GregroxMun

The v1.2 Hype Train Thread - Prerelease is Out

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4 hours ago, klgraham1013 said:

The comms system can be turned on or off.  You don't have to play with it.  I'd call that backward compatibility.

You could do what I do and not update. :wink:

I'm pretty hype to finally leave my current install, though.  It's reaching retirement age.

Agreed, in my current save I am at 41.8M funds and 47.7K science(after CTT completely filled), so once I finish a few last things I'll be ready for a new Career game.(this one was started for 1.1)

Todo list:

Finish new Jool contracts with manned ship currently orbiting Bop(Pant flag on Vall[already visited this trip], Explore Pol, Extract ore from Vall and Pol[into Jool orbit], orbit Tylo, and Rescue from Vall[I have 8 LS recyclers and only 5 crew, it took ~2200 fertilizer to get to Jool, and I filled the tank up to 4K fertilizer while on Bop, so plenty of NOMS to go around])

Rescue Moho fuel station in orbit of Eve so it can top off it's fuel and land on Moho (Manned ship with ISRU due to arrive at Eve in less than 20 days)

Jool Scansat arrival(~ 10 days)

Gilly Fuel depot arrival(~ 50 days)

Bop fuel station arrival(almost 5 years out, should have used a launch window or something)

(may launch Eeloo scansat and Fuel depots for Dres, Eeloo, and Vall if experimentals take long enough, and that would mean a scansat and automated fuel depot(or two) in every planetary system, with a fertilizer-producing fuel depot for every planet outside of Duna)

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Hunting anomalies is going to be so fun! I can't wait for the create-a-kerbal feature either. Hype! :D 

Oh yeah have to finish my Jool 5 first though. No problem though. :)

Edited by Firemetal

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12 hours ago, Myslius said:
Spoiler

 

Big thanks to Squad for this awesome update!

-------------------------------------------------------------------

The Communication & Many Quality of Life stuff Update - KSP 1.2 Changes:
Community Patchnotes Collaboration by: Myslius, TheDigitalChan and others?

* KerbNet - remote control and communication for probes, multiple tracking stations (ground based) on Kerbin, new antennas, Satellite probes can bounce signals if possible/needed,       
Antenna range is calculated with this formula; Sqrt(antenna1 *antenna2)
Upgrading the Antenna-Building on Kerbin improves the range & strength
Bodies can occlude signals e.g. Kerbin, Mün, Duna, Kerbol. (Asteroids can't occlude signals yet)
* Waypoint management, Surface map with biomes, terrain, coordinates and lots of colour options
* Hibernation-mode for probes to use less electricity.(Probe still has basic functions in hibernation-mode, you can still stage, probes can't do fine-controls in this mode)
* Asteroids might have Magic boulder texture (and contain bigger ore concenteration?)
* Autostrut - ability to make invisible strut while in VAB or in flight with a button click, (Struts are shown in the VAB/SPH) (Strut options are; "On heaviest part" or "On root part"), (Stuts update during the launch), (You can see the struts if you have the option on in the Cheat-Window; under Physics, during the flight.)
* SAS no longer overshoots and no longer fights with itself
* Better patch conics - Maneuver nodes no longer disapear or flicker, closest approach markers are more reliable
* RCS sounds (More arcade-like version of reallife RCS thrusters)
* RCS Colour; Normal-Control = White puffs, Fine-Controls = Blue-ish?
* RCS effects reworked (RCS is more Puffy now)
* New model for Puff engine
* Point camera to the center of any part from context menu
* Cheats window reworked - Set orbit functionality added, hack gravity with the ability to set gravity from 0.01G to 10Gs, Whack-A-Kerbal is still there, renamed to object thrower (lame :( ). Create custom kerbals (name, choose gender, stupidity, courage, B@dAss, experience)
* Game difficulty option "Kerbals level up immediately"
* Science storage part with the ability to collect all experiments with single click, also some probes have this ability too
* Changes in Aerodynamics - pointy parts are less dragy and blunt parts are more dragy
* Aerodynamic stuff on wings are now calculated from the center of the part instead of the end of the part(Thus better calculations for planes) 
* Fairings - model changes and multiple attachment points.
* "Tons of parts" physics calculation improved
* Settings - ability not to autohide navball while switching to the map view, custom tweakables
* Kerbals die in EVA at 9Gs
* Kerbal EVA control system overhauled; WITH SAS: movement is like previous versions, WITHOUT SAS: Kerbals don't follow the direction of the camera/With the mouse you can control the kerbal more.
* Added more Kerbal names? ->cuz more devs
* UI Overhaul; fancier font, more UI options/tweakables
* BUGFIX:Kerbals on ladder don't "shift"
* More cockpits have lights and doors that shine in the dark
* (Rover)Wheels are more stable, (possibly landing gears are still iffy)
* Fuel System Overhaul - with added "fuel tank priority tweakable", visual fuel flow (including EC)
* Carreer settings are more detailed, again more tweakables, more sliders and more multipliers
* More Career missions?
* Reduced loadingscreen times, addition loading screens e.g. Boping Bob
* Ablators are no longer simulating blackhole effects
* Water physics are made better, crafts are more stable in the water
* You can no longer gain "Flying above X" eva-science while on ladders
* Hovering on parts gives a more distinct highlight of the part
* Un-added parts in the VAB and SPH are now highlighted red. (Possibly a feature in the options)
* "Communitron 16" antenna can now break off if enough force is applied
* You can now save & load in flight. (different from quicksave)
* Parachutes have the ability to "deploy instantly", "when safe" or "when risky" (With Advanced Tweakables)
* You can now disable Engine Gimbal seperatly(Roll, Pitch, Yaw) (With Advanced Tweakables)
* Rocket Landing gears no longer have a collision with kerbals(Thus fixing a bug)

NOTE: If you want the advanced tweakables, you need to turn it on in the options. Somehow it is not default
Rocket Parts overhaul has been delayed, possibly to 1.3

 

 

One more - fairing deploy can be disabled in the VAB.

