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KSP 1.10.0 #2636
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The comets are the scary bit in this release. What happens when a comet appears? When a comet breaks down? When a vessel gets close to a comet? Depending on how the KSP team chose to implement them, comets could Just Work™ or they could break major invariants of Principia and require weeks of work. So if you're interested in helping us look for breakages in 1.10.0, please play with comets and report the outcome. |
Oh, and I wouldn't build a debug version if I were you, warp is going to be excruciatingly slow. |
Note that, even when this goes smoothly, it often takes us a couple of Principia releases to check that everything is fine with the new KSP version (see the change logs). Further, as @pleroy pointed out, this one may be messier than usual.
I strongly suspect that, at the very least, we will have to do some special handling to ensure that linear momentum is conserved when comets break down: so far, pile ups only break up into parts that they already contained. |
Good news everyone! The fingerprints have not changed. |
I think there won't be any problems with comets, because in KSP 1.10, comets are also vessels like asteriods. |
Has there been any progress? |
New Version of KSP is out!
git log:
You have something like this:
in ksp_plugin_adapter.cs
I just added
(Versioning.version_minor == 10 && Versioning.Revision == 0) ||
and it looks like it works for 1.10.0 version. Principia GUI is showing, orbits are being calculated, stderr.log is empty, it just seem to be a bit slower than usual (I've build debug version... it's most likely that.)Is there a test I can run to check if the new version has some breaking changes?
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