Jump to content

The Grand KSP 1.1 Discussion Thread


KasperVld

Recommended Posts

30 minutes ago, p1t1o said:

Well, same question, why is it so hard to produce an appropriately curved surface so that it is flat in a practical sense?

My assumption is that the only way to do that (because of how 3D models work) is to make a runway that uses several flat segments, each slightly tilted to take Kerbin's curvature into account. Which I don't think is particularly useful, because you either need lots of small segments, which sounds like extra lag for little gain, or a few larger segments, which would create little 'lips' where the segments join, which kinda defeats the point. There was another thread which discussed all this, and it was noted that it might also mess with mods that resize Kerbin, where the curvature would naturally change. :) 

Link to comment
Share on other sites

Before I wait for my mods I'll wait for 1.1 to actually be complete. I generally like to keep a positive vibe about things here, but tsk tsk tsk Squad. Spend all that time getting it ready and can't wait another week? I am actually very disappointed in you guys this time.

 

Having said that I am genuinely looking forward to this update (have been for a while). I understand it's taken way way more work that initially anticipated and congratulate you on your eventual move from 99% to 100% complete very soon :)

Link to comment
Share on other sites

Well, I have only played a few hours of 1.1 and have come across a few bugs already... camera problems when running about KSC, Wobbly rockets (fixable with a mod), parts exploding while rolling across the ground... (at around 6m/s)

A UI bug when running any science experiment.

And the frame rate getting very glitchy after being in game after a few hours...

Might be some settings on my computer that need changed, probably the usual case of one game runs fine with V-sync on and the other glitches out...

So yeah, hoping these are the least of the problems with 1.1, I was really hoping 64bit would run better...

Link to comment
Share on other sites

I downloaded the Windows version of the game from the KSP store.  Now I can't even get the game to run.  When I try to run Launcher.exe, the "Play" button is grayed out and I can't proceed past the opening screen.  When I try to start the game directly from either KSP.exe or KSP_x64.exe, the game tries to start but it gets hung up and never loads.  The progress bar says "Loading Asset Bundle Definitions" and it freezes there and never progresses any further.  The progress bar never shows more than a few percent complete.

Help, please!

 

Link to comment
Share on other sites

12 minutes ago, OhioBob said:

I downloaded the Windows version of the game from the KSP store.  Now I can't even get the game to run.  When I try to run Launcher.exe, the "Play" button is grayed out and I can't proceed past the opening screen.  When I try to start the game directly from either KSP.exe or KSP_x64.exe, the game tries to start but it gets hung up and never loads.  The progress bar says "Loading Asset Bundle Definitions" and it freezes there and never progresses any further.  The progress bar never shows more than a few percent complete.

Help, please!

 

Sounds a bit like a corrupt download. I'd try redownloading, and don't bother with the launcher.

Link to comment
Share on other sites

1 minute ago, Apollo13 said:

was pre-release # 1228 released as 1.1?  If so, too bad.  Landing legs (LT-1, LT-2) continue to explode.

I've not had Steam provide me with 1.1 yet.

The current version on Steam main branch is

build id = 01230
2016-04-19_19-27-15
Branch: master

Make sure to change your branch off of pre-release.

Link to comment
Share on other sites

35 minutes ago, OhioBob said:

I downloaded the Windows version of the game from the KSP store.  Now I can't even get the game to run.  When I try to run Launcher.exe, the "Play" button is grayed out and I can't proceed past the opening screen.  When I try to start the game directly from either KSP.exe or KSP_x64.exe, the game tries to start but it gets hung up and never loads.  The progress bar says "Loading Asset Bundle Definitions" and it freezes there and never progresses any further.  The progress bar never shows more than a few percent complete.

Help, please!

 

I would suggest making sure you do a 100% clean install. That is.. delete the entire KSP folder (or move it somewhere else, or put it into a rar file and save it) and make sure the entire KSP is empty. All addons gone, all saves gone, everything, and start fresh.

