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Squadcast Q&A: Transcript request please!


Whackjob

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I started around 4:30 PST. If anyone can fill us in on whatever came before, thank you!

Game stuff

Major stuff

• Asteroids are detected based on distance? from the tracking center and can be added to a list of tracked objects. Objects cannot be targeted if they are not tracked, and their orbits cannot be predicted if you don't have enough tracked data points, but if you do track an asteroid you will be able to see its patched conics display on the map to show how close/far it will pass other planets and moons

* Each asteroid has its own science that can be gathered from it. You can gather samples from asteroids, and you will get new science from each new asteroid even if you are testing the same kind of biome, for instance

• Near-Kerbin asteroids? to allow players to get into the groove of interplanetary without going too far away from Kerbin

• Don't expect fully rigid joints in the next version. Devs don't want to fully eliminate flexing, rather devs want to be able to tune it - fully tell the game what connections will be more or less stable than one another. Rockets will be much more stable, and you can build a taller stack now

• "Enter: the Claw"  the claw from the NASA update can grab almost anything. "If you want to... spear a tank and drain the fuel out of it, you can... If you want to grab a Kerbal by the face, you can" â€â€C7.

• The current placement of parts is not ideal, but it is the best solution given the current situation. Up until the tech tree, all parts were balanced against each other  there was no true advancement, all parts have to have give and take...

* With the NASA parts, at size 3, we have parts that are definitely better in some ways. Missions to Jool are now possible with fewer parts, to cut down lag, make play more fun to fly; more about the payload than hauling the payload

Minor stuff

• LV-1 engines, ion engines, will get a "sizeable boost" to cut down burn times, to increase the fun of using them.

Community stuff

• C7 and Bob/Rowsdower? will have speeches at GDC

• This March 19th, Wednesday, at 4:00PM in San Francisco, Squad are organizing a meetup at the Yerba Buena Gardens by the Metreon (Sony building)

* Same night as the Game Developers Choice Awards for which KSP is nominated

• A special KSPTV marathon is coming midnight Pacific time, Monday March 24th, that will show off cool stuff  asteroids and stuff

• Chad's/C7's sons are adorable

Edited by Accelerando
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The Asteroid Pack is no longer a "pack," instead it will be a normal game update that will come before .24

I was under the impression that the NASA update would only work with 0.24 and as a result would be released afterwards.

Edited by Polstar
Typo
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I think that they're adding a few "required" things from .24 for the NASA update

Ah yes, we forgot to mention that. The support features that we announced as part of 0.24 are now going to be in the ARM patch, so everything needed to properly play the asteroid mission and all the related usability improvements are all going to be contained in the ARM patch itself.

Cheers

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• Asteroids are detected based on distance? from the tracking center and can be added to a list of tracked objects. Objects cannot be targeted if they are not tracked, and their orbits cannot be predicted if you don't have enough tracked data points, but if you do track an asteroid you will be able to see its patched conics display on the map to show how close/far it will pass other planets and moons

* Each asteroid has its own science that can be gathered from it. You can gather samples from asteroids, and you will get new science from each new asteroid even if you are testing the same kind of biome, for instance

• Near-Kerbin asteroids? to allow players to get into the groove of interplanetary without going too far away from Kerbin

So there's not just Near-Kerbin asteroids. First I'm hearing of it, but nonetheless great. Sounds like a lot of fun could be had tracking all these things down.

• Don't expect fully rigid joints in the next version. Devs don't want to fully eliminate flexing, rather devs want to be able to tune it - fully tell the game what connections will be more or less stable than one another. Rockets will be much more stable, and you can build a taller stack now

As long as modders have some control over this I'm fine with the flexing. Some mods, especially the real-life mods like FASA might need more rigidity than the stock parts do.

• The current placement of parts is not ideal, but it is the best solution given the current situation. Up until the tech tree, all parts were balanced against each other  there was no true advancement, all parts have to have give and take...

* With the NASA parts, at size 3, we have parts that are definitely better in some ways. Missions to Jool are now possible with fewer parts, to cut down lag, make play more fun to fly; more about the payload than hauling the payload

I'm glad you've realized that with the tech tree introduced, balancing can work differently than before. Even if it's not for a while, I look forward to the day you rebalance the old parts as well. Nuclear engines that don't have such low thrust (they were almost as powerful of chemical engines of their size) or nerfed aerospikes.

• LV-1 engines, ion engines, will get a "sizeable boost" to cut down burn times, to increase the fun of using them.

It'd be great if you could also add DrawFuelGauge to these engines. It's a pain not knowing how much LiquidFuel or ElectricCharge I have left unless I open the resource display in the top right corner.

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You guys keep saying "The Claw"... and all I can think of is Toy Story... little green aliens, claws grabbing things.......

All I can think of is... FireClaw.

yWIUkSS.png

(lower end technical exercise ship... testing landing gear plus powered landings... way early on in the Arkingthaad Tower Lander design programme)

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