Kerbal Space Program
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Lopin18




Posts: 3367
Location: US
PostPosted: Tue, 10th Nov 2015 06:03    Post subject:
OMG i was afraid this was gonna happen when i saw the updated topic.

NO TIME FOR FO4 and KSP!!!!!
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Wed, 11th Nov 2015 02:40    Post subject:
Aaaaaaaaaaand Hotfix is out (1.0.5.1028) :

Quote:
- Reduced engine heating: less explosive decoupling.
- Fixed NRE on Kerbal when the part it's on dies.
- Fixed IVA breaking on crew transfer.
- Fixed typo on Dynawing craft.
- IntakeAir resource is now fully hidden in Resources App.
- Fixed body lift (it now exists again).
- Fixed every instance of part name, so root parts can be detected in all contractual instances.
- Used Unity drag to avoid integration errors on splashdown.
- Clamped parachute radiation.
- Upgrade outdated instances of vessel situations in career saves.
- Included layer 19 objects in potential enclosing colliders for cargo bays. (fixes some occlusion errors)


Smile


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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Lopin18




Posts: 3367
Location: US
PostPosted: Wed, 11th Nov 2015 02:48    Post subject:
Fuck fallout Reaction cant resist
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scaramonga




Posts: 9800

PostPosted: Wed, 11th Nov 2015 04:10    Post subject:
No contest, Unity as well lol Laughing
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Wed, 11th Nov 2015 20:38    Post subject:
http://steamcommunity.com/games/220200/announcements/detail/773852513982742412


Interesting ....


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Cratzz




Posts: 10
Location: Sweden
PostPosted: Fri, 4th Mar 2016 15:10    Post subject:
Kerbal is coming closer to 1.1 with Unity 5 under the hood. I for one can´t wait!

http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/opt-in-prerelease-for-11/

Had a go at a replicating a Phantom using stock parts, pretty satisfied.

https://dl.dropboxusercontent.com/u/5191989/KSP.F4.2.png
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Mon, 7th Mar 2016 22:30    Post subject:
http://i.imgur.com/8JK9F24.jpg

Quote:
Niko1499's KSP Controller! He made it with laser etched acrylic and recycled electronics !




Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Wed, 30th Mar 2016 08:31    Post subject:
Pre release of v1.1 is out on Steam. (under beta branches as usual)

Changelog tooooo big to be reposted here, and performance boost too HUGE to describe here as well Very Happy

Unity5 + 64bits makes wonders.


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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$team, Orishit, Upay, PSN : Athlonic
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Grale
Banned



Posts: 3321
Location: Invert
PostPosted: Wed, 30th Mar 2016 08:34    Post subject:
And you tell me this as I'm getting ready for work Crying or Very sad


MSI X570 Tomahawk |Corsair Vengeance LPX 32gb 3600mhz | Ryzen 5800X3D | EKWB Watercooling | Seasonic Focus GX 850 Gold PSU | 4090 Founders | Predator X34P UW curved monitor | Window Pro 10 x64
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Thu, 31st Mar 2016 00:47    Post subject:
Laughing


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Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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scaramonga




Posts: 9800

PostPosted: Thu, 31st Mar 2016 03:18    Post subject:
Oh look! All mods fucked again Laughing Very Happy
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scaramonga




