Red Iron Crown Posted December 7, 2016 Share Posted December 7, 2016 2 minutes ago, ExtremeTrader said: Please add a previous_1.2.1 beta version to steam, I don't want to wait for 65 plugins to be updated... It's extremely likely that those plugins still work, just ignore the version warnings. It's also good practice to backup your modded installs somewhere outside of Steam, and turn off automatic updates for the game. Link to comment Share on other sites More sharing options...
Aerospike Posted December 7, 2016 Share Posted December 7, 2016 2 minutes ago, Red Iron Crown said: It's extremely likely that those plugins still work, just ignore the version warnings. It's also good practice to backup your modded installs somewhere outside of Steam, and turn off automatic updates for the game. I can highly recommend both suggestions! 1 hour ago, Azimech said: Community, what about a voting system, which bugs should be solved first? Shall we open a new topic for this? Maybe it helps if Squad can give an estimate how much resources is needed for every problem, some are more difficult and costly than others. A voting system might actually free up some resources, Squad. It will probably reduce complaining from the community as well. That sounds like a good idea! Link to comment Share on other sites More sharing options...
asdfCYBER Posted December 7, 2016 Share Posted December 7, 2016 (edited) 7 minutes ago, Red Iron Crown said: It's extremely likely that those plugins still work, just ignore the version warnings. It's also good practice to backup your modded installs somewhere outside of Steam, and turn off automatic updates for the game. Nope, just tried. I got a screen full of version warnings. After loading my save I was at the wrong planet, Kopernicus is version-locked. And due to that, various (adapted) mods were spamming NullReferenceExceptions. But it can't be that hard to add a previous-version-beta, right? Squad has done it in the past (1.0.5, 1.1.2). Edited December 7, 2016 by ExtremeTrader Link to comment Share on other sites More sharing options...
Azimech Posted December 7, 2016 Share Posted December 7, 2016 Indeed, I have 50+ versions of KSP on my HD, all running. Some versions have a specific set of mods, for a single purpose (for example mod development). I can revisit all my creations, it's great to have such a museum of my geekiness. Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 7, 2016 Share Posted December 7, 2016 (edited) 8 hours ago, SkyKaptn said: Awesome. Just got my mods up to date with 1.2.1 Here we go again. 8 hours ago, Galileo said: never fails... and you know it will happen again in about 2 months... very frustrating and exhausting That's why I don't update right away. I was on 1.0.4 for the longest time. Edited December 7, 2016 by klgraham1013 Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 7, 2016 Share Posted December 7, 2016 (edited) 8 hours ago, Rayden said: * Fix where some science experiments only trigger once on action groups. Besides the terrain seams, this was the only bug I was actually experiencing. So 1 bug down, 1 more to go. It's progress... now to wait for some of my mods to get updated. 6 hours ago, steve_v said: No, but they do cause rollovers and wheel damage. Again no, though it makes it 9000 times more aggravating. On Eve, hitting one will almost certainly break your tires. Anywhere else, it'll probably flip you over. Raised (specifically seams in the runway, but same bug) in the 1.2 prerelease, hence the irritation that it's still not fixed 2 patches later. @SQUAD Seeing as @JPLRepo and @TriggerAu are both reading the thread, maybe they could address the terrain seams issue? Is it being actively worked on? Was it a more difficult problem than anticipated and will be in 1.2.3? Is it not considered a major issue at all? Edited December 7, 2016 by klgraham1013 Link to comment Share on other sites More sharing options...
Superfluous J Posted December 7, 2016 Share Posted December 7, 2016 1 hour ago, Azimech said: Community, what about a voting system, which bugs should be solved first? The only thing the Community can agree on these days is Squad isn't fixing that Community member's personal "most important" bug. The only thing nobody in the Community can agree on is which bug that is. Also, a bug being annoying and a bug being fixable are different things. I'd rather Squad fix 100 easily fixable bugs that I don't personally suffer from (but ohters do) than spend all their time on 3 bugs I care about (but nobody else does). Link to comment Share on other sites More sharing options...
Azimech Posted December 7, 2016 Share Posted December 7, 2016 15 minutes ago, 5thHorseman said: The only thing the Community can agree on these days is Squad isn't fixing that Community member's personal "most important" bug. The only thing nobody in the Community can agree on is which bug that is. Also, a bug being annoying and a bug being fixable are different things. I'd rather Squad fix 100 easily fixable bugs that I don't personally suffer from (but ohters do) than spend all their time on 3 bugs I care about (but nobody else does). Isn't it a bit premature for such an opinion? We'll only know for sure if/when we have a voting system. I wrote with a reason it's good to have an estimate how many resources a specific bug would need. Link to comment Share on other sites More sharing options...
Enceos Posted December 7, 2016 Share Posted December 7, 2016 1 hour ago, ExtremeTrader said: Nope, just tried. I got a screen full of version warnings. After loading my save I was at the wrong planet, Kopernicus is version-locked. And due to that, various (adapted) mods were spamming NullReferenceExceptions. But it can't be that hard to add a previous-version-beta, right? Squad has done it in the past (1.0.5, 1.1.2). One of the things I learned when watching Scott Manley's KSP vids is never install mods into your Steam KSP folder, keep that as a pristine untouched version. Make a copy of the KSP folder for a modded play. Link to comment Share on other sites More sharing options...
KroShan Posted December 7, 2016 Share Posted December 7, 2016 2 hours ago, Red Iron Crown said: It's extremely likely that those plugins still work, just ignore the version warnings. It's also good practice to backup your modded installs somewhere outside of Steam, and turn off automatic updates for the game. 'Turn off automatic updates in steam' is no longer possible. One can just choose to update on gamestart - but that doesn't help much. So only your first advice is applicable. Link to comment Share on other sites More sharing options...