Link to comment
Share on other sites

9 minutes ago, regex said:

The current version on Steam main branch is


build id = 01230
2016-04-19_19-27-15
Branch: master

Make sure to change your branch off of pre-release.

I will opt-out of beta to get official 1.1.  Thanks

Link to comment
Share on other sites

2 minutes ago, kithylin said:

I would suggest making sure you do a 100% clean install. That is.. delete the entire KSP folder (or move it somewhere else, or put it into a rar file and save it) and make sure the entire KSP is empty. All addons gone, all saves gone, everything, and start fresh.

I did do that.  I renamed my old KSP folder, created a new folder (using the old name), and extracted the files into it without any mods, old saves, etc.

 

9 minutes ago, regex said:

Thanks, that's helpful.  Unfortunately I don't think the game progress far enough to even create a log.  I could find the log in my old installation, but there is no output log in the new (apparently corrupted) installation.

Link to comment
Share on other sites

9 minutes ago, kithylin said:

I would suggest making sure you do a 100% clean install. That is.. delete the entire KSP folder (or move it somewhere else, or put it into a rar file and save it) and make sure the entire KSP is empty. All addons gone, all saves gone, everything, and start fresh.

I think this would solve allot of problems for allot of people. I often had weird glitches and bugs during prerelease that disappears after a clean install. 

Also if you are having crashes and glitches while running mods try disabling your mods first. Still allot of buggy mods out there. 

Edited by Basto
Link to comment
Share on other sites

2 minutes ago, OhioBob said:

Thanks, that's helpful.  Unfortunately I don't think the game progress far enough to even create a log.  I could find the log in my old installation, but there is no output log in the new (apparently corrupted) installation.

The game create the log as soon as it starts. Make sure it is not in the KSP_x64_Data now

Link to comment
Share on other sites

1 minute ago, sarbian said:

The game create the log as soon as it starts. Make sure it is not in the KSP_x64_Data now

I looked in KSP_Data, KSP_x64_Data, and Launcher_Data.  I can't find a log in any of them.  I had no problem finding the log in my old installation.

I'm just going to download the file again and start over.

Link to comment
Share on other sites

I don't tend to ever clip anything, but regarding wheels, does "clipping" via normal rotation count, since sometimes that buries part of the part? Not the rotate tool, just using shift-qwe/asd keys. That's pretty much required for rovers given the awful way symmetry works with wheels.

Link to comment
Share on other sites

17 hours ago, Squeaky said:

I've just noticed that you can navigate around the interiors by double clicking? Has this been something for ages?

For example i had a MK 2 crew cabin connected to a mk 2 cockpit (not the nose cone one). 

When i IVA'd in the crew cabin and double clicked the connecting hatch it jumped to what i can only describe as the galley of the cockpit, i could then double click around the galley and then up to the cockpit where you'd get the normal cockpit IVA.

I really hope this is something thats gone unnoticed and im not getting excited about a feature thats been implemented ages ago.

It is a feature thats been implemented ages ago. :wink:

Link to comment
Share on other sites

4 minutes ago, tater said:

I don't tend to ever clip anything, but regarding wheels, does "clipping" via normal rotation count, since sometimes that buries part of the part? Not the rotate tool, just using shift-qwe/asd keys. That's pretty much required for rovers given the awful way symmetry works with wheels.

1.1 wheels won't work if they are clipped.
For example I had a tank in 1.0.5 that has 8 wheels that were slightly clipped into the tank (the part of the wheel that looks like suspension not the wheel itself) and it got to over 20m/s
In 1.1 that same tank won't move an inch at all. When i edited it enough to where the wheels were not at all clipped it got up to 5 m/s and it drank electric charge faster than kid can slam down a capri-sun juice pouch

My advice, either go back to 1.0.5 if you want to do rovers or only fly rockets/planes until Squad does hot fixes for these issues

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...