Posts: 9800

PostPosted: Fri, 8th Apr 2016 15:16    Post subject:
Build 1196

Code:
Reformatted, fixed and revised a lot of KSPedia content.
Temporarily update layerMask on EditorLogic to also include WheelCollidersIgnore.
Gigantor XL Solar Panel fix for AeroFX hanging around behind the vessel.
Slightly improved memory performance when loading games.
Messagesystem should now load messages correctly.
#8580: Typo in scenario description.
Gimbal: fix response speed's storing of old acutation. Fixes #8345
Staging: Made it more mod friendly.
Mun Descent Tutorial: Add failsafe: if Pe goes < 0, advance page. Issue was canceling the autowarp
Allow per part changing of respawn time when kerbals die (some parts might have ejection seats).
Expand the parsearray code a bit in ParseExtensions.
Fixed the gimbal missing passing a transform during refactor.
Added joint break/torque factors to physics.cfg, default to 20 not 10 for now.
Fixed exterior decal materials having incorrect cutoff values.
Fixed part action windows closing during other camera transitions
Fixed messagesystem persisting through large quantities of saves.
Fixed Suborbital Tutorial: Leave MECO as well as regular throttle unlocked. 
Prevent fairings from becoming the root part.
Fixed Mk1 Cockpit flag showing in part icons.
Fixed NRE in FlightResultsDialog
Fix for broken saves causing the "Resume Save" dialog to NRE and freeze.
Fixed MK3 Cockpit IVA navball being inverted.
Fairing Size modifier now uses delta, not absolute, when returning
Fix for subassembly save text highlight spilling out of entry box.
Added IPartSizeModifier to ProceduralFairings .
Fix proc drag cubes adding to their drag each render.
Added save/load for the joint factors in physics globals.
Fixed up a lingering issue with warp to morning.
Added KSPField to fairings to designate the name of the fairing's node.
Staging: changed a few things to allow for stages to be programatically activated in mapview.
Engineers report will not count non-staged parts when checking for engine jettisoned before use.
Procedural Fairings now generate two sets of colliders to reduce IgnoreCollision issues
Staging: Infoboxes will now be properly tied to their resources when docking.
Fixed unbreakable joints and tweaked strengths.
Landing gear texture tweaked (minimized discoloration caused by compression) .
Inflatable Heatshield texture tweaks.
Edited other IVA's and lightmaps for the new shader version.
New Mk2 Inline Cockpit IVA, modified exterior part, modified InternalSpace shader.
Fixed a typo in Adv Construction tutorial.
Mitigated some of the wheel jolting, some remains.
Catch NaN and +/- Inf when attempting to print times.
Fix an oversight with the date interface; make future ranges consistent.
Fixed some issues with ConfigNode.
Update KSPUtil with better parsing and confignode methods thanks to stupid_chris's donation
Part SetIgnoreCollision rewritten and CollisionManager created
Procedural fairing's mesh creation streamlined
Added mod sfs logger, logs the plugins and mods loaded in KSP.
Simplify initialization of Part.layerMask to avoid method calls during initialization.
Mk2 Lander Can IVA Props fixed.
IVAs and their masks fixed and polished.
Fixed for sci lab not allowing transmission after failure.
Fixed Laythe's ocean shadow not recieving shadows.
Fixed mini setting menu not closing when bringing up the flight log.
Fixed NRE during database load from ModuleHighDefCamera.
Fixes for rotate gizmo on frozen parts.
Fixed drills not properly setting up action group labels.
Standardized title of LY-05 to match other landing gear.
Adjusted the LY-60 landing gear mass to midway between LY-35 and LY-99.
Reduced opacity for fairing panels when the part is frozen in the editor.
Fix for runway approach light flares and light on tower.
Refresh context menu when Transfer Dialog is added post-launch
Fixed Bob being in wrong seat index for ARM scenarios.
Fixed a bug where active radiators were not activating.
Fixes zero offset being allowed for the case of parts attached to size0 nodes.
Update circular "part remaining" counter in R&D after single part purchase.
Minor alignment adjustments to KerbalEVA helmet lamps.
Tag common names of engines, as they cannot currently be searched without using quotation marks.
Updating stock thumbnails for uniform lighting and old space plane parts.
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Tue, 19th Apr 2016 15:43    Post subject:
Quote:
KasperVld ‏@KasperVld
Already looking forward to later today



Can you feel the hype ? 1.1 (final/public/for everyone/the real deal) ? Today ???


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Wed, 20th Apr 2016 00:24    Post subject:


Quote:
Hello everyone!

Kerbal Space Program is “Turbo Charged” by the release of patch 1.1!

After almost a year of hard work our major update is finally here! In the package you’ll find a large boost in performance due to the upgrade to the Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you mod the game to ridiculous lengths, and the brand new KSPedia reference guide for all the information you need to play the game!

