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Friday the v0.1.3.0th


Nate Simpson

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Thanks to Community Member @Kavaeric for making this banner :purpleheart:

Happy day-after-update, fellow Kerbonauts!

Many of you have had a few hours to experience the v0.1.3.0 update, and hopefully you have found the gameplay experience improved! Many players are reporting significantly better framerates, but there are more than just performance gains on the menu. Among the new fixes and features we’re most excited about for this update:

  • New parts, including three new engines, new docking ports, and the A.I.R.B.R.A.K.E.
  • The Flight HUD UI is now rescalable via player settings
  • Several decoupling-related flight bugs have been resolved
  • We knocked out several of the vehicle-falls-through-terrain bugs
  • We nailed that really annoying VAB bug that kept you from putting down procedural parts after picking them up
  • We strengthened wing attachments with a new automatic multi-joint system
  • We fixed the asymmetrical separation forces on radial decouplers, restoring the beauty of booster separations

There are many other fixes, big and small. Take a look at our patch notes to get the full rundown.

What's Next

This update represents an incremental step in the ongoing Early Access process of addressing game-breaking bugs while moving toward our first Roadmap update, which will add Science collection, a new Mission system, and parts progression to the game. We still have quite a few game-breaking bugs at the moment, as well as aspects of gameplay that still need refinement (wobbly rockets, overactive control surfaces, strange SAS behavior). We will be posting our new top-ten most wanted bugs next week (three of which will be carrying over from our previous top-ten list). If you’re playing the latest update and you come across a bug that you’d like to report, please do so via the Bug Reports subforum; you can upvote existing reports, or if your issue isn't listed, you can submit a new report through the form. We will be following those threads very closely to track which issues are most important to the community as a whole.We are aware that one of the decoupling fixes in this update has introduced a new issue that breaks aerodynamic drag after a decoupling action. Thanks to early reports from the community, we have been able to reproduce the bug and are working on a fix. If the fix proves stable and low risk, we will consider releasing a hot fix in a few days.

Some players have also correctly noted that the orbital decay and SOI transit trajectory bugs are still present in v0.1.3.0 - while we had high hopes for an eleventh-hour breakthrough, neither fix made it across the finish line in time. In the days after code lock, a new fix for the SOI transit issue was submitted and is being tested. Our engineers have also isolated the orbit decay issue and believe they have a good remedy on deck. With updates, there’s always the temptation to hold the build just a couple more days to sneak in additional fixes (which we actually did this week). Alas, at some point the train has to leave the station, but it’s at least comforting to know that these issues will be addressed in an upcoming update. We appreciate your patience, and we hope that the changes that did make it into this week’s update have improved the game for you.

Other questions that we’ve been asked:

  • Where’s reentry and heating? - We are working hard on both. We expect reentry VFX to arrive earlier than thermal systems and heat-related part destruction, so there may be a short phase during which reentering vehicles look like they’re being heated, but really aren’t. We don’t want to reverse any of our recent framerate gains, so we’re taking the time needed to make sure reentry is both awesome-looking and performant. To give you better visibility into the work taking place in this area, we will be posting a new dev blog about the heat system soon
  • What’s going to be in v0.1.4.0? - As we continue to work through our critical bugs list, those that are fixed by the next update will be included. We are still targeting foundational bugs and playability issues. As we work down through the list, we’ll report on our progress.
  • When is the Science update? - The first of the headline Roadmap updates - which will add Science, Missions, and an R+D Center, is still several months away. A lot of work is going into the "Dot Two" update — deep architecture work, bugfixing, new systems, and a lot of new content. We will continue to release incremental updates until that time, with the goal of eliminating the major game-breaking bugs prior to v0.2.0.0. We’ll provide a release date for that version as soon as we can

Steam Sale
With summer upon us, Private Division is holding a 20% off sale for the Steam Version of KSP2. The sale ends on July 13th. If you’ve got a friend who has an interest in participating in Early Access, now is a great time to hop on board!

Upcoming AMA
On Thursday, June 29 at 10am PST, our art director Kristina Ness will be fielding your questions about KSP2, and this is a rare opportunity to get detailed answers about the game’s art! You can submit questions for her via Discord, Steam, or the KSP2 forums.

Weekly Challenge
Last week’s "Score a Goal" Challenge was extra challenging, but those who conquered it created some very original vehicles!

