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Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread


UomoCapra

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On 6/25/2021 at 11:25 PM, Dominiquini said:

I found a bug *:

When I set an alarm for a ship's maneuver node, it only works while the ship is in focus!
If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator...
This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine!

* Hope this is a bug, not a feature!

Same problem but to me which alarms work seem completely random. To some craft they work fine but others refuse to work.

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I've been MIA for a while (well, hardly 'in action', but away from the game and the forum) but this new/last update has me enthused once again.

I'm looking forward to some more fireworks! Oh, and the fireworks should be fun too!

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I downloaded from steam, updated my mechjeb install, and my game is broken. I cannot access the VAB, SPH, or launch any existing craft blueprints, stock or otherwise.

Was working fine until I updated 1.12. Any suggestions for a fix?

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I think some waiting is in order with this one, alarm clock not working, window planner defaulting to mun costantly and landing gear/legs being worse than before are just a couple of things I spotted while doing the very first mission with the update.

I guess it was rushed to meet the anniversary.

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I've reported the bug for stuck maneuver node alarms https://bugs.kerbalspaceprogram.com/issues/28093 I couldn't find anyone else reporting so I did

Also, I've reported another bug that gives the exactly the same issue as KAC, when trying to auto-warp to a point in the orbit that is a few hours before the next alarm, the game will warp to the next alarm, causing you to lose the auto-warp you requested https://bugs.kerbalspaceprogram.com/issues/28081

If anyone's up to, upvoting and sharing their experiences might help.

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On 6/26/2021 at 8:17 AM, lemming1 said:

Am I the only one whose (wheeled) bases and rovers started gliding all over their respective surfaces after that latest update?
Tried all the wheel options but nothing stops the glide.
Using an existing save from just before the update.

*update*

Seemed to be a case of the new wheel friction code in combination with SAS being on resulting in wheels not having any effect. Increasing friction and turning off SAS seems to be the way to go now.

Why is the default friction set to 0.7 though? Turn Mun surface into oiled glass.

Like you, I can make the new wheels work OK in the update by changing settings, but unfortunately it seems they've greased up all the landing legs too! Here' s a screenshot of my  Duna ore mining ship, which was perfectly stationary on around a 9-degree slope before the update, cutting loose and starting to slide so fast I couldn't time warp to stop it or switch away:

kT1udIM.png

Of course unlike wheels, the legs don't have any handy physics adjustment sliders, so  I had to wait about 20 minutes for it to travel to a spot that was flat enough to bring it to a halt. Luckily there were no bumps or steeper spots to flip it over on that that little journey!  Anyway, I don't know how the KSP community at large feels about these slippery landing legs, but I don't personally think that level of traction is acceptable.

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On 6/24/2021 at 6:00 PM, UomoCapra said:

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Hello everyone!

Today we wear our party helmets to celebrate the 10th anniversary of the first publicly released version of Kerbal Space Program, as well as the launch of our most ambitious free update ever! Kerbal Space Program 1.12: On Final Approach is the last major update of what became one of the most influential space flight simulators ever, but it also marks the beginning of a new chapter in the Kerbal universe. Looking forward to the future, but proud of what KSP has achieved, we want to give players our most sincere thanks. The support you’ve given us throughout all these years has helped to excite and inspire us to bring you the ultimate KSP experience before KSP2 hits the shelves next year.

Kerbal Space Program 1.12: On Final Approach is packed with a great deal of content including a brand new ‘Slim’ suit inspired by the feats of the private aerospace sector industry, on-demand disconnecting struts, and rotating docking port collars, just to name a few. This update also includes many new requested features & quality of life additions to improve the user experience of KSP, such as a huge revamp to craft and game save loading menu-system, a large amount of wheel and landing leg improvements, and much more! Rejoice and explore the Kerbal universe once more... you might even encounter some of the new easter eggs and unlockable launch sites scattered around the solar system. Are you ready?

Let’s go through some of the update’s highlights below:

Maneuver Creator App

The Maneuver Creator app is an incredibly useful tool that enhances the accuracy of your space maneuvers by allowing you to quickly generate transfers to other celestial bodies, see upcoming transfer windows and get a good understanding of where you’re going and how much deltaV it will take to get there.

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Alarm Clock App

Use the Alarm Clock app to set alarms for maneuvers, manual time alarms and alarms for various orbital positions, which will certainly come in handy for those long trips that require several burns to complete. 

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New Solar Panels

This update also includes 4 brand new photovoltaic panels, including enhanced versions of the SP and OX-4 series, but also two large circular retractable solar panels with very cool deployment methods.

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10th Anniversary Fireworks!

Celebrate KSP’s 10th anniversary with these highly configurable firework launchers to attach to your vehicles. Choose from different trail and burst types, but also tweak the force, duration, star size, launch velocity, explosion delay, and the colors of the fireworks at any given time. Let the party begin!

And more!

To learn more you can read the full Changelog here:



=================================== v1.12.0 ============================================================
+++ Improvements
* Upgrade project to Unity 2019.4.18f1 LTS.
* All module filter buttons in advanced filter mode in the VAB/SPH now have icons.
* Adjustment to Kerbal hiring formula to make it not prohibitive, while still making it cheaper if the player has lost most/all of their kerbals.
* Wheel and landing leg suspension now spreads weight across all grounded wheels.
* Wheels have new improved friction model with more realistic physics.
* Wheel steering response is now modified to give lower response at higher speeds (less oversteer).
* Add new stock Slim suit.
* Color picker PAW field now shows current color to left of name.
* Adjustments to PAW groups to let controls in groups fill the PAW better.
* ChooseOption PAW field now marquees text for long value choices.
* Revamp of Pol's terrain textures.
* Implement new structural variants to Flag parts and ensure non-structural ones have no colliders.
* Add limited rotation to Docking Port parts so they can now slightly rotate to help align both sides of the vessel.
* Add Disconnect action for compound parts like fuel lines and struts, so you can disconnect these via the part menu, actions and controllers.
* Add folder structure display and navigation for craft storage and the craft-load dialog.
* Add middle mouse click handling to set lat, lon, alt when using the set position cheat from flight and map mode.
* Add Maneuver Tool app to create inter-body transfer maneuver nodes.
* Add file folder browser to craft load and save dialog.
* Add ability to search games in load screen.
* Add ability to search craft in vessel load dialog.
* Add 10th Anniversary Patch to classic astronaut suits.
* Add an alarm clock app to help players not miss important events.
* Implement cheats - Ignore Kerbal EVA Construction Mass Limit, Ignore Kerbal Inventory Volume/Mass Limit and Fix repairable parts.
* Change error message color and added Override safety check to