That’s not all though, here are some of the highlights for this patch:

All new user interface
The user interface has been rewritten from the ground up to take full advantage of Unity 5’s new integrated systems. The ‘parallel’ UI systems have been removed and the game now uses only one system, adding to the performance bonus the update already brings. Almost all interface elements have been redesigned and tweaked but have retained the familiar feel for experienced players. The most notable tweaks can be found in the map view, staging, IVA portraits and the right-click part menus.

Players can now search through parts by typing in text greatly reducing the time needed to find that one part needed to complete the rocket. The Tracking Station will inform the player of a craft’s next maneuver node time, helping players to maintain several active flights at any one time. The Space Center overview features buttons for all the buildings, making sure you don’t miss out on any part of the space program by overlooking mission control!

KSPedia
KSPedia will be the primary source for information on just about anything in the game. New players will find the basics of building and flying explained here, and more experienced players can take in information about more advanced concepts such as docking, in-situ resource utilisation and all the information they need to plan a successful mission to the next planet or moon.

New tutorials and scenarios
The tutorials have been extended and reworked from the ground up. The new tutorials will cover topics ranging from basic and advanced construction and flight, to docking and landing on Mun. Learn how to execute the perfect gravity turn, orbit Kerbin and land the Eagle.

Not only tutorials have been reworked: we’ve extended the available pool of scenarios as well, increasing it by 150%! Use a spaceplane to re-enter the atmosphere and land it back on the runway at the Kerbal Space Center, return a craft without heat shield from Duna, or beat SpaceX at their own game by flying back the first stage of a rocket to the launch pad. These new scenarios will unlock these advanced topics for any player!


A special thank you goes out to everyone involved in testing the QA, experimental and pre-release versions.


