CobaltWolf Posted October 15, 2018 Share Posted October 15, 2018 3 minutes ago, Ultimate Steve said: Wait... It's been out since Thursday and I haven't noticed? Wow, I must really be tired... 2 minutes ago, RealKerbal3x said: Yeah. How the hell did I not notice? It wasn't, the release got delayed a couple of days. They must've just hidden the thread. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted October 15, 2018 Share Posted October 15, 2018 Just now, CobaltWolf said: It wasn't, the release got delayed a couple of days. They must've just hidden the thread. Interesting. Well, we needn't worry. The update is here and I can't wait to play with the shiny new textures! Quote Link to comment Share on other sites More sharing options...
Papa BullDust Posted October 15, 2018 Share Posted October 15, 2018 (edited) @Ultimate Steve @RealKerbal3xI'm pretty sure it's when @UomoCapra would have first started writing the message for preview's sake. It wasn't posted until about an hour ago. Argh, sniped! Well played @CobaltWolf Edited October 15, 2018 by drewthedrewman Quote Link to comment Share on other sites More sharing options...
XLjedi Posted October 15, 2018 Share Posted October 15, 2018 3 minutes ago, RealKerbal3x said: Yeah. How the hell did I not notice? I saw the post for the annoucement this morning... then it disappeared or got merged into this thread or somefin. I was looking for my post to the thread this morning, but it's gone. Quote Link to comment Share on other sites More sharing options...
UomoCapra Posted October 15, 2018 Author Share Posted October 15, 2018 4 minutes ago, Ultimate Steve said: Wait... It's been out since Thursday and I haven't noticed? Wow, I must really be tired... A release takes time and we prepared some posts beforehand hehe Quote Link to comment Share on other sites More sharing options...
worir4 Posted October 15, 2018 Share Posted October 15, 2018 On 10/11/2018 at 4:48 PM, UomoCapra said: * Kerbals can now be placed in external command seats in the VAB/SPH. Yey! Finally we don't need to have a mod for this. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted October 15, 2018 Share Posted October 15, 2018 (edited) 3 minutes ago, worir4 said: Yey! Finally we don't need to have a mod for this. Yep. One less mod for @linuxgurugamer to maintain I'm launching 1.5 now, apparently AVC really doesn't like me updating. Pretty much every mod I have said something like 'Please use 1.4.1'. I'm sure they'll be fine though. Edited October 15, 2018 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
Dark Lion Posted October 15, 2018 Share Posted October 15, 2018 What's the new FL-T100 skin? Mine looks the same as it always has... or I'm missing some super-subtle detail? Quote Link to comment Share on other sites More sharing options...
Lupi Posted October 15, 2018 Share Posted October 15, 2018 1 minute ago, Dark Lion said: What's the new FL-T100 skin? Mine looks the same as it always has... or I'm missing some super-subtle detail? try verifying your install Quote Link to comment Share on other sites More sharing options...
Dark Lion Posted October 15, 2018 Share Posted October 15, 2018 Just now, Lupi said: try verifying your install What does that mean? I got it fresh from the KSP store... is that a Steam thing? Quote Link to comment Share on other sites More sharing options...
Foxster Posted October 15, 2018 Share Posted October 15, 2018 Just took the SSTO I was working on for a spin after updating to 1.5 and it struggled to make headway at low altitude and had about 200 less dV by orbit. Something changed that's not mentioned in the release note? Quote Link to comment Share on other sites More sharing options...
severedsolo Posted October 15, 2018 Share Posted October 15, 2018 2 minutes ago, Dark Lion said: What does that mean? I got it fresh from the KSP store... is that a Steam thing? You must have downloaded 1.4.x accidentally or Squad have packaged the wrong version on the Store. This is what the FL-T100 should look like (along with awesome looking white Mk1 command pod!) Quote Link to comment Share on other sites More sharing options...
Dark Lion Posted October 15, 2018 Share Posted October 15, 2018 1 minute ago, severedsolo said: You must have downloaded 1.4.x accidentally or Squad have packaged the wrong version on the Store. Nawp! I mean, I'm pretty thorough when it comes to that. Also, check that image I posted again, closer this time. Note the FL200-800 look just like the 1.5.0 tanks should, which would not be present in a 1.4.x install... Quote Link to comment Share on other sites More sharing options...
