Jump to content

Search the Community

Showing results for tags '1.2'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Hello guys, after two long days of trying to fix the problem on my own, I have to surrender. Maybe you can help me with my problem. Since the update to 1.2 I don't have any sounds in the game. First of all I will give you some information about my system and then I will show you what I have already tried to solve the problem: OS: Windows 10 Home 64-bit (10.0 , Build 14393) Intel Core i5-4570 @ 3,20 GHz 8192 MB RAM Nvidia GeForce GTX 760 (2GB) Creative Soundblaster Play ( external USB Sound chip) ------------- What I have already tried: -checked that KSP is NOT muted in the windows sound balancer and sound chip software -checked KSP update is not corrupt ( I deleted the entire game and downloaded/installed it again) -tried 64 bit and 32 bit launcher -checked all settings ingame -updated all drivers ( sound chip / graphic drivers / direct X / windows update / etc) This is my KSP Log : ------------ All other games and sounds are working fine. Before the update to 1.2 there haven't been any problems with KSP or other games before. I checked the folder structure with a friend of mine who has no problems with the game (everything looks the same). Also in the log and loading screen of the game all sounds are loaded. When I start the game in window mode I guess there should be at least some green sound indication in my windows sound balancer during KSP main menu as there should be some background music, but there is no indication. Also during the game, no indication from the sound balancer which is set to 100%. Thanks in advance and I hope you can help me, so I can enjoy KSP Version 1.2 like many of you already do! Tim
  2. So i have recently upgraded ksp to 1.2. I want to use my existing quicksave that i use since 1.0.5. its sandbox but i have massive progress done in it. i have rovers and probes on most of celestial bodies in the kerbol system and few ongoing missions. transfer from 1.0.5 to 1.1.3 worked, but when i open it in 1.2, things like communication networks (things that ar new to 1.2) dont work. Communication thing in upper left corner isnt showing up with old quicksave, but when i crate new save, it works. Also, i cant aim my camera. KerbNet doesnt work because there is no connection to ground stations. when i opened quicksave as a text file and looked for game version it said 1.1.3. i tried to change it to 1.2 but that doesnt work. Also, my saves are modded if that helps (im using usi ls, usi mks lite, eve, asteroid day, kis and few part mods) does anyone know how to transfer quicksaves from 1.1.3 to 1.2 WITHOUT losing features?
  3. 1. Is there a hotkey or similar to switch focus back to either your vechile or Kerbin? When I'm setting up a maneuvere node for the burn to one of Kerbins moon's, I switch focus to that moon to check I'm heading for the correct side of the moon (so my final orbit will be in the same direction as any orbital lab). I then need to return the focus to Kerbin to click on the appropriate part of my vechiles orbit to use "warp to next maneuvere node". Currently I do this by zooming out, positioning the camera behind Kerbin, then zooming back in enough to click on the planet. Is there an easier/quicker way? 2. Additional. When visiting Kerbins closest neighbours, do you tend to aim in front or behind the moon? I always aim a little in front, purely because that's what Apollo did and it keeps things consistent when I want to dock with something already in orbit. Is there any advantage in choosing one direction over the other? Or is it just down to player preference?
  4. Or is fuel transfer like totally off now? I'm in early career, 1.2 and see I cannot "recharge" batteries this way. (lack of fuel transfer is going to be hard too, if it's totally disabled...) Ok, see it in the upgrades now. Sorry for the post.
  5. So, the new fuel flow thingiemabobber is in. Problem is, i have no freaking idea how to build shuttles anymore :C I was used to the old and clunky system, i had everything balanced and all... But not anymore. Does anyone have any idea how to make shuttles as of 1.2? Or, do we switch to SpaceX and praise our Lord and Saviour Elon Musk?
  6. How far apart can parts get before they become unattached? In the picture below, you can see a fair bit of daylight between the different parts making up this basic plane. I had accidentally reversed the thrust on only one of the two wing mounted engines, causing it to go into a very rapid spin. Once I had regained control, some of the parts had altered the angle of attachment to the next. I would have thought my plane would have disintegrated long before it reached this stage! Regards Clipperridde
  7. Couple of Questions about KSP 1.2 Fuel Flow & Satellite Designs I’m just wondering where do we access the new fuel flow in KSP 1.2, I tried to launch a rocket using the old standard Asparagus Booster Setup & the Rocket stalled short off launch. I know that I had plenty of fuel but it just stopped flowing. I’m not sure why except for the new fuel flow system is my only guess. Also I just need to know how antennas many per satellite in KSP do we need make a good communication system similar to NASA TDRS System (Tracking and Data Relay Satellites)? Plus is there a way to figure the Delta-Vee needed for an elliptical orbit so I can launch multiple satellites at once. Thanks,
  8. I'm having problem with communication, I have a HG-5 antenna on all of my satelite with only KSC as a ground station enabled. However my one satelite which is blocked by Kerbin and cannot talk to KSC is unable to talk to other satelites, why does this happen? http://imgur.com/j05BjlZ(screenshot)
  9. Hey there forum! I was introduced to this game through the PS4. What a mess. I went out and bought a computer just to play this game! To my point... Can you tell me what mods I need? Is a flight stick recommended? Thanks in advance my friends!
  10. Hi everyone, I am still under 1.0.5 and really want to switch to 1.2. before when passing from 0.90 to 1.0.2 then 1.0.5 I was only interested to transfert my craft then restart a new career, but here there is a dilemma for me : I really like my crew members and don't want to lose them. What can I do to keep and transfert them to a new 1.2 career? Is copy/paste the crew datas in the persistent.sfs file just be enough and will not breed conflicts in the game?