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Thu, 28th Apr 2016 22:57    Post subject:
Quote:
=================================== v1.1.1 ============================================================
UI:
* Added FlightUI Element Scaling and Navball Position Slider.
Wheels:
* Added auto-struts to every wheel, similar to fairing payload struts. They attach to the most massive part on the vessel. This prevents wheel suspensions from becoming unstable when the wheel is attached to a weaker part. (Attaching legs to pylons no longer causes vessels to bounce and/or break dance.)
* Fix suspension distance and offset being inversely proportional to the rescaleFactor of a wheel. Fixes LT-1 and LT-2 leg suspensions actually getting smaller despite scale being larger, causing them to visually sink into the ground, and have shorter useful suspensions.
* Some configuration tweaks suggested by GoSlash27 for the free and fixed landing gears have been integrated, which dramatically improve issues with instability on those gears. Thank you GoSlash27!
* Fixed some model hierarchy issues with small and medium retractable landing gears, which fixes some odd suspension forces, an animation issue, and the inability to lock the suspension on these gears.
* Raise the default integration substeps on wheels from 4 to 8, which should dramatically improve the accuracy of the wheel simulation without affecting performance too much.
* Added separate settings for wheel integrator substep accuracy for active and inactive vessels, which can be tweaked in each wheel's part configuration, or globally from settings.cfg. Inactive vessels get slightly less accuracy to improve performance.
* "No crash damage" cheat now prevents wheels from blowing up their parts due to gratuitously large impacts. It does not, however, prevent the wheel from entering the damaged state.
* Halved the deflection magnitude of free and fixed gears, as they are technically much more rigid than other gears, but their lack of suspension travel makes them much more vulnerable to deflection stress, making them twice as tough.
Editor:
* Performed significant optimisation of performance intensive areas such as part attaching and dettaching.
* Implemented general optimisation throughout editor.
* Implemented automatic temporary symmetry when the logic expects the symmetry mode or method to be different. I.e when placing engines on tri-couplers in SPH using mirror mode. Fixes part initialization issues.
Bug Fixes and Tweaks:
* Made Kerbal Portrait and ScreenMessage lists public.
* Show complete cost (base cost + module cost) in part tooltips in editor.
* Add optional PQS shader using all mappings (for modders).
* Tweak skin<->internal conduction, slightly increase internal max temps of Mk1 cockpits.
* No longer spam the log when parsing plugin data.
* Tweak default exhaust heating upwards slightly.
* Change building impact damage to be based on kinetic energy by default, not momentum. Make damage configurable in Physics.cfg. Fixes an issue with building damage and wheels.
* Improve orbit calculation when in 1x warp. Orbit info no longer flickers.
* Show specified rather than calculated sea level temperature when viewing a planet's page in the knowledge base window in map view.
* Add more checks (flameout or port disabled) to RCS's Torque Provider.
* Optimizations to vessel stat-finding and orbital force calculations.
* Add the missing extension method, uncomment the bits that needed it
* Admin facility now with vertical scrolling.
* Adjusted Career Widget Z Pos for higher scaling.
* Restore part delete sound when deleting parts in editor.
* Considerable tweaks to building damage to avoid wheels insta-popping them.
* Renamed the editor filter for Surface Attach to Surface Attach Only to avoid confusion.
* Optimized getGeeForceAtPosition to not recalculate things it shouldn't.
* Increased stability in orbital calculation when off rails.
* Added UI Element scaling for all in-flight UI elements.
* Removed a fix for a 5.1.1 unity bug which had a unefficient complexity.
* Check if the body has an ocean before checking if we're under water!
* Removed text length on input device name.
* Fixed NRE from Underwater Fog.
* Fixed gigantor solar panel showing through the main craft.
* Fixed a bug with science lab science/day display.
* Fixed where the target could be unset in tutorials.
* Fixed latitude not displaying in AeroGUI.
* Fixed an issue where missing directories could break save/load.
* Fixed an exception in Procedural Fairing interstages.
* Fixed inability to timewarp near Jool.
* Fixed some miscellaneous tutorial bugs.
* Fixed an issue with RequestResource on EVA kerbals.
* Fixed an issue with the underwater FX applying even if the body does not have an ocean.
* Fixed issue with decouple action firing jettison in ModuleJettison.
* Fixed lab display rate to count scientist multiplier.
* Fixed memory leak in part highlighter and attach node icon destruction.
* Fixed inability to target things by using map context menu.
* Fixed targeting being improperly locked in map view.
* Fixed typo in science tutorial.
* Fixed an oversight when computing duration/deadline text.
* Fixed for NRE in UIPartActionController
* Fixed colour tint on some parts.
* Fixed multiple docking port joint weakness.
* Fixed KSPedia page corruption from switching scenes.
* Fixed issue with decouple action on jettison.
* Fixed Ap/Pe flickering.
* Fixed an issue where scientist bonus was counted twice in labs.


Hotfix kinda. Wink


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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scaramonga




Posts: 9800

PostPosted: Fri, 29th Apr 2016 07:16    Post subject:
Bet all they modders out there are pulling their hair. This thing ain't stopped updating since release Smile
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Sat, 30th Apr 2016 09:10    Post subject:
scaramonga wrote:
Bet all they modders out there are pulling their hair. This thing ain't stopped updating since release Smile


Maybe.

Quote:
Ted Everett ‏@zedsted 8 h
KSP Patch 1.1.2 planned for release in the next 12 hours, pending any further issues. Doing last checks. Legs now with fewer explosions!


Oh well Very Happy

I will wait to recompile mine Smile

EDIT : and out.

