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Everything posted by KocLobster
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Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Steam will automatically download the latest version. Make sure 'None' is selected under opt-in/pre-release. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I've also managed to work around some of the biggest bugs with success, surprisingly. 1.1 significantly broke my game as to be unplayable, but I think 1.1.2 actually helped. My biggest issue was the CTD crashes that mainly only happened in the VAB, of which I'm actually pretty good at avoiding now. Another frustrating bug, the trashy collider's in U5, were making it impossible to dock without phantom forces. I created a workaround with HyperEdit for this. Finally, I rarely bother with rovers, so I never had a problem with rover wheels. The landing legs on the other hand I always use, but for some reason they never gave me a problem. I wish I could fully explain what changed, because I know it couldn't have been just me, but I don't know what it was, other than maybe 1.1.2. All I can suggest is to keeptrying, 1.1 is worth it if you finally are able to get it stable enough. I run my game with 50 mods. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
What platform did you use to purchase the game? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Squad's upper management is probably never going to allow enough time for that to ever happen. Don't let them know it's you; I'd expect you'd be banned. Better yet, maybe find something more constructive? All those emails will likely just get auto-deleted as spam before they even are noticed by someone and cause annoyance. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Welcome to the new and improved 1.1 -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Don't hold your breath -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I don't understand why but I don't seem to be getting any more CTD's. I was getting them so frequently the game literally was not playable; it took more time to load my game then I got time to play it before it crashed. Maybe because I understand the bug better and know how to encourage it to appear, and I have subconsciously not done that anymore? Maybe it was the update to 1.1.2? That seems mighty generous a statement on Squad's behalf though, because they don't seem to have made any progress on this bug yet. I wish I could explain what made the crashes stop for me so I could share the wealth. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Are you using the launcher? Same question. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
That reminds me to try it at more places. I've only bothered trying it where my ship already was, in Munar orbit. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Breaking news: I found a workaround for the docking port phantom force bug. I was able to use HyperEdit to stop the crazy phantom velocity event thing as soon as it happened by hitting the 'land here button' (effectively cancels all velocity). This will put you in a very very steep orbit headed towards the ground. With the landing button still on, you'll be going quite slow so you have plenty of time. You can then 'add' to your velocity to get your ship back into an orbit (I did it this way because I didn't have an engine on this space station). First by adding ~150 velocity to Radial (going up, away from the celestial body you're orbiting), and then ~400 velocity to Prograde, and this gave me a fairly circular orbit that will do in a pinch until this bug is fixed. Obviously these numbers are going to differ for you, these numbers are probably only appropriate at the altitude I was at above the Mun, but since it seems such a widespread problem I figured I'd post what worked for me. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I tried working around the docking port bug by putting my save back in 1.0.5, dock, and throw it back in 1.1.2, but it looks like something changed; as of 1.1.2, saves don't seem to be backwards compatible. They were as of 1.1.0/1.1.1, but now I am unable to do so. Now I'm trying to use Hyperedit to stop the phantom forces as soon as they appear after docking. It's difficult and I havent been successful yet though. It's quite sad this is what is necessary to play the game. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Are you referring to two different installs by different people on different computers? Because that is not how it works, and like I said, just because you're lucky enough to not have any serious bugs does not mean that the rest of us are as lucky. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Of course; I assumed that this went without saying. I guess not in your case huh? Take a look at the relevant tech support forums and the bug tracker. You will quickly discover how massive the issues and bugs are, and how a huge portion of the community is experiencing significant problems. +1 I agree. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Exactly, you have no experience with what everyone is talking about. You might not be saying that and have the attitude you do if you had experienced all the many game-breaking bugs that everyone else has. You aren't speaking from experience or expertise either. Just because your game isn't broken doesn't mean that 90% of our games aren't broken too. You seem to fail to grasp and understand this. Your realize how silly you sound right? You basically said "I haven't seen any of these bugs so they must not exist/people are over-exaggerating." -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
But...but...but... I PAID for this product. It's my right to complain and whine, and it'd be wrong of me not to! -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
@mcirish3 @mciann I have looked but am unable to find the bug report on the bug tracker, nor can I find a related post on the forums. Can you, or anyone, please link me where I can find the docking port phantom force bug? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I also am unable to do this. I assumed this was intention (for some really weird reason), but maybe it is a bug? Ah I see, thanks for clarifying. I'm curious, but do you have any idea why I, for example, experience the docking bug every time, while others (or most people, as you say), don't experience this bug? What is different about me, or other people, that I experience this bug but others don't? Maybe if I knew that, I could fix it for myself. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Well that really sucks for us then. I wonder why Unity doesn't fix the issue? If these are all unity issues, is there really anything Squad can do to fix it themselves? It is just the act of docking, right? It doesn't seem to matter if your ships are connected by docking ports. I also don't understand how so many significant bugs made it past QA and into a full release version. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
You're telling me that in the current game, docking is impossible and will be for a few months? I find that quite hard to believe; that's a rather significant bug to not fix immediately. Why would they have not upgraded to 5.3 in the first place when they first did the 1.1 unity 5 transition? What makes you think it is a Unity bug anyways? Who said that or where did you read that? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I assume the docking phantom force bug is a stock issue then? Glad it's not any of my mods. On the other hand, that means I have to wait for Squad to make a bugfix. Does anyone know if/exactly where this bug is on the bug tracker? Is anyone aware of when this bug popped up: in 1.1, 1.1.1, or 1.1.2? Is there any current work around? If I take my save, put it in 1.0.5, dock, and then transfer the save back to 1.1.2, will the vessel be okay, or will it still send my ship spiraling out of control? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I think you misunderstood; I don't disagree with anything you just said at all. By the way, I saw your post a few pages back. Is the phantom docking force thing you described sound like what I described a few posts up? I'm wondering if it;s a widespread bug, and I haven't checked to see if it's a mod issue or stock issue. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
You might be a bit mistaken. The problem isn't mod authors' mods, it is the stock game itself. Mod authors can't fix that, and it doesn't matter if they now have time to release stable mod updates because Squad is on vacation. Squad will come back and will be releasing more hotfixes. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Don't get me wrong, this game is quite broken in it's current state, in my opinion. Just last night, for example, after navigating through all the difficult and frequent crashes I normally experience, I docked something over the Mun with a couple Sr. docking ports....as soon as I made contact and it switched from two crafts to one single one, the station disconnected again and parts flew off at amazing velocities that would of had them escaping Kerbol...no explosions, just this amazing force. Just thought I'd share, it is quite funny to watch. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I made a similar post when 1.1 hit and nobody cared or listened either. Everyone realizes that Squad could just throw their hands up in the air, stop updating KSP, and move on to something else, right? We are lucky that they are still updating this awesome game, and that we still are receiving support and updates. -
Kerbal Space Program patch 1.1.1 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Did 1.0 have as many critical bugs/crashes/CTDs when it was first released as 1.1 has? The CTDs I experience, especially in the VAB, make it literally impossible to play. I can't help but crash within 5 minutes of entering the VAB.