evileye.x Posted February 13, 2020 Share Posted February 13, 2020 (edited) Lol, just yesterday I've decided to return to KSP (last time I played actively was about an year ago, but... it was 1.3 rescaled 6.4x game with >100 mods) and made a copy of 1.8.1 steam install. Then applied JNCQ and all essentials (around 45 mods I guess...) and was quite motivated and ispired to start a new career by result. And today I see - 1.9 striked with new shader/camera thingies that will definetly break 70% of essential mods. Perfect timing, SQUAD . Would stick to play "vanillish" game in stock, but... It is almost impossible to go back from rescaled system to good old 1/10 Kerbin. /rant mode off Still great to see the game rolling. Can't wait to get to my gaming rig to see new Kerbin. And new motors. And build helis. Also, drain valve was the only reason for me to install smart parts pack for quite some time. Edited February 13, 2020 by evileye.x Quote Link to comment Share on other sites More sharing options...
Serenity Posted February 13, 2020 Share Posted February 13, 2020 Awesome update!Also happy to report most of my mods work, although i use a light modded version. The time warp change is so good! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 13, 2020 Share Posted February 13, 2020 2 hours ago, evileye.x said: And today I see - 1.9 striked with new shader/camera thingies that will definetly break 70% of essential mods. Actually, no. It will break those mods which are version-checked, such as Kopernicus. And some mods which rely-on/use various terrain shaders, etc. But most mods will not need updating for this release. It is not a new version of Unity, 1.8 broke most code-based mods because of that Quote Link to comment Share on other sites More sharing options...
Neilski Posted February 13, 2020 Share Posted February 13, 2020 Quote Quicksaves can no longer be made when the active vessel is about to crash into the ground The logic for this appears to be a bit broken. I've had it a few times already in somewhat questionable circumstances. The most recent of these was just now: the craft was descending at about 5 m/s, hanging from chutes, and still minutes away from splashing down on Kerbin... I wouldn't call that "about to crash into the ground". :-D Quote Link to comment Share on other sites More sharing options...
Jestersage Posted February 13, 2020 Share Posted February 13, 2020 Can someone do an explanation/discussion on the new engine plate values? Namely, why? the 5.0m plate is 1 ton with the short shroud! Quote Link to comment Share on other sites More sharing options...
DeliriumTrigger Posted February 13, 2020 Share Posted February 13, 2020 Can't EVA in physics warp now? Quote Link to comment Share on other sites More sharing options...
Inter Posted February 13, 2020 Share Posted February 13, 2020 The acronym "NRE" was thrown around everywhere in this changelog but never defined first. What does it stand for, please? Quote Link to comment Share on other sites More sharing options...
MechBFP Posted February 13, 2020 Share Posted February 13, 2020 55 minutes ago, DeliriumTrigger said: Can't EVA in physics warp now? Works fine for me Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted February 13, 2020 Share Posted February 13, 2020 4 minutes ago, Inter said: The acronym "NRE" was thrown around everywhere in this changelog but never defined first. What does it stand for, please? Null reference exception. It happens when code is expecting something and receives nothing instead. Quote Link to comment Share on other sites More sharing options...
Samssonart Posted February 13, 2020 Share Posted February 13, 2020 6 minutes ago, Inter said: The acronym "NRE" was thrown around everywhere in this changelog but never defined first. What does it stand for, please? It stands for Null Reference Exception. It's a programming term that in plain English means that you are trying to access something that is not there when you need it. The consequences can vary from just getting log spam to a behavior in the game completely breaking. Quote Link to comment Share on other sites More sharing options...
έķ νίĻĻάίή Posted February 13, 2020 Share Posted February 13, 2020 On 2/12/2020 at 7:19 PM, UomoCapra said: A brand new part that, as the name suggests, is a release valve for parts with drainable resources, such as monopropellant, ore, liquid fuel, oxidizer or xenon. The Drain Valve also allows you to set the drainage over a specific amount of time. Time to see how much TWR that thing gives Quote Link to comment Share on other sites More sharing options...
nestor Posted February 13, 2020 Share Posted February 13, 2020 19 hours ago, Gameslinx said: 1.8 introduced a new terrain shader, and now there's another one. A lot of people who work on planets spent weeks updating to the shader introduced in 1.8, and their work is now null and void now that the 1.9 update introduced a superior one The work done for 1.8 is not void since that is the High Quality and that should still work with no major changes. 19 hours ago, Gameslinx said: I've read through the "for modders" documentation on how to use it, but I'm not convinced it is an effective use of large amounts of system resources. The ram requirement will go up by 20% for a planet mod with 4 maps already if this is the same resolution... That's why we created an Ultra Quality category because we are aware of the extra resources and performance required while trying to optimize it as much as we could. 19 hours ago, Gameslinx said: Surely there wasn't a better way to implement this shader? I'd be happy with an altitude curve. Or, alternatively, use the biome maps that already correspond to regions on the terrain and lerp between those regions? We picked this strategy because we wanted to give artists the ability to assign different textures to different areas regardless of the terrain altutude (we didn't want to be forced to use a tinted grass texture for the desert). This won't be useful in all planets but will be very handy for some of them as Kerbin. Quote Link to comment Share on other sites More sharing options...
