Devnote Tuesdays: The “We’re Going To Talk About Spaceport” Edition

Been setting some things SpacePport-related that will be shared later this week. Also, I’m doing some upgrading tests to ourForums, so they can be running on the latest version of vBulletin 5.1.0 as soon as possible.

Mike (Mu): We’ve been putting the final finishing touches to the contract system, putting it through some heavy testing and filling in all the blanks.

Daniel (danRosas): Planning out a new animation, this one is going to be fun, and tricky. I upgraded one of the game models, with more polys and texture resolution for the renders. Tomorrow starts CreativaFest here in Mexico City, so we’re going to be hanging out there. There are going to be some cool animation-related conferences. And of course, Max and I are going to be present on Friday (if you’re on Mexico City, you should drop by!) with a conference we like to call “Expanding the Kerbal Space Program Universe”.

Jim (Romfarer): I’m at a loss for words this time since I’ve been doing the same thing as last week and the week before that: tweaking gui graphics, refactoring backend code and bugfixing.

Miguel (Maxmaps): A lot of work soon to be finalized. You’ll be hearing about it soon enough.

Jesus (Chuchito): Checking performance issues, trying to create something fast.

Bob (Calisker): SpacePort has been on my mind and we are excited to share more details later this week about it. KSP is now available HERE, which is pretty cool.

Ted (Ted): Been working with Mike, Jim and the QA Team tying up Contracts with all the final tweaks and fixes going into it, ready for Experimentals soon.

Anthony (Rowsdower): Wrote up a statement regarding Spaceport that the community will be seeing this week. Also discussed some topics that may be put into a potential modding community survey in the coming weeks.



Eduardo (Lalo): Been working with Max and Alex in some coming soon things.

Rogelio (Roger): working on a new model of a kerbal’s space suit for the cinematics, improving geometry, textures and rig for better character animations, also for the cinematics.