Skywalket Posted October 6, 2017 Share Posted October 6, 2017 Dear SQUAD, In KSP 1.3.2 or in different future update, can you please add more rover parts? If you will, talk to RoverDude (I am told he is on the SQUAD Staff). He makes the best rover mods (Malemute, Karibou, Akita, and most of the other USI mods). I hope you read and acknowledge this. Thank you, Skywalket Kerman Link to comment Share on other sites More sharing options...
Confused Scientist Posted October 6, 2017 Share Posted October 6, 2017 (edited) 10 hours ago, UomoCapra said: Default throttle setting to 0%. Thank you! Oh, thank you! Our collective OCD demands it! Edited October 6, 2017 by Confused Scientist Link to comment Share on other sites More sharing options...
Raptor9 Posted October 6, 2017 Share Posted October 6, 2017 1 hour ago, memes in space said: What use is a 0% throttle? It should default to 100%. You can change the default in the Settings from the Main Menu Link to comment Share on other sites More sharing options...
Geschosskopf Posted October 6, 2017 Share Posted October 6, 2017 Hmmm. No fix for stuck docking ports? Link to comment Share on other sites More sharing options...
JPLRepo Posted October 6, 2017 Share Posted October 6, 2017 6 minutes ago, Geschosskopf said: Hmmm. No fix for stuck docking ports? Which particular bug report are you referring to? Link to comment Share on other sites More sharing options...
Kerbart Posted October 6, 2017 Share Posted October 6, 2017 3 hours ago, jerrylee22 said: How do I not update right away and instead play on the highest version of 1.3 to keep my mods? (Steam version) The way you say it makes it sound like you play directly from your Steam folder. Stop that. Right. Now. Make a copy of KSP and put it somewhere else. That keeps your modded copy inoculated from Steam updates. After a steam update, make another copy and copy the mods one by one (or in groups) over to the fresh copy, so you know what breaks and what doesn't. It's not a big deal going from 1.3 to 1.3.1 (I assume) but when you're used to this practice you'll be grateful once 1.4 comes along. Link to comment Share on other sites More sharing options...
Tazmaniak Posted October 6, 2017 Share Posted October 6, 2017 Hi, There is still an issue with overheating parts on vessels that are in orbit of the Sun/Kerbol when we jump in from tracking station. Even if my vessel is balanced for 80% heat cooling on my cooling panels, when I jump in always parts are overheating as the weakest parts cant be cooled as fast as they are cooled, but if I load into the vessel further from the star I'm able to jump into vessel without blowing up and move closer to it. Please re-visit the procedures or algorithms regarding part heating or cooling after jumping/switch into another ship. Great job guys with the game update and keep up the work with engine optimization so my 100+ flights can fly better Link to comment Share on other sites More sharing options...
Kerbart Posted October 6, 2017 Share Posted October 6, 2017 10 minutes ago, JPLRepo said: Which particular bug report are you referring to? 10243 would be a good one to start but I'm sure there are others. Undocking has been a problem for ages (.90 and probably earlier). It's not that the ports are interlocked (some rails accel. will fix that) but rather that after undocking they're still connected (one ship, not two), yet the "undock" option is no longer there so you cannot longer undock. I had the problem mainly with Sr Docking ports, so not using it fixed it for me and it seemed to have faded in 1.0-1.2, but now in 1.3 it's happening again with regular 1.25m docking ports as well. It's been mentioned on the forum many times though. Link to comment Share on other sites More sharing options...
JPLRepo Posted October 6, 2017 Share Posted October 6, 2017 1 minute ago, Kerbart said: 10243 would be a good one to start but I'm sure there are others. Undocking has been a problem for ages (.90 and probably earlier). It's not that the ports are interlocked (some rails accel. will fix that) but rather that after undocking they're still connected (one ship, not two), yet the "undock" option is no longer there so you cannot longer undock. I had the problem mainly with Sr Docking ports, so not using it fixed it for me and it seemed to have faded in 1.0-1.2, but now in 1.3 it's happening again with regular 1.25m docking ports as well. It's been mentioned on the forum many times though. I am aware of how long running undock problems have been raised. And I am also aware that several have been fixed as well in the past. Hence I am specifically asking for which report. 10243 - contains not enough information to diagnose that particular report. There have been several different reports fixed over the years, but each time their are different circumstances driving the problem. The forums are not used to schedule bug fix work. The bug tracker is. So having good, reliable bug reports with a reliable reproduction steps and save files, info means the bug report is more likely to be looked at and fixed. Link to comment Share on other sites More sharing options...
