John FX Posted June 11, 2016 Share Posted June 11, 2016 (edited) On 10/06/2016 at 11:03 PM, kiwi1960 said: Good.... OK guys, PARTY TIME, the second John FX leaves, just like last time. Don`t break anything and don`t eat all the nice biscuits.. Edited June 11, 2016 by John FX Link to comment Share on other sites More sharing options...
jlcarneiro Posted June 11, 2016 Share Posted June 11, 2016 4 hours ago, Concodroid said: [...] NO! NO NOT ANOTHER UPDATE! I DON'T WANT THIS UPDATE! NOW I'LL HAVE TO WAIT FOR ALL MY FAVORITE MODS TO UPDATE!!! [...] Don't get me wrong, I'm VERY happy with these news, but I confess I get a bit afraid too: some of the mods I like (KER, ARP and DOE) haven't been completely updated to 1.1.2 yet! Link to comment Share on other sites More sharing options...
The Flame Cat Posted June 11, 2016 Share Posted June 11, 2016 yes but whats in 1.1.3 Link to comment Share on other sites More sharing options...
Kerbart Posted June 11, 2016 Share Posted June 11, 2016 11 minutes ago, The Flame Cat said: yes but whats in 1.1.3 Less bugs than in 1.1.2 At least that's what's expected. Link to comment Share on other sites More sharing options...
kiwi1960 Posted June 11, 2016 Share Posted June 11, 2016 5 hours ago, John FX said: Just don`t break anything and don`t drink all the good scotch. No promises... you know what the moderators are like... cannot handle their booze! Link to comment Share on other sites More sharing options...
Daveroski Posted June 11, 2016 Share Posted June 11, 2016 Fly her apart then! Link to comment Share on other sites More sharing options...
Rune Posted June 11, 2016 Share Posted June 11, 2016 Cool! Not that I had any crashes lately, but hey, more bugfixing is always good. Might even be that my graphics-related lag spikes will lower in severity? Here's hoping. 16 hours ago, John FX said: And again, like 1.1.0, I shall be in Spain on holiday for release. I`ll be enjoying tapas, snorkelling, cheap food and cheap booze. Try not to break anything whilst I am away. We'll make you feel welcome, and in the meantime I'll be hiding from the heat in front of my desktop. Rune. The tapas, we'll have to share those. Link to comment Share on other sites More sharing options...
Speadge Posted June 11, 2016 Share Posted June 11, 2016 (edited) looking forward to it Edited June 11, 2016 by Speadge Link to comment Share on other sites More sharing options...
Red Iron Crown Posted June 11, 2016 Share Posted June 11, 2016 23 hours ago, SpiffleGaming said: Yes, i was in the 1.1 experimentals so i have some idea what i'm getting into ;). I was probing for notes so i could test the specific updates/features/bugfixes that are included in the patch I think you might be confusing the experimentals with the 1.1 prerelease. Basically: Experimentals = Small closed group, NDAed and cannot discuss testing Prerelease = Available to all Steam users, no NDA applied If you are part of the experimentals team you already know where to find the provisional patch notes. If you are not, you'll just have to wait for the official patch notes when they release. Link to comment Share on other sites More sharing options...
Peder Posted June 11, 2016 Share Posted June 11, 2016 23 houres ago 1.1.3 entered experiemental testing. well are we there yet ? LOL - looking forward to the 1.1.3 release Link to comment Share on other sites More sharing options...
vger Posted June 11, 2016 Share Posted June 11, 2016 (edited) On 6/10/2016 at 9:38 PM, jlcarneiro said: Don't get me wrong, I'm VERY happy with these news, but I confess I get a bit afraid too: some of the mods I like (KER, ARP and DOE) haven't been completely updated to 1.1.2 yet! This is why I wish popular mods would become eligible to be part of the stock game (preferably with a nice cash award for the developer). Just include the ability to toggle them on and off. Oftentimes NOTHING has been changed that will cause a mod to not work, but the game won't allow it to run anyway. Mods trying to keep up with patches is probably my biggest pet peeve about KSP. And just yesterday I ordered a 64-bit OS in the hopes that the some of the graphic-intensive mods will run more stable. One of the planned (allegedly) future features for the stock game is life support, for example. Why reinvent the wheel when there's already perfectly good code written for it already? Edited June 12, 2016 by vger Link to comment Share on other sites More sharing options...