  11. First: I'm a newbie to the game. Purchased the game from the KSP store about a month or so ago. Almost ready to start the career mode. I seem to be failing at updating to 1.2. I've tried updating with Enhanced Nav Ball and Kerbal Engineer Mods both in and out of the GameData folder with the same results. I use the launcher and hit the update button. Entered my user email and password. Run through the process and ended with this several times. also had this error. hit ok, a command box popped up with a bunch of text scrolling. The game started and it looks like I'm still running 1.1.3 Here is the output_log.txt file. What am I doing wrong. Please help. http://pastebin.com/WuD7j1Bw https://drive.google.com/file/d/0B9Kb85M30wE3am4zR0pvYTBrS0U/view?usp=sharing
  12. Well, as the title suggestions, it seems to me that manuever nodes are moving around. Not the nodes themselves, but the manuever marker on the nav ball and the manuever node's projected orbit. I am playing with mods. I didn't notice this happen around Kerbin, but it started being very noticeable when I got to the Mun.
  13. I have a problem, when i try to go to the Space Center, it just don't go, i opened the debug menu if it helps: It shows this when i try to press "Leave Facility". Please, i can't play the game like this...
  14. Hello everyone! Kerbals hit a milestone, they are now interconnected and they can hear you Loud and Clear! Let your imagination fly with new possibilities, build communication networks, control vehicles remotely and explore every inch of the Kerbol System in ways that weren’t possible before with this new update! Kerbal Space program 1.2: Loud and Clear includes a broad range of improvements and features that will enrich the overall game experience, such as the introduction of CommNet and KerbNet, a rewrite of the Stability Assist System (SAS) that makes your launches more accurate and fuel efficient, an engine change from Unity 5.2 to 5.4, more tweakable options for many parts, a complete fuel system redesign, and much more! Here are some of the highlights for this update: Set up your own communications networks and have better control over your probes even when they cannot establish a direct connection. Link your probes back to Kerbin via an antenna to be completely autonomous and build relay networks for better science transmission! Use satellites for reconnaissance purposes, scan the terrain below you, find biomes and anomalies, and place custom waypoints with a targeting interface. The Fuelflow system has been rewritten and now you have total control over how the fuel flows through your vessels! The stability of Wheels has been greatly improved. Your rovers, wheeled vehicles will now turn and handle smoothly, making the overall driving experience more pleasant. Aircraft are also more stable, and all wheels have realistic load limits. Kerbal Space Program 1.2: Loud and Clear is now available on the KSP Store, Steam and will soon be available on GOG and other third party resellers. This update will eventually be released for consoles, too. For the time being it is only available on PC. Changelog: =================================== v1.2.0 ============================================================ +++Unity 5.4 * Engine change from 5.2 to 5.4.0p4 +++Libraries and Packages * Implemented Text Mesh Pro, which basically vectorizes all of our fonts, making them look much better, especially at larger font sizes. Also has a lot of extra utility that we can leverage for various effects. * Upgraded Vectrosity to latest version. * Upgraded Vehicle Physics Pro to latest version. +++Code cleanup * Heavily reduced garbage generation caused by foreach loops, Linq usage, and various other things. * Made sure that all of our singleton classes properly clean themselves up. * Optimized KerbalEVA. * Rewrote CrewManifest and related crew handling (roster, vessel crew list, etc). * Optimized PartModules. * Optimize latitude/longitude/altitude calls to often use a combined get-all method. * Fix how some enumerator interfaces are declared in classes. * Optimized waypoint site name generation to generate a lot less garbage with its string lists. * Many part modules now cache parts instead of polling the entire vessel multiple times per frame. * Revised how most forces and torques are applied (see note on this subject below in Moddability). * Added DoubleCurve * ScenarioModules now awake and load during game load and so are valid in modules' OnStart. * Considerable work to Krakensbane and FloatingOrigin to improve precision and performance and lower garbage. * Various ISRU fixes and performance improvements. * Default KSPEvents and KSPActions to being nonpersistent in terms of state. This means all their fields won't be serialized/deserialized to and from the save game files. * Now always use g0 = 9.80665 and G (big G) = 6.67408e-11 for gravitational constants. +++Flow Overhaul * Rewrote resource flow entirely. Now just four flow modes. Can set per-tank priority for all but AllVessel and NoFlow. Surface crossfeed for rocket engines as well as jets. Fixed priority issues. Much faster. PartResources no longer MonoBehaviours. Can set crossfeed per attach node. Electric Charge now uses STAGE_PRI so can be prioritized. Resource transfer in flight can be set to require valid crossfeed for those resources which obey crossfeed. With Advanced Tweakables on, can see flow graph in VAB/SPH (right-click on a part). +++SAS * Fixed SAS unlocking for all ships in physics range when maneuvering the ship in focus. * The code for the older “Stability Assist” and somewhat newer “Pilot Steering” modes has been unified. * SAS now dynamically adjusts for the vessel’s mass properties and available control authority. * SAS uses a “stability decay” method to reduce oscillations (or twitching) when very near the target orientation. * Pilot Steering modes now include a “coast” and “stop” mode when transitioning between steering points. +++Wheels * WheelColliders are now properly handled by collision manager, and no longer require the wheel "blocking" workaround to clip into other parts. * Fix hill "sticking" force overcompensating, resulting in a not so slow drift uphill when parked on one with wheels or legs. * Wheel deployment modules now search along the animation timeline upon retraction for the time closest to where the wheel suspension is located, instead of starting from 100%. This fixes the hop when retracting landing legs. * Added tweakable that allows player to specify whether his wheels deploy while shielded in a cargo bay. * Fix landing legs being exported to the wrong collision layer. * Wheel gravity is now properly handled in a standard manner, which should fix a good deal of instability. * Fix EVA kerbals blowing up wheels on contact. They now go through them. * Fixed landing legs teleporting from a semi-deployed state to a semi-retracted state when retracted. * Wheel damage does not process damage for two seconds after a vessel loads, prevents spontaneous explosions. * Suspension colliders are no longer disabled for 0.5 seconds upon retract, causing them to fall through the ground