swjr-swis Posted August 24, 2017 Share Posted August 24, 2017 (edited) 17 minutes ago, Foxster said: Can someone say in general terms the impact on mods? They all broken or they OK or is it patchy? JPL posted there are no modder's notes so far. That in itself is a pretty good indication for no breaks. But pre is for testing such things... I'm sure people will report in in the next few days. See also: Edited August 24, 2017 by swjr-swis linky added Link to comment Share on other sites More sharing options...
TriggerAu Posted August 24, 2017 Share Posted August 24, 2017 14 minutes ago, Foxster said: Can someone say in general terms the impact on mods? They all broken or they OK or is it patchy? As its a patch release we aimed to not change any code sigs/behaviour that would require mod changes. So it should be relatively OK, but can't guarantee things. Link to comment Share on other sites More sharing options...
Mr. Peabody Posted August 24, 2017 Share Posted August 24, 2017 Excellent! Link to comment Share on other sites More sharing options...
MaverickSawyer Posted August 24, 2017 Share Posted August 24, 2017 Oooh, shiny. Link to comment Share on other sites More sharing options...
SamBelanger Posted August 25, 2017 Share Posted August 25, 2017 2 hours ago, swjr-swis said: JPL posted there are no modder's notes so far. That in itself is a pretty good indication for no breaks. But pre is for testing such things... I'm sure people will report in in the next few days. See also: Opps I closed it by accident Link to comment Share on other sites More sharing options...
Ty Tan Tu Posted August 25, 2017 Share Posted August 25, 2017 It sounds like there will be some very welcome enhancements for rovers including: Added ability to tweak endpoints of symmetry struts and fuel lines. It will make building sky cranes to deliver the rover to the surface easier. What was that old sixties song? Quote When the moon is in the Seventh House And Jupiter aligns with Mars Then peace will guide the planets And love will steer the stars This is the dawning of the age of Asparagus Age of Asparagus Asparagus Asparagus Link to comment Share on other sites More sharing options...
Benjamin Kerman Posted August 25, 2017 Share Posted August 25, 2017 Probably still need a recompile, even if you dont need to change any actual code. Link to comment Share on other sites More sharing options...
JPLRepo Posted August 25, 2017 Share Posted August 25, 2017 28 minutes ago, Benjamin Kerman said: Probably still need a recompile, even if you dont need to change any actual code. Nope. I'd be surprised if you do. Only if a mod is impacted by the changes, but that should be very minimal. And in most cases a recompile should not be necessary. As was stated over in the mods prerelease sub-forum and above by triggerau. We have tried to avoid changes to code sigs. Link to comment Share on other sites More sharing options...
panzer1b Posted August 25, 2017 Share Posted August 25, 2017 (edited) 1 hour ago, Benjamin Kerman said: Probably still need a recompile, even if you dont need to change any actual code. From my experience not even that. Basically all visual mods that i used on 1.3 work fine with no bugs or crashes in 1.3.1, and while i may be biased, it feels like the game is a little bit less laggy too with large ships. Ill have to check if BDA works too, since thats about the only complicated mod that i use these days (besides occasionally KIS/KAS and the mod that lets me make walking mechs), everything else is super minimalistic quality of life mod, or plain visuals. I love how nice this game looks when u cram all the prettyfying mods into it. This is in 1.3.1 ofc, and that station as well as the corvette nearby is pretty much 1000 parts total... Edited August 25, 2017 by panzer1b Link to comment Share on other sites More sharing options...
Dizzle Posted August 25, 2017 Share Posted August 25, 2017 8 hours ago, Avera9eJoe said: +++ Enhancements * Default setting for NavBall in Mapmode (default is not to autohide). This has been one of the most annoying things in the game since pretty much the beginning. Link to comment Share on other sites More sharing options...
Raptor9 Posted August 25, 2017 Share Posted August 25, 2017 1 hour ago, JPLRepo said: Added ability to tweak endpoints of symmetry struts and fuel lines. Fixed issue with compound parts inside fairings causing launched vessels to explode. FIxed the tweakable end of compound parts not getting mirrored when moved. YEEESSSS!!!! Thank you @SQUAD! 1 hour ago, JPLRepo said: Added action groups for wheel motors and wheel steering In other words: "Toggleable All-Wheel Drive" Link to comment Share on other sites More sharing options...
klgraham1013 Posted August 25, 2017 Share Posted August 25, 2017 On 8/24/2017 at 1:53 PM, Avera9eJoe said: * Default setting for NavBall in Mapmode (default is not to autohide). * Default throttle setting to 0%. After long last, sense and reason fell upon this land and there was great rejoicing. On 8/24/2017 at 1:53 PM, Avera9eJoe said: * Added ‘Control from here’ to External Seat. For a moment, I thought this was referencing loading Kerbals in to External Seats while in the VAB. Alas, not all reasonable things can be had this day. Link to comment Share on other sites More sharing options...
Raphaello Posted August 26, 2017 Share Posted August 26, 2017 (edited) Quote Improvements to symmetry tweaking in the editor scenes. What exacly does this one change? Anyway, great release - these small adjustments are a great leap for kerbalkind. Having AG-enabled 'control from here' was so much missing... Edited August 26, 2017 by Raphaello Link to comment Share on other sites More sharing options...
JPLRepo Posted August 26, 2017 Share Posted August 26, 2017 43 minutes ago, Raphaello said: What exacly does this one change? Anyway, great release - these small adjustments are a great leap for kerbalkind. Having AG-enabled 'control from here' was so much missing... This refers to internal code improvements. Link to comment Share on other sites More sharing options...
