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Found 8 results

  1. Hello! The release of the console ports has been a bumpy road to say the least. Porting pc games to consoles is an enormously complex task and although we've encountered many issues while doing so, we've learned a lot in the way. We are aware of the frustration that many players encountered when acquiring the console ports of our game and apologies are not enough to amend this. We have to prove ourselves to the community by taking action and solving these issues, so that the players get the game that they deserve. We're glad to announce that we've taken a step forward in the right direction and we've finally released an Xbox One patch that solves the save file issue that players have been experiencing. We also want to let players know that we haven't forgotten about the PS4 port and its european release. We're focusing our efforts to solve the issues as soon as possible. Right now we have a QA team dedicated to test the latest PS4 patch that Flying Tiger has been developing. Unfortunately, this patch isn’t ready for certification yet, but we will keep you informed about any advancement regarding its release. Thanks for your comprehension and support! The KSP Dev Team
  2. Hello everyone! Kerbal Space Program 1.2.2 is live! Here's the changelog for this patch: =================================== v1.2.2 ============================================================ +++ Bug Fixes * Fix crash to desktop when using Aero Overlay display and Part highlighting in Flight. * Fix one final GUI flickering issue regarding the Parts List Scrollbar. * Fix CommNet occlusion multiplier GUI setting. * Fix to prevent kerbals with existing name being created. * Fix MPL(Science lab) ladder sliding. * Fix Grass textures around Research and Development Facility. * Fix for corrupt save files breaking the resume menu. * Fix where some science experiments only trigger once on action groups. * Fix part action menus remaining on screen when switching to the Astronaut complex. * Fix Building Picker Lines in Space Center not being cleared when application loses focus. * Fix null reference exception when overwriting SubAssemblies in VAB/SPH. * Fix resource converters load percentage display not updating after start/stop. * Fix for several issues with the KSC flagpole outside the Administration Centre. * Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC. * Model fixes to the large drill part. * Fix some more Text overflows in GUI. * Fix where Fairings Disappears After using settings in flight. * Fix for strut connectors attaching below surface on SRB-KD25k. * Fix edge smoothing on Mk1 Inline. * Fix particle effects on drills. * Fix asteroid drill mass calculations. * Fix for selecting/focusing craft that are very late for maneuver nodes. * Fix for contracts app showing the wrong number of contracts. +++Modding Stuff * Add a common base class to all gameevents to allow mods to register and fire their own gameevents. * Add method for searching for gameevents and mods can register to other mods gameevents. * Add title to ResourceInfo so we can have a displayname that's not the key. +++LoadGameDialog When a game is saved it now creates an associated metadata file - called .loadmeta alongside the .sfs. This file contains a hash of the sfs save. When the loadgame dialog opens it will compare the hash in the .loadmeta file with the hash of the savegame, and if so it will use the data in the .loadmeta file for the load dialog details instead of parsing the whole save file. +++Miscellaneous Stuff * Biome refresh for Ike, Moho and Dres. * Add Right-Shift as a default secondary binding for editor scroll when not OSX. * Stop inactive aero/thermal data being shown in the editor scenes. * Add display format to difficulty options values. * Vessels now remember active navigation (Waypoints) when loading save games. * Apply Engineer bonuses to drills and ISRU correctly. * Update more details in DOxygen api docs. Cheers!
  3. Hello everyone! Kerbal Space Program 1.2.1 is live! Here's the changelog for this patch: =================================== v1.2.1 ============================================================ +++ Bug Fixes * Fix Maneuver Nodes not showing dV when target changes. * Fix highlighter chewing memory every frame. * Fix CBs being in different places in 1.2 by adjusting GeeASL. * Fix engine glow not originating from engine thrust location. * Fix for non-resettable experiments listing a reset cost. * Fix KSPedia inaccuracy about reentry friction. * Fix for drills shutting down when you approach. * Fix "Mammoth" collider pushing away parts on stage. * Fix for MysteryGoo container having collider too large. * Fix for ModuleRCSFX KSPField. * Fix for contract weights getting messed up in save files. * Fix for Gas bursts on decouplers being in the wrong place. * Fix for EVA orientation on lab hatches. * Removed duplicate "Lowlands" biomes from Mun. * Fix for revert deleting Messages. * Removed writing from Mk3->Mk2 adapter. * Fix for text overflow, etc for flag plaque. * Miscellaneous KSPedia text tweaks. * Fix for Subassembly DropZone tooltip not closing. * Fix for StackGraph not following links across decouplers if one of the decouplers is a root part (Fuel crossfeed issue). * Fix for ladder slide on Mk1 Inline. * Fix for ScientistBonus in ModuleScienceConverter being broken. * Fix loop using wrong iterator in GetModulesImplementingInterface. +++UI Fixes * Fix UI Flickering in Editor when lots of parts loaded. * Fix UI Flickering in MC when lots of Contracts listed. * Fix for Mapnode text not updating when controls locked. * Fix for UIScaling applying incorrectly to the AppLancher and apps. * Fix for asteroid KB Info text wrapping. * Fix for text missing against some Action Menu items for wheel actions. +++Miscellaneous Stuff * Update to Biome Maps for Bop, Gilly and Pol. * Adjust minimum FoV for enhanced mode on Roverbody and NDS to allow more zoom when landed. * Add Reset All Settings option to settings. * Add customizable binding for Editor Scroll Modifier for Zoom - default to left-command for OSX instead of left-shift. * Add new default binding for precision control of "Return" for OSX instead of capslock. * Change default camera reset binding to not clash with Abort Action group. * Change default eva light binding to not clash with translate left. * Allow mods to circumvent contract weight limits Cheers!
