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Showing results for tags 'command line'.
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A new version always brings anxiety: will everything work? So, I make a new folder for 1.11, copy over the game, copy over the mods I use in 1.10 (yes, I enjoy living dangerously). Of course there's the usual warning about mods. Yeah yeah yeah... New career, build simple first craft: mk I pod, mk 16 parachute, flea SRB. Off we go. Chute opens at 1,000m. Craft continues to plummet down at more than 100m/s. RIP Jeb. Wait, whut? It must be mods, right? Remove all mods, and then add them back one by one to see what breaks the game. No mods: RIP Jeb WAIT, WHUT? Run game from Steam folder. Jeb lives. Copy game over from Steam folder to my "1.11 folder". Jeb dies. Validate Steam download. Copy folder over again. For the sake of faster testing, just double-click ksp_x64.exe. Jeb lives Run the game through the start menu (with a batchfile for the -popupwindow command line argument). Jeb dies. The plot thickens. Run the game with a command file from the 1.11 folder with -popupwindow and Jeb lives. So, what did I learn? In 1.10 you can start the game from any directory and things will work fine. In 1.11 you can do the same, and almost all things will work fine - except your parachutes. They'll open, but not slow down your craft I got the same results with or without mods. I filed a bug report in the tracker but doubt it'll be fixed -- it's easy to fix on my end by inserting cd 1.11 game folder in the command file that starts the game -- but it is by far the weirdest thing I've encountered in KSP (and I've been playing since 0.18)
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- bug
- command line
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