We’re building up some big stuff for update 0.25. Come see what Maxmaps has to say about the grand plan for the next update HERE.
We’d like to thank all of you who submitted applications to join our QA team. The process has now closed and those chosen for spots on the team have been contacted.
Many of you had great experience, so tough choices were made, but rest assured, the new faces chosen to join will help us feel less like RocketPilot573’s craft for 0.25 and beyond.
Kerbals have piloted some of the largest, most insane contraptions the universe has ever known, butlays out an important reminder that even Kerbals had to begin their journey somewhere. Big things start small.
Good ‘ol Maxmaps has been trickling 0.25 info on Squadcast over the last few weeks. Tomorrow’s episode appears to be less a trickle and more a downpour. Expect an “info dump,” in Max’s words, tomorrow on Squadcast. If you missed last Friday’s edition, it’s right here for your viewing pleasure.
As you may have seen in this week’s Devnotes, Alex mentioned that a server migration was to happen today. This is a reminder that it will begin at 8 PM CST and will affect the following services: the KSP website, the KSP wiki and the bug tracker. There may be some forum downtime, too. It’s unknown how much of an effect it will have on the forum, if any, but consider yourselves prepped just in case. Thanks.
Thanks, nli2work, for the pic of our Kerbal helpers getting ready for the migration.
Jacob and his dad have no idea how to play Kerbal Space Program, but that’s ok. People of all ages can enjoy this family friendly let’s play series and learn with the hosts. Have a look at Kinder Playtime.
Felipe (HarvesteR): Essentially completed the stuff I was working on last week, which is still not discussable I’m afraid, but now I’m moving on to the much less secretive Difficulty Options panel. This panel will be available when starting a new game (and possibly also through the in-game settings dialog), and will allow you to set up parameters which affect gameplay, like whether crews can respawn or will be perma-killed, whether reverting flight is allowed or not, and so on. Turning off all ‘allowances’ should make for a brutally hard challenge. Zero room for error when you can’t rewind time if things go wrong.
I’ve got the panel itself working, and it’s already possible to set up a few basic parameters. It also features a few presets to make setting up less finicky, and a ‘custom’ option which opens up all parameters for you to tweak. I’ve also updated the main menu code a bit to use proper Input Locks, like all other scenes do, instead of awkward, conflict-prone flags to control whether menu items are clickable or not. This won’t change much on the surface, but the code is cleaner and easier to maintain, which is always a good thing.
Alex (aLeXmOrA): The changes to the KSP Store website are now done, but not live yet. I did some last tests and I’m waiting for authorization to release them. Also, I’m setting everything for a server migration that is scheduled for this Thursday at 8:00 pm CST because our hosting service provider has to move all their clients to a new Data Center. This will cause a website outage (KSP Site and Wiki will be affected, maybe KSP Forums too) for at least 10 hours, maybe more.
Mike (Mu): I’ve been implementing the new logging system, FlightLog, for vessels and kerbals. The latter having both a career log and a current flight log. FlightLog paves the way for future improvements to kerbal career prospects, advancement, and gives us better reporting on where things have been and what they’ve been up to. Of course the whole system is moddable, allowing custom events and entries, so mod-makers can use and abuse it as they see fit.
Marco (Samssonart): The core of the crew transfer feature is implemented, so I’m fixing a few bugs that surfaced quickly. There was this really cool one that allowed you to duplicate Kerbals. Basically, when you transferred a Kerbal, put it out on EVA, then got it back on the ship, it was duped. It was a fun little bug, it was still a bug and need to be squashed, sorry. Other than that I’m improving mouse hit detection for this feature.
Daniel (danRosas): Moving on in the assets modeling list. Right now, we’re in about 10% of the 64 assets on the list. We also planned the full schedule, and it’s extremely tight, but not impossible. It’s been interesting to merge the style and aesthetics of the three artists, in order to give the most inside the Universe of the game.
Jim (Romfarer): This week i’ve been applying some polish to the Administration facility GUI. Mostly small re-designs to make it adhere to the backend Mike is setting up for it. But since more details will be revealed on Max’s Kerbalcast interview, i thought i’d share an update to the mun mission i posted last time. HERE is the link to that mission btw.
It was bugging me that i wasn’t able to return the plane to Kerbin after the mun-landing and the mission wasn’t single staged to begin with. So i re-designed the plane, made it into a single staged version and threw away a bunch of fuel tanks. This plane has two important features: 1. A lot of air intakes so you can almost get to orbit using a single turbojet engine. 2. The jet engine is put on top of an atomic rocket motor. This is mostly for mass reasons but it also makes it easier to pass the burnout threshold. Using two jet engines while passing that threshold usually means the plane will start spinning because the engines doesn’t burn out at the same time. HERE are some screenshots from the mission. And now it is bugging me slightly that i had 75 oxidizer units left, scrapping that off would likely mean an even lighter plane. Help me answer this question please: What is the least amount of liquid fuel you need to bring a kerbal to the mun and back?
Jesus (Chuchito): Hello everyone, I know it is just has been a while since my last update. These days I have been installing the network backbone at the office, punching down some UTP wires and the like, planning the reallocation of the ONTs to another place inside the office, also I have been working in some changes to the KSPM server requested by Felipe.
Max (Maxmaps): Had a pretty fun interview with the guys over at KERBALCAST, who everyone should listen to regardless of any Squad presence because they’re hilarious and quite entertaining. You really, really should listen to this week’s episode though. I explained a bit on what the admin building is for. Other than that, I’ve been lending a hand with direction regarding the huge art project Roy and Dan are neck deep into and seeing it progress nicely. With the help of HarvesteR, I also wrote an article you guys will get to read later in the week regarding everything that’s coming in 0.25. The push for getting this baby into QA is real.
Ted (Ted): Over the past week I’ve been continuing on with the KSP Tester applications with the end in sight. I’ve now narrowed it down to a selection, half of which I’ve already sent e-mails out to. Still to do is narrow down the final ~20 for the team and then we’re done!
Moving on, I’ve been following along with what the team has been developing and ensuring that we’re all up-to-speed on the features and when they’ll be needing testing. I would be lying if I said I wasn’t looking forward to it after this paperwork!
Anthony (Rowsdower): So that survey I talked about last week is still being refined. Sorry for the delay on that. In other news, I’m crossing T’s and dotting I’s with our newest KSP-TV team member. I’m going to announce who it is when we’ve got times confirmed, but if you’ve been watching what the channel’s been hosting as of late, you might know who it is ;) Finally, I’ve got some contests in the works, the first of which will be announced at the beginning of September.
Rogelio (Roger): Still Modeling new assets and experimenting with textures trying to get to a better result for the art style planned between Nick, Dan and me. It’s been hard to unify it because each one of us has a defined art style but we’re getting there and each day is easier to get to the same point. I’m really exploring new techniques of digital painting and getting good results. Also I’ve doing a lot of research on video game warehouse design, lighting styles and even old in-game space center fixtures to inspire myself and do better work for you guys.
DMagic1 upped the contract window game with CONTRACTS WINDOW+. Have a hankering for ALL the information or just some? You can truly have it your way in this add-on with several expandable windows that will give you almost any shred of info you could hope to know about a contract. You’ll even get a special one for the VAB/SPH!
Contract Window+ requires TOOLBAR, another fine add-on.
Click HERE for more info on Contracts Window+.
As revealed by Maxmaps on today’s Squadcast, here’s your first look at a work in progress version of 0.25’s brand new Administration Building.