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  • Kerbal Space Program patch 1.1.3 is now available!


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    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.

     


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    3 hours ago, schneida said:

    I'm new to KSP and didn't know I should save my installation to keep Steam from updating it. So know I have a save game which won't load without mods and a modded loaded save game which doesn't allow me to launch any rockets (staging doesn't work).

    Whats the usual ETA for modders to update their wonderful creations, hours (in case of RoverDude which apparently already pushed his updates), days, months, weeks....? Specifically RemoteTech, KSP Interstellar Extended are most important for me, but XScience, Docking Port Alignment Indicator and so forth would be nice to have too.....

    Most major mods will be updated in just a few days, a week tops. It really depends on the mod makers and how much time they have to adjust the broken mods. Some mod makers don't have a lot of time anymore, Like trigger AU, he only just got the alternate resource panel mod fixed to work on 1.1.2 a few days ago, and now 1.1.3 dropped. not sure if that will break again

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    * Fixed regression that was causing global gravity to be non-zero, which should help with phantom drifting, especially with wheels.

    Interesting. It was Niburu, wasn't it? I knew it!

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    1 hour ago, vardicd said:

    Most major mods will be updated in just a few days, a week tops. It really depends on the mod makers and how much time they have to adjust the broken mods. Some mod makers don't have a lot of time anymore, Like trigger AU, he only just got the alternate resource panel mod fixed to work on 1.1.2 a few days ago, and now 1.1.3 dropped. not sure if that will break again

    Using alternate resource panel for 1.1.2 right now with 1.1.3 and am expriencing no problems so far. :)

    Edited by lodger
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    Sorry, I don't have time to sort through all the postings right now but want to get this out there:

     

    I think there is now a bug where the stock game's scaffolding/rocket launch supports:

    1) no longer extend to the ground and instead always stand about 20 feet tall;

    2) is separated from the ground and does not actually stabilize the unlaunched vehicle;

    3) cannot be staged and does not show up as a stage.

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    3 minutes ago, Friend Bear said:

    Sorry, I don't have time to sort through all the postings right now but want to get this out there:

     

    I think there is now a bug where the stock game's scaffolding/rocket launch supports:

    1) no longer extend to the ground and instead always stand about 20 feet tall;

    2) is separated from the ground and does not actually stabilize the unlaunched vehicle;

    3) cannot be staged and does not show up as a stage.

    We've seen this happen in a few modded installs, is yours modded? If so then please verify it also persists in a stock version of KSP. If it does, log the bug at http://bugs.kerbalspaceprogram.com :)

     

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    Just now, KasperVld said:

    We've seen this happen in a few modded installs, is yours modded? If so then please verify it also persists in a stock version of KSP. If it does, log the bug at http://bugs.kerbalspaceprogram.com :)

     

    It is modded. I only assumed it was an update issue because I have not seen it before.

     

    Also, I have...maybe...30 mods or more? It will take me a minute to do so. I will try to find the time to do the test and report so you know, but not seeing it reported here tells me you are correct and I may just stomach it until updates are applied. Then again, I should tone down my mod count. I have other issues like sometimes being unable to attach parts in construct or a magic blue, translucent, transparent sphere taking over my screen.

     

    Don't worry about moving my comments to another thread. I don't intend on making this a debug forum =)

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    20 minutes ago, lodger said:

    Using alternate resource panel for 1.1.2 right now with 1.1.3 and am expriencing no problems so far. :)

    That's good to know, unfortunately Kerbal Construction Time did break and Magico's on honeymoon till Friday, so no hope of upgrade till then at least. my save game SHALL NOT MIGRATE> until that time. playing without KCT is simply illogical. ;P

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    Quote

    * Fixed staging requiring two activation's when resuming in flight mode.

