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BudgetHedgehog

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  1. I made a thread with all update news from tonights Squadcast, if anyone missed it.
  2. Squadcast. A very nice idea, but unfortunately, there's a few things that I see as problems - the fact it's an hour long, it's only available at one place and one time and there's no summary of it. This means that some people are unable to watch it (mobile viewers, awkward times, commitments elsewhere or they just don't have an hour to spare) and miss out on some really neat stuff. This is where you I come in - this thread is where I write an overview of what happened in the latest Squadcast (omitting all the trivial stuff that takes up a majority of the time) in a hopefully quick to digest and read format. I've done this mainly because I'm fed up of official news and info about updates being mentioned on Squadcast and nowhere else and I know other people feel the same. These are all typed as Max speaks, sorry if things jump around or are very brief. The dates are based on GMT (Squadcast is at 00.30 on a Saturday) and I will do my best to catch every one, but with my hours at work, I can't promise it. If I think there's some important or interesting news, I make the text this colour. This should allow you to get a TL;DR of the TL;DW. KSP IS IN DEVELOPMENT AND THIS INFORMATION IS SUBJECT TO CHANGE OR REMOVAL WITHOUT NOTICE Please remember that Squadcasts are not revised-and-edited press conferences, they are improvised podcasts. As such, some details may be misunderstood, unclear or confusing. Summary for 2014-12-13 - Watch it here (Twitch) -Pretty slow one, Max is just finishing off his mission to Ike. I won't bore you with those details, that's not why you watch Squadcast However, the big news was the first showing of the features video Previous takes of the video ended up at like 22 minutes long which is great, but pretty boring. In other words, they're best left to the media team. The official features video was played to great reception - however, a couple UI elements have changed in the actual update compared to the video, just FYI. Most of the features I covered in last weeks write up. I don't want to write a review of features video as you can watch it for yourself. -Biome maps are available to view ingame, but only available in the debug menu. They're open to feedback on this though - if a large majority of players want that as an unlockable feature, it's doable. -Update is coming, and I quote, "soon ;^)" -Squad is doing their best to make saves compatible, but understandably they don't want to promise anything. AFATK though, no incompatibilities exist with old saves when upgrading. That said, the game has changed a lot so to get the full benefit from it, you should start over. -IVAs will be coming in beta, not in this update - they're great to have, but are a lot of work to make. A lot more work than making a whole new awesome part, for instance. But they're coming, don't worry. But for now, no new Mk3 IVA (I personally suggest using B9s HL IVA until then). -Cool stuff with some merch happening soon as well, will be very good and unique to every KSP players. More info later. Yeah, that's basically it.. as I said, pretty slow one, not much new, you should probably just watch the features video. All important info is there anyway. See you guys next week! Previous summaries Watch it here! Biomes I missed the biome discussion, sorry (late night at work). But for the record, there's about 106 biomes in total now, scattered across all planets and moons. These were drawn out by KSP-TVer tanuki_chau. As a result of this, the Science Archives interface has been retooled. Also, there are contracts to go to them. KXP - Updated This went through a lot of revision based on player feedback and play testing. After many new ides, they settled on the current one. Basically, every kerbal starts at level 0 and there are 5 levels. They know what they want to be good at, but they aren't actually good at it yet. For example, Jeb knows he's a pilot so that's what you train him up for. They get XP based on achievements and what they do - a trip to Mun awards X amount of XP, a trip to Eeloo awards way way more. As they level up, they gain new abilities and perks. Scientists will increase science output by a certain % which grows with each level the kerbal gets ("I don't believe they stack, but I could be wrong" says Max). This is the closest to the original idea for them. As for engineers, they fix things and repair stuff. Level 0 engineers can't do anything (as with all lvl 0 kerbals), but as they level up, they can learn to repack chutes, fix solar panels and wheels (also maaaaaybe in the future, they'll be able to build stuff but hush hush, I didn't say that..). Also, SAS doesn't really exist as a thing any more - it's only available if you have Pilots (or sufficient probe core) in the ship. RW and pods provide torque. If no pilots are present (just engineers or scientist), you have to hold everything manually and will be very hard. Probe wise - the higher tiers act similar to higher level pilots so you could use a very expensive probe core and not have a Pilot onboard. Max doesn't recommend using probes over pilots, however (I don't know why, he didn't say). Levelling up pilots, they learn to control SAS. Higher level pilots can point at a direction and hold that so