Wyzard Posted June 1, 2017 Share Posted June 1, 2017 18 hours ago, Streetwind said: Expect this update to be save breaking, especially where Construction and Spacecraft packs are concerned. Good thing I'm starting a new 1.3 career, then. Thank you for all your work on this, both @Nertea and @Streetwind! Quote Link to comment Share on other sites More sharing options...
lovec1990 Posted June 1, 2017 Share Posted June 1, 2017 Any idea when will update for 1.3 be released? Quote Link to comment Share on other sites More sharing options...
daawgees Posted June 1, 2017 Share Posted June 1, 2017 1 hour ago, lovec1990 said: Any idea when will update for 1.3 be released? Read this, please. Quote Link to comment Share on other sites More sharing options...
lovec1990 Posted June 1, 2017 Share Posted June 1, 2017 ^^i apologise for being rude Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted June 1, 2017 Share Posted June 1, 2017 On 1/23/2017 at 8:23 PM, Nertea said: If you use any of the mods in KSP 1.3 in their current state, you will have a Bad Time. What does actually happen if you try to run NFT in 1.3? I mean... they are parts after all. Quote Link to comment Share on other sites More sharing options...
Nergal8617 Posted June 1, 2017 Share Posted June 1, 2017 3 minutes ago, notJebKerman said: What does actually happen if you try to run NFT in 1.3? I mean... they are parts after all. I tried it out of curiosity with NFC, it crashes to desktop during loading. Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted June 1, 2017 Share Posted June 1, 2017 Just now, Nergal8617 said: I tried it out of curiosity with NFC, it crashes to desktop during loading. But why? Most part mods from before 1.1 work but this completely crashes the game... As far as I know, it doesn't add any major game mechanics. Quote Link to comment Share on other sites More sharing options...
Nergal8617 Posted June 1, 2017 Share Posted June 1, 2017 (edited) 3 minutes ago, notJebKerman said: But why? Most part mods from before 1.1 work but this completely crashes the game... As far as I know, it doesn't add any major game mechanics. Not sure, honestly. Since I know it will eventually be updated to 1.3 I didn't really dig into why it crashed. And I know NFE adds mechanics for handling nuclear reactors. Edited June 1, 2017 by Nergal8617 Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted June 1, 2017 Share Posted June 1, 2017 NFT uses custom part modules which are not updated yet. In KSP 1.2 and earlier, they simply don't load but in 1.3 outdated modules cause crashes Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 1, 2017 Author Share Posted June 1, 2017 18 minutes ago, notJebKerman said: What does actually happen if you try to run NFT in 1.3? I mean... they are parts after all. You're shooting yourself in the foot for future updates. Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted June 1, 2017 Share Posted June 1, 2017 (edited) @Nertea And one more thing I want to ask... Are the 2.5m & 1.25m ion engines gonna be removed in the 1.3 update? I know that officially they arent part of the mod anymore, but since they are still in the file and can be easily enabled, Im still using them. Edited June 1, 2017 by notJebKerman Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 1, 2017 Author Share Posted June 1, 2017 1 minute ago, notJebKerman said: @Nertea And one more thing I want to ask... Are the 2.5m & 1.25m ion engines gonna be removed in the 1.3 update? I know that officially they arent part of the mod anymore, but since they are still in the file and can be easily enabled, Im still using them. Also gone. Should mention that in the changelog. Basically I'm removing everything that was soft-deprecated previously. Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 1, 2017 Share Posted June 1, 2017 (edited) 9 hours ago, notJebKerman said: But why? Most part mods from before 1.1 work but this completely crashes the game... As far as I know, it doesn't add any major game mechanics. Several bits of NFT rely on .dll files which aren't updated, and which the 1.3 update broke. Bits like NFE's reactor mechanics, radioactive decay of RTGs (if you've copied that folder to GameData), etc. They may not be major changes, but the aspects changed either refer to methods deprecated in the new version, or other changes in the KSP API. It could be something really, really minor which caused a CTD. Generally, here's the rules of thumb: 1. Assume a Squad release can break any mod which isn't a 100% pure parts mod 2. Don't assume it means a quick fix 3. Leave the mod author alone and let them work at their own pace - they are people and have lives, and most rarely ever get to play KSP for the enjoyment of it 3. Remember that in the case of the popular mods, like USI, NFT, KBPS and Kerbalism, there's one person responding to requests/suggestions/complaints/demands from 100 people 4. Every post in the thread that the dev reads is several minutes that they are responding to folks rather than working on an update. If they respond, that's 30 minutes or more gone I'm as eager as the rest of you, but as has been said - it makes bad things happen now in 1.3, and the fix will be ready when it's ready. (not speaking to you directly on those, notJebKerman - it's in a general sense) Edited June 2, 2017 by panarchist Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted June 2, 2017 Share Posted June 2, 2017 18 hours ago, panarchist said: Several bits of NFT rely on .dll files which aren't updated, and which the 1.3 update broke. Bits like NFE's reactor mechanics, radioactive decay of RTGs (if you've copied that folder to GameData), etc. They may not be major changes, but the aspects changed either refer to methods deprecated in the new version, or other changes in the KSP API. It could be something really, really minor which caused a CTD. Generally, here's the rules of thumb: 1. Assume a Squad release can break any mod which isn't a 100% pure parts mod 2. Don't assume it means a quick fix 3. Leave the mod author alone and let them work at their own pace - they are people and have lives, and most rarely ever get to play KSP for the enjoyment of it 3. Remember that in the case of the popular mods, like USI, NFT, KBPS and Kerbalism, there's one person responding to requests/suggestions/complaints/demands from 100 people 4. Every post in the thread that the dev reads is several minutes that they are responding to folks rather than working on an update. If they respond, that's 30 minutes or more gone I'm as eager as the rest of you, but as has been said - it makes bad things happen now in 1.3, and the fix will be ready when it's ready. (not speaking to you directly on those, notJebKerman - it's in a general sense) i love this, but i think 'requests/suggestions/complaints/demands from 100 people' could be lo-balling the estimate neverming the 'can you put this on ckan ' crowd Quote Link to comment Share on other sites More sharing options...
