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Quick Update: v0.24 is Around The Corner

[p]Hello, fellow rocket scientists![/p][p][/p][p]It’s been a while since my last post and I wanted to give you a quick update about current development status. It will be the biggest update since the release not only in the new game systems, but also in terms of the size of the changelog: it is already approaching 100 lines, and I'm not done yet![/p][p] [/p][p]The changelog is here just for reference, nobody is supposed to be able to read it[/p][p][/p][p]The biggest time sink was the integration of communications into the game and new rocket parts production. The first one required significant changes all over other game systems. For example, when I’ve added default relays into the orbit, I’ve discovered that on high time warps communications just stop working. Why? Because spacecraft orientation was not stable on high time warps, and orientation matters a lot for high gain antennas. So I need to do something about that.[/p][p][/p][p]Another example is that in the game comms model relay antennas should be cooled down for very low temperatures, to reduce the noise and increase the signal strength, like I told in one of the previous dev updates. But the game didn’t have anything that could support that. So I researched how cryocoolers work on some missions like the James Webb telescope and implemented simplified model of them. The good news is now I am one step away from implementing other active cooling systems. They are similar to cryocooling in some ways, but very different in another. I've also fouund at least two big mistakes in the thermodynamics code while working on it, so be prepared to a slightly different thermal behaviour in the next update.[/p][p][/p][p]It is nice, when game systems finally start to interact with each other[/p][p][/p][p]As for new rocket parts — this update requires a lot of them. I’ve already made 7 different antennas, and it is barely enough to cover the game needs. [/p][p] [/p][p]This is an absolute minimum of needed antennas, but it is barely enough. I need to add at least 4 or 5 more[/p][p][/p][p]And the total planned part count approaches 30. This will include not only antennas, but new probe cores, structures, thermal parts and engines. And I will not release the update untill I finally add new parachute, that I promised for years now! Considering that every rocket part takes at least 3 work days to research, model, add to the game, test and somehow balance and adjust, this time quickly adds up. And a lot of antennas has unfolding animations, that's more unexpected work too...[/p][p][/p][p]Another big chunk of time took the preparation of the game code to the releasing of the game API. I’ve already published one of the samples that shows how to add custom rocket part modules. This is an absolute minimum of an API currently, but I will extend the API and samples on a per players request basis, when they actually start working on extensions and will have specific examples of what they need.[/p][p][/p][p]There are a lot more to the update that I’ve not yet mentioned in the dev updates, but you will discover them in the update itself. But I can give you a sneak peek. For example, could you guess what is the purpose of this new game panel?[/p][p] [/p][p]Please post your guesses in the comments bellow[/p][p][/p][p]So what’s next? I am planning to release the update to the closed beta in the following weeks, so I could start receiving the feedback and bugs from a smaller and more dedicated group of players, while I am still working on new parts and finishing stuff up. (If you too want to participate in closed beta, please join our Discord). And then, as soon as it is ready, it will be finally released for everyone. It took much, much longer than I expected, but this is game development, you never actually know how much work any new feature will take until you start working on that.[/p][p][/p][p]And the last sneak peek of how some of the new parts look in action.[/p][p]Can you guess what spacecraft I tried to replicate here?
[/p][p]That’s all for today, see you soon and have a nice flight![/p][p]
[/p]

Dev Update: Instruments

Hello,
I am still diligently working on v0.24.0 which finally starting to come together.

Read the full post on my blog.

Dev Update: Communications

Hello,

It's time to reveal what I was working on since the last update release. Long story short: another important system is coming, that will affect how you assemble your rockets and how you fly them.

You can read the full post on my blog.

What it could be?

Patch v0.24.16

Here is a small patch with a bunch of fixed bugs that were found by our community. Since most of them were pretty critical, I've switched from v0.24 development to fix them all.

[h2]v0.24.16 release notes[/h2]

[h3]Features:[/h3]
🔸 added craft validation and cleanup on load, wich will be able to fix and load broken spacecrafts with missing attachments, parts, etc.;
🔸 added "clear" command to console.

[h3]Changes:[/h3]
🔸 changed all pivot position of command modules and probe cores to the bottom socket;
🔸 thermodynamics calculations deltaTime now clamped to 2 days / sec max, otherwise it becomes very unstable and parts start exploding;
🔸 further reduced thermal production coefficient on some engines;
🔸 slightly reduced collision radius for dynamic attachments so small parts like rcs mounting point now can fit rcs engines without problems.

[h3]Fixes:[/h3]
🔸 NaN temperature on crafts where some parts were placed inside the payload fairing after fairings were installed;
🔸 NaN temperature after decoupling part of the craft and then time warping (in case you switch to decoupled craft);
🔸 last time warp button with time warp 1 month / sec sets warp to 7 days /sec;
🔸 missing burn time values for some Hydrolox engines;
🔸 "Rumble" and "Hose" decouplers stay coupled after separation if they were attached using second radial attachment pivot point;
🔸 symmetry stops working when RCS block was mounted longitudinally and other parts attached to it.
🔸 reentry and mach effect suddenly disappears sometimes;
🔸 heat shield stops protecting rocket parts after undocking;
🔸 wrong position of center of thrust and lift if you move craft to the side and then attach engine / wing;
🔸 crash when loading any mod then returning to main menu and then continuing the game;
🔸 improve memory consumption and performance in some cases.

Patch v0.23.8

Here is a small patch with a bunch of fixed bugs that were mostly found by the community. It also improves the game stability a bit and brings some QoL features.

I am also moving to v0.24 development which should be the last "system-like" update. After that I will finally start to focus mostly on survival mode and adding content to the game.

[h2]v0.23.8 release notes[/h2]

[h3]Features:[/h3]
🔸 you can configure wheel steering angle and invert steering controls now;
🔸 you can configure decoupler force percent;

[h3]Changes:[/h3]
🔸 you need to hold ctrl to copy part now instead of shift, since shift is used for ignoring fixed attachments;
🔸 reduced heat transfer from combustion chambers for biggest engines in the game, adding approximately 30-40 seconds of burn time for them;

[h3]Fixes:[/h3]
🔸 you can't attach anything to the assembly if you attach existing part to already placed not connected part;
🔸 positions become shifted if you attach existing rocket part group to already placed not connected part;
🔸 some part names contain not assigned parameters like "{0}";
🔸 some parts have missing names when selecting them in the assembly;
🔸 probe core parameters have inconsistent order when selecting part from the list compared to selecting already placed part;
🔸 time parameter is not a valid number error in the console every time you start a flight;
🔸 rcs engines VFX is completely missing;
🔸 spacecraft suddenly rotate on docking;
🔸 warp to maneuver not working when time is paused;
🔸 wrong TWR is calculated on active stage when orbiting any other body than Earth;
🔸 spaceport lose global illumination and camera starts to jitter if double click on any surface object on the map other than space center;
🔸 Structural Adapter Octahedron-Hexagon is missing side dynamic attachments;
🔸 when attaching something to Wing or Inner Wing Type C1, attached part are floating far from wing surface.
🔸 [Mods] surface object mod doesn't detect facilities change after first save;
🔸 [Mods] facility get the wrong type when changing it to runway or parking;
🔸 [Mods] facility marker have an incorrect position;
🔸 corrected tooltip for F action (its changing pivot point now);