Kerbart Posted October 6, 2017 Share Posted October 6, 2017 6 minutes ago, JPLRepo said: The forums are not used to schedule bug fix work. The bug tracker is. So having good, reliable bug reports with a reliable reproduction steps and save files, info means the bug report is more likely to be looked at and fixed. I can only imagine the awesomeness of a direct link to the bug tracker from the community (forum) pages instead of a “secret URL” one has to google to access it. But that’s a decision we both have very little control over, so let’s not waste words on that. You’re right, more bug reports on this are needed. The problem is that it’s not exactly easy to reproduce; and the request of course is “a save file before it happens.” So that’s probably why. I’m not going to say “Instead of a snarky reply over a lack of bug reports for a hard to predict problem, you could just have said ‘We are aware of it, but it's an elusive problem and we have yet to identify a root cause; so unfortunately it's still there. More bug reports about this would help more resources work on it.’ but you didn’t. Oh well.” But I'm not going to say that. Peace. Link to comment Share on other sites More sharing options...
Geschosskopf Posted October 6, 2017 Share Posted October 6, 2017 38 minutes ago, JPLRepo said: Which particular bug report are you referring to? I don't think it was on the public bug tracker. Link to comment Share on other sites More sharing options...
Dunbaratu Posted October 6, 2017 Share Posted October 6, 2017 * Add property to CustomParameterUI to support Localization. In the kOS mod, this appears to be crashing the game loading until we re-compile a new DLL for the mod and get it released. (It crashes just as it gets to where it processes kOS's CustomerParmeterUI). It looks like a simple one-line change but I'm mentioning it here because (I suspect) this will affect any of the mods that add custom options on the "difficulty" settings screen. Users should be aware that if they have any of these mods and get "the game crashed on loading screen. why?" , that this might be why. Link to comment Share on other sites More sharing options...
JPLRepo Posted October 6, 2017 Share Posted October 6, 2017 20 minutes ago, Kerbart said: I can only imagine the awesomeness of a direct link to the bug tracker from the community (forum) pages instead of a “secret URL” one has to google to access it. But that’s a decision we both have very little control over, so let’s not waste words on that. Do not know what you are referring to. 20 minutes ago, Kerbart said: You’re right, more bug reports on this are needed. The problem is that it’s not exactly easy to reproduce; and the request of course is “a save file before it happens.” So that’s probably why. Any bug reports with good information with saves attached even after the problem can assist. Currently searching the tracker and I find no such open reports. 20 minutes ago, Kerbart said: I’m not going to say “Instead of a snarky reply over a lack of bug reports for a hard to predict problem, you could just have said ‘We are aware of it, but it's an elusive problem and we have yet to identify a root cause; so unfortunately it's still there. More bug reports about this would help more resources work on it.’ but you didn’t. Oh well.” But I'm not going to say that. Peace. ... Sorry you feel that way. What I am saying is: a) There is an official bug tracker to raise bug reports. It is not the forum. so relying on the forum will probably result in you being disappointed. b) That reliable good information about a bug certainly goes a very long way to getting it fixed faster. 9 minutes ago, Steven Mading said: * Add property to CustomParameterUI to support Localization. In the kOS mod, this appears to be crashing the game loading until we re-compile a new DLL for the mod and get it released. (It crashes just as it gets to where it processes kOS's CustomerParmeterUI). It looks like a simple one-line change but I'm mentioning it here because (I suspect) this will affect any of the mods that add custom options on the "difficulty" settings screen. Users should be aware that if they have any of these mods and get "the game crashed on loading screen. why?" , that this might be why. It was known and raised during the prerelease. Mod authors should be aware of it. Or will become aware of it quickly. Thanks for raising it here also. Yes, there was a necessary change required for localization. Unfortunately due to the way these settings work using reflection, we only became aware of a signature issue between 1.3.0 and 1.3.1 regarding this about a week ago which did not leave enough time to resolve it. So it does mean any mods using the built in settings parameters will require a recompile. 10 minutes ago, Geschosskopf said: I don't think it was on the public bug tracker. Yes thanks. I have spoken to QA about it in the last hour. The information that was provided less than 3 weeks ago is in the process of investigation by QA. Unfortunately it did not happen in time for any dev to look at it before 1.3.1 Link to comment Share on other sites More sharing options...