Atkara Posted August 27, 2017 Share Posted August 27, 2017 (edited) On 8/25/2017 at 6:55 AM, Raptor9 said: In other words: "Toggleable All-Wheel Drive" Steering and motor toggles were available for action group assignment in 1.05. Somehow they got axed when 1.1 and the new wheel system rolled out. I know this because I toured Moho, Eve, Duna, Ike, Dres & Eeloo with cars back then and I was using both toggles to deal with certain situations. The toggles are simply coming back. Now, there seems to be the same kind of confusion with the drills. Extend/retract drill toggles are back, but surface harvester options are missing from the action groups. I filed a bug report and the squad rep who replied, believes asteroid and surface harvesting modules are one and the same. I don't think this is the case and I've got miners in launch queue. Edited August 27, 2017 by Atkara Link to comment Share on other sites More sharing options...
Raptor9 Posted August 27, 2017 Share Posted August 27, 2017 3 hours ago, Atkara said: Steering and motor toggles were available for action group assignment in 1.05. Somehow they got axed when 1.1 and the new wheel system rolled out. I know this because I toured Moho, Eve, Duna, Ike, Dres & Eeloo with cars back then and I was using both toggles to deal with certain situations. The toggles are simply coming back. Hmm...I did not know that. 3 hours ago, Atkara said: Now, there seems to be the same kind of confusion with the drills. Extend/retract drill toggles are back, but surface harvester options are missing from the action groups. I filed a bug report and the squad rep who replied, believes asteroid and surface harvesting modules are one and the same. I don't think this is the case and I've got miners in launch queue. Yeah, I discovered this last night. The asteroid and surface harvesting modules are definitely not the same. I just tried activating the large drills while landed on the Kerbin surface via the action group "Toggle Asteroid Harvester", and it had no effect. Link to comment Share on other sites More sharing options...
Atkara Posted August 27, 2017 Share Posted August 27, 2017 21 minutes ago, Raptor9 said: Yeah, I discovered this last night. The asteroid and surface harvesting modules are definitely not the same. I just tried activating the large drills while landed on the Kerbin surface via the action group "Toggle Asteroid Harvester", and it had no effect. I tried to explain the situation in the bug report. Hopefully, it will reach the developers in time to see what's going on and we won't end up with botched drill groups -again Link to comment Share on other sites More sharing options...
Brent Kerman Posted August 28, 2017 Share Posted August 28, 2017 On 8/24/2017 at 2:53 PM, Avera9eJoe said: * Added ‘Control from here’ to External Seat. * Added action group for ‘Control from here’ to ModuleCommand and ModuleDockingNode, External Seat and Grapple. THANK YOU SQUAD! This is just what we needed. Link to comment Share on other sites More sharing options...
Majorjim! Posted August 28, 2017 Share Posted August 28, 2017 On 08/26/2017 at 1:32 AM, klgraham1013 said: For a moment, I thought this was referencing loading Kerbals in to External Seats while in the VAB. Alas, not all reasonable things can be had this day. Hmm, yeah we have been asking for this for years. Anyone at @SQUAD care to enlighten us why this has not been added yet? Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted August 28, 2017 Share Posted August 28, 2017 3 hours ago, Majorjim! said: Hmm, yeah we have been asking for this for years. Anyone at @SQUAD care to enlighten us why this has not been added yet? It's really buggy. Take Command does it but it glitches out a ton and you can easily get spaghetti kerbal. Link to comment Share on other sites More sharing options...
SamBelanger Posted August 28, 2017 Share Posted August 28, 2017 On 24/08/2017 at 3:44 PM, SamBelanger said: But GG has the development team is the best update I've been waiting for!! I like update Link to comment Share on other sites More sharing options...
Hands MCML Posted September 2, 2017 Share Posted September 2, 2017 I love the update, have not noticed any issues with 1.3.1. I found that some of 1.3.0 mods will crash the system when loading. MechJeb works fine as does Waypointmanager. ScanSat and Stage Recovery seem to work fine, also. Kerbal Alarm Clock crashes though, along with Kerbal Engineer Redux. Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted September 2, 2017 Share Posted September 2, 2017 2 minutes ago, Hands MCML said: I love the update, have not noticed any issues with 1.3.1. I found that some of 1.3.0 mods will crash the system when loading. MechJeb works fine as does Waypointmanager. ScanSat and Stage Recovery seem to work fine, also. Kerbal Alarm Clock crashes though, along with Kerbal Engineer Redux. Some mods will require a recompile for 1.3.1, won't be hard but mod authors won't release until 1.3.1 is out of pre Link to comment Share on other sites More sharing options...
JPLRepo Posted September 2, 2017 Share Posted September 2, 2017 On 8/28/2017 at 10:52 PM, Majorjim! said: Hmm, yeah we have been asking for this for years. Anyone at @SQUAD care to enlighten us why this has not been added yet? Because Kerbals in external command seats are actually vessels. So you are asking it to launch two vessels that are attached to each other at the same time. The code does not support it currently. Link to comment Share on other sites More sharing options...
Majorjim! Posted September 3, 2017 Share Posted September 3, 2017 10 hours ago, JPLRepo said: Because Kerbals in external command seats are actually vessels. So you are asking it to launch two vessels that are attached to each other at the same time. The code does not support it currently. OK thank you for the reply. I was pretty sure it would need to be coded, thank you for the confirmation. Any chance that code will be written in future? Link to comment Share on other sites More sharing options...
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