let's not get bogged down in semantics and instead, concentrate on all the cool things that are coming soon.

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Since you're working on a new UI, would that mean that we're getting long-awaited delta-v/twr/burn time indicators and other essential things like that? Me and all my close KSP fellas been waiting for this for a really long time.

Very good question! This data should be in the KSP vanilla without the need to install mods to know fro instance TWR or delta-V.

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Since you're working on a new UI, would that mean that we're getting long-awaited delta-v/twr/burn time indicators and other essential things like that? Me and all my close KSP fellas been waiting for this for a really long time.

It doesn't mean that at first. What I'm working on is the code that draws the tooltips itself, and the GUI style that goes with it. So far the work has been on improving the general look and feel of the thing.

That said, I have been going over the code from the parts that generates the text you see that's specific to each part, today in fact, I'm getting into reworking the content of the tooltips, specifically as it relates to the module code that outputs the info.

Now, things like TWR and delta-V are beyond the scope of a part tooltip. That would require a new panel in the editor dedicated to displaying those values for the current craft you're building... Except for SRBs which are self contained, we have no way to determine the burn time of an engine (or it's delta-V) from the part alone, so that's a separate feature we're talking about there.

It is definitely something I'd like to add in at some point in the near future though, probably not on this update, as things are quite busy enough as they are, but we'll get there at some point. :)

In any case, there is new information that you can see on the new tooltips already, stay tuned for a dev post about it Soonâ„¢.

Cheers

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The forums are not the place for political discussions, nor for linking the game to certain political systems. So, please stop the nazi discussion over a name. Same goes for ethnic discussions.

As for a source that confirms Artyom (Bac9) is no longer working for Squad, see: https://kerbalspaceprogram.com/about.php

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And where is "Development snapshot of the week"? I miss it.

As in, a downloadable version of the game? They haven't done it since I started playing in... April? May? Right after the forum purge because I remember thinking "Woo that musta sucked, glad I wasn't here."

Generally as projects get bigger it gets harder and harder to release on short time frames. Bugfix and QA sessions are needed for each release and at this point, those take more than a week. So a weekly release is literally impossible (unless you're willing to fiddle around with an unplayable version of the game)

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