you can say 'point prograde' and they will until you tell them to stop, the highest level can hold direction at a manoeuvre node. Mk3 parts A whole beautiful set of parts from PorkJet. Profile looks more similar to the NASA SLS parts rather than the old Mk3 parts, but that's necessary due to the required size (2.5m cargo). Cargo bays are confirmed to be in thanks to the diligence of the fantastic PorkJet (thanks man!). Landing gear however, are complex, and PJ is working on it, but it's impossible to say if they'll will be in. If they aren't, they'll be the first thing to come in the update after this. FinePrint They wanted more contracts and realised it's already done by Arsonide here so they worked with him to integrate it. Base and station building, surveys, satellite contracts, capture asteroid.. Already in the FP mod now, but 0.90 one are improved (more info here). Things like asteroid redirection are only available once the KSC is upgraded enough (not as they currently are now by unlocking the Klaw). Talking of which.... KSC upgrade Start with small and simple, meant to represent poor company. Barn models are reconsidered (won't be in 0.90, for sure). Lower levels hamper things. In Sandbox, everything is unlocked. Career.. you have to upgrade everything, and I mean everything. First VAB and SPH can only build ships that have up to 50 parts. Engineers will tell you if you go over 50 parts. Launchpad and runway - first runways only allows roughly 10 tons at the moment, they must be upgraded to handle more. Impossible to launch heavier vessels. At max level, as many parts and weight as you want. Mission control - higher level means more contracts. Lowest level mission control means no manoeuvre nodes available. Pretty mean, yeah, but career mode is supposed to be hard. Admin building - more active strategies with higher level. Commitment level is based on upgrade - lowest level admin building cannot have 100% commitment to one strategy. R&D - lowest level means limit to science you can spend. Even if you get 1000 science in a mission, until you upgrade it, you won't be able to spend that science in one go (access to nodes is therefore limited by upgrades). Upgrading buildings happen immediately (originally was going to take time, but given that you can control time..) Astronaut complex - higher levels means more available slots for astronauts. If you don't upgrade it though, you can't train them which means no EVA. Tracking Station - lowest level means no orbit indicator. If you press M in space, you will just see your craft, no orbit lines. Upgrade it, you see orbit lines. Upgrade again, you see the patched conics. But getting the orbit lines is a very cheap upgrade - before you launch your first thing, you already have enough money to unlock orbit lines. This is the same across the board - the most vital upgrades (orbit lines, nodes etc) are the first upgrade available and are pretty cheap. All these can be changed in the difficulty options though. Editor overhaul Best left to the feature videos due to difficulty in explaining in words. New building interface, revisited how attachment works, is less buggy. Part clipping is now allowed (not attaching multiple parts to same attach node, but things like if a part is overlapping another part by one pixel or 100, the game doesn't care, it's valid). Flat out recoded struts and fuel lines and made them from the bottom up to make them make sense. ATM, they're very simple and old but they will now work exactly as they should and are perfect. Optimisation Editors are now one scene (just with different backgrounds) so you don't need to load both. As they're the same thing, hit R and you switch between mirror (SPH) and radial (VAB) symmetry. This means the game is less grumpy as it doesn't load two functionally identical things, yay! Release date Well, we're in Experimentals now and the release date can be guessed at based on previous updates Experimentals phase. Take this with a grain of salt though, and no-one at Squad will confirm or deny your guesses For the future Considering having a launch window calender, like 'aim at Duna now for easy transfer' thing but this is just a thought at the moment. KAC would be nice for the finished game, but more like adding a button to the maneuver node where you can press it and the ship will warp to the node and drop to 1x speed. Very much in development and even thinking about how to actually do it (this is, then, what they WANT to do, not what they ARE doing). Miscellaneous Unity 4.6.1 is available, but isn't much better and won't be until Unity 5 comes out. However, 0.90.0 will most likely still be released built with 4.5.5 on all platforms. Upgrading is planned for later, though. Resource transfer logic reworked - can now transfer evenly from multiple sources into target one at the same time. Update title will be KSP 0.90.0 - Beta Than Ever
  3. Just popping in to say the graphics device being lost is harmless and is caused by KSP not being able to display stuff - like when you Alt-Tab away and it's fullscreen. Switch to borderless window mode (or just plain old windowed mode) if you don't want them to appear in the log/want KSP to continue loading/playing when Alt-Tabbed away (incidentally, Unity hates that). Unfortunately, I have no idea why your problem is occurring. The only error is at the end of the log and I think is triggered by OnDestroy (which isn't applicable for this).