Quote:
=================================== v1.1.2 ============================================================
* Fixed an issue with triggers and convexity in loading models.
* Fixed exception in the Stage Only mode of Vessel Resources panel.
* Fixed for LT-1 and LT-2 landing legs causing a physics jerk when retracting.
* Fixed an issue where some vessels might explode on go to pad (introduced in 1.1.1).
* Fixed an issue with PQS shader accessibility.
* Optimized moment of inertia calculations and some matrix operations.
* Fixed an issue with an offset in the small landing gear part.
* Optimized drag calculations.
* Made wheel autostrutting more configurable.
* Fixed some display issues in KSPedia.
* Fixed an issue in FlightLogger regarding reverting / loading saves.
* Increased brake torque tweakable's upper limit to 200%.
* Added editor tweakables for spring and damper strength for suspension.
* Removed non-working "disable suspension" tweakable.
* Fixed issue with popup dialogs sharing the same title which broke game loading when loading multiple vessels all lacking parts.
* Removed unneeded image effects on UI camera for increased performance.
* Fixed issue where IVA field of view changes applied to flight camera on exiting IVA.
* Remove some garbage creation in Part.Update.
* Fixed an issue where Kerbals on EVA rescue contracts weren't fully destroyed if the contract was not done. Added a check to clear any 'empty' EVA'd Kerbal vessels in existing saves.
* Fixed an issue where Kerbals were able to be renamed through KB.


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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scaramonga




Posts: 9800

PostPosted: Sun, 1st May 2016 06:20    Post subject:
Ckan says your mod is out of date boy! lol Very Happy

C'mon, keep up! Laughing
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Sun, 1st May 2016 09:57    Post subject:
CKAN

Reaction


I don't even manage the Chatterer NetKAN file personally, I guess I will have to recompile the mod just to be safe.
Thanks for the headup Wink


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Fri, 6th May 2016 14:25    Post subject:
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Wed, 22nd Jun 2016 00:14    Post subject:
Quote:
Hello everyone!

The 1.1.3 patch is now available! We’ve taken our time over the past couple of weeks to tackle as many issues as we could in this patch and the results speak for themselves: close to 100 fixes have been logged compared to the previous version of KSP, and we even found time to hide something small in the game that we’re sure a lot of long time fans will appreciate!

Here's the complete changelog:

=================================== v1.1.3 ============================================================

Editor:
* Fixed game crashing during deletion of parts under certain conditions.
* Fixed Gizmos buttons not properly highlighting after loading a craft.
* Fixed Fuel tank Part Action Window sliders to dynamically update symmetry partners when adjusted in editor.
* Fixed frozen parts showing up in front of the main vessel.
* Fixed fairings being see-through when a part inside or behind is highlighted.
* Fixed certain fairing configurations causing inputlocks.
* Fixed interstage fairing panels not being properly deleted when an interstage is removed from the ship.
* Fixed Abnormal lighting and contrast.
* Fixed Re-rooting and attaching frozen parts causing improper part selection.
* Fixed an exception in FXModuleAnimateThrottle when in the editor.
* Fixed inputlock preventing pressing [Delete] key from deleting a part.
* Subassemblies can now be used as the start of a craft (fixes editor being non-responsive).
* CoM indicator now accounts for mass of physicsless parts added to parent.
* "Ground Crew" option now toggles off all animated components of VAB/SPH. Fixes increased CPU Load and Temp.
* "Place" gizmo now provides onscreen message in editor to be consistent with other gizmos.

Orbit:
* Fixed Circular Orbit Ap/Pe jump on exiting timewarp.
* Fixed on-rails SoI transition message to properly report both SoIs.
* Greatly reduce Apoapsis/Periapsis changing with no input, with thanks to ferram4 and eggrobin. option is toggleable in Settings->Gameplay and tunable in Physics.cfg.
* Lower the thresholds for floating origin shift and krakensbane when above the inverse rotation threshold, and use doubles when recomputing velocity during change (and do so immediately rather than via PhysxX).
* GetEccentricAnomaly now correctly returns negative eccentric (hyperbolic) anomaly values when the true anomaly is before the hyperbola's periapsis, and should be more numerically stable.
* GetEccentricAnomaly no longer spams E is NaN.
* Conic patch creation is a little more efficient.
* Ignore G spike on the frame where SoIs switch.
* Orbit reported position will no longer be a frame ahead of velocity.

