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Stock Community Space Program [New Thread by Scientia]


DMSP

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People, I just got my hands on the save and a rapid check showed that it is 1.2. So far, I can see four possibilities:

  1. Going with 1.2 earlier than planned and continuing, for some people without some useful mods;
  2. Freezing the game until the next player(s) have been able to update their mods;
  3. Reverting to the last 1.1.3 save;
  4. Manually editing the save, but most certainly losing any craft with new parts on them.

Suggestions?

[EDIT:] Strike that last one, all craft disappear.

[EDIT2:] Also, I notice that @TwinKerbal's addition have been deorbited.

Edited by valens
tested #4, missing modules
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3 hours ago, valens said:

People, I just got my hands on the save and a rapid check showed that it is 1.2. So far, I can see four possibilities:

  1. Going with 1.2 earlier than planned and continuing, for some people without some useful mods;
  2. Freezing the game until the next player(s) have been able to update their mods;
  3. Reverting to the last 1.1.3 save;
  4. Manually editing the save, but most certainly losing any craft with new parts on them.

Suggestions?

[EDIT:] Strike that last one, all craft disappear.

[EDIT2:] Also, I notice that @TwinKerbal's addition have been deorbited.

The crafts did not save because they were launched in the pre-release. I think DMSP said something about how he reverted the save to an earlier version in a PM to me. I really hope we can get them up there!

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17 hours ago, valens said:

People, I just got my hands on the save and a rapid check showed that it is 1.2. So far, I can see four possibilities:

  1. Going with 1.2 earlier than planned and continuing, for some people without some useful mods;
  2. Freezing the game until the next player(s) have been able to update their mods;
  3. Reverting to the last 1.1.3 save;
  4. Manually editing the save, but most certainly losing any craft with new parts on them.

Suggestions?

[EDIT:] Strike that last one, all craft disappear.

[EDIT2:] Also, I notice that @TwinKerbal's addition have been deorbited.

wait, so modded craft dissapear on entry to 1.2? That swallows.

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26 minutes ago, Scientia1423 said:

wait, so modded craft dissapear on entry to 1.2? That swallows.

No no no... I tried to manually revert the save to 1.1.3 by editing it. I've been looking at it in 1.2 and it works well. Also, there is no modded craft since this is Stock Community Space Program. The mods I'm concerned about are informational/navigation (e.g. MechJeb, KER, etc.) or visual (Historian, InFlightFlagSwitcher, etc.), but for these I can do without or with dev builds.

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3 minutes ago, valens said:

No no no... I tried to manually revert the save to 1.1.3 by editing it. I've been looking at it in 1.2 and it works well. Also, there is no modded craft since this is Stock Community Space Program. The mods I'm concerned about are informational/navigation (e.g. MechJeb, KER, etc.) or visual (Historian, InFlightFlagSwitcher, etc.), but for these I can do without or with dev builds.

Oh I see. You'll have to wait for the mods to update so theres that I guess.

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Well I'm waiting for @DMSP's word to continue with 1.2, but there's already a large number of mods already up to date, to say nothing of the dev builds. The mods I really depend on in late career/sandbox are MechJeb/KER and AGExt (for reusable lifters). Anyway my three launches are planned and mostly ready  (cargo + lifeboat, service/monoprop module, 2 scanner satellites). If I don't have any news I'll proceed with 1.2. 

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