momenarily, blowing up your engines. * Deployable landing gear and legs now have deployment sounds. +++Communications Networks * Additional functionality and gameplay components to the Antenna and Probe parts through a series of distinct but related mechanics. When CommNet is enabled, probes will require a connection back to Kerbin or to a control point to have full control, and crewed vessels lacking pilots will have slightly limited control without such a connection. Relays can extend the range of such connections and bounce signals around planets and moons that would otherwise occlude. Science transmission receives a bonus for high signal strength. New antenna parts allow building complex networks, which can be visualized in map view. See KSPedia for more details. +++KerbNet * Added KerbNet, which allows the player to see terrain under their satellite, and place custom waypoints with a targeting interface. Allows the player to see biomes and anomalies at higher levels. Scan field of view for KerbNet varies by part and smoothly changes between surface altitude and orbital altitude. * KerbNet allows all probes and labs manned by a scientist to map as long as they have a communications network connection that eventually bounces to Kerbin. * Gave KerbNet visibility modes to hide some of the interface around the map. * Gave KerbNet auto-refresh settings to allow it to refresh without player intervention. * Gave KerbNet enhanced mode, which activates on some vessels such as rovers to give them better sensors in certain situations. * Add game option that allows KerbNet to either orient to the orbit normal, preventing flipping when passing over the poles, or to orient to north, which is less disorienting for some players. * Many aspects of KerbNet given flavor and fluff. Scanning a sun results in yellow and white noise, scanning a gas giant is similar except hued based on that planet. Stars and scan static can appear in the background past the horizon of a scan. * Resources can specify a scientific abbreviation. Utilized in KerbNet for the mode icon. +++Debug Window * Completely overhauled the debug window to utilize new Unity GUI. * New debug console has syntax highlighting that highlights classes with persistent pastel colors if they bracket their names. [Bracket] your class names in debug logs modders. * New debug console has command input support which is moddable, type /help for a full listing of commands, and what they do. * Added new debug screen for creating kerbals with specific names, genders, skills, levels, and classes. * Debug options for displaying errors/exceptions as screen messages. * Added set orbit debug cheat screen. * Added rendezvous controls to set orbit debug cheat screen. +++Orbits * All anomalies (ObT, mean anomaly, eccentric anomaly, true anomaly) are now consistently negative when approaching the periapsis for both elliptical and hyperbolic trajectories (previously, only hyperbolic trajectories used negative anomalies). This means that eccentric anomaly and true anomaly are now in the range -pi..pi instead of 0..2pi for elliptical trajectories. * Reference frames instead of quaternions are used for calculating orbital position and velocity, leading to increased speed when rendering patched conics. * Improved precision in orbit calculations. * Rewrote orbit targeting / closest approach finding. * Fixed issues where objects jump when going on and off rails. * Fix target orientation markers when the target is on rails. * Refactored such that orbital position and velocity and vessel position and velocity are correct for the FixedUpdate cycle. * Made target relative velocity work for celestial bodies. * Trajectories that re-encounter a body just escaped are now detected. * Trajectories that encounter two bodies now correctly show the first encounter even if it is further out (eg, Mun stealing a Minmus encounter). * Elliptical encounter trajectories no longer flicker. * Conic patch settings (draw mode and limit) are now exposed in the Video Settings. * Added game option for legacy orbit targeting. * Map node labels space themselves out nicely when cluttered. * Targeting info for moons in other SoIs now works. +++Contracts * Contracts are now also weighted by celestial body, so if the player starts declining contracts to Jool, they will see them less often. * Contracts now keep track of if they have been viewed. There are three states: unseen, seen but not clicked, and clicked and read. * Contract weighting now applies negative weight if a contract has been viewed when it expires. * Exploration contracts now always appear in Mission Control if there is not one currently available. * Explore contracts overhauled, they now utilize the same logic World Firsts used to use to select a "package" of related objectives. They can appear multiple times per planet now, and should have a much more logical progression than they used to. * Exploration contract progression slowed slightly, now requires science on a planet before allowing a fly by of the next one. Also, in the early game, return from orbit and return from fly by are required before advancing on the Muns of the homeworld. * Removed old single objective World First contracts, other than the initial four. * Waypoint captions for survey contracts now state the altitude band of each waypoint. * Fix contract orbits not cleaning up properly when their contracts are cancelled as opposed to completed. * Grand tour contracts now require a new vessel to complete, so they cannot be cheesed by keeping one around that has seen every planet. * Fix contextual surveys not properly bouncing the navigation waypoint. * Asteroid recovery objective reworded and given a note for clarity. * Asteroid side objectives in facility construction contracts will now not appear unless the same requirements for asteroid recovery contracts to appear are met. * Crew transfer progress tracking objective reworded to make it clear that it does not need to utilize existing crew. * Reworded objective to hold above a waypoint in stationary orbit contracts for clarity. * If Kerbal G limits are enabled, tourists can either require going unconscious or require not going unconscious during the trip. Check the parameter details! * Adjusted Exploration contract flavor text to work better in multi-objective scenarios. +++Biomes * Biomes for many bodies have been redesigned for clarity, beauty, and utility. And we've hidden a few extra surprises around as well! +++Easter Eggs * Added hidden fun stuff to almost every planet. * Mohole given an empty PQSCity, which allows it to appear in KerbNet. * Gave many easter eggs colliders. * Fix Duna's SSTV not playing. * Unburied Duna's MSL. +++Other Work * Advanced Tweakables option in Gameplay Settings. With it off, some advanced features are hidden. Defaults off. * Autostrutting available for all parts (AT). * Autostruts can be gated behind a technology in career and science mode defined in Physics.cfg, by default it is the same technology regular struts are on. * Add grandparent mode to auto-struts. * Parachutes can have automatic holding of deployment until safe (AT). * Actuation toggles