UomoCapra Posted December 6, 2016 Share Posted December 6, 2016 Hello everyone! Kerbal Space Program 1.2.2 is live! Here's the changelog for this patch: =================================== v1.2.2 ============================================================ +++ Bug Fixes * Fix crash to desktop when using Aero Overlay display and Part highlighting in Flight. * Fix one final GUI flickering issue regarding the Parts List Scrollbar. * Fix CommNet occlusion multiplier GUI setting. * Fix to prevent kerbals with existing name being created. * Fix MPL(Science lab) ladder sliding. * Fix Grass textures around Research and Development Facility. * Fix for corrupt save files breaking the resume menu. * Fix where some science experiments only trigger once on action groups. * Fix part action menus remaining on screen when switching to the Astronaut complex. * Fix Building Picker Lines in Space Center not being cleared when application loses focus. * Fix null reference exception when overwriting SubAssemblies in VAB/SPH. * Fix resource converters load percentage display not updating after start/stop. * Fix for several issues with the KSC flagpole outside the Administration Centre. * Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC. * Model fixes to the large drill part. * Fix some more Text overflows in GUI. * Fix where Fairings Disappears After using settings in flight. * Fix for strut connectors attaching below surface on SRB-KD25k. * Fix edge smoothing on Mk1 Inline. * Fix particle effects on drills. * Fix asteroid drill mass calculations. * Fix for selecting/focusing craft that are very late for maneuver nodes. * Fix for contracts app showing the wrong number of contracts. +++Modding Stuff * Add a common base class to all gameevents to allow mods to register and fire their own gameevents. * Add method for searching for gameevents and mods can register to other mods gameevents. * Add title to ResourceInfo so we can have a displayname that's not the key. +++LoadGameDialog When a game is saved it now creates an associated metadata file - called .loadmeta alongside the .sfs. This file contains a hash of the sfs save. When the loadgame dialog opens it will compare the hash in the .loadmeta file with the hash of the savegame, and if so it will use the data in the .loadmeta file for the load dialog details instead of parsing the whole save file. +++Miscellaneous Stuff * Biome refresh for Ike, Moho and Dres. * Add Right-Shift as a default secondary binding for editor scroll when not OSX. * Stop inactive aero/thermal data being shown in the editor scenes. * Add display format to difficulty options values. * Vessels now remember active navigation (Waypoints) when loading save games. * Apply Engineer bonuses to drills and ISRU correctly. * Update more details in DOxygen api docs. Cheers! Link to comment Share on other sites More sharing options...
ezequielandrush Posted December 6, 2016 Share Posted December 6, 2016 Oh! HYPE! First? Link to comment Share on other sites More sharing options...
The Aziz Posted December 6, 2016 Share Posted December 6, 2016 Great, I have more crash log folders (all caused by the part highlight bug) than actual game folders, good it's been fixed. Now time to wait. *sits* Link to comment Share on other sites More sharing options...
Sim1 Posted December 6, 2016 Share Posted December 6, 2016 instantlike Link to comment Share on other sites More sharing options...
Ultimate Steve Posted December 6, 2016 Share Posted December 6, 2016 Now, we wait. For the download to complete. Link to comment Share on other sites More sharing options...
Warrenaterz Posted December 6, 2016 Share Posted December 6, 2016 It's good to know that you guys are still updating KSP even after the walk out of many devs a couple of months back, kudos! Link to comment Share on other sites More sharing options...
Ultimate Steve Posted December 6, 2016 Share Posted December 6, 2016 Wait, where are you supposed to put the patch file? Link to comment Share on other sites More sharing options...
steve_v Posted December 6, 2016 Share Posted December 6, 2016 Bugfixes, nice... What about the terrain seams? Was kinda expecting that to be on the list too. Link to comment Share on other sites More sharing options...
RockyTV Posted December 6, 2016 Share Posted December 6, 2016 Quote * Add a common base class to all gameevents to allow mods to register and fire their own gameevents. What does this mean? Link to comment Share on other sites More sharing options...
ManeTI Posted December 6, 2016 Share Posted December 6, 2016 28 minutes ago, Ultimate Steve said: Wait, where are you supposed to put the patch file? Hi, just execute the installer and then select the folder where you have KSP and click in Next and thats it. Link to comment Share on other sites More sharing options...
lajoswinkler Posted December 6, 2016 Share Posted December 6, 2016 Oh, deer... Link to comment Share on other sites More sharing options...
