Kerbal Space Program

Kerbal Space Program

sal_vager Apr 26, 2016 @ 5:02pm
Devnotes Tuesday: A week after the release! : Wednesday 27th
Squad devs are on a break until the 23rd.

Link![forum.kerbalspaceprogram.com]

Squad!

Hello everyone,

With 1.1 out the door we’ve been working on bug fixes and making performance optimisations this week. If you follow Ted on Twitter you may have seen that we’re working on a patch for version 1.1, which we’re aiming to release before the week is over.

Mike (Mu) reduced the stuttering people were seeing in flight scene, reworked a number other pieces of code. Jim (Romfarer) mainly worked on optimization passes on part operations in the editors (VAB/SPH) and the staging stack. Bob (Roverdude) has started merging the antenna and telemetry code with the 1.1 code base. Fortunately, the only big issues were some conflicts with vessels, and sorting the flight UI prefabs.

In 1.0.5 Nathan redid how a vessel’s center of mass was calculated. However, that had not been hooked up to the orbital calculations until now. Nathanael (NathanKell) has finally done so, improving the calculation of gravity so that orbits no longer flicker from vessel rotation. It does show that the PhysX integrator has some issues with velocity at orbital speed so the Apoapsis and Periapsis are not constant when off rails, but the behavior is far better than in 1.1 or 1.0.5. He also fixed some minor tutorial bugs encountered in the release build and made some further optimizations. Oh, and also he fixed the “reveresed” typo! Bill (taniwha) helped NathanKell with these changes. He also improved KSP’s calculation of orbital inclination and on-rails instantaneous velocity.

Dave (TriggerAu) found some time to look at the user interface code: we’ve now implemented and tested some per element scaling and NavBall sliding in the Flight UI to help people get the look that works for them. It’s working for almost all the elements independently, but testing may mean we have to disable it for one or two items. We’d also like to thank Sarbian for the tips he gave on the Navball burn label. Here’s a screenshot of the new settings[drive.google.com].

Mathew (sal_vager) took a break from poking the bug tracker, and has been poking at the code instead. He figured out what broke HOTAS controllers, and with some help from Mike fixed them so they should work now.

A production house came and recorded some footage from the studio, and we can certainly say Wednesday was the busiest day we’ve had since the beginning of the year.

On the art side Daniel (danRosas) finished the assets just in time for the release. They are the usual

graphics for the store, web page, steam, social networks.

We had a great time with DasValdez, Dan learned a couple of tricks from him, Andrea (Badie) is looking forward to invite him and other streamers again! Did you see the stream? Did you like it?

We also want to thank the community for the great response on 1.1 we are very happy with the results.

Kasper (KasperVld) is taking a break from most things KSP: for the near future he’ll be focussing on finishing his master’s thesis, but we hope he’ll be back soon. In the meantime he’s helping out the team where he still can.

Now that the party is over we are taking sometime to make some VR tests. Nestor (Nestor) is a VR enthusiast and he is very excited to see how those tests will end up looking.

This week’s poetry concludes the devnotes:

Sleep is for the weak

Lack of sleep does weaken me

Thus sleep is for me

That’s it for this week, be sure to join our forums, read our social media and/or partake in the discussions on the KSP Subreddit
Last edited by sal_vager; May 11, 2016 @ 2:41am
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Showing 1-14 of 14 comments
kony Apr 26, 2016 @ 5:09pm 
Awaiting bugfixes! 1.1 is overall a pretty good patch indeed.
sal_vager Apr 26, 2016 @ 5:13pm 
It could be better, hence the 1.1.1 update.
Manwith Noname Apr 26, 2016 @ 5:36pm 
\o/
Tattiebogle Apr 26, 2016 @ 11:08pm 
The DasValdez stream was excellent.
King_BR0K Apr 27, 2016 @ 12:10pm 
will it fix the weels?
guitarwiz1 Apr 27, 2016 @ 1:54pm 
What about the constant crashing that many of us are having?
Bryanbear Apr 27, 2016 @ 7:20pm 
This game is absolutely amazing, easily one of the best I've played in my life. However, I do have to say that the constant crashes make the game almost unplayable in its current state. Fix them and let me return to flying through the cosmos :-D Keep up the amazing work on the amazing game
King_BR0K Apr 27, 2016 @ 7:41pm 
i dont have a prob with crashes...
are u on 64 bit caus it was buggy for me
it sometimes crashes when i pres "Quit" i guss it doesnt like when i do that
this is a verry disconnected post
Jack2552 Apr 27, 2016 @ 11:43pm 
Only problems I've had are with the wheels making the runway explode on take off and random crashes normally when I'm about a foot from landing
xxxstefxxx Apr 29, 2016 @ 2:28pm 
a tile to click on the see what is assigned to what , actiongroup 1 - 9 , i have so many ships in space and i always forget on what number i added wich actiongroup . thnx
King_BR0K Apr 30, 2016 @ 7:22pm 
Originally posted by xxxstefxxx:
a tile to click on the see what is assigned to what , actiongroup 1 - 9 , i have so many ships in space and i always forget on what number i added wich actiongroup . thnx
and the ability to change/deactivate them in flight
Crystal Mace May 6, 2016 @ 9:03am 
I've been playing the tutorials like a gerbil in a wheel....'Gerbil Space Program'..?....never mind. While trying to thread Valentina back through the eye of the needle into the capsule...(whose idea was it to have her board by jetpack? Why the heck did the Kerbals bother inventing ladders five years ago?? Try painting a house in Kerbin's gravity well using a jetpack, why don't you??)...she predictably fell a lot...(I don't live up to her level of piloting badassery...so sue me...)...and whenever she hit a landing pad, it would detonate. Imagine our confusion! Not enough of an explosion to harm Val, blow the rocket up, or even knock it over. Just rock it back on it's heels a bit. She did finally get back on board, and did make it off the Mun....minus two landing pads...and returned to Kerbin a hero (as if there was ever any doubt).

The pads haven't been flipped over since a couple of weeks ago, but mine are still exploding occasionally. A similar thing happend on Gilly testing out the Jules Verne Rover, and she finally limped back to the Verne on her one remaining leg.

Someone might want to look into that. The new recruits are getting all excited about the new way to prank each other.
Last edited by Crystal Mace; May 23, 2016 @ 7:50am
paulysch May 23, 2016 @ 7:05am 
So, today is the 23rd, so does that mean that we're gonna get a new Devnote this wednesday?
von_bock May 23, 2016 @ 10:15am 
It's the 23rd. Get to work on fixing the wheels and the orbits already.

EDIT: orbits first, please.
Last edited by von_bock; May 23, 2016 @ 10:15am
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Date Posted: Apr 26, 2016 @ 5:02pm
Posts: 14