  4. Since 1.2 is about to start and I'm playing the pre for some time now I made some patches to enhance my gameplay a bit. This is mostly personal prefered stuff but in case someone likes it I thought I'll post it here so people can use it if they so desire. It's in AddonDevelopment because it's not a real mod or something I'd want to release and maintain, for now. Maybe later. It's just some patches with functionallity I don't want to miss. 1. ISRU and MiniISRU enhanced with the ability to convert Lf+Ox into EC. The rate stays roughly the same (900EC per 1Lf and Ox in the usual relation) as the one for FuelCells, but the EC/s is increased. 2. Crewreports for the MobileProcessingLab. 3. LaunchClamps with 1000EC/s powergeneration. 4. Start with empty MonoPropellant tanks on CommandPods. 5. Jettison fuel from ANY tank. 6. ALL science parts and basic RoverWheels at the start of career. Theyre all available as .ZIP via my GitHub. and need ModuleManager to work. Credit for some patches go back to the guys in this thread wich I started some time ago. And somehow this is a logical continuation/addition to it.
  5. *Keeping this question active!* After updating to the Xbox One patch v x.x.x.1180 patch, I followed the save conversion instructions & deleted the local copies (required by the game), and now my save list is blank. I noticed that even after a complete uninstall and reinstall that the game won't pull (sync) my saves from the Xbox Cloud. Anyone else have anything to add? Thanks, Floby XboxLive: Floby
  6. So, theres been now Close too 3 weeks since release. And even tho this game was released With what i'd Call gamebraking bugs, theres still no News... or even a Word from anyone (Squad or FT) about any upcomming patch. A patch that probably been a hotfix patch. Its not that im expecting the first patch too be upgraded from 1.0.1, but beeing able too save the game, without Extreme limits would be Nice. There are other, what i'd Call gamebraking bugs too, but not beeing able too progress at all, means this Product as it is, is broken. So any News on a Patch yet? And Yeah "blabla console systems are harder becouse of this and that blabla" but trust u me, there Isnt many games out, With these kinds of bugs (wich seriously i'd expect from the betatimes of Kerbal on PC, not a GOLD Console 1.0.1 Version), that would have either left the game unthouched for so long or maybe given theyr custumers a Word.
  7. I'm trying to create a sound mod for KSP, aptly named JetSounds, which replaces stock jet engine sounds with that of some real-life counterparts. In addition, I'm trying learn the ropes of creating a proper ModuleManager patch while I'm at it. I've created custom soundfiles for my mod in Audacity, exported them as .wav files, and placed them into my JetSounds folder in GameData. The folder arrangement looks like this: GameData/JetSounds/Sounds/(soundfiles). Afterwards, I threw together a quick ModuleManager patch to integrate these soundfiles ingame. So far, I've only worked on the J-X4 "Whiplash" engine. Here's the code for my patch: //J-X4 "Whiplash" Sound Rework Patch for "JetSounds" @PART[turboFanEngine]:NEEDS[JetSounds] { @EFFECTS { @running_thrust { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Running_High volume = 0.0 0.0 volume = 0.3 0.2 volume = 0.5 0.4 volume = 0.7 0.9 volume = 1.0 1.1 pitch = 0.0 0.8 pitch = 1.0 1.4 loop = true } } @running_turbine { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Running_Low volume = 0.0 0.7 volume = 0.5 1.0 volume = 0.7 0.7 //Point at which the afterburner crackle starts to set in. volume = 0.8 0.3 volume = 1.0 0.2 pitch = 0.0 0.8 pitch = 0.05 0.8 pitch = 1.0 1.2 loop = true } } @engage { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Startup volume = 2.0 pitch = 2.0 } } @disengage { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Shutdown volume = 2.0 pitch = 2.0 } } } } My problem is that the new soundfiles for "running_turbine" and "running_thrust" are clearly audible ingame, yet the soundfiles for "engage" and "disengage" won't play. It's not that they're too quiet to hear ingame: I've tried turning up their respective volumes, both in Audacity and in the patch above, but to no avail. I'd also like to mention that I'm using vanilla KSP, aside from ModuleManager and my JetSounds mod. What can I do to fix this? Am I doing something wrong with the arrangement of folders in JetSounds, or is there a flaw in my patch? Any help would be greatly appreciated.
  8. Significant problem with 1.1.1 update: SAS: For some cases, it will start spinning out of control, and other cases, just flex like heck. Joints: Significantly weaker, despite Kerbal Joints Reinforcement Vehicle/Gimbal: Vehicle body wobbles a LOT with SAS/RCS off. Gimbal tends to over do autocorrections when not necessary. Hope 1.1.2 will solve those things as well......