    Thanks! That kept happening to me where I needed to press spacebar multiple times! * Sometimes it's just me forgetting timewarp, but still. :P

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    Oh yeah! This looks great! :D

     

    This is my first comment btw woohoo:0.0:

     

    Edit: Nice one:

    Added Felipe to crew name generation
    Edited by Lloigor
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    5 hours ago, Tallone55 said:

    I too am having problems on Linux. Cinnamon DE on Mint 17.3 crashes 40% of the time (seemingly with no pattern) when I launch the game. The launcher/patcher is completely broken. I've tried adding to a bug report, but it went unacknowleged.

    http://bugs.kerbalspaceprogram.com/issues/7832

    Cinnamon crashes about 90% of the time at some point during the game launch.

    7 hours ago, taniwha said:

    Sounds like you don't have pulseaudio running. Unfortunately, Unity 5.2 requires pulseaudio (rather irks me as I use jackd and getting everything working together took a lot of fussing).

    Nope, I have pulseaudio running.

    5 hours ago, lodger said:

    What flavour of Mint are you using (what Desktop UI)? Cinnamon, Mate or XFCE? Can you check if this also happens with different a desktop environment (e.g. KDE or WindowMaker)?

    I'm using Cinnamon, and KSP crashes cinnamon on launch about 90% of the time, or the game crashes when I try to go into a save file.

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    51 minutes ago, Specific Alduin said:

    Cinnamon crashes about 90% of the time at some point during the game launch.

    Nope, I have pulseaudio running.

    I'm using Cinnamon, and KSP crashes cinnamon on launch about 90% of the time, or the game crashes when I try to go into a save file.

    I'm running Mint 17.3 Xfce edition and while I do encounter occasional crashes, I do by no means experience something like you describe. It's the 64 bit version of Mint Xfce I'm running here on an older Asus P8H61-M LE mainboard with an Intel i5-3450 cpu and MSI nvidia 560GTx-Ti video. Just to give some orientation on the setup I have. This may or may not help you locate possible sources for the problems you describe.

    Edited by lodger
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    Adjustments to the Repair/Downgrade costs of the Facilities

    Wait - since when could you downgrade the buildings? And how?

    Edited by Mjp1050
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    2 hours ago, Specific Alduin said:
    1 hour ago, lodger said:

    I'm running Mint 17.3 Xfce edition and while I do encounter occasional crashes, I do by no means experience something like you describe. It's the 64 bit version of Mint Xfce I'm running here on an older Asus P8H61-M LE mainboard with an Intel i5-3450 cpu and MSI nvidia 560GTx-Ti video. Just to give some orientation on the setup I have. This may or may not help you locate possible sources for the problems you describe.

    Also running Mint 17.3 Xfce with the later Kernel 4.4.0-24-generic, no sign of problems yet (There will be a new Mint version along later, and that will have changes to Cinnamon and the kernel. But Mint is based on LTS Ubuntu versions, and Mint 17.3 will stick around.)

    I think the beta of the next Mint version can be downloaded for testing. I don't feel that adventurous myself. But it might be worth getting involved with the Mint Beta,

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    I love the new monoliths that are in this update, I love the fact that they are so big and are no longer half buried in the ground. However I can only say this for the monolith outside the KSC because I haven't visited any others yet, I hope all the other monoliths are the same as that one though!

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    50 minutes ago, The Space Yak said:

    I love the new monoliths that are in this update, I love the fact that they are so big and are no longer half buried in the ground. However I can only say this for the monolith outside the KSC because I haven't visited any others yet, I hope all the other monoliths are the same as that one though!

    Yup now you can actually find them.

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    I notice when I first launch 1.1.2/1.1.3 on Ubuntu MATE I got crazy flickering, like it was trying to do 2 different window sizes- this last time I paid more attention and it was an error involving Marco, the Window manager (from Metacity). It eventually goes through to KSP and I change it to full screen, and the problem and errors go away the next time it is launched.

    Edited by Waxing_Kibbous
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    just saw this.  Good stuff.

    Quick question, have the wheel issues been fixed / resolved?

    I tried a search on "wheel' and nothing came up so I don't think I have missed it on earlier post.

    Cheers.

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