UomoCapra

Kerbal Space Program 1.3.1 is live!

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Hello everyone!

Kerbal Space Program 1.3.1 is live! 

This patch includes a few localization corrections, bug fixes and the implementation of a few enhancements. Check out this patch's Changelog for further details:

=================================== v1.3.1 ============================================================
+++ Localization
* Localization Texts updated.
* KSPedia Localization texts and graphics updated.
* Fix KerbNet localization strings.
* Fix Number and time displays for localization.
* Fix Lingoona library for Ubuntu Linux.
* Localization Performance improvements.
* Fix localization of Tutorials and Scenarios.
* Fix localization of planet names in Science Reports.
* Resource names on Mining contracts localized.
* Removed lingoona Gender tags on Biome filters in RnD archives screen.
* Texture update opening scene for Chinese.
* Fix Profanity filter for Kerbal Names in Russian.
* Fix Custom Category filters in SPH/VAB and localized some missing texts.
* Fix tooltip for custom Category filters.
* Fix incorrect text on engineer report for Antenna check.
* Fix RnD archive biome filter for mini biomes showing lingoona gender tags.
* Fix failed file deletion message when overwriting saves.
* Fix grammar To the Mun P2 Tutorial for English.
* Fix keyboard layouts overwriting EVA Light key from ‘U’ to ‘L’. Now U in all cases and G for Dvorak.
* Fix key binding display on settings input dialog.
* Fix locked facility dialog headings.
* Fix format of MET display all languages.
* Fix Flag naming dialog text positioning.
* Add noun gender indicators to resource names in Russian.
* Add localization for shielded parts PAWs in stock saves.
* Fix Keyboard layout confirmation dialog to show correct punctuation keys when binding. A reset may be required for exisiting custom layouts.
* Fix labels on settings menu for languages to fit.
* Fix use of Lastly (all languages) for contract parameters.
* Fix Engineers Report text alignment all languages.
* Log Celestial Body periods in English in the game logs.
* Fix punctuation position on Japanese and Chinese fonts.
+++ Enhancements
* Default setting for NavBall in Mapmode (default is not to autohide).
* Default throttle setting to 0%.
* Add ability to tweak endpoints of symmetry struts and fuel lines.
* Improvements to symmetry tweaking in the editor scenes.
* Add game clock to all KSC Facility Menus.
* Game clock in all screens now shows the time in Gray when time is paused.
* Add action groups for wheel motors and wheel steering.
* Add the shadow fade fix from KSC scene to the editor scenes.
* Change the near clipping pane on game camera so it doesn’t clip when zoomed in as much.
* Add ‘Control from here’ to External Seat.
* Add action group for ‘Control from here’ to ModuleCommand and ModuleDockingNode, External Seat and Grapple.
* Exclude wheels from part recovery contracts as some are too hard to grapple.
+++ Bug fixes
* Fix the deploy/retract actions not showing for drills on custom action groups.
* Fix UT/MET display in flight.
* Fix control command persistence when changing to map view.
* Fix delta time Part Thermal Flux calculations.
* Timewarp indicator in all screens now shows no green arrows when time is paused.
* Fix MK3 size 2 adapter collider.
* Fix issue with compound parts inside fairings causing launched vessels to explode.
* Change Settings UI text alignments to be centered.
* Fix texture on VAB level 3 floor near the outer door.
* FIx the tweakable end of compound parts not getting mirrored when moved.
* Fix an incorrect text when a station contract gets completed.
* Fix the toggles in the UI at the Main Menu stretching as much as they could.
* Fix Flag on Sentinel Telescope Icon in VAB/SPH.
* Fix Sun (stepping) movement in Flight whilst retaining sun shadows fix.
* Fix opacity issue in editor scenes for unconnected parts.
* Jetpack translation is no longer affected when an EVA Kerbal’s PAW is open and being dragged.
* Kerbals can no longer EVA from inside fairings (but can from interstage fairings) to avoid exploding vessels.
* Fix quicksaveload dialog when enter is used in the filename input box.
* Fix Grab interaction msg for EVA kerbals when ladders are retracted.
* Fix NREs on craft thumbnail creation - added filename sanitizing.
* Fix Part highlighting in VAB/SPH interacting with Light Animations on parts.
* Fix destructible building on Tracking Station Level 2 dish.
* Fix Part highlighting for new and dropped parts in VAB/SPH.
* Replace TrackIR with new implementation.
* Fix Flight camera issues when active vessel crashes into the ground.
* Fix Destructible Building error messages in log.
* Disable Save on PauseMenu when active vessel is dead to avoid invalid save files.
* Shadow tweak on buildings in KSC scene.
* Fix issue with being able to add maneuver nodes to vessels without control.
* Remove ability to create maneuver nodes with EVA Kerbals.
* Fix an issue where an atmospheric resource harvester would not properly activate.
* Fix Loading Scene picture swapping feature.
* Fix Grass texture on level 3 RnD building.
* Fix MPL cleaning experiments screen messages.
* Fix Restart Warning text on main Settings Screen.
* Fix Cannot Deploy while stowed messages.
* Fix "Toggle Display" button on scientific devices.
* Fix floor decal alignment level 2 SPH.
* Fix Difficulty settings dialog height for all tabs.
* Fix icon visuals on Contracts App when pausing during flight.
* Fix empty craft name save expection in VAB/SPH.
* Fix Tour contract kerbal gender log messages.
* Fix RnD Archives Biome filtering.
* Fix rotate and offset on compount parts in VAB/SPH.
* Fix drill action groups.
* Fix drill disable and mining when lost ground contact.
* Improve vessel ground collision checks for landed vessels coming off rails (includes recovery contract parts that are landed).
* Reduce stutter when flying fast and low over a planet.
* Fix kerbal heading calculations - fixes swimming animation jitters.
* Fix Duna Rock allows kerbals to climb and plant flags (no more ragdoll).
* Turn on Goliath and Wheesley Exhaust damage.
* Fix fairing shader not set correctly and overlaying engine FX.
* Fix external command seat ejection.
* Fix PAW actions and events ordering on pinned PAWs.
* Fix NRE on Navball in IVA when doing scenarios and training.
* Fix black line low over terrain (unfortunately re-introduces green line low over ocean).
* Fix presence of .DS_Store file no longer marks save games as modded.
+++ Modding
* Restore CelestialBody.theName methods (marked as deprecated).
* Fix Part Filter category names capitalization for mods.
* Add property to CustomParameterUI to support Localization.
* ModuleDeployablePart now finds all animations.
* CelestialBody GetRelSurfacePosition now calling correct methods.

