dr.phees Posted January 10, 2019 Share Posted January 10, 2019 A big thank you for the Lander Can Mk2 fixes! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2019 Share Posted January 10, 2019 I still wonder why they include the launcher, if it's still broken Link to comment Share on other sites More sharing options...
Geonovast Posted January 10, 2019 Share Posted January 10, 2019 9 minutes ago, linuxgurugamer said: I still wonder why they include the launcher, if it's still broken Probably the same reason they still include the 32 bit executables after they stopped supporting it. Link to comment Share on other sites More sharing options...
Poodmund Posted January 10, 2019 Share Posted January 10, 2019 1 hour ago, kerbiloid said: Accidentally launched "Launcher.exe" and clicked "Mods @ Curse". Curse said "page not found". If you load the game to the Main Menu screen and click on the "Addons and Mods" button it also takes you to a Curse page that is no longer available. There is a Bug Report about this on the tracker but it obviously just hasn't got around to being fixed yet. https://bugs.kerbalspaceprogram.com/issues/20743 Link to comment Share on other sites More sharing options...
klesh Posted January 10, 2019 Share Posted January 10, 2019 1 minute ago, Poodmund said: If you load the game to the Main Menu screen and click on the "Addons and Mods" button it also takes you to a Curse page that is no longer available. There is a Bug Report about this on the tracker but it obviously just hasn't got around to being fixed yet. https://bugs.kerbalspaceprogram.com/issues/20743 Please vote that up of you want it to get fixed. A +3 vote could see that thing languish in the bugtracker for years. Link to comment Share on other sites More sharing options...
Superfluous J Posted January 10, 2019 Share Posted January 10, 2019 (edited) 17 minutes ago, Geonovast said: Probably the same reason they still include the 32 bit executables after they stopped supporting it. They don't actually include the 32 bit executable, at least not in the Steam version. I believe, though, that they just don't delete it so it's possible you see it because of that. I know this because I got a new computer recently and didn't copy anything, just reinstalled from Steam. All it has is ksp_x64 and Launcher. No clue why it still has Launcher, of course. Edited January 10, 2019 by 5thHorseman Link to comment Share on other sites More sharing options...
PDCWolf Posted January 10, 2019 Share Posted January 10, 2019 No word on this?: https://forum.kerbalspaceprogram.com/index.php?/topic/178960-reentry-modules-are-draggy-uncontrollable-garbage-that-will-flip-a-rocket-90-of-the-time/ Even if they are supposed to be launched inside a fairing, they are disproportionally draggy and unaerodynamic in general. Link to comment Share on other sites More sharing options...
klesh Posted January 10, 2019 Share Posted January 10, 2019 8 minutes ago, PDCWolf said: No word on this?: https://forum.kerbalspaceprogram.com/index.php?/topic/178960-reentry-modules-are-draggy-uncontrollable-garbage-that-will-flip-a-rocket-90-of-the-time/ The bugtracker listing in case anyone wants to upvote so it gets noticed: https://bugs.kerbalspaceprogram.com/issues/20268 Link to comment Share on other sites More sharing options...
Geonovast Posted January 10, 2019 Share Posted January 10, 2019 45 minutes ago, 5thHorseman said: They don't actually include the 32 bit executable, at least not in the Steam version. I believe, though, that they just don't delete it so it's possible you see it because of that. Kinda my point, really. They stopped supporting the Launcher, but it's still there. They stopped supporting 32 bit, yet I have 32 bit executables for 1.5.1 and 1.6.0 that both launch the game. Looks like GoG just released 1.6.1 for Linux, so I might play with that some tonight, since I left my laptop at home again. Link to comment Share on other sites More sharing options...
klgraham1013 Posted January 10, 2019 Share Posted January 10, 2019 1 hour ago, linuxgurugamer said: I still wonder why they include the launcher, if it's still broken Perception is reality. Probably not the best idea to have one of the longest broken pieces of your software up front and center. They should really get rid of it. Link to comment Share on other sites More sharing options...
Tyko Posted January 10, 2019 Share Posted January 10, 2019 (edited) Anyone notice that the KSC doesn't point due East anymore? According to Kerbal Engineer a craft on the launch pad is sitting at 0.09721 degrees instead of 0.00000. It's a small annoyance, but easy for @SQUAD to correct. I feel like every couple of updates someone messes with the KSC location and doesn't include enough significant figures to properly define 0.00000 degrees. Edited January 10, 2019 by Tyko Link to comment Share on other sites More sharing options...
Stone Blue Posted January 10, 2019 Share Posted January 10, 2019 1 hour ago, Geonovast said: Kinda my point, really. They stopped supporting the Launcher, but it's still there. They stopped supporting 32 bit, yet I have 32 bit executables for 1.5.1 and 1.6.0 that both launch the game. I kno it may be OCD... But all those empty, confusing, useless legacy folders in the main install, too Link to comment Share on other sites More sharing options...
BlackHat Posted January 10, 2019 Share Posted January 10, 2019 2 hours ago, Stone Blue said: I know it may be OCD... But all those empty, confusing, useless legacy folders in the main install, too You mean the: KSP\Internals, KSP\Parts, KSP\PluginData, KSP\Plugins, KSP\Resourses, KSP\Sounds folders? You know I always wondered why they still have those folders there too. I only started playing since in KSP 0.90, and as far as I remember even back then they were always empty. SO How about it Squad? Is it safe to delete these folders? Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 10, 2019 Share Posted January 10, 2019 1 hour ago, BlackHat said: You mean the: KSP\Internals, KSP\Parts, KSP\PluginData, KSP\Plugins, KSP\Resourses, KSP\Sounds folders? You know I always wondered why they still have those folders there too. I only started playing since in KSP 0.90, and as far as I remember even back then they were always empty. SO How about it Squad? Is it safe to delete these folders? You could always try making a fresh testing install of KSP and seeing what happens when you delete those. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2019 Share Posted January 10, 2019 I dont expect any issue, except for the PluginDats, I know of at least one modder who uses that Link to comment Share on other sites More sharing options...
klgraham1013 Posted January 10, 2019 Share Posted January 10, 2019 7 minutes ago, linuxgurugamer said: I dont expect any issue, except for the PluginDats, I know of at least one modder who uses that I mean. Squad hasn't been afraid of breaking mod compatibility before. Holding out for one person (Is it one of your hundreds?) seems odd. Link to comment Share on other sites More sharing options...