First, there’s this submission from Miss, which deserves special mention as it’s the only attempt that involves not only a ball, but a rocket-powered foot!

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Squidplaz did some reaction wheel magic to get a ball under the R+D Center bridge:

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User @pyasupro posted this beauty on Twitter, and made goals on both the Mun and Moho:

image.png

 

Klapaucious made two glorious attempts, and both deserve a mention. First, the gigantic gumball ramp:

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Then he deactivated his targeting computer and hit the bullseye from the air:

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And finally, Mottl did... I don’t know what Mottl did, actually. How did this one end up going, Mottl?

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This week’s challenge: we’re going to Jool! Here are the deets:

  • Primary goal: Launch a single-Kerbaled mission (only 1 spacecraft may depart Kerbin's SOI, but it can be built in Kerbin orbit) that passes through the SOI of all 5 of Jool's moons at least once before returning to Kerbin
  • Secondary goal: Same as primary, but land a probe on each of Jool's moons (the probes don't have to return)
  • Jeb-level goal: Same as secondary, but plant flags on Bop and Pol
  • Val-level goal: Plant flags on all 5 moons of Jool in one mission before returning safely to Kerbin

Have a great weekend, everybody!

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Hey all, just wanted to toss in a note as well.   We’ve already seen some very well written bugs reported into the new system..!  GREAT job on those.   Anyone who runs into an issue – be sure to log it here:   https://forum.kerbalspaceprogram.com/forum/144-ksp2-bug-reports/

Also – be sure to upvote the bug if it’s an important issue to you as well.   They don’t sort (yet), but we’ll be sorting them manually on our side when we look at them.   BUT… most importantly – be sure to add info if you are running into the same bug as someone else.  Maybe something they missed (I’ve already seen that done a few times… very nice!).   

Lastly - within the bug itself, you can upvote comments.  If you see a great workaround or something adding great new info – be sure to upvote that. 

Thanks everyone,

Darrin.

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3 minutes ago, Nate Simpson said:

We are aware that one of the decoupling fixes in this update has introduced a new issue that breaks aerodynamic drag after a decoupling action. Thanks to early reports from the community, we have been able to reproduce the bug and are working on a fix. If the fix proves stable and low risk, we will consider releasing a hot fix in a few days.

Some players have also correctly noted that the orbital decay and SOI transit trajectory bugs are still present in v0.1.3.0 - while we had high hopes for an eleventh-hour breakthrough, neither fix made it across the finish line in time. In the days after code lock, a new fix for the SOI transit issue was submitted and is being tested. Our engineers have also isolated the orbit decay issue and believe they have a good remedy on deck. With updates, there’s always the temptation to hold the build just a couple more days to sneak in additional fixes (which we actually did this week). Alas, at some point the train has to leave the station, but it’s at least comforting to know that these issues will be addressed in an upcoming update. We appreciate your patience, and we hope that the changes that did make it into this week’s update have improved the game for you.

Could a hotfix be produced also for the orbital decay and SOI transit trajectory bugs?

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Ghostii has captured me and is holding me hostage in the basement of the IG studio (otherwise known as the CM offiINFORMATION REDACTED. EVERYTHING IS GOING FINE AND KAVAERIC IS IN GOOD HEALTH.

Looking forward to the devlog about heating. Will it be just on the mechanics/system or will there be chitchat about re-entry visual effects too?

Folks are wondering about a hotfix as well, and I'm curious about that front too; what challenges would Darrin the team have to overcome? Does the Bug Hunter role and new reporting system improve matters on this front?

Edited by Kavaeric
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3 minutes ago, Strawberry said:

A hotfix just for the soi change in like two weeks would be great, i think its high impact enough to be worthwhile to have its own update.

I second this. As well as for the Orbital Decay issue. Heck, put them in the same update if it's possible/feasible.

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1 minute ago, Strawberry said:

Also if yall dont want to do a hotfix, maybe considering lessening the development cycle and have only a month gap this time just to get the soi and decay fixes through the door?

i would really like to see the most important issues get a "hotfix" in rather than waiting another month to get the issue resolved.

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12 minutes ago, Nate Simpson said:

When is the Science update? - The first of the headline Roadmap updates - which will add Science, Missions, and an R+D Center, is still several months away.

What? Seriously?