now affect symmetry counterparts in editor (some other RCS/gimbal bits do too). Also hidden under Advanced Tweakables (AT). * Utilize HSV color space in more locations. * Quadrupled the amount of loading screen messages. You know, the important stuff. * Loads of new options in the difficulty settings. * Science data can be transferred by the part-part transfer mechanic (for certain probe cores). * Added physics easing for when landed/splashed vessels come off rails. * Certain probe cores (and the new science container part) can transfer data with no EVA required. * There is an additional drag curve whose function is to raise drag coefficient to a power based on the mach number. This leads to blunter things having (relatively) more drag supersonic than they did and pointier things having (relatively) less than they did. Pods will slow down better on steep reentries and planes will produce drag in better proportion to how streamlined they are (less overpowered airplane drag). * Fairings now include support for placing multiple payloads in them (and showing trusses for said payloads). * Tourist contracts work better with the Kerbal Gee Tolerance option. * Add a small negative contract weight for contracts that are read but not accepted. * Existing resource narrow band scanner ported to KerbNet interface, allowing it to zoom, among other things. * Removed biome readout information and flag rendering on narrow band scanner. * Added ellipsis to many text labels and fields, to prevent overflow while looking nice. * Input keys in the settings screen automatically expand with screen resolution. * Default parachute deployment mode set to "when safe" - players everywhere rejoice. * All tooltips cooked to a nice golden color. * Added Viewmatic Survey Satellite stock relay craft. * Added /b4d455 command, which starts a game off with basically everything. * Background ambiance in the space center scene now fades smoothly between birds by day and crickets by night. * Background ambiance in the space center scene now fades out when at max time warp. * Background ambiance in general no longer always starts at zero, it randomly seeks when the scene loads. Hence, loading a game no longer immediately plays the exact same bird trill. * Most stock planes given a look over based on player feedback. * Added editor part categories for ground, electrical, communication, thermal, payload, and coupling parts. * Screen message text given much higher visibility. * Facilities in the space center now have verbose context menus in sandbox mode, allowing you to see their upgrades. They always show the maximum level of upgrades. * "Require Complete" on antennae is now persistent and its state is saved. * Added community contest winner kerbal and unique waypoint names. * Camera can now be pointed at parts, not just vessel center of mass. * Added Plane and Relay vessel types/icons. * Airbrakes now have deployment limits. * Rebalance fairing panel mass downwards slightly. * Difficulty options for limiting part pressure and G-force tolerance. * Difficulty option for kerbal G-force tolerance. Kerbals go unconscious if their tolerance is exceeded. * Slight performance tweaks to some early 1.25m engines. * Swap around some early science parts in the tech tree. * Redid Eve's atmospheric pressure curve to smooth it out and remove errors. Eve's atmosphere thins out much faster now, so the high atmosphere is thinner. Also tweaked Jool's atmosphere so it rapidly goes from 15 atmospheres to 50 in the last few kilometers to achieve crushing pressures. * Can right-click on icons in the staging list to trigger the Part Action Window. * Support Rigid Attachment (non-bendy) option for part joints in cfg and in the PAW. * Added an "Action Groups Always Allowed" advanced difficulty option. * Add 0.625m heat shield. * Lift from capsules and heat shields better handled to make lifting reentries better (easier). * Restructured in-flight pause menu to better show all options. * Don't lock all controls when using Warp To, only some. * Fix terrain vanishing at 1000m depth. * Allow targeting of close vessels by double-clicking. * Angle the canopies of parachutes in symmetry away from each other. * Resource transfer rate when transferring between parts now based on ingame time (taking warp into account) not realtime. * Fix issues with TR-2L stats. * Show tooltips on kerbal portraits. * Fix scientist skill text. * Fix issue with ladders not being re-grab-able if you board a seat, retract a ladder, leave the seat, then extend the ladder. * Update maneuver node patches (for targeting) when the vessel target changes. * The runway lights now follow the day/night cycle. * Moved a low tech wheel to a lower tech tier. * Moved an atmospheric sensor down to the science tech branch. +++Misc Fixes and Changes * Fixed issue where disabled RCS would enable during staging. Mods need to set stagingEnabled=False in their ModuleRCS blocks (unless they want staging on). * Catch exceptions during part loading so the loading process doesn't come to a halt. * Fix some issues with decouple modules, allow specifying the ejection force vector. * Try/catch the other PartModule update loops so one bad module doesn't interrupt others. * Don't try to set constant KSPFields. * Null check when getting resource mass on unloaded vessels with removed resources. * Remove some debug spam when querying Science Subjects by ID. * Fix Resource Display to show all resources correctly. * Improve launch clamp stability on revert. * Fix an issue with ModuleTripLogger not applying to kerbals in non-root parts. * Ablative shields with Ablator tweaked down in the VAB no longer show up pre-scorched in flight. * Ablative shields no longer show solid black when reaching zero ablator. * Fix serious regression with flow multipliers in ModuleEnginesFX. * Fix a wrong rotation in Moment of Intertia calculations. * Correct stock temperature gauges to use gauge threshold. * Fixed currency symbols not displaying properly when UI scale is changed by using inline Text Mesh Pro sprites. * Probe cores now have a hibernate feature which offers only partial control when activated but draws much less electricity. Can be set to automatically hibernate in warp (advanced tweakable). * Added a game setting for default throttle (rather than keeping it in Physics.cfg). * Fix bug where space center view can be messed up on loading a save from the main menu if the game was switched away from during load (old workaround was clear the input locks). * Renamed Science Tech to Scanning Tech since that's what it's for. * Fixed where CoPOffset and CoLOffset had CoMOffset added to them during application. * Fixed where an exception during loading of parts would stop the game loading. * IVA navball works like normal navball (vectors hidden when velocity is too small, radial and normal cues show only in Orbit mode). * Fix an issue where prop requirement met (on engine menus) was not being intuitively correct. See note in Moddability, below, for how to update jet parts. * Fix kerbals sliding on ladders. * For EVA kerbals, 'SAS' light shows whether the kerbal will reorient when a translate