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Devnote Tuesdays: The First Contract Edition


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<p><span><strong id="docs-internal-guid-a0188fc3-f45e-1ec5-e2e6-9539fb98dcb2"><span>Felipe (HarvesteR)</span><span>:</span></strong> EDITOR’S NOTE - He’s been busy in the development cave after taking note of the testing feedback. We hope to have comment on him later on.<br/></span></p>

<p><strong>Alex (aLeXmOrA): </strong><span>Last week we had a meeting here at the office for new accounting process. Finally, I solved the billing issues with our hosting and now I can continue with the new part sounds implementation.</span></p>

<p><strong>Mike (Mu):</strong><span> The week has been full of experimental testing, bug fixing and moving on to balancing the new systems. </span></p>

<p><strong>Daniel (danRosas)</strong><span><strong>:</strong> Almost there… fully rendered, full into post. We just heard the voices of the kerbal in the way they were recorded, and I am having such a great time with what the voice actor is saying.</span></p>

<p><strong>Jim (Romfarer)</strong><span><strong>:</strong> This week has been all about experimental bug fixing and gui overhauls. Most of the effort was spent on the latter, which is a good thing because it means the systems i have implemented are stable. I also got time to update the RCS module code. The stock version can now handle multiple fuel sources, fully backwards compatible and all the “shabangâ€Â. Look out for Hugo’s new RCS module.</span></p>

<p><strong>Miguel (Maxmaps): </strong><span>Been organizing the pre-release videos and eventual streaming content. Trying to work it out better timing-wise this time. Also been playing the update on my free time, I’m crazy proud of how this one’s coming out. Also taking breaks every now and then to quietly stare into the distance after the game vs Holland in the world cup.</span></p>

<p><span></span><span></span><strong>Bob (Calisker):</strong><span> Seriously, you guys rock. We had more than 8,000 responses to the survey and ultimately the entire team fell in love with a write-in option. Here’s a link to our “work-in-progress†(but probably just about finished) logo for the next update: </span><strong><a href="http://goo.gl/LBvnBG">http://goo.gl/LBvnBG</a></strong><span>. This concept was discussed on the forums, attached to surveys and quickly stood out as a great way to highlight the big-time nature of this exciting update. The Kerbin Cup video by Nassault went over really well and we saw some gaming media cover it, including </span><a href="http://goo.gl/29O44v"><span>GameSpot</span></a><span> and </span><a href="http://goo.gl/Vfm05z"><span>Shacknews</span></a><span>. </span><span>Now we’re getting ready for the next update to get out Experimentals and I’ve already seen one of the videos on the Experimental side. Personally, I can’t wait to dig in and play it once it’s live. </span></p>

<p><strong>Ted (Ted): </strong><span>This past week has been a very busy one. In Experimentals we’ve tracked down some dastardly issues that plagued the builds and the Devs have fixed them up nicely, as well as noting down feedback about the finer points of contracts. Now that the major issues are seemingly gone, we’ve moved on to prioritizing balancing out the rewards the player will receive for completing or failing contracts, taking into account the feedback from the past week. This is quite the mammoth task for us to do, so we’re approaching with as clear a field as possible in terms of remaining bugs and thankfully, the critical bugs don’t look to be coming back *knock on wood*.</span></p>

<p><span>In QA we’ve been testing out the features that Marco and Hugo have been working on respectively. They’re both going through QA pretty well, with bugs here and there but nothing either of them can’t patch up.</span></p>

<p><span>Finally, after a week in Experimentals, the feedback for the improvements that were made from putting 0.24 through some further development and QA is fantastic. It seems to be positive feedback all around when it comes to the changes, which leaves us all very pleased.</span></p>

<p><span><strong>Anthony (Rowsdower):</strong> I can’t quite compete with what Ted had to say, lol. The Kerbin Cup is going well on all fronts. I’ve been debuting a few KSP company <a href="http://bit.ly/1rfomFg"><strong>LOGOS</strong></a> each day. I’ve been trying to figure out some meetup ideas in hopes that I can make something come to fruition. I’ve also got a question for you Twitch viewers out there. Are there other streamers not currently on the channel that you think would be a good fit for KSP-TV?<br/></span></p>