onlinegamesz Posted June 3, 2017 Share Posted June 3, 2017 Can't wait for the 1.3 update!! I use a lot of your solar panels, it is for sure that after the update some of my crafts will break? Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 3, 2017 Share Posted June 3, 2017 (edited) We have test builds, but they're a little bit too buggy still... you wouldn't believe the number of amusing pitfalls that localization brings with it. And no, it's not for sure that the update will break craft files or saves, but you should operate under the assumption that it will. If it doesn't, that's a bonus. Edited June 3, 2017 by Streetwind Quote Link to comment Share on other sites More sharing options...
onlinegamesz Posted June 3, 2017 Share Posted June 3, 2017 (edited) I don't want to be rude or pushy or anything else but if it will take some time until there is a final release for 1.3, could a test build be released between? My career save game uses a lot near future stuff and it will speed up the bug finding process. Edited June 3, 2017 by onlinegamesz Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted June 3, 2017 Share Posted June 3, 2017 28 minutes ago, onlinegamesz said: I don't want to be rude or pushy or anything else but if it will take some time until there is a final release for 1.3, could a test build be released between? My career save game uses a lot near future stuff and it will speed up the bug finding process. see above... there are some test builds for certain things, but if you dont even know how to get them you arent gonna be much help with bug hunting Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 3, 2017 Share Posted June 3, 2017 1 hour ago, onlinegamesz said: I don't want to be rude or pushy or anything else but if it will take some time until there is a final release for 1.3, could a test build be released between? My career save game uses a lot near future stuff and it will speed up the bug finding process. You were concerned about final builds breaking things... guess what? Test builds generally break things harder, and then sometimes, the final build breaks test build saves again! Using test builds for career gameplay is a bad idea. Quote Link to comment Share on other sites More sharing options...
Urses Posted June 3, 2017 Share Posted June 3, 2017 (edited) On 2.6.2017 at 3:42 PM, Space Kadet said: i love this, but i think 'requests/suggestions/complaints/demands from 100 people' could be lo-balling the estimate neverming the 'can you put this on ckan ' crowd The problem with your quoted statement is we see here only what the people write on forums. Add all PM's, GitHub issues and other contacts everywhere i asume 100 will be way to optimistik. Best one is post one time and wait patiently. If he has time and tgink he will get a solution this is great. If not wait till next update. There is the time where the most modders get a lions chunk of work done and have the capability to look what is acceptable. Bothering the people was never a way to get your wishes fullfiled! We as MDU's are capable to help to. Like look at forum and GitHub and add all informations in one post to condence the work in one chunk. For example. Funny Kabooms Urses PS: it is no personal offense. But i though your post would be a great anchor for my statement. Edited June 3, 2017 by Urses Quote Link to comment Share on other sites More sharing options...
Maelstrom Vortex Posted June 3, 2017 Share Posted June 3, 2017 If you really want to encourage mod curators, tip them for their work. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted June 3, 2017 Share Posted June 3, 2017 56 minutes ago, Urses said: The problem with your quoted statement is we see here only what the people write on forums. Add all PM's, GitHub issues and other contacts everywhere i asume 100 will be way to optimistik. Best one is post one time and wait patiently. If he has time and tgink he will get a solution this is great. If not wait till next update. There is the time where the most modders get a lions chunk of work done and have the capability to look what is acceptable. Bothering the people was never a way to get your wishes fullfiled! We as MDU's are capable to help to. Like look at forum and GitHub and add all informations in one post to condence the work in one chunk. For example. Funny Kabooms Urses PS: it is no personal offense. But i though your post would be a great anchor for my statement. i think i wrote it wrong, i meant exactly what you said Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 3, 2017 Author Share Posted June 3, 2017 On 5/31/2017 at 7:26 AM, Psycho_zs said: Will LFO patch for orbital engines bring back those 10-20s of Isp? Haven't decided yet, leaning towards no. 7 hours ago, onlinegamesz said: I don't want to be rude or pushy or anything else but if it will take some time until there is a final release for 1.3, could a test build be released between? My career save game uses a lot near future stuff and it will speed up the bug finding proce Anyone can PM me if they want to help test things, but as has been said, it's a saintly position which in no way means you get to play early, it's just really helpful to us in terms of hunting down the bugs considering how many changes there have been in this release cycle. Quote Link to comment Share on other sites More sharing options...
ItCameFromDuna Posted June 7, 2017 Share Posted June 7, 2017 (edited) I have a feature request for the coming update: Can the reactor structure on NFE be made so the default is "TopNode" (somehow that auto-corrected to Gilmore)? I find it annoying to have to place my reactor on top of my spacecraft, change the part type, and then place it where I want. If the answer is no, can someone tell me how do change this for myself?Thanks! Edited June 7, 2017 by ItCameFromDuna Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted June 7, 2017 Share Posted June 7, 2017 Why not rotate it and put it on the bottom of build, engage node and continue build? Quote Link to comment Share on other sites More sharing options...
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