key is pressed (as set in Input Settings). T toggles this behavior when in EVA mode. * Several dialogs (such as quicksave) now accept Escape and Enter keys for dismissing or accepting contents. Science reports accept Tab to cycle messages. * Quicksave and Quickload hotkeys (F5/F9) work in KSC view. * The VAB/SPH part search tool now clears when pressing Escape. * Crossfeed toggle module can now require a technology researched to enable itself. Radial decouplers now cannot toggle crossfeed until Fuel Systems. * Fixed loader info in saves to not contaminate a stock save if you load a modded save while playing pure stock. * Can toggle whether navball hides going into map view. * Can now use antenna's Start Transmission action in control groups. * Added ability to register credit for Kerbal experience gains in the MPL * When a Kerbal plants a flag, credit is given to all landed/splashed Kerbals in physics range. Prevents the need to have flag-planting parties with large crews. * Made celestial bodies rotate in the R&D archives again * Updated in flight Pause Menu to include Load, Save and Exit options * Updated in flight quickloads to show more detailed load dialog * Fix CBAttributeMapSO (biome detection) to use only nearby biomes as candidates, not all biomes. * Fix for vessels not retaining targets on quickload * Fix for targeting hanging up in limbo state when reverting to launch * Fix for losing targeting when switching vessels (such as when docking) * Targeting properly restores for individual parts (i.e. docking ports) during quickload and vessel switching * Fix for Tracking station list deselcting active vessel on list changes * Fix for Map filter hiding the current and/or targetted vessel * Fix an issue with stars fading in/out instantly. * Add lift and drag displays back to wings/control surfaces. * Fix some EVA state issues not updating correctly, leading to kerbals getting stuck 'floating'. * Retractable landing gear produce less drag than they used to when retracted and much more when extended. * Enable staging toggling on fairings. * Fix ModuleSAS in standalone mode using real time not game time for resource requests. * Properly format facility name in editor exit dialog. * Stopping near things no longer keeps EVA interaction messages open in map. * Corrected usage of the word "topology" in ScienceDefs. * Settings screen does not actually set the resolution unless the resolution actually changes. * Mark 2 docking port given the same tooltips as other docking ports. * World First speed, distance, and altitude records can no longer be set while in a prelaunch state. * Fix engineer report entries not updating when their icons change. * Fix Skywinder stock vessel having no description. * Fix typos in stock "SatelliteLauncher" craft file. * Fix early game progression cheat not unlocking the science progress node. * Manufacturer added to mystery goo. * Part search now splits search terms on dashes, fixing searches for several engine designations, and things like "Convert-O-Tron". * Version text made more visible in experimental builds. * Using curly braces in a vessel name no longer obliterates the universe. * Resource scanners now show "0%" rather than "Unknown" if the area is known, but the resource abundance is super low. * Remove roll torque on docking ports (by default). * Fix pod lights not being in Lights action group by default. * Fix some zeroed attachment vectors on parts leading to log spam. * Fix drag from struts and fuel lines. * Vessel G-force is now reported correctly when on rails. * Fix issue with ModuleDeployablePart (and solar panels, which derive from it) always reporting multiple drag cubes even when the animation isn't the panel's and it doesn't track the sun. * Fix long-standing bug with FlightLogger not logging Gs right. * Fix missing manufacturer for Mystery Goo. * Ion engine now has resource bars, and will leave a tiny bit of EC remaining when drawing EC so the vessel can still be controlled. * Fix issue with ladder tests in Engineer's Report. * Fix explosions moving with vessel. * Fix issue with command seat and docking port joints. * Fix vessel counts in vessel type filters. * Fix shielded docking ports to not be stageable. * Fix issue where parts would play their staging FX on load, not just on staging. * Fix an issue with zero drag area breaking physics. * Deactivate Lab if it is activated and no scientists are present. * Improve stars' fade-in-fade-out during dawn and dusk. * Fix issue where loading an unloaded vessel with a converter will lead to it not processing all ore. * Default to not logging (to flight logger or to the log file) when engine exhaust heats a part. * Show negative funds and negative altitudes (depth) by turning the widget red. * Fix issue with screen rotating when KSP is not the active application. * Ignore launch clamps when getting craft size for facility checks. * Fix CoP/CoL on two fins being off. * When finding first vessel control source, require crewed parts to also have the command module on them before they are valid candidates. * IVA radar altitude gauge shows height from seabed when underwater. * Fix initial rotation of LT-1 and LT-2 landing legs. * Don't allow docking port shields to be closed while docked. * RCS thrust forces array properly zeroed when RCS is not firing. * Fix Offset Gizmo issue for surface mounted parts with colliders that don't cover the entire visual model (like the LY-01). They will no longer jump when an offset is attempted. * Fix vessels/kerbals landed on other vessels teleporting to the ground on load. * Fix issue with a kerbal targeting a vessel and boarding it leading to maneuver node functionality being broken. * Fix wrong vessel being made dominant during docking if the docking is so fast as to skip the acquire phase. * Fix Aero FX being improperly applied to some explosion FX causing square particles and slowdown. * Fix planet orbits sometimes not responding to clicks (or responding when clicked off-orbit). * Empty science containers (or containers with limited capacity) may show experiment count/capacity. * Fix problems with sliding maneuver nodes. * Fix landing legs exploding when landing on Gilly. * Fix handling of mouse interaction with solar escape trajectories (for maneuver node placement). * Fix bad things happening when quickloading while warping. * Fix IVA overlay button not always responding. * Fix offset target markers when more than 200m away. * Tweaks to wheel autoboost to help with wheels. * Increased allowable gizmo offset when holding SHIFT. * Fix bug when transferring fuel from an empty to an empty tank (causing the universe to come unglued). * Added highlighter brightness factor to game settings. * Added settingsload and settingssave commands to debug console. * Added highlighter colors to settings.cfg so they can be edited as well. * Added in flight UI for highlighter setting. * Add Mouselook mapping to settings screen. * Add shielding status to parts. * Add Lights to MPL. * Fix occlusion shielding radius values for Cargo Bays. * Add version stamps to save files for version save created in and version last saved in. * Fix issue