<p><span><strong id="docs-internal-guid-a0188fc3-f47d-8d1d-e0d4-301dfa84ad8c"><span>Eduardo (Lalo): </span></strong>Following up the Experimentals and the tasks of each one in order to have the release ASAP.</span></p>

<p><span></span><strong>Rogelio (Roger):</strong><span> Very sad because Mexico’s elimination from the World Cup, but I’m also happy because we almost finish our first video as a team and my first video as a KSP team. Dan and I have been doing some VFX and edition and laughing about kerbal’s voices. We’ve have had so much fun.</span></p>

<p><strong id="docs-internal-guid-a0188fc3-f45c-651f-5004-37417c0cf05a"><br/><span>Hugo (The Intern): </span><span></span></strong>I’m excited for the new release. I’ve been working on fixing the bugs of my features with some help from Jim. It’s been great to see the way everything has been developing and it sure looks like the remaining bugs will be easy fixes. Other than that i’ve been working on the enhancement of several already existing pieces and as miguel said taking a few minutes to blankly stare at the wall and internally weep for Mexico’s match against the Netherlands.</p>

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Is Marco another intern?

Jim (Romfarer): I also got time to update the RCS module code. The stock version can now handle multiple fuel sources, fully backwards compatible and all the “shabangâ€Â. Look out for Hugo’s new RCS module.

Will this also mean we can tie emissives and the new particle system ModuleFX exhausts to the RCS system now or is it a more systematic change like; can do on-part roll now?

Being able to have RCS thrusters glow red hot with use, and change the way their thrust looks would be great.

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Will this also mean we can tie emissives and the new particle system ModuleFX exhausts to the RCS system now or is it a more systematic change like; can do on-part roll now?

It might mean that multiple vectoring engines can generate roll, and it's possible that it might mean the rest, but I suspect that the changes were to make the vernier engine work appropriately. By its name, it should be something like an RCS quad or linear port that responds to RCS commands but uses liquid fuel/oxidizer.

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It might mean that multiple vectoring engines can generate roll, and it's possible that it might mean the rest, but I suspect that the changes were to make the vernier engine work appropriately. By its name, it should be something like an RCS quad or linear port that responds to RCS commands but uses liquid fuel/oxidizer.

There were OMS (engine system but using monoprop) and Vernier (control system but using LF/O) engines already talked about, but we haven't seen what these look (or operate) like yet, hence the probing question :P

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There were OMS (engine system but using monoprop) and Vernier (control system but using LF/O) engines already talked about, but we haven't seen what these look (or operate) like yet, hence the probing question :P

Yeah, I don't think the modules will be merged, more likely the relevant modules will be updated to handle the additional resource options. Unifying all the engine modules would be interesting and have some intriguing possibilites, but it doesn't sound like that's what they're talking about.

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Yeah, I don't think the modules will be merged, more likely the relevant modules will be updated to handle the additional resource options. Unifying all the engine modules would be interesting and have some intriguing possibilites, but it doesn't sound like that's what they're talking about.

Updating the MODULE{RCS} to handle the same bells and whistles (animations/gimballing/emissives/particles) as the ModuleEngineFX{} and extend its control authority functionality seems more likely

Although having it all in one place under one MODULE{} with a isControlSystem = true attribute/flag would be interesting, as you say

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I’ve also got a question for you Twitch viewers out there. Are there other streamers not currently on the channel that you think would be a good fit for KSP-TV?

Would love to see Scott Manley, yeah would watch that 24/7 :)

Could we also have a development show, where you guys show some of the new stuff, like you had that in the past, pleaseeeeee?

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Would love to see Scott Manley, yeah would watch that 24/7 :)

Could we also have a development show, where you guys show some of the new stuff, like you had that in the past, pleaseeeeee?

