Hopefully, the fact that each update will contain more improvements due to that lower frequency helps to offset some of the frustration of waiting. I know the waiting is painful, especially when there are still game-breaking bugs. The update cadence we're looking at right now extends the previous cadence by two to three weeks - structurally, the change is not radical. We want to balance our desire to be Santa (literally the most fun part of my job) against our goal of delivering an excellent product.This is still a dream job, and we're still committed to making this game spectacular. Our velocity is good and our morale is great. Our team is fully funded, properly staffed, and completely focused on executing the full vision of KSP2.To ease some of your concerns, here are a few clarifications: Some have expressed concern that this change signified some dark portent. In last week's post, I communicated our intent to decrease the update cadence during Early Access to allow our team to devote a greater portion of their time moving toward 1.0 and a little less time prepping incremental public updates. Keep up with all things Kerbal Space Program □ This week's challenge is to land on Moho! For more capybara shenanigans, check out this week's roundup. In community highlight news, we've received your capybaras and have found them various cute, hilarious, and unsettling. This is one of our new radial science collection parts (designed by Chris Adderley, built by Alexander Martin, and animated by Paul Zimmer): We've also been building some lovely Science collection parts, which are meant to provide interesting, meaningful payloads for research missions. Check out the full video res version here. The result: no more sun peeking through terrains or oceans, no more weird flare behavior behind vehicle parts, and the sun now shines correctly through visors, trusses, parachutes, and windows! Check it out:ĭisclaimer: This is a compressed GIF version for Steam due to file size constraints. Lens flare occlusion (the scaling/disappearance of the sun's lens flare when passing behind objects) no longer uses raycasts or colliders - now we're literally counting pixels on the sun itself. Our tech artist Jon Cioletti (with the help of graphics gurus Christ Mortonson and Phil Fortier) has pulled off the impressive feat of improving both polish and performance by overhauling the solar lens flare occlusion system. Chris would like me to point out that the fin on the right is shown upside-down so that you can see the beautiful serration detail: One thing they're working on now: grid fins! There were designed by Chris Adderley and brought to life by Alexander Martin. In the meantime, our design and content teams continue to bring new parts to life. Regardless, we're feeling good about our progress in all areas and are confident that the next update will provide good performance, stability, and gameplay improvements. We've already seen a few big bugs go down (you can throw a fairing away now in the VAB without endlessly redeploying its editor, for example), but I'm going to hold off on itemizing other fixes until they're confirmed zapped by QA. We'll announce an exact target date when we're a little closer to the day. I'll start with a bit of good news: the v0.1.3.0 update will be dropping in June. A fine May afternoon to you, fellow Kerbonauts!
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