with WarpTo orbit jumping. * Add "Always show closest approach for target" markers option. * Fix AppLauncher not having global scale applied. +++Moddability API Docs: https://kerbalspaceprogram.com/api/index.html * Added FlightGlobals.VesselsLoaded and FlightGlobals.VesselsUnloaded which lets us iterate over a specific portion of Vessels without checking the entire list. * Added onVesselPartCountChanged event, fires any time a part is added or removed, the moment it happens, unlike onVesselModified. * Added onVesselStandardModification event, collects various vessel events and fires them off with a single one. (onVesselPartCountChanged, onVesselModified, docked, undocked, et al) * Added onScreenResolutionModified event, fires when the screen resolution is modified. * Added many accessors/setters. * Vessel control level can be clamped to a field in Vessel (so can be restricted to Partial even if otherwise would be Full). * GetModuleMass/Cost methods can now be passed the situation. * Fix where kerbal mass (if set to nonzero) was not applied in the editor. * Added two new dictionary-related classes (DictionaryValueList and ListDictionary). * Celestial bodies now cache all of their PQS Cities. * All game root nodes now generate a random persistent seed, which is different from game to game. * All forces on valid parts except wheel forces are now done via Part.AddForce/Torque/AddForceAtPosition. Note that the forcemode used is Force; to use a different forcemode, convert the force to the correct amount. It is the job of the Flight Integrator to then apply all these forces to actual rigidbodies (rather than all the disparate modules' job). * Use mass-weighted average angular velocity of parts for vessel angular velocity. * ITorqueProvider now reports two Vector3s, positive torque (that produced by control actuation 1,1,1) and negative torque (that produced by -1,-1,-1). * Added various accessors. * Node definitions can take an extra digit after size, either 0 or 1: that sets whether the node can crossfeed. Defaults to 1 (yes). NODE definitions can take crossfeed = True/False * ModuleEngines now supports `clampPropReceived = True`. This will clamp the ratio of propellant requested based on prior results, so if IntakeAir is listed first and less than the full requirement is returned, it will request only that ratio of further propellants. In this case the "Prop Req Met" display will show the minimum requirement-met ratio rather than the average. Engines that use IntakeAir (or other cases like that) need to have `clampPropReceived = True` in each of their MODULEs that do that, and need to have that PROPELLANT first and the other PROPELLANTs later. See stock jet cfgs for examples. * Added another crew transfer event. * Added more startup options for KSPAddon * Allow kerbals to have/save/load arbitrary experience points. * ResearchAndDevelopment.GetTechnologyTitle(string id) will convert a tech ID to a tech title and is available as soon as parts start loading (can be used in GetInfo() ). * Support max pressure (dynamic + static), `maxPressure`, and max G, `gTolerance`, for parts. * Added system to allow mods to add custom difficulty settings. * Added CelestialBody.hasSurface so mods that add a PQSController to gas giant don't cause silly things such as "Plant a flag on Jool" contracts. * Replaced all checks for experience traits (Pilot, Scientist, Engineer) with individual experience effects. They are now loaded before part loading so can be queried in GetInfo(). * Icons in TechTree.cfg can now use a relative path (allows mod icons to live outside the Squad directory). * Added KSPAssemblyDependencyEqualMajor as an attribute. Use instead of KSPAssemblyDependency if you want to force requiring the stated major version, not >= the major version, from your dependency. * If you are setting a vessel's position and/or changing its orbit, call Vessel.IgnoreGForces(framecount) on the vessel for the number of frames that g forces should be ignored (try 1, then 2 if that doesn't work, etc). * ModuleDeployablePart (covers antennas, solars, radiators) also has a gResistance (for Gs) as well as windResistance (for Q). * Crew transfer now derives from a generic abstract PartItemTransfer class. Classes can derive from it to implement any kind of (crew transfer-style) part-part transfer. Also we fire an event right before a crew transfer is created so mods can just kill it and easily create their own CrewTransfer-derived class and have that be called on that event. * Extended ModuleScienceContainer to allow sending and, (from ModuleScienceExperiment) receiving, experiment data. Also added support for a Collect All option to such containers. * ModuleColorChanger supports changing arbitrary shader colors and implements IScalarModule. ModuleAnimationSetter works similarly and is used to more directly link an animation to being set by IScalarModule. * PartModules now support upgrades. In a MODULE node, add an UPGRADE node. Inside that add one node per techID you wish to provide upgrades, in ascending order. Inside that place keys and nodes you wish to upgrade. e.g. `UPGRADES { basicRocketry { maxThrust = 250 } }` will change maxThrust to 250 once basicRocketry unlocks. Upgrades will never override persistent data. Further, by default they overwrite each other; to make a node apply on a clean slate (so you can, say, add two PROPELLANT nodes and not have them conflict due to the overwrite logic) set `IsExclusiveUpgrade__ = True` in the upgrade's node. That will clear the upgrade state and apply that upgrade fresh. Upgrades are applied only when you add a part to a craft in the VAB/SPH, they don't magically apply in flight. When a part on a craft is upgraded, a new option will appear in the PAW (when in VAB/SPH) where you can view the current stats of all those modules with upgrades. * ModuleEngines now supports alternate (RealFuels-style) throttling and rates. * ModuleEngines now supports throttle-Isp interactions. Turn on with useThrottleIspCurve = True and set the throttleIspCurve and throttleIspCurveAtmStrength curves. Final Isp = input Isp * Lerp(1, throttleIspCurve.Eval(throttle state), throttleIspCurveAtmStrength.Eval(atms of pressure)) * Support part upgrades, see docs. * Added events dealing with kerbals going on/off ladders on parts and added a new vessel field for accessing the vessel of the part of the ladder the kerbal is climbing (if all of those are valid). * CelestialBody now has thermo/atmo stats methods so FlightIntegrator's temperature calcs can be called from anywhere / any mod. * Events that throw an exception now print the full stack trace. * PartModuleUtil.PrintResourceSI() is now just KSPUtil.PrintSI(). * Add ModuleDragAreaModifier with field areaFactor. Note: this will also affect buoyancy and thermo. * Added ModuleHeatEffects and FXModuleThrottleEffects which can take any number of IScalarModules and are set by skin temp and throttle respectively. * AvailablePart.entryCost is now get-only and calls a static delegate so they can be * FindEngineNearby and FindEngineInterface are now PartModuleList methods instead of being duplicates in FXModuleAnimateThrottle