Azimech Posted December 7, 2016 Share Posted December 7, 2016 2 minutes ago, KroShan said: 'Turn off automatic updates in steam' is no longer possible. One can just choose to update on gamestart - but that doesn't help much. So only your first advice is applicable. Que? Just go to Steam/SteamApps/Common, copy the whole KSP folder to a spot you want on your harddrive and presto, you can now run the version from the new location and it will never be updated. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 7, 2016 Share Posted December 7, 2016 3 minutes ago, KroShan said: 'Turn off automatic updates in steam' is no longer possible. One can just choose to update on gamestart - but that doesn't help much. So only your first advice is applicable. Update on game start is hugely useful, as it gives you the opportunity to back up your install before the update is applied (this is what I was referring to). Link to comment Share on other sites More sharing options...
asdfCYBER Posted December 7, 2016 Share Posted December 7, 2016 (edited) 8 minutes ago, Red Iron Crown said: Update on game start is hugely useful, as it gives you the opportunity to back up your install before the update is applied (this is what I was referring to). I know. I forgot to set the update policy to 'update on launch'. But it would still be nice if @SQUAD could add 1.2.1 to the list of beta's. Edit: the other thing I could try to do is removing Kopernicus' version-lock, if I can find it. Edited December 7, 2016 by ExtremeTrader Link to comment Share on other sites More sharing options...
KroShan Posted December 7, 2016 Share Posted December 7, 2016 @Azimech thats the first advice i was referring to... @Red Iron Crown so the game foulder keeps untouched from the update 'till it is complete? Thats indeed useful. THX Link to comment Share on other sites More sharing options...
DevonKiwi Posted December 7, 2016 Share Posted December 7, 2016 One change not mentioned (I think). Key binding for Kerbals' helmet lights changed from 'L' to 'U'. Link to comment Share on other sites More sharing options...
Starwaster Posted December 7, 2016 Share Posted December 7, 2016 3 hours ago, Azimech said: Community, what about a voting system, which bugs should be solved first? Shall we open a new topic for this? Maybe it helps if Squad can give an estimate how much resources is needed for every problem, some are more difficult and costly than others. A voting system might actually free up some resources, Squad. It will probably reduce complaining from the community as well. There is such a voting system already in place if you participate in the bug tracker. Link to comment Share on other sites More sharing options...
Azimech Posted December 7, 2016 Share Posted December 7, 2016 Just now, Starwaster said: There is such a voting system already in place if you participate in the bug tracker. Yes, I use it as well. I'm not impressed with it. And I'd like to have one on the forum, so we can discuss it and Squad can inform us what the cost would be to solve an issue, which in turn could influence our voting behaviour. Link to comment Share on other sites More sharing options...
Tex_NL Posted December 7, 2016 Share Posted December 7, 2016 16 hours ago, Ultimate Steve said: Now, we wait. For the download to complete. And for all the mods to be updated. Link to comment Share on other sites More sharing options...
Terwin Posted December 7, 2016 Share Posted December 7, 2016 (edited) 16 hours ago, UomoCapra said: * Fix to prevent kerbals with existing name being created. * Fix where some science experiments only trigger once on action groups. I thought the experiments thing was due to a mod I had installed, glad to see it is fixed as that was quite vexing. Good to see duplicate kerbal names will no longer cause problems. Is this for all places the names are generated, including manually entered names in the kerbal generator(cheat menu)? Edited December 7, 2016 by Terwin Link to comment Share on other sites More sharing options...
captainzeldaman Posted December 7, 2016 Share Posted December 7, 2016 Great Stuff! And my mods didn't break either! Link to comment Share on other sites More sharing options...
Rayden Posted December 7, 2016 Share Posted December 7, 2016 3 hours ago, klgraham1013 said: @SQUAD Seeing as @JPLRepo and @TriggerAu are both reading the thread, maybe they could address the terrain seams issue? Is it being actively worked on? Was it a more difficult problem than anticipated and will be in 1.2.3? Is it not considered a major issue at all? Perhaps it's this "terrain seams" bug is not on all platforms. I see it in Linux (Ubuntu 14.04) 64-bit. I know it's not a memory problem because I got 32 GB of RAM in my machine. Link to comment Share on other sites More sharing options...
rspeed Posted December 7, 2016 Share Posted December 7, 2016 Yes! This will make my science rover will be so much easier to use. 17 hours ago, UomoCapra said: * Fix MPL(Science lab) ladder sliding. Link to comment Share on other sites More sharing options...
Qwarkk Posted December 7, 2016 Share Posted December 7, 2016 This update completely ruined my UI on all screens. Excellent. Link to comment Share on other sites More sharing options...
SkyRender Posted December 7, 2016 Share Posted December 7, 2016 I was really hoping that rovers would be fixed so they can actually be driven in any frame of reference again instead of only when your control point is facing the horizon. Not everyone drives rovers with a seat attached, you know! Link to comment Share on other sites More sharing options...
monstah Posted December 7, 2016 Share Posted December 7, 2016 18 hours ago, UomoCapra said: * Fix null reference exception when overwriting SubAssemblies in VAB/SPH. This update broke my workflow! My mouse doesn't reach the "Launch" button, so I overwrite SubAssemblies instead, and I configured the debug menu to interpret a NRE as a Launch command. Link to comment Share on other sites More sharing options...
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