KerballingSmasher Posted February 13, 2020 Share Posted February 13, 2020 EXCITING! Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted February 13, 2020 Share Posted February 13, 2020 (edited) 58 minutes ago, Inter said: The acronym "NRE" was thrown around everywhere in this changelog but never defined first. What does it stand for, please? Null Reference Exception. Basically a type of error. (oops, didn't notice the previous reply) Edited February 13, 2020 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
Pthigrivi Posted February 13, 2020 Share Posted February 13, 2020 Woohoo psyched this is live New save time! Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 13, 2020 Share Posted February 13, 2020 5 hours ago, linuxgurugamer said: But most mods will not need updating for this release. It is not a new version of Unity, 1.8 broke most code-based mods because of that Agreed. From my testing yesterday, it looks like the only mods that should be broken by this update are those that interacted with the main game-cameras; such as Scatterer and EVE (and any other that might interact with those systems). I didn't notice any other API-level mod-breaking changes during testing of my mods, and they poke around in a very large number of the KSP code subsystems. Overall seems to be a pretty 'gentle' update as far as most mods should be concerned. 16 hours ago, Neilski said: Is there a way to revert to 1.8 if you use Steam? If you right-click the game in the games list, select 'properties', and then go to the 'betas' tab in the popup window, it should allow you to select previous versions under the 'Select the beta you would like to opt into:'. Note, it isn't just betas, but actual full stable previous versions of the game. Mine is already showing 1.8.1 as an available previous version. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 13, 2020 Share Posted February 13, 2020 22 hours ago, TiktaalikDreaming said: So... * Blades auto-detect cyclic vs collective control mode based on location of rotation axis relative to the vessel center of mass, per control axis. Mode indicated in Rotation Control State group in Advanced Tweakables. Is this available for more than just blades? Outboard jet or rocket engines for instance? 22 hours ago, JPLRepo said: No. Sorry. Only ModuleControlSurface. Mk2 Stockalike Expansion has one or more VTOL engines that use ModuleControlSurface for their tilt function. Have fun with those. Quote Link to comment Share on other sites More sharing options...
klesh Posted February 13, 2020 Share Posted February 13, 2020 I'd also like to say thank you for including those new stock craft, particularly the Breaking Ground ones like the Arrow-E, as their throttle usage is the most intuitive setup I've seen yet for propeller planes. Hopefully I'll be able to reverse engineer them and finally be able to make something useful with the Robotics. I wish they had been included at the DLC's release. Quote Link to comment Share on other sites More sharing options...
Lisias Posted February 13, 2020 Share Posted February 13, 2020 21 hours ago, Shaun said: Drag still needs fixing. From 1.8 to 1.8.1 the drag on all my aircraft is well over twice as much, also parts attached to nodes don’t seem to be occluded, sometimes having a higher drag than the front cone/cockpit! Something came to my mind this afternoon, as I'm specially interested on drag as my designs are also failing (besides not exactly as you describes). Check the Alt-F12/Cheats/Part Clipping in Editor and also the Alt-F12/Physics/Drag settings. Compare them with the values on the KSP that it's working as intended. Quote Link to comment Share on other sites More sharing options...
CardinalBiggles57 Posted February 14, 2020 Share Posted February 14, 2020 Is it necessary to start a new game to take advantage of the new textures? Quote Link to comment Share on other sites More sharing options...
Just Jim Posted February 14, 2020 Share Posted February 14, 2020 (edited) 48 minutes ago, CardinalBiggles57 said: Is it necessary to start a new game to take advantage of the new textures? No... no new game required. Edited February 14, 2020 by Just Jim Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted February 14, 2020 Share Posted February 14, 2020 New savegame. One segment of the runway is missing. Hangar is not connected to runway. Random skybox side is missing. Resource overlay is not working. Performance is mostly better. Redesigned surfaces of planetary bodies look nice. Quote Link to comment Share on other sites More sharing options...
MechBFP Posted February 14, 2020 Share Posted February 14, 2020 1 hour ago, lajoswinkler said: New savegame. One segment of the runway is missing. Hangar is not connected to runway. Random skybox side is missing. Resource overlay is not working. Performance is mostly better. Redesigned surfaces of planetary bodies look nice. Remove scatter and EVE. Quote Link to comment Share on other sites More sharing options...
Jaosnake Posted February 14, 2020 Share Posted February 14, 2020 There's a date release for this update on ps4? Quote Link to comment Share on other sites More sharing options...
Tewa Posted February 14, 2020 Share Posted February 14, 2020 10 hours ago, Just Jim said: No... no new game required. Hi everyone! I just wanted to confirm this... I can update KSP to 1.9 and still play my 1.8.1 career game? This is my first patch that's come out during an active game I was playing. I wasn't expecting to be able to do that... Thanks! Quote Link to comment Share on other sites More sharing options...
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