Misc. Fixes:
* [KSPedia] Fixed Bug with KSPedia asset bundle Dependancies.
* Fixed symmetric part stage icons not expanding in stage manager.
* Fixed Quicksave filename accessibility.
* Fixed Multiple core heat producers not being properly cooled by radiator panels.
* Fixed NRE when trying to overwrite or cancel out of save folder overwrite dialog.
* Fixed E is NaN! tA: (pi) spam with some generated contracts.
* Fixed Flags no longer displaying properly in the Tracking Station Info Box..
* Fixed Flag transparency issues in editor.
* Fixed Science lab spamming the log with "Updating" warnings whenever right-click menu is open.
* Fixed funds penalties not being applied when Hiring Kerbals.
* Fixed being unable to rename vessels via Knowledge Base.
* Fixed NRE in ModuleGrappleNode.Release when parent is null.
* Fixed UI_ChooseOption - onFieldChanged being called even when the field value hasn't changed.
* Fixed Body lift missing when loading the Physics.cfg file.
* Fixed Parts Tooltip window location being misplaced when changing UI scale.
* Fixed issue with the sea level pressure display in the Knowledge Base.
* Fixed an exception in PartModule OnLoad and OnStart causing vessel load failure.
* Fixed a NaN in FlightIntegrator atmospheric thermo.
* Fixed issue in Moment of Inertia calculations.
* Fixed Rocket Exhaust FX not being moved by FloatingOrigin/Krakensbane when emitters are disabled.
* Fixed missing parachute deployment sound.
* Fixed VesselModules not being properly destroyed when a vessel object is destroyed.
* Fixed unit tests from main menu causing every test to be run 4 times.
* Fixed having an abstract UnitTest type causing TestManager to throw an exception.
* Fixed regression that was causing global gravity to be non-zero, which should help with phantom drifting, especially with wheels.
* Fixed a logical issue causing crew rotation objectives to be much rarer than intended on station and outpost contracts.
* Fixed staging requiring two activation's when resuming in flight mode.
* Fixed navigation waypoint getting stuck if a survey is killed in the middle of the flight scene.
* Fixed Waypoint Markers not showing on Navball in IVA view.
* Fixed potential error from generating if attempting to IVA an EVA kerbal that has just been loaded outside of a vessel.
* Fixed RCS TorqueProvider implementation to take thrust limiting and alternate precision mode into account.
* Fixed an issue where the NBS dialog was not resetting its coordinates properly.
* Fixed reported typos and grammatical issues in various areas of the game.
* Fixed ITargetable FlightCoMTracker.GetVessel always returning null.
* Fixed Asteroids all spawning with a mass of 150t, regardless of class.
* Fixed race condition with map filters causing asteroids to be invisible in new games until they were modified.
* Fixed asteroids sometimes appearing to be pitch black while being seemingly immune to light when rotated at certain angles.
* Adjusted science data collection range of Mk1 cabin to match other science options.
* Kerbals can no longer "Take surface sample" while in command seat.
* Fairing base purchase and entry costs adjusted to vary by size.
* Part Action Window for symmetric parts no longer needs modkey to open when a sibling window is open.

