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KSP 1.0 General Thread + All the new features


Daze

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Two points:

1) Female Kerbals will add a lot to the roleplay aspects of the game, which many enjoy.

About that - has Squad given any indication of any other kerbally overhauls aside from the male/female bit? I kinda liked the TextureReplacer look of having 'em all look different, and with various color schemes for the suits.

My point was that they're renaming all engines to have a code/key and a nickname, regardless of if they already have an easily memorable name like "Mainsail".

That's a good find! Just one thing - your made-up example is using a Jeb's Junkyard name for a Rockomax part. It would probably be the 216-S7 or something. ;)

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Has there been any announcement of which bugs will be fixed in 1.0? Google has not helped me find a definitive list, just an assurance that there are many fixes...

(Specifically I am hoping for a fix for the old orbit-changes-when-SOI-changes bug. I have 3 ships bound for Duna; two are on track, the third simply will not stay on target. Re-plotted the escape and burned 5 separate times, and each one told me that there would be a Duna encounter. Exited Kerbin's SOI at 1x timewarp and still at the moment of SOI exit, the orbit changed to be nowhere even close. Given up and HyperEdited it to Duna where it will wait for its fellows to arrive, but I'd much rather have got it there legit.)

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Has there been any announcement of which bugs will be fixed in 1.0? Google has not helped me find a definitive list, just an assurance that there are many fixes...

(Specifically I am hoping for a fix for the old orbit-changes-when-SOI-changes bug. I have 3 ships bound for Duna; two are on track, the third simply will not stay on target. Re-plotted the escape and burned 5 separate times, and each one told me that there would be a Duna encounter. Exited Kerbin's SOI at 1x timewarp and still at the moment of SOI exit, the orbit changed to be nowhere even close. Given up and HyperEdited it to Duna where it will wait for its fellows to arrive, but I'd much rather have got it there legit.)

That's a bug that they can't really fix right now. There just isn't enough memory to allow for a extremely large and extremely accurate number at the same time.

Think of it like....You either have a maxmium of 2.0x10^5 with only one decimal place of accuracy or 2.00000x10^2 (really quick post, if you want something more detailed/using actual numbers pm me)

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Wow, so cool!

But what really gets me is the new beautiful, amazing, curious, mysterious SECRET PROJECT!

Who knows, it might be the second gas planet that's been debated or a MK.1 OVERHAUL (lol jk) :P :P :P

I'm really excited! When is 1.0 coming out???

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You missed an item in the list.

All our current save games and mods are going to break.

Not necessarily, however the lander you have in orbit might not work so well.

its now aerodynamic unstable, so it would enter front first and burn up even with heat-shield, this killed your kerbals 3 minutes early as it would also overshoot the KSC and splash down, the nerfed engine has TWR of 0.7 at sea level.

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Not necessarily, however the lander you have in orbit might not work so well.

its now aerodynamic unstable, so it would enter front first and burn up even with heat-shield, this killed your kerbals 3 minutes early as it would also overshoot the KSC and splash down, the nerfed engine has TWR of 0.7 at sea level.

Technically the only thing some of us will have to do is to remove DRE and FAR.

IF both are taken care of in the next release. "IF".

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That's a bug that they can't really fix right now. There just isn't enough memory to allow for a extremely large and extremely accurate number at the same time...

I'm not sure this problem relates to floating point accuracy at all...

The trajectory of the solar orbit is already set when you finish burning in Kerbin's SOI, you can see it on the map - it's quite accurate enough for a solid encounter. The problem seems to be that it gets recalculated at the SOI boundary, and that's just not required. We have a future projection of what the solar orbit should be, and that should get stored before SOI transition, and applied immediately afterwards. The player will not notice if this means the game quietly adds 100m/s to their ship to make the numbers work out. The player just wants their ship to stay on the course it was on a few hours ago and not find that their Duna fleet is suddenly heading for Eve's orbit instead.

It's pretty vital to KSP that orbits actually work intuitively, not according to some hidden re-plotting mechanism, but I encounter this bug in about one in three interplanetary launches - which is why I'd love to see Squad confirm they have fixed the darn thing.

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i would like to see the update postponed a bit while they switch to unity 5 where 64bit is not a problem anymore. And it looks way better then unity 4.

I don't think that's quite as simple as putting in a new pair of shoes. They might have to rebuild the whole application. Yikes!

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If you have not seen this, the main developer has written about why they are not waiting for Unity 5.

So unless there's a sudden change of heart and frantic meeting that they have to stop work on the list in the OP, and "get to porting" (and testing to see what breaks) - we should expect Unity 4.6. I think I will be happy for a while with a much more stable KSP, if they can deliver it.

KasperVld wrote they do plan to update to Unity 5

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Unity 5 will be available today, but like basic.syntax, I'd like them to finish 1.0 before upgrading. Mind you, I think upgrading is important, and I'd really like a 64-bt OS X client, but finishing the gameplay for everyone is the priority.

Edit: Just looked, and the physics enhancements are awesome. After 1.0, this upgrade should really be the priority.

Edited by jshier
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The only issue that I have with them not switching over to Unity 5 is that it will mean the final product might be as good as it could be. Also, with all of the features being added in 1.0, wouldn't it be better go ahead and transfer rather than have to rework the new features with Unity 5 a couple months down the road?

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The only issue that I have with them not switching over to Unity 5 is that it will mean the final product might be as good as it could be. Also, with all of the features being added in 1.0, wouldn't it be better go ahead and transfer rather than have to rework the new features with Unity 5 a couple months down the road?

This, along with a proper beta test, would be the logical and wise thing to do. Unfortunately Squad doesn't do logical atm... they're "uncomfortable being in beta" (which is understandable since officially they're still in alpha) and all that matters is rushing a "1.0" release.

Edited by Yakuzi
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Edit: Just looked, and the physics enhancements are awesome. After 1.0, this upgrade should really be the priority.

Not only physics but also grafical enhancement over Unity 4 . I'm also playing 7DtD and they are switching now from 4 to 5 . On the comparison screenshots they released you really see the difference.

Yes, you have to change alot of grafic stuff but its worth it.

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Hmm, are they getting close to release? Looking at the summary of what they are adding, it seems like a lot of those things have been done or soon will be. Presumably there will be a lot of QA testing and bug squishing too, but it looks like we're starting to have a lot of those features in or close to being in the game.

Any chance we see the update before the end of March?

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