  4. With Tweakscale? Yes, the ones without Firespitter's texture switch/fuel switch module scale fine, but I think you'll need 1.47 (the one with the annoying autoscaling things) to do the ones with those FS modules.
  5. NearFuture? There's no module called ModuleEngines in those engines, they use ModuleEnginesFX instead.
  6. Hmm.. I don't know where to start.. You've got DRE, DOE, KAS, Engineer and KAC all throwing errors but I think they're symptoms, not causes. What interests me is this error (I think it's the first): NullReferenceException: Object reference not set to an instance of an object at Part.op_Explicit (UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at ShipConstruct.LoadShip (.ConfigNode root) [0x00000] in <filename unknown>:0 at ShipConstruction.LoadShip (System.String filePath) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 Did you do something funky during construction? Maybe Undo placing a root part or something? It would explain why loading an already built craft worked fine, too. I'm guessing the craft file is corrupt in some way, you might be better off deleting it and starting again.
  7. SRBs are cheap enough to throw away for me to not worry about recovering them. An RT-10 costs less (325) than a Mk16 chute (422) - why bother spending twice as much and recovering it for partial value when I could just not spend as much in the first place? Putting a chute on top of an SRB might make early career boosters too expensive to even launch. Say, for arguments sake, you have an RT-10 and Mk16. Together they cost 747. They land at a distance far enough away to return 97% value which nets me 523ish funds so I've spent 224ish funds (instead of just 325 and dropping them without recovery). Are you really going to bother with switching back to boosters and landing them safely just to save 100 funds? If you're that desperate for funds, accept a part test contract for landed at kerbin and test it on the launchpad and recover for 100% value.
  8. You could read and follow this, please I know for a fact that PlanetShine is not compatible with AmbientLightAdjustment, but I doubt that's your main problem. To help us figure it out, could you upload an output_log.txt file after following all instructions in the linked thread?
  9. 1, Kerbal Alarm Clock is installed incorrectly 2, You messed up something with KSPAPIExtensions. The following is repeated several times during loading: rgumentException: Message argument is null at KSPAPIExtensions.PartMessage.PartMessageListener..ctor (System.Type delegateType, PartRelationship relations, GameSceneFilter scenes) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, Boolean inherit) [0x00000] in <filename unknown>:0 at System.Reflection.MonoMethod.GetCustomAttributes (Boolean inherit) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl.Register[ProceduralPart] (ProceduralParts.ProceduralPart obj) [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() My only suggestion would be to do a clean and fresh reinstall of all mods that include KAE and if one isn't using the latest, search that mods thread for more information/guidance 3, Yeah, remove all bar the highest versioned MM. Anything lower than 2.5.X was compiled for 0.24 and may not be compatible (/deactivate themselves properly). EDIT: I'm sure you have your reasons, but either way, updating mods is only useful if you update KSP as well - mods built for old versions of KSP may not work on newer versions of KSP and mods built for newer versions of KSP may not work on older versions. If you're adamant about running 0.24.2, you need to download mods compiled for it, not for 0.25. TS, IR, PParts and pFairings are the ones I know you have installed that will need rolling back.
  10. No, because you're multiplying by a quarter (essentially, dividing by 4). If you multiply anything by <1, it becomes smaller. I don't know if MM can do subtraction, I think it only does multiplication. But as I said, to get a smaller number, you just multiply it by <1.
  11. He's not removing part clipping, he's removing the code that detects it. This means it's easier to part clip, not harder. Your work will be able to be created without the debug menu now, is all
  12. FAR doesn't detect clipped parts either - they still get drag applied. Clipping just makes things look a bit sleeker and nicer, IMO.
  13. Yeah, a limit would be very nice - I too have lost many ships from MJ swinging it near horizontal to kill a tiny bit of speed.
  14. Could I trouble you for those config changes? I dearly want to use CSS properly but FAR keeps flipping it during re-entry.
  15. That part should still work fine (parts usually work fine across versions), especially as it's been rereleased here.
  16. Yes, pleas rewrite the stock ones - at the moment, only B9s engines actually have both things working right (expansion and throttle settings) and the inconsistency is killing me
  17. That's the stock navball.. The text to the right of the navball, however, is Kerbal Flight Data. EDIT: similar wording, same time.. but mine has links! I win!
  18. I remember seeing a more recent quote from him along the lines of 'too much work for not enough gain'.
  19. OPT and no reason why not. I mean, yeah, the Mk4 shape and the J-Series fuselage shape are obviously not the same, but each has adapters that go to 2.5m. But no, there's no Mk4-JSeries adapter if that's what you mean.
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