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Did KSP just update to 1.2.2?


Sarxis

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4 minutes ago, Leafbaron said:

Doesn't seem like anything in the change log would effect any mods from working.

It's really more of a funny situation for me.  I've been waiting since 1.2 came out to get around to updating a second install (still playing 1.1.3 on main install).  Decided enough time had passed to get everything fleshed out.  Finished installing last updated mod and within THAT MINUTE look on Steam - "Huh, KSP wants to update all of a sudden."

Edited by Sarxis
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dear squad please add in Steam the funktion that i can play with the latest build (1.2 / 1.2.1 / 1.2.2) its not okay that you guys updating and we can't downgrade to a version which works with the mods the players want..

now i have to wait some days...

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3 minutes ago, Schtiebuu said:

dear squad please add in Steam the funktion that i can play with the latest build (1.2 / 1.2.1 / 1.2.2) its not okay that you guys updating and we can't downgrade to a version which works with the mods the players want..

now i have to wait some days...

For future reference: you can move your KSP folder out off the steam folder to keep it from updating.  Just run the game executable direct from the install folder.

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Changelog

 

Quote

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 <SAVENAME>.loadmeta alongside the <SAVENAME>.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.

 

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16 minutes ago, eloquentJane said:

The only problem I can immediately forsee is Kopernicus. Kopernicus, as far as I am aware, is version-locked, meaning it needs to be updated to 1.2.2 in order for any planet packs to work. Hopefully this won't take too long though.

shoot! I have outer planets installed.....Although no plans to visit them anytime soon.......

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45 minutes ago, Schtiebuu said:

dear squad please add in Steam the funktion that i can play with the latest build (1.2 / 1.2.1 / 1.2.2) its not okay that you guys updating and we can't downgrade to a version which works with the mods the players want..

now i have to wait some days...

You can already play the last version. It's in the betas tab of the properties box.

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7 minutes ago, Leafbaron said:

shoot! I have outer planets installed.....Although no plans to visit them anytime soon.......

I have OPM, but also XPC and will soon have Arkas. I'd been planning to send probes to both Mios and Arkas, as well as Eve and Duna with their new XPC moons, but that will have to wait. In fact, I think I'll have to put my entire career on hold for a few days, since I have seen contracts for many modded worlds and I don't want to get any bugs.

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13 minutes ago, eloquentJane said:

I have OPM, but also XPC and will soon have Arkas. I'd been planning to send probes to both Mios and Arkas, as well as Eve and Duna with their new XPC moons, but that will have to wait. In fact, I think I'll have to put my entire career on hold for a few days, since I have seen contracts for many modded worlds and I don't want to get any bugs.

Im just not gonna update until i see kopernicus has updated. that or ill just uninstall OPM until I plan to actually visit those planets. My com net needs serious beefing up to make it out that far. 

Edited by Leafbaron
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@Leafbaron OPM actually amplifies the standard commnet ranges (I think by a factor of 4). That being said, I think the best bet is probably to have a commsat with the maximum antenna size at the L4 and L5 points of all four gas planets, as well as Kerbin, in order to ensure good communication. At least, that should work in theory. I haven't calculated the distances for it, but it's what I'll be doing (there will also be commsats with that antenna size in orbit of all four gas planets and Kerbin).

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Just now, eloquentJane said:

@Leafbaron OPM actually amplifies the standard commnet ranges (I think by a factor of 4). That being said, I think the best bet is probably to have a commsat with the maximum antenna size at the L4 and L5 points of all four gas planets, as well as Kerbin, in order to ensure good communication. At least, that should work in theory. I haven't calculated the distances for it, but it's what I'll be doing (there will also be commsats with that antenna size in orbit of all four gas planets and Kerbin).

Thanks for the tip! but yes i knew OPM increased DSN power and communication power. I need to completely rebuild my comnet. I loaded my game yesterday and all my satellites with a probecore, thermometer, or .625 fuel tank were deleted. instead of exiting the game via power button on computer i exited normally thinking that once the parts are "loaded" my comsats would be back in order but sadly no. 

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