 

Happy launchings!

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Posted (edited)

Just saw this on Steam, came here to report, instead first to post.

Great job guys, looking forward to seeing what's new!

EDIT with thoughts:

8 hours ago, UomoCapra said:

* Add ‘Control from here’ to External Seat.

Sweet. Is it "up" or "forward" from the Kerbal's perspective?

8 hours ago, UomoCapra said:

* Remove ability to create maneuver nodes with EVA Kerbals.

Awww why? Was it causing a problem? I know I've successfully done some pretty slick EVA shenanigans because of maneuver nodes.

Edited by 5thHorseman

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So the big question...... How much impact will this have on Mods. :wink:

1. Changes implemented should have little impact on most mods... (Little or no updates needed)

2. Changes implemented will have some impact in many mods (requiring tweaks/updates)

3. Changes implemented will break most mods (Requiring updates or re-writes)

Thanks,

 

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2 minutes ago, BlackHat said:

So the big question...... How much impact will this have on Mods. :wink:

1. Changes implemented should have little impact on most mods... (Little or no updates needed)

2. Changes implemented will have some impact in many mods (requiring tweaks/updates)

3. Changes implemented will break most mods (Requiring updates or re-writes)

Thanks,

 

probably 1 or 2, considering its a mainly patch. Planet packs are ones most likely to be affected

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Is the issue with flickering orbit lines for unseen bodies when you zoom in on planets in map screen fixed? If not, is it coming soon?

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Posted (edited)
4 minutes ago, DeltaDizzy said:

probably 1 or 2, considering its a mainly patch. Planet packs are ones most likely to be affected

 How do I not update right away and instead play on the highest version of 1.3 to keep my mods? (Steam version)

Edited by jerrylee22
disambiguation

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Remove ability to create maneuver nodes with EVA Kerbals.

wwwwWWHHHAAT? Are you sure that's wise?

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Posted (edited)

@jerrylee22

If you have steam, disable auto-updating or enable the previous beta

Lots of tutoruials on how to do it.

Edited by DeltaDizzy

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Congrats, folks. Looking forward to giving it a whirl this weekend.

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8 hours ago, UomoCapra said:

* Default setting for NavBall in Mapmode (default is not to autohide).

* Default throttle setting to 0%.

Excellent.

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After many messages about incompatible mods and going completely through the loading process, but before opening, the game crashes.  It's broke for me.

 

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Posted (edited)

Stock "Control From Here" in action groups is a welcome addition, but makes my mod obsolete.
I'll keep the mod on SpaceDock but I don't see a need to update it anymore.

EDIT: Three of my mods are now obsolete

  • Control From Here
  • Drill Action Fix
  • Fix Seat Eject
Edited by Xyphos

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The game doesnt launch for some reason, it is stuck at some sort of text file.

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Is the vab supposed to have white holes where the elevator tracks are?

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* Default throttle setting to 0%.

Why? What use is a 0% throttle? It should default to 100%. Also why did you take away kerbal maneuver nodes

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40 minutes ago, BlackHat said:

So the big question...... How much impact will this have on Mods. :wink:

1. Changes implemented should have little impact on most mods... (Little or no updates needed)

2. Changes implemented will have some impact in many mods (requiring tweaks/updates)

3. Changes implemented will break most mods (Requiring updates or re-writes)

Thanks,

 

4. Makes moders so frustrated many of them begin wondering why they decided to begin moding to start with. Makes players wonder why they ever began installing mods and the "virtue" of playing a vanilla game.

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it feels so weird coming back to vannila ksp, without scatterer, SVE and the like

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10 minutes ago, memes in space said:

Why? What use is a 0% throttle? It should default to 100%.

This is what I keep telling car manufacturers, but they just won't listen.

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Time to create a tar.gz with my current install, and update ksp!

 

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It only took about 1 month for it to go out of pre-release, amazing!

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I feel like it's just my luck that the day I get back into KSP and install a bunch of mods for the current version, a new version immediately gets released. At least I can revert to 1.3.0 for now.

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Thank the Godz for Steam.

If you use mods, hit the Properties tab and go to Betas.  You can opt-in to 1.3.0 until your mods update to 1.3.1 and keep playing without interruption.

You're welcome.

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Installed and reverted - i in the middle of some "missions", with a game with lots and lots of mods.
I will wait until the mods get updated.

By the way - The module manager's Nyan Cat effects are reallynice!!!!

 

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