This probably ought to have its own thread soon....

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Are the orbital and insertion calculations now accurate again?

I mean: if I'm in kerbin orbit and set a Duna intercept with 10km pe, will it still be 10km pe when I reach Duna? 

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1 hour ago, Kergarin said:

Are the orbital and insertion calculations now accurate again?

I mean: if I'm in kerbin orbit and set a Duna intercept with 10km pe, will it still be 10km pe when I reach Duna? 

They are less inaccurate than they were.

You may not get a 10km pe encounter, but you will get an atmospheric encounter (or lithobraking...), Before the fix, you'd possibly lose the encounter altogether.

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After seeing a couple of the preview vids posted a few pages back, the hype is real! It really looks like wheels are fixed which makes me very happy and the new features look great.

11 hours ago, Temeter said:

Of course I'll also want to visit some tracking station and check how rigid they are, if you know what I mean

An important experiment to be sure! I hope they can be damaged. 
 

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20 minutes ago, Sharpy said:

They are less inaccurate than they were.

You may not get a 10km pe encounter, but you will get an atmospheric encounter (or lithobraking...), Before the fix, you'd possibly lose the encounter altogether.

Thanks!

 

Does anyone know if fueltanks can now also be opened/closed by action groups?

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1 minute ago, Nerfclasher said:

Where is the hype 

5PDLkV4.jpg

(Not mine, was from the 0.25 HypeTrain thread IIRC.)

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33 minutes ago, Nerfclasher said:

Where is the hype 

It seems some hypoterrorists blew up the hype pipeline in Kazakastan, and we've entered a temporary shortage.

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http://i.imgur.com/j7SFfjX.png

Here's my ticket for the Hype Train!

Guess it's time to play the Waiting Game. LOOKS SO COOL! And now, when I play KSP, I WON'T be reduced to  mindlessly killing Kerbals with insane contraptions!

Edited by TopHeavy11

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Loaded like a freight train

Flyin like an airplane

Feelin like a space brain

One more time tonight

Nigh . . . erm I mean HYPE train!

 

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14 minutes ago, Diche Bach said:

Loaded like a freight train

Flyin like an airplane

Feelin like a space brain

One more time tonight

Nigh . . . erm I mean HYPE train!

This feels more appropriate ...

Hype Crazy Train.

Edited by Curveball Anders

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Anyone excited about the expected performance improvements?

It seems like they spent a lot of time on things like caching resource requests and eliminating garbage generation, and there was a demo done a while ago comparing the 1.1.3 code and some pre-experimentals code in a unity dev environment, I seem to remember them getting a substantial performance increase(and performance degradation with more parts should be more gradual than in previous versions as well)

 

I might be less excited about this than I should be due to the 1.1 performance improvements making it so that even when launching my interplanetary ships with life support, I only get mildly yellow performance, and most of the time I stay in the green unless I am using time warp.

 

How about the 'ease in gravity' setting?  I'm pretty excited about not having that 1-2 second delay from KJR when I am trying to warp between unmapped biomes trying to collect science data...

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15 hours ago, 322997am said:

Map of the train ride:

Based on the media schedule that ended yesterday, I suspect you will be updating that in just a few short hours.

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I just imagined - semi randomly - an asteroid mission with all the NERV engines having "autostrut" on. In my mind, I attached the spindly craft to a class-E asteroid and hit the gas, and it went FORWARD WITHOUT BENDING AT ALL.

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12 hours ago, fourfa said:

One more - fairing deploy can be disabled in the VAB.

This probably ought to have its own thread soon....

That is good news. 

It will have it's own thread when Squad posts it.  They always do a full patch note thread.

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1 minute ago, 5thHorseman said:

I just imagined - semi randomly - an asteroid mission with all the NERV engines having "autostrut" on. In my mind, I attached the spindly craft to a class-E asteroid and hit the gas, and it went FORWARD WITHOUT BENDING AT ALL.

You speak heresy sir! Burn the witch!

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3 hours ago, nosirrbro said:

It seems some hypoterrorists blew up the hypeline in Kazakastan, and we've entered a temporary shortage.

 

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On 06/09/2016 at 0:30 AM, GregroxMun said:

-[Stream]: Aim Camera tool to point and click and any part! Aim at the launch clamps or other vessel's parts and still control yours.

I'm not really impressed, my Camera Focus Changer does a better job with a smooth camera transition and a single key press. Please Squad, I give you permission to use my code in your game! I just want this feature to be at its best!

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I am so excited for 1.2, been waiting since they announced the relay network (was it 1.1 that it got bumped from?) to start career mode again. Seeing Scott Manley's preview where he used a satellite in one of the Mun's Lagrange points to extend the com network to the dark side of the moon made my nerd heart grow three sizes. Can. Not. Wait. Hyyyyyyyyyyyyyyype!

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55 minutes ago, zentarul said:

I'm not really impressed, my Camera Focus Changer does a better job with a smooth camera transition and a single key press. Please Squad, I give you permission to use my code in your game! I just want this feature to be at its best!

I was actually wondering (w/o knowing your mod) why we can't just moved the cam with a single hotkey.

But it's still an important improvement for people that didn't have your mod! Sometimes being precise with giant/complex rockets/ships can be incredibly bit fiddly, especially at high speeds or low fps.

Edited by Temeter

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