JPLRepo Posted December 7, 2016 Share Posted December 7, 2016 41 minutes ago, RockyTV said: What does this mean? Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 7, 2016 Share Posted December 7, 2016 (edited) 47 minutes ago, steve_v said: Bugfixes, nice... What about the terrain seams? Was kinda expecting that to be on the list too. @SQUAD @UomoCapra Confirm or deny: Is it safe to drive rovers yet? Seriously. For real. This is a problem. Edited December 7, 2016 by klgraham1013 Link to comment Share on other sites More sharing options...
Garrett Kerman Posted December 7, 2016 Share Posted December 7, 2016 1 hour ago, UomoCapra said: * Fix MPL(Science lab) ladder sliding THANK YOU. This has annoyed me for sooo long. Link to comment Share on other sites More sharing options...
AlfFromKerbin Posted December 7, 2016 Share Posted December 7, 2016 (edited) Great, some stuff is fixed, love that Would be great if those update-notes would be in steam aswell instead the old 1.2.0 news. Edited December 7, 2016 by AlfFromKerbin Link to comment Share on other sites More sharing options...
Benji13 Posted December 7, 2016 Share Posted December 7, 2016 2 hours ago, UomoCapra said: * Fix where Fairings Disappears After using settings in flight. Cool. This was really annoying. Link to comment Share on other sites More sharing options...
Galileo Posted December 7, 2016 Share Posted December 7, 2016 I'm also wondering about the terrain seams Link to comment Share on other sites More sharing options...
Program Kerbal Space Posted December 7, 2016 Share Posted December 7, 2016 Looks like im late and just got the download now /: Link to comment Share on other sites More sharing options...
Dwarfy Posted December 7, 2016 Share Posted December 7, 2016 Seems the launcher is unaware of the update!! Mine is showing current version as 1622 and Latest version as 1604!!! I also dont have anything showing in the News section any more Link to comment Share on other sites More sharing options...
HoloYolo Posted December 7, 2016 Share Posted December 7, 2016 WOOOOOOOOOOOOOOOO! Let's hope that those seams get fixed, Jebediah and the kerbals do not want to face the fact that their environment is fake! Link to comment Share on other sites More sharing options...
Inquisitorius Posted December 7, 2016 Share Posted December 7, 2016 Downloaded the patch and started up KSP, my loading bar keeps freezing on certain mod parts. Before it was a telescope piece, now it's a decoupler for Fuel Tanks Plus. Anyone else got this problem? My game just no longer loads. Link to comment Share on other sites More sharing options...
cgwhite4 Posted December 7, 2016 Share Posted December 7, 2016 HoloYolo: I agree. I have been sending specialized rovers to Eve recently to create a base (I am using Extraplanetary Launchpads). I launch them from my base on Gilly (made of landers), and thus I am able to get into a Low Eve Orbit with plenty of fuel for a retropropulsive entry. Even then, however, my north-south precision is dependent on orbital inclination, and I therefore typically have to drive each rover 20-30 km to get it to my base. Consequently, I have to drive over many seams to get to my destination. I frequently find that when I try to go over a seam on Eve, I end up blowing one or more tires. I believe this is most likely to occur if I hit the seam at an angle (instead of head on) or if I am going too fast. Thankfully, the rovers are manned, so I can have a Kerbal get out and repair the tire. Still, it is quite a nuisance (particularly when I am trying to drive uphill). I am planning a similar operation for Duna, so hopefully this gets fixed soon. Galileo: I can see why. Based on my experience, that looks like a very high probability of a blowout. I recommend quicksaving just before you try to move. Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 7, 2016 Share Posted December 7, 2016 52 minutes ago, Galileo said: I'm also wondering about the terrain seams It's really disappointing @SQUAD didn't get to this bug. 1.2 is so close to being the KSP I want, but as a lover of all things rovers, this is almost as frustrating as the 1.1 wheels. You're so close, Squad. Don't fail us now! Link to comment Share on other sites More sharing options...
zarakon Posted December 7, 2016 Share Posted December 7, 2016 * Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC. Wait, what? 1. KSC2 has an official name now? 2. You can launch from there somehow? Link to comment Share on other sites More sharing options...
JPLRepo Posted December 7, 2016 Share Posted December 7, 2016 (edited) 30 minutes ago, zarakon said: * Fix for vessel on the Launch pad at Baikerbanur (KSC 2) blocking ability to launch vessels from the KSC. Wait, what? 1. KSC2 has an official name now? 2. You can launch from there somehow? 1. Yes it has that name. 2. No you cannot. It was a bug in the vessel detection for the KSC launchpad (when you try to launch it checks if the launchpad has a vessel on it already). The bug was the two were using a name internally that was the same. So when you tried to launch at the KSC and you had a vessel sitting on the launchpad at Baikerbanur it detected it by mistake. Edited December 7, 2016 by JPLRepo Link to comment Share on other sites More sharing options...
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