Ruedii Posted October 6, 2017 Share Posted October 6, 2017 Fix Profanity filter for Kerbal Names in Russian. Do I want to ask? Link to comment Share on other sites More sharing options...
Nightside Posted October 6, 2017 Share Posted October 6, 2017 Thanks KSP team! Link to comment Share on other sites More sharing options...
funmaster524 Posted October 6, 2017 Share Posted October 6, 2017 I just want to give a huge massive thank you to the Squad development team for having such integrity and upkeep when it comes to their game. It joined steam early access in freaking March 2013. Since then a massive multitude updates and bugfixes have come out, integrating many of the best concepts in the extensive mod community that this game hosts. The very well handled community, and the amazing dedication to fixing bugs well after the game reached its peak profitability makes Kerbal Space Program a paragon of early access games that future games will be held up to. Thank you for your dedication, this is a game I will spend many hours playing on and off again for years. (I honestly picked the game back up again a couple days ago and wished they would set the default navball mode to open in map mode, and it was done literally a day later. THANK YOU FOR THAT) -Orion Link to comment Share on other sites More sharing options...
Bloody_looser Posted October 6, 2017 Share Posted October 6, 2017 5 hours ago, 5thHorseman said: Awww why? Was it causing a problem? I know I've successfully done some pretty slick EVA shenanigans because of maneuver nodes. 5 hours ago, GregroxMun said: wwwwWWHHHAAT? Are you sure that's wise? What if introduction of the EVA navball itself was also a bug in the first place? Link to comment Share on other sites More sharing options...
Garlik Posted October 6, 2017 Share Posted October 6, 2017 Great for all these fixes! Thanks devs. I would like to request that claws also have a 'select as target' option. When I want to attach an asteroid from one ship to another on a specific clamp, I'dd like to set that clamp as a target. But the option is not currently available on clamps (only on docking ports if I remember correctly) I recently did a modded mission needing 4 asteroids on a ship (a 'space casino') and having the above requested option would have helped a lot for fine manoeuvering Link to comment Share on other sites More sharing options...
William29 Posted October 6, 2017 Share Posted October 6, 2017 Hi! I want to know if French will be available in a future update? Thanks ! Link to comment Share on other sites More sharing options...
Gameslinx Posted October 6, 2017 Share Posted October 6, 2017 6 hours ago, adsii1970 said: 4. Makes moders so frustrated many of them begin wondering why they decided to begin moding to start with. Makes players wonder why they ever began installing mods and the "virtue" of playing a vanilla game. What, you'd rather squad didn't update the game...? Link to comment Share on other sites More sharing options...
JPLRepo Posted October 6, 2017 Share Posted October 6, 2017 45 minutes ago, William29 said: Hi! I want to know if French will be available in a future update? Thanks ! French is planned for the next release. It's been mentioned several times in the past few KSP Weekly's Link to comment Share on other sites More sharing options...
William29 Posted October 6, 2017 Share Posted October 6, 2017 10 minutes ago, JPLRepo said: French is planned for the next release. It's been mentioned several times in the past few KSP Weekly's Ah sorry ^^ i do not have see that ^^ Thanks ! Link to comment Share on other sites More sharing options...
adm.sergei Posted October 6, 2017 Share Posted October 6, 2017 Nice, something gone wrong and now my solar panels dont charge batteries. Link to comment Share on other sites More sharing options...
Sigma88 Posted October 6, 2017 Share Posted October 6, 2017 @JPLRepo any news on issue 13101? I was hoping a fix could be sneaked in 1.3.1 but from reading the changelog it wouldn't seem like it has Link to comment Share on other sites More sharing options...
Freshmeat Posted October 6, 2017 Share Posted October 6, 2017 (edited) So, there goes the weekend. Thanks for keeping bugfixing up, the modmakers will surely update eventually. Almost every mod I use is in active development and general bug fixing anyway, and the rest is picked up by @linuxgurugamer for maintenance. Edited October 6, 2017 by Freshmeat Link to comment Share on other sites More sharing options...
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