12 minutes ago, Nate Simpson said:

If the fix proves stable and low risk, we will consider releasing a hot fix in a few days.

Please do this, at least give us weekly hotfixes.

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1 minute ago, LunarMetis said:

What? Seriously?

i was expecting EOY when science mode is out with the pace we been going :(

 

large first initial stage then decent pace of the "big updates" cause there isn't much to fix after all the major issues are fixed

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10 minutes ago, Nate Simpson said:

Some players have also correctly noted that the orbital decay and SOI transit trajectory bugs are still present in v0.1.3.0 - while we had high hopes for an eleventh-hour breakthrough, neither fix made it across the finish line in time.

How this is still not fixed months after initial reporting is beyond me.  I wish I could tell my boss "Hey, I know there's a critical bug affecting our code, but I just can't get it fixed for several months".  I'd be escorted out of the building if I tried pulling that.

11 minutes ago, Nate Simpson said:

With updates, there’s always the temptation to hold the build just a couple more days to sneak in additional fixes (which we actually did this week). Alas, at some point the train has to leave the station, but it’s at least comforting to know that these issues will be addressed in an upcoming update.

I am honestly not sure whether I applaud you pushing release dates or am angry about you doing that.  You have already slowed the cadence for fixes down, and several people - myself included - have indicated that we simply won't even fire up KSP2 until after these bugs are fixed because EVERYTHING WE WANT TO DO IN KSP2 IS IMPACTED BY THESE BUGS.  I can't put it any more plain or clear than that.  These bugs are preventing some of us from playing a game we paid you for.

13 minutes ago, Nate Simpson said:

We will be following those threads very closely to track which issues are most important to the community as a whole.

Orbital decay, SOI trajectory issues, and losing control of decoupled probes are the 3 most impactful and important issues right now.  Personally, nothing beyond these three should be getting any attention until they are fixed.

14 minutes ago, Nate Simpson said:

The first of the headline Roadmap updates - which will add Science, Missions, and an R+D Center, is still several months away.

Several months?  You yourself stated several years ago that the game was almost ready for release.  How can this still be months away?

15 minutes ago, Nate Simpson said:

Steam Sale

Can you explain how the timing of this sale isn't fishy considering the lack of players prior to the patch, coupled with dwindling - if any - sales of the game?  I believe the next earnings call is probably coming up, right?

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More important than a hotfix in my opinion is that the QA test cases should be updated to include actually playing a handful of different normal game play scenarios from start to finish without saves to see if anything weird is going on.

This is very much a situation of missing the forest for the trees.

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Great upNate! Quick question: why not wait a bit before pushing a hotfix so the fixes for the SOI and Decay bugs can also be included? Or would that require too much QA testing for a 'simple' hotfix?

Also, once again congrats to the entire team on Patch 3! You all knocked it out of the park with this one, keep it up!!:D

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16 minutes ago, Nate Simpson said:

...We are aware that one of the decoupling fixes in this update has introduced a new issue that breaks aerodynamic drag after a decoupling action....

Good example of how fixing one problem can break something else.  I think it was a good idea to slow the release cadence.  Not saying I want to slow it further.  I think finding the right pace is difficult.  Looking forward to what's next.

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I quit with the game for the foreseeable future, I actually held out hope for this patch and you fumbled it again... 

 

20 minutes ago, MechBFP said:

More important than a hotfix in my opinion is that the QA test cases should be updated to include actually playing a handful of different normal game play scenarios from start to finish without saves to see if anything weird is going on.

This is very much a situation of missing the forest for the trees.

As shocking as this may be... I agree with you!

The easy bug spots that have been missed are infuriating to say the least.

 

Edited by TickleMyMary
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I was expecting science to come out sooner as the player counts for the past few weeks havent been the greatest but I must say that I am glad that you're prioritizing bug fixes and performance. One of my points from a while ago was a concern that the game was going to focus on new features before it will be in a good state bug/performance wise, but again I'm glad that that is not the case :)

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1 minute ago, Scarecrow71 said:

Can you explain how the timing of this sale isn't fishy considering the lack of players prior to the patch, coupled with dwindling - if any - sales of the game?  I believe the next earnings call is probably coming up, right?

Why would that be fishy, that seems like a perfectly parsable explaination for why games companies release updates alongside sales all the time.

Do people not know that they do this? is this surprising to you?

pretty sure KSP1 did that back in the day too.

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