Misc. Tweaks:
* [Modding] Additional access to fields in Mission Control.
* [EVA, Gameplay] R&D upgrade text adjusted.
* Added onVesselCrewWasModified, which consolidates many events in which crew changes on a specific vessel. Use this to fix a few issues with crew rotation objectives.
* Added ITargetable.GetActiveTargetable, which allows us to specify if a target should be allowed on something that is part of the active vessel.
* Added AeroFXIgnore layer so some parts (Gigantor e.g.) can have parts of their model ignored by AeroFX. Fixes an issue with odd Aero FX streamers.
* Added "EVA" layer, added it to various cameras, physics casts, lights, and collision matrices to behave exactly like normal parts, except suspension raycasts ignore it entirely. Prevents violent interactions when kerbals touch wheels.
* Added alwaysRecomputeLift to ModuleControlSurface so it can be set to not ignore slight actuation.
* Added wheel weight stress and slip stress multipliers to game settings, allowing players that do not want these stresses to disable them globally.
* Added onCommandSeatInteraction GameEvent, and deployableSeated to science experiments. Use these to disable scooping up surface samples when seated.
* Added Felipe to crew name generation.
* Satellite contract orbit generation made much more modular and maintainable, allowing us to validate generated orbits now. If an orbit parameter becomes corrupt through save manipulation or other means, that parameter can be regenerated without affecting the rest of the orbit.
* Clarify R&D facility upgrade text to make it clear that Kerbin is still fair game for surface samples without the astronaut complex upgrades.
* Crew Transfer more moddable.
* Game is now paused going to MissionControl, AstronautComplex, Admin, R&D and unpaused when closing them.
* Renamed Telus ladder to Kelus Ladder to avoid naming conflicts.
* Improvements to flag rendering in KB.
* Improvements in Tutorial input locks and Error checking
* Adjustments to the Repair/Downgrade costs of the Facilities
* Changed "Cancel warp" to use forward slash instead of Esc.
* When repaired, wheels become temporarily immune to weight and slip stresses, slowly rising back to normal over a period of between 30 to 90 seconds.
* Reduction in the creation of Garbage Objects in Flight scene.
* Reduction in the creation of Garbage Objects in Space Center.
* Optimize Part.GetConnectedResources and Vessel.GetActiveResources for speed and to not create garbage.
* Dramatically improve resolution of asteroid textures, while simultaneously improving their shader performance by 400%. New shader can have very subtle desaturated brown/red hues sometimes.


Smile


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Wed, 22nd Jun 2016 02:09    Post subject:
blackdochia wrote:
http://www.gamewatcher.com/news/2016-06-05-ex-kerbal-space-program-developers-unhappy-with-studio-over-poor-pay

Some nasties brewing?! Very Happy

So they got paid the salary they agreed on but because the game is successful they realised they should have been paid more? That's not how things work. Laughing
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Wed, 22nd Jun 2016 08:31    Post subject:
VGAdeadcafe wrote:
blackdochia wrote:
http://www.gamewatcher.com/news/2016-06-05-ex-kerbal-space-program-developers-unhappy-with-studio-over-poor-pay

Some nasties brewing?! Very Happy

So they got paid the salary they agreed on but because the game is successful they realised they should have been paid more? That's not how things work. Laughing


Well it's not uncommon for a new company, to reward the workers if their product does well.

A lot of the workers from Rovio (Angry Birds) and Supercell (clash of clans etc.) made a fortune by being in the original development team.
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Wed, 22nd Jun 2016 09:31    Post subject:
Depends on the agreement you have made. If you get a share of the profits and you hit it big then great. If you agree on a fixed salary, then that's that.
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blackeyedboy




Posts: 10110
Location: Transylvania
PostPosted: Wed, 22nd Jun 2016 10:21    Post subject:
Any agreement you've made, it's not set in stone, if the two parts (employer and employee) have a good, honest, 'human' partnership.

Of course, in theory (and practice, hopefully), the initial legal agreement dictates your standing with the company. BUT, if, after some time, the company hits the jackpot, then it would make a 'moral' sense to reward with something extra those that contributed to the company's success. It doesn't have to be a fucking Ferrari, but something that would show even a little appreciation goes a long way.


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Thu, 14th Jul 2016 06:42    Post subject:



But how ? Laughing


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
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konkol84




Posts: 3677
Location: Po(o)land
PostPosted: Thu, 14th Jul 2016 10:40    Post subject:
did I see rocket engines at the end of the rotor blades? Surprised
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Thu, 14th Jul 2016 12:24    Post subject:
Yep.

Stock game don't have rotor engines, so the only way to make blades move is to "rocket" them Very Happy


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Fri, 16th Sep 2016 19:43    Post subject:
1.2 Prerelease Changelog
(available through Steam beta tab & their store)

http://forum.kerbalspaceprogram.com/index.php?/topic/147583-12-prerelease-changelog/

Huge list of changes here.


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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lolozaur




Posts: 26310

PostPosted: Wed, 5th Oct 2016 08:35    Post subject:
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