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KSP2 Release Notes
Everything posted by Arsonide
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Kerbnet Map Updating
Arsonide replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
The narrow band scanner now uses KerbNet. The old interface was merged into it, so this is already done. -
Kerbnet Map Updating
Arsonide replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
Raycasting allows custom (modded) display modes to display any information they like, rather than simply what is in an arbitrary texture. I spent a bit of time tonight setting up auto-refresh and updating KSPedia for it. You should see it in today's streams if the streamers update.- 26 replies
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Kerbnet Map Updating
Arsonide replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
KerbNet takes a snapshot of the ground below, then allows you to get data about individual locations using the targeting reticle. If it auto-refreshed that would be pretty difficult and confusing. Besides that, it's a rather intensive process to build the map, so you wouldn't want it happening automatically. -
It's been great working with you Kasper. Good luck in your future endeavors!
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The v1.2 Hype Train Thread - Prerelease is Out
Arsonide replied to Whirligig Girl's topic in KSP1 Discussion
Autostruts were a fix for wheels that automatically created a joint to the heaviest part on the vessel when the part loads. This joint is not a physical thing, so it's a bit different than a normal strut. We also use something similar to secure payloads in fairings. In 1.2 the wheel fix is being expanded to an advanced tweakable for every part, if someone wants to enable autostruts everywhere.- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
Arsonide replied to Whirligig Girl's topic in KSP1 Discussion
That is a developer tool that we have available in the Unity editor, it is not available in game when we build. It's not terribly interesting, don't worry.- 1,592 replies
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What is the source for this statement? We have not replaced the 1.1 wheel code - we just upgraded VPP to the latest version. In addition to that, I've spent a good deal of time hunting down some issues that were still present after the upgrade. EVA kerbals no longer interact with wheel colliders. As of 1.1.3 they didn't interact with suspension raycasts, but unfortunately they could still interact with the colliders attached to those raycasts. Wheel blocking no longer exists. There are also a few fixes that will be the devnotes tomorrow, such as the slow and steady uphill drifting of wheeled and/or legged craft, which we have found and fixed. There are a great number of fixes in there, but the base code has not been replaced.
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The conversation you quoted was more about World First milestones, records, and their relation to Leadership Initiative specifically, than to strategies as a whole. So really we're comparing apples to oranges here. As for how easy it would be to recreate career mode from scratch...no that would not be easy.
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You're right, the slider gives you more control than chains.
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You've never heard of people putting chains on their tires to drive through the snow? No laws of physics are being broken, it's just an abstraction for various things an engineer can do to the tire tread. As for the tweakables, we want the player to have as much control over the behavior of the wheels as they need because their behavior largely depends on the configuration and weight distribution of the craft that the player has made. Taking those away would just be taking options away from the player.
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Kracken ate my Contracts!!
Arsonide replied to Wragie's topic in KSP1 Technical Support (PC, modded installs)
This can generally happen if there is some sort of exception while the game is loading your contracts. It will be difficult to diagnose without a log. What sort of mods do you have installed? -
It was not on a pure whim though, we enlarged them so that they would not be buried underground at lower terrain detail settings.
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This is something we have noticed, and no there isn't anything wrong with it. Kerbal Space Program is ultimately a game about player freedom. We give the player the tools, and he is free to do whatever he likes with them. With contract objectives I try to gently encourage people to go interplanetary, but still cater to people that do hang around Kerbin and its moons. With planetary weighting that will be even more pronounced, as people that do things in that area will get contracts targeting that area.
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I think people are connecting dots on different pages of the coloring book here. A few developers moving on to other opportunities does not mean the sky is falling at all. In fact, over the last year or so the team has been growing. Also, I literally cannot read through this thread without hearing this.
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Sure you have. Most of us have been here for quite a while, just at the edges of the frame. Oh it's not so bad.
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Ideally one that was confirmed on the latest version, and one that mentions the error that you are receiving. The only one of those issues that does mention the error is eight months old, and appears to be a fairing specific issue. We like the issue to be as specific as possible, so that if we do read it eight months down the road, it is obvious that it is not an unrelated physics and/or aero issue. Only one of these issues has reproduction steps, and none of them have logs or save files attached. The craft files do help, but we generally want as much information as we can get. The wiki has information on how to find all of these things. As for if the issue is feedback about an intentional mechanic, or an actual bug, I would classify it as a bug for sure, but a "normal" priority one. The mechanic is not crashing the game, but is also clearly not intended to occlude parts outside of the cargo bay. Normal priority does not mean it is not important, but we reserve high and critical for things like "the game cannot run". This does affect gameplay, so we want it as high as we can get it without dipping into crash territory. I understand that the issue is frustrating for you, which is why I want to make sure that we get it cataloged. We like to keep a detailed written paper trail of these issues, because it allows our QA team to follow up on them in an organized manner. If there is enough information on the issue, they will be able to reproduce it. If they can reproduce it, we can fix it. Once we fix it, they can double check it, and hopefully resolve it on the tracker. Even after it is resolved, it remains on the tracker for future reference.
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http://bugs.kerbalspaceprogram.com/projects/ksp/wiki
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Another quick search of the public issue tracker shows that this issue has still not been properly reported. Doing so will ensure that the issue gets some visibility when the team is done with the optimization pass that we are currently working on.
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A quick search of the public issue tracker does not appear to result in any specific issues of this nature. Please report the issue with logs, save files, reproduction steps, and craft files if necessary. Thanks!
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This is not what the community usually refers to as a "kraken". Krakens are physics related issues with vessels usually. What you have here is usually caused by an error during the initialization of the space center scene, usually resulting from a mod. There is a simple way to fix it though, in game. One of your Input Locks is stuck. Hit Alt-F12, and you will see a button that says something along the lines of "Show Input Lock Stack". Click that, and there should be a button that says something like "Clear" or "Clear Stack" or something. Click that, and you will have control back again.
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Ding ding ding ding! Just under 24 hours.
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Kerbal Space Program patch 1.1.3 is now available!
Arsonide commented on KasperVld's article in Developer Articles
It's in settings.cfg as WHEEL_WEIGHT_STRESS_MULTIPLIER and WHEEL_SLIP_STRESS_MULTIPLIER. It means that people can disable wheel stress, or at least tone it down if they want, for every wheel simultaneously. Do note that sustained stress and impact tolerance are two different things though. -
Kerbal Space Program patch 1.1.3 is now available!
Arsonide commented on KasperVld's article in Developer Articles
I've seen this report from people using many mods, but it is not reproducible in a stock 1.1.3 install. Are you using mods? -
The reason Leadership Initiative has such a hefty startup cost, is ironically because of the milestones. Given the nature of the strategy, indeed you would want to start it as soon as possible. However, that first launch, you get bombarded with speed records, altitude records, and distance records. Those are fun for a lot of people because of the sheer amount of activity, and the money is a nice way to kick start the game with a few facility upgrades. With Leadership Initiative on, you would get a ridiculous amount of funds out of that first launch alone. Enough to upgrade most of your facility. Additionally, the extra science from field work applies to experimentation science as well as milestones, so that early KSC science would be buffed a bit. That is why Leadership Initiative has that early speed bump, the idea was to get that first launch out of the way, but I agree that the science cost might be a bit extreme. I'm considering another balancing mechanism there. One idea is perhaps differentiating records from milestones. Then the strategy could ignore the stream of records, and we could bump the cost down a bit so that people that want to be independent from the start can be without throwing off the early game balance too much.