Stone Blue Posted January 10, 2019 Share Posted January 10, 2019 (edited) 3 hours ago, BlackHat said: You mean the: KSP\Internals, KSP\Parts, KSP\PluginData, KSP\Plugins, KSP\Resourses, KSP\Sounds folders? Is it safe to delete these folders? Yes... those... This is what my install folder looks like after a fresh install, and I delete all the "unecessaries"... Unfortunately, when you start KSP for the first time after the delete, it puts the empty folders back but atleast all the broken Launcher garbage is gone Edited January 10, 2019 by Stone Blue Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2019 Share Posted January 10, 2019 49 minutes ago, klgraham1013 said: I mean. Squad hasn't been afraid of breaking mod compatibility before. Holding out for one person (Is it one of your hundreds?) seems odd. Not mine. Link to comment Share on other sites More sharing options...
Lisias Posted January 10, 2019 Share Posted January 10, 2019 (edited) 3 hours ago, klgraham1013 said: I mean. Squad hasn't been afraid of breaking mod compatibility before. Holding out for one person (Is it one of your hundreds?) seems odd. I don't see what it would be a "holding out", once directories and files are easily created by code. I remember at least one add'on that creates and uses <KSP_ROOT>/Logs to hold logging data. This is a no issue. Edited January 11, 2019 by Lisias Yeah.Typos. But you already knew it. Link to comment Share on other sites More sharing options...
FleshJeb Posted January 11, 2019 Share Posted January 11, 2019 9 hours ago, Tyko said: Anyone notice that the KSC doesn't point due East anymore? According to Kerbal Engineer a craft on the launch pad is sitting at 0.09721 degrees instead of 0.00000. It's a small annoyance, but easy for @SQUAD to correct. I feel like every couple of updates someone messes with the KSC location and doesn't include enough significant figures to properly define 0.00000 degrees. I'm a land surveyor. Why do you have to hurt my soul by telling me these things?!? Link to comment Share on other sites More sharing options...
Superfluous J Posted January 11, 2019 Share Posted January 11, 2019 51 minutes ago, FleshJeb said: I'm a land surveyor. Why do you have to hurt my soul by telling me these things?!? As a land surveyor, how often are things at exact latitude lines? I wish they'd put KSC further from the equator, not closer. Not like 20 degrees or anything but 3-5 would be nice and force you to think about orbital planes a little bit on every launch. Link to comment Share on other sites More sharing options...
Srpadget Posted January 11, 2019 Share Posted January 11, 2019 22 hours ago, 5thHorseman said: Also, this should be the impetus you need to back up your game every once in a while. Or better, don't play the Steam version and instead play the "backup Yes, I got out of the habit. I stayed with 1.2.2 for ... well, however long that's been ... until sometime after 1.5.1 dropped. And there was LOTS of advance notice re 1.6, so I was ready for that. But 1.6 seemed mostly stable--few bugs discussed, and the only one that was moderately serious had a simple-enough workaround, and ZERO discussion by staff of any kind of follow-on. So I figured there wasn't going to be anything for a few months until 1.7...and I got complacent. Silly me. Link to comment Share on other sites More sharing options...
FleshJeb Posted January 11, 2019 Share Posted January 11, 2019 14 minutes ago, 5thHorseman said: As a land surveyor, how often are things at exact latitude lines? Look at any number of state or national borders. Also, keep in mind he was talking about the orientation of the launchpad, not the location. A LOT of things are constructed more tightly than that. 0.09721 degrees is at least 100x the angular error I'd put up with, if I were hired to lay out the site due east-west. Link to comment Share on other sites More sharing options...
Tyko Posted January 11, 2019 Share Posted January 11, 2019 45 minutes ago, 5thHorseman said: As a land surveyor, how often are things at exact latitude lines? I wish they'd put KSC further from the equator, not closer. Not like 20 degrees or anything but 3-5 would be nice and force you to think about orbital planes a little bit on every launch. There are many ways to alter your game to make that happen - alternate launch sites, mods, et -, but for the base game 0 degrees makes the most sense. I think about how many discussions there are about rendezvous and docking. At least with KSC on the equator you can tell people to launch due East. If you had to explain plane changes you're just complicating one of the hardest concepts in the game even further. Same reason the Mun is at 0 degrees. Link to comment Share on other sites More sharing options...
Snark Posted January 11, 2019 Share Posted January 11, 2019 10 hours ago, Tyko said: Anyone notice that the KSC doesn't point due East anymore? According to Kerbal Engineer a craft on the launch pad is sitting at 0.09721 degrees instead of 0.00000. It's a small annoyance, but easy for @SQUAD to correct. I feel like every couple of updates someone messes with the KSC location and doesn't include enough significant figures to properly define 0.00000 degrees. Hmm, interesting. Maybe I need to go take a look at VABReorienter and see whether it needs a tweak to fix this. Shouldn't be too hard. #ocd Link to comment Share on other sites More sharing options...
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