Wallygator Posted June 11, 2016 Share Posted June 11, 2016 23 hours ago, John FX said: Just don`t break anything and don`t drink all the good scotch. Agreed! However, I was chastised by @Red Iron Crown a good while ago for mentioning a "martini and cigar". Have the rules regarding alcohol references been relaxed??? Still, I look forward to the next update even if it is to be enjoyed under 'contextual prohibition'. Link to comment Share on other sites More sharing options...
John FX Posted June 11, 2016 Share Posted June 11, 2016 4 minutes ago, Wallygator said: Agreed! However, I was chastised by @Red Iron Crown a good while ago for mentioning a "martini and cigar". Have the rules regarding alcohol references been relaxed??? Still, I look forward to the next update even if it is to be enjoyed under 'contextual prohibition'. Here, have a biscuit. Link to comment Share on other sites More sharing options...
Wallygator Posted June 11, 2016 Share Posted June 11, 2016 1 minute ago, John FX said: Here, have a biscuit. Sadly Carrs factory was flooded recently, no table water crackers lately. So thank you very much for your kind offer!!! Link to comment Share on other sites More sharing options...
Chaos_Klaus Posted June 12, 2016 Share Posted June 12, 2016 9 hours ago, vger said: Oftentimes NOTHING has been changed that will cause a mod to not work, but the game won't allow it to run anyway. KSP does not care if a mod is compatible or not. It's more likely that the mod author decided to not have his mod run when the versions don't match. However ... just because the version checker tells you that a mod is not compatible, doesn't mean it's not running. Link to comment Share on other sites More sharing options...
woo_reentry_is_cool_dude Posted June 12, 2016 Share Posted June 12, 2016 NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ! NOT ANOTHER UPDATE !!! DAMN YOU DEVS !!! Link to comment Share on other sites More sharing options...
Kerbinchaser Posted June 12, 2016 Share Posted June 12, 2016 Yes! I can't wait! Link to comment Share on other sites More sharing options...
AndrewHere Posted June 12, 2016 Share Posted June 12, 2016 Can't wait to see the patch notes Link to comment Share on other sites More sharing options...
RenegadeRad Posted June 12, 2016 Share Posted June 12, 2016 Besides the bugfixes do we have new features? Link to comment Share on other sites More sharing options...
Concodroid Posted June 13, 2016 Share Posted June 13, 2016 On 6/10/2016 at 8:38 PM, jlcarneiro said: Don't get me wrong, I'm VERY happy with these news, but I confess I get a bit afraid too: some of the mods I like (KER, ARP and DOE) haven't been completely updated to 1.1.2 yet! I love BD armory and tanks (tanki online RULES!), but Kerbal Foundries hasn't been updated. I can't find any tracks.... Link to comment Share on other sites More sharing options...
Tekener Posted June 13, 2016 Share Posted June 13, 2016 (edited) I just hope 1.1.3 will fix the "spitting out of the ground and slide away" flags Don't dare to get anywhere near my flags as they all fall too the side when getting to them. And hopefully the changing orbits even with rcs thrusters and engines disabled are getting fixed like the ever laughing EVA Kerbals... Edited June 13, 2016 by Tekener Link to comment Share on other sites More sharing options...
T-Bouw Posted June 13, 2016 Share Posted June 13, 2016 Well, I don't know about the flag-thing, but the decaying-orbit-bug was confirmed squashed in the last devnotes. Jay! Link to comment Share on other sites More sharing options...
TheBedla Posted June 13, 2016 Share Posted June 13, 2016 (edited) EDIT: yeah, should have read before posting. Thanks for the info, T-Bouw! Here's hoping the "orbital decay" bug will be fixed. Unfortunately it makes my game essentially unplayable beyond sub-orbital. Good luck! Edited June 13, 2016 by TheBedla Link to comment Share on other sites More sharing options...
Mastikator Posted June 13, 2016 Share Posted June 13, 2016 On 2016-06-11 at 7:10 AM, Kerbart said: Less bugs than in 1.1.2 At least that's what's expected. Let's hope the two big ones (phantom forces and VAB crashing) gets fixed. Link to comment Share on other sites More sharing options...
Tex_NL Posted June 13, 2016 Share Posted June 13, 2016 So many new bugs to look forward too. I wonder how many moronic bugs will slip through this time. Link to comment Share on other sites More sharing options...
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