I am pretty sure Scott - and his wife and kids - would not like that. :D

And: I too like to see development steps, previews and stuff - but it is always a multi-edged sword, as some people a. take them for finite design decisions b. explode with forum rants if something gets changed - granted, they do this anyway (given the belpha stage of KSP), but do we really need more occasions for these parties? :sealed:

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<p><span></span><strong>Rogelio (Roger):</strong><span> Very sad because Mexico’s elimination from the World Cup, but I’m also happy because we almost finish our first video as a team and my first video as a KSP team. Dan and I have been doing some VFX and edition and laughing about kerbal’s voices. We’ve have had so much fun.</span></p>

<p><strong id="docs-internal-guid-a0188fc3-f45c-651f-5004-37417c0cf05a"><br/><span>Hugo (The Intern): </span><span></span></strong>I’m excited for the new release. I’ve been working on fixing the bugs of my features with some help from Jim. It’s been great to see the way everything has been developing and it sure looks like the remaining bugs will be easy fixes. Other than that i’ve been working on the enhancement of several already existing pieces and as miguel said taking a few minutes to blankly stare at the wall and internally weep for Mexico’s match against the Netherlands.</p>

Being from the Netherlands I was obviously glad we won and at that moment I couldn't care less about how the Mexicans felt. But after this, I remember my favorite game company hails from Mexico. Now I feel a bit guilty. Let's hope next time Mexico can get a round or two further, as that team did deserve it. It wasn't a cakewalk for the Dutch after all.

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As much I´d love to watch a dev-show, I fear it could slow down the dev-process. Imagine half the community not giving suggestions, but giving specific "advice" to every new part or mechanic. "tweak this, change that, mimimimimi!" Though I could imagine, that some of these advices would be pretty good, given the number of really clever people around here.

Devs, I (we) trust you. You made this an awsesome game so far, and - of cause -.you will proceed with it in the way you guys think it´s best.

re twitch: Maybe once a week you could get a twitch-newbie on the stream. So people can test out if they´re having fun with it, without the "pressure" of getting a good show together every week. I could imagine there are quite a few community members here, who could present an awesome spaceship for an hour, fly a cool mission or something like that. But I have to say, I´ve got no clue how difficult that would be to organize. If that´s the case just ignore this. :wink:

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re twitch: Maybe once a week you could get a twitch-newbie on the stream. So people can test out if they´re having fun with it, without the "pressure" of getting a good show together every week. I could imagine there are quite a few community members here, who could present an awesome spaceship for an hour, fly a cool mission or something like that. But I have to say, I´ve got no clue how difficult that would be to organize. If that´s the case just ignore this. :wink:

Wow that's a good suggestion...

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When we get 64x win, I'd love to twitch more and be featured. I'm currently on 64x linux as I'm entirely done with x32 ksp. Problem is streaming on Linux is entirely too complicated although doable.

Look up my screen name in youtube or twitch and find a kerbal vid. See if the ones I did commentary on interest you.

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Alex (aLeXmOrA): Last week we had a meeting here at the office for new accounting process. Finally, I solved the billing issues with our hosting and now I can continue with the new part sounds implementation.

Just to clarify, will this be, a part, only the new part(s), or some of the parts already implemented into the game as well as the new part(s)?

I'm very keen on a few sound tweaks/improvements as there are a few transitions between map mode and live mode for example that "bug out", as well as the water splash sound. and a few others in general. If anyone knows whether this will be getting a look at, I would very much like to know.

Also I love the logo's, the update screen and pretty much everything else! Nice.

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Haha yes your'e right, ok, let me clarify my clarification. :P

When they say "new part sounds" does this mean sounds for a new part they're adding? Or new sounds for parts already in the game.

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Would love to see Scott Manley, yeah would watch that 24/7 :)

Could we also have a development show, where you guys show some of the new stuff, like you had that in the past, pleaseeeeee?

He has his own twitch channel. Not saying he can't do both, but why would he need to?

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I've already modelled, animated, and textured a retractable Ion RCS block for my part pack. I was gonna use ialdabaoth's ModuleRCSFX but now I think I'll just wait till 0.24 and use the new module!

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