BadLeo Posted October 15, 2018 Share Posted October 15, 2018 Quote Rotated the RoveMate ninety degrees to make it match with its Navball orientation FINALLY Quote Link to comment Share on other sites More sharing options...
severedsolo Posted October 15, 2018 Share Posted October 15, 2018 2 minutes ago, Dark Lion said: Nawp! I mean, I'm pretty thorough when it comes to that. Also, check that image I posted again, closer this time. Note the FL200-800 look just like the 1.5.0 tanks should, which would not be present in a 1.4.x install... Heh I did miss that the first time. Either way though, the advice is still sound. Purge the directory entirely, redownload it. If it's still happening, chances are something is funky at the store. Quote Link to comment Share on other sites More sharing options...
Vexillar Posted October 15, 2018 Share Posted October 15, 2018 So far, so good... looking forward to trying out all the revamped parts and modifications. The new suits look great. Just one thing... am I seeing things, or is the old HECS model still there alongside the new one? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted October 15, 2018 Share Posted October 15, 2018 Any word on an updated part-tools, to enable using the new shaders on parts? Quote Link to comment Share on other sites More sharing options...
Dark Lion Posted October 15, 2018 Share Posted October 15, 2018 (edited) 7 minutes ago, Vexillar said: Just one thing... am I seeing things, or is the old HECS model still there alongside the new one? That's no hallucination! The old one gets specular bump though.... and the new one doesn't get the mentioned rotation... Edited October 15, 2018 by Dark Lion Noticed more differences Quote Link to comment Share on other sites More sharing options...
DoToH Posted October 15, 2018 Share Posted October 15, 2018 (edited) Any word on this? I don't play KSP since then, waiting for the fix playing other games until is fixed. Maybe 1.6? Edited October 15, 2018 by DoToH Quote Link to comment Share on other sites More sharing options...
Snark Posted October 15, 2018 Share Posted October 15, 2018 2 hours ago, drewthedrewman said: Wow, Better Burn Time and Take Command both obviated?! Tasty Well, BetterBurnTime's not quite obviated-- it does have a few features that are not in stock (i.e. assistance with vacuum landings, target rendezvous, and atmosphere transition). But yeah, the big feature that's probably the reason most folks really liked it is now not just stock, but better in stock. So, well done Squad, as far as I'm concerned. That's a seriously shiny new toy there. (I mean metaphorically. As opposed to the actually, literally shiny toys you've given us in 1.5 too...) Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted October 15, 2018 Share Posted October 15, 2018 To me, the most exciting thing in this update is the shiny "VesselDeltaV" class ! As for the shiny parts... not fond of that, I find that it doesn't fit well with the overall "matte" style of KSP. Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted October 15, 2018 Share Posted October 15, 2018 20 minutes ago, DoToH said: Any word on this? I don't play KSP since then, waiting for the fix playing other games until is fixed. Maybe 1.6? Reading that thread, I wouldn't expect any action till SQUAD receives a save file that reproduces the problem, since a member of their QA staff already tried on his own and didn't experience it. Quote Link to comment Share on other sites More sharing options...
rmaine Posted October 15, 2018 Share Posted October 15, 2018 Wondering what change affected the first test I ran? Figured I'd do a real quick check mostly just to see how things looked (particularly UI scale, which at first glance does seem better, but that's not what I'm writing about here). New career, moderate difficulty, make the simplest flyable rocket (pod 1, chute, flea, 3 fins - no science experiment or anything else bothered with - not that there's much else in the way of options at that stage). Turn on Jeb's SAS and launch straight up, doing nothing til max altitude, where I hit the stage to trigger chute deploy. what am I doing at 20.9 K meters? Actually a hair high for the chute to semi-deploy. When I do get low enough for it to semi-deploy up here, it doesn't have enough drag to keep from accelerating til the chute is destroyed. (In retesting, I discovered that the chute destruction was from the physics warp I did on the way down; without the warp, it does stay under the destruction limits - barely). Went back and rechecked the same setup with 1.4.33, 1.4.4, and 1.4.5, all of which I still happen to have loaded on that same machine. They all get to about 13.9 k meters instead of 20.9 k. Drag difference? Atmosphere? Quote Link to comment Share on other sites More sharing options...
ThirdOfSeven Posted October 15, 2018 Share Posted October 15, 2018 It seems to me like Mk1 Pod, despite previous information on "not changing its properties too much" is now flipping in atmosphere (with no SAS) to fly with pointy side down, while it should keep its orientation with thick bottom side to prograde. Is it intended? Anybody else can observe this? Quote Link to comment Share on other sites More sharing options...
genbrien Posted October 15, 2018 Share Posted October 15, 2018 why is it still not possible to stage while in map mode? its cool now you see when your stage is gonna be empty, but then you have to quit the map, stage, and reopen it. Quote Link to comment Share on other sites More sharing options...
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