and ModuleAlternator. * Many KerbalEVA, Kerbal, and KerbalExpressionSystem methods made virtual, and kerbal spawning in ProtoCrewMember and EVA spawning in FlightEVA made delegates. * Added IContractObjectiveModule, which allows mods to specify valid parts for contract objectives, rather than it being configuration based. * Waypoint captions on the map are now moddable. * Added game events for CommNet status changes both for the connection in general and the connection to KSC. * Added game event that fires when PQS starts, just before the sphere is started. * Added game event that fires when PQSCities start. * Added game event for orbital resource survey completion. * Added game event for vessel control state changing. * Orbit now has a constructor that clones another orbit. * Vessel now has a method to kill all parts in permanent ground contact (eg: launch clamps). * Added ModuleGenerator.isGroundFixture for launch clamps. * The "escape" progress milestone now uses standard World First award methods, which allows it to be disabled by mods properly. * Icon_Hidden tag now hides all children of the transform so tagged. * Add requiresFullControl to events, actions, and UI controls. If false, will work normally in full and partial control and refuse to work only with no control. If true, will work only with full control. * AssemblyLoader ignores abstract classes. * Support symbols in the font. * Made Kerbals and EVA kerbals more moddable. EVAs and the flag now have partial part cfgs which can be modded. All Kerbal and KerbalEVA methods are virtual and the FSM is opened up. New hooks added. * Made vessel load/unload/pack/unpack ranges changeable in Physics.cfg. * Support adding options to the game difficulty screen. * Vessel now has radarAltitude. Use it for min(altitude, heightFromTerrain) * add PartModule.OnIconCreate which runs just before the partmodule is stripped from the icon gameobject when the editor part icon is being created. * Particle systems can be registered with FloatingOrigin for handling origin/krakensbane offsetting natively. * ProtoPartResourceSnapshot no longer relies on strings, and its resourceValues node is now inaccessible. Instead, directly get / set the amount/maxAmount/flowState. * PartModules now come with a resHandler object (of type ModuleResourceHandler) for handling ModuleResource / RESOURCE nodes, so code need not be duplicated. * When a landed vessel goes off rails and is detected to be landed on parts, not the ground, it is offset up slightly, controlled by one static Vessel field HeightFromPartOffsetGlobal (default 0.5 meters) and one instance field heightFromPartOffsetLocal (default 0 meters). The vessel is offset upwards the sum of those two fields. * Fix OnVesselSwitching always sending a null reference, add OnVesselSwitchingUnloaded. * Allow reference to Kerbal's animator cache and renderer cache. * Add map toggle interface for mods. * OrbitTargeter opened up, delegate added for creating the on-click context menus so they can be modded. * Add delegates so KB apps can be modded. * Add currency-agnostic CanAfford method. * Add many more options to ModuleLiftingSurface and for customizing body lift. * ModuleAnimateGeneric now supports defaultActionGroup. * ConfigNode now formats float and double values such that no data is lost. * ConfigNode AddValue/SetValue now support most types. * Flag decals in IVAs (InternalFlagDecal module) * Add Crew counts to Vessels
  15. I would really like to make a hex station, but I'm having issues connecting my joints. I lined this up as best I can, but I can't seem to lock onto both ports simultaneously. As you can see, the green circle docked just fine but the red circle is all janky: Is there a way to get both ports to dock?
  16. I've been enjoying ksp for a few years now and have become completely addicted to numerous mods out there, and in the last years ish it seems like the community mods and plugin list has gotten crowded with currently out of date mods that don't work with the latest build of ksp. My thought is maybe we should start another page just for the mods that are fully functional/updated in 1.2 for the ease of finding them instead of going through a huge list of incompatible mods, I'm in no way saying anything negative towards the mods but the current list is a bit overwhelming, especially when they may or may not work with the latest build.
  17. The last time I put up a recipes of disaster I asked for any "recipes" that would break the game mechanics. But that was for KSP 1.1.3, now what about ksp 1.2? I played around with the pre-release but didn't find anything unusual, but I know that other people have been doing a through search for the recipes of disaster. If you do, would you mind to share them to the forums?
  18. I am planning to start my first proper career save once 1.2 and my mods drop. As I have not played a career save for more than 3 launches before, I am unsure as to what settings I should use for my game (funds return, science return ect). The main gameplay mods that I will be using are: •Kerbal Construction Time •Stage Recovery (for spaceX style recovery) •Kerbal R&D •Kerbal Inventory System •The 1.2 Commnet feature at full difficulty •Rald •OPM with Sigma Binaries. I also have mkIV spaceplane parts (minus the engines. I only use the fuselage pieces). Thanks to any help, I may or may not add other mods to this list that I have forgotten. Thanks, Benji13
  19. There is something I'm not getting about fuel flow priorities; check my Munar Flyby Mk I vessel: Fuel priority values are, from top to bottom: 17, 18, 19 and 20. The same for every stack. Looking at the arrows of the fuel flow, it seems like the bottom tanks get drained first, and then two of three immediately on top of them, and then repeat all the way until the leftmost stack is drained the last, from top to bottom. But in reality, what happens is that all three stacks are drained simetrically, from bottom to top. So; looks like fuel priority numbers are showing the real flow, but arrows are not. Am I right? Anyone out there as confused as me?
  20. Hello fellow kerbonauts! I just wanted to mention some of the new features from the ksp 1.2 pre-realese. So here they are! 1: A few new parts like relay antennas. 2: The puff monopropellant engine has been re-textured. 3: The place anywere RCS engine has been re-textured. 4: SatNav. 5: A simplified version of RemoteTech. 6: Two new craft icons, Aircraft and Relay. 7: The pre-realese is now available from the KSP store. 8: There are tracking station all over kerbin. 9: You can create your own kerbals. 10: A stock hyperedit.
  21. I've been really excited to try out 1.2 but whenever I try to get it off of Steam from the beta pre-release, I can't access it. I have signed up for beta on the settings and also singed up for the pre release discussion or group or whatever its called. Am I still missing something?
  22. After KSP 1.2 update, the DestroyImmediate() which used to work with a PartResource as parameter, no longer works, instead it requires a UnityEngine.Object, which PartResource does not derive from. So what is the alternative?
  23. I made a lifter in KSP 1.1, which uses difference in burn time with a Skipper and 4 radial Terriers, so that I can control with more efficient Terrier engins on orbit. But new fuel flow feature in KSP 1.2 allows radial fuel flow, which makes the 5 fuel tanks for each engines exhaust equally, which makes my lifters impractical. So... How can I block the radial flow?
  24. THIS CHALLENGE REQUIRES 1.2 Scott Manley did this in a livestream, so why not! RULES Stock (most mods are broken anyways, so...) No cheats (except hack gravity, of course) Shenanigans are okay, but it'll put you in the shenanigans category. HOW TO Use the alt+f12 menu to hack gravity to 5Gs. Get to orbit. Good luck. You'll need it. It's that simple! Scoring: (Pe*-70) + <mass> + <Kerbals> + <mass after landing> (Thank you @Speadge) *Round down to nearest km Entry requirements: * picture showing your PE in orbit and the craft's mass ("i" button on map screen) * picture on the pad. My entry: http://imgur.com/a/fYrJZ NORMAL CATEGORY SHENANIGANS CATEGORY If someone proves it's possible with higher gravities, I'll add another category!
  25. First off, not sure if this is the right place for 1.2 feedback. There's no separate area and nobody made a post about 1.2 here yet. After starting a new career and realising the connection strength to KSP remained at just about 100% for a sub-orbital hop, I thought about the max distance for a given antenna when paired with KSC directly. They are as follows: 5k (Probes / Manned) 500k (Communotron 16) 5m (HG-5 High Gain) 5b (DTS-M1 / RA-5) 50b (HG-55 / RA-50) 100b (Communotron 88-88 / RA-100) 5b (Tier 1) 5Mm (halfway to Mun) 50Mm (Minmus) ~158Mm 5Gm ~15.8Gm ~22.4Gm 50b (Tier 2) ~15.8Mm (Mun) ~158Mm (Deep Space) 500Mm ~15.8Gm (Duna if close) 50Gm (Duna/Dres always, Jool if close) ~70.7Gm 100b (Tier 3) ~22.4Mm (halfway to Minmus) ~224Mm ~707Mm ~22.4Gm (Dres if close) ~70.7Gm 100Gm (Jool always, Eeloo if close) Note: G is changed to b, to represent "billion" instead of "giga". Distances still use gigameters. The main concerns I have are in regards to the Tier 1 building at KSC. Without upgrades, you can control a probe freely way before you have to worry about Mun encounters (Communotron mostly useless), and a single cheap Communotron 16-S (available very early on, before you even achieve orbit half the time) will let you operate inside Kerbin's SOI without issues (making the HG-5 completely useless, as it doesn't have the power for interplanetary). Tier 2 is also very close to Tier 3 for practical purposes, the only time you really need a Tier 3 is if you want to do lots of Dres stuff without investing in a 50G antenna, or if you want to always talk to Jool. Additionally, using two RA-100 antennas on the connection vessel going to Eeloo would give it enough power to connect directly to KSC at all times. The biggest distance (worst case scenario) comes out at around 126Gm, compared to a range of about 141Gm. If the KSC tiers were changed to 5m/500m/50b and the top 3 tiers to 5b/20b/50b, you would get this chart: 5k (Probes / Manned) 500k (Communotron 16) 5m (HG-5 High Gain) 5b (DTS-M1 / RA-5) 20b (HG-55 / RA-50) 50b (Communotron 88-88 / RA-100) 5m (Tier 1) ~158km (Low orbit) ~1.58Mm 5Mm ~158Mm ~316Mm 500Mm 500m (Tier 2) ~1.58Mm (High orbit) ~15.8Mm 50Mm (Minmus) ~1.58Gm ~3.16Gm 5Gm 50b (Tier 3) ~15.8Mm (Mun) ~158Mm (Minmus, Deep Space) 500Mm ~15.8Gm (Duna if close) ~31.6Gm (Dres if close) 50Gm (Duna/Dres always, Jool if close) This massively reduces the effectiveness of a Tier 1 building (Tier 1 + 50b doesn't even get you interplanetary), and also forces using a network for outer bodies (Jool, Eeloo) unless they happen to be close. Relatively early tech (Tier 2 + HG-5) is enough to allow exploration of Kerbin and its satellites, and the best of the best have halved range to prevent being able to connect from almost anywhere. Tier 3 KSC also becomes mandatory later on as the ranges start to exceed what would be reasonable for interplanetary interaction, and the HG-5 has some usefulness as you can use it for Minmus without a Tier 3 KSC. Alternatively, KSC tiers of 500m/4.5b/50b would match the 10x progression from first to third tier (1x/3x/10x), and would allow some interplanetary connections without making Tier 3 mandatory. This would also allow using the HG-5 with a Tier 1 KSC for Minmus communication, making it an excellent antenna choice early on for those wanting to explore Minmus. A lot of the numbers do end up being strange with the 5m/500m/50b proposition, which could be resolved with changes to the tiers with odd numbers. The following tier values give nice ranges with minimal impact on range usefulness: 3.125k (Probes / Manned) 1.25m (Communotron 16) 5m (HG-5 High Gain) 4.5b (DTS-M1 / RA-5) 18b (HG-55 / RA-50) 50b (Communotron 88-88 / RA-100) 5m (Tier 1) 125km (Low orbit) 2.5Mm 5Mm 150Mm 300Mm 500Mm 500m (Tier 2) 1.25Mm (High orbit) 25Mm 50Mm (Minmus) 1.5Gm 3Gm 5Gm 50b (Tier 3) 12.5Mm (almost to Mun) 250Mm (Minmus, Deep Space) 500Mm 15Gm (Duna if close) 30Gm (Dres if close) 50Gm (Duna/Dres always, Jool if close) By avoiding trailing decimals, it becomes a lot easier to mentally compare ranges. It also ends up looking nicer on GUIs, even if values such as "3.125k" and "4.50G" look arbitrary. Preventing Munar access with Tier 3 + Probe was also intentional, as this makes a dedicated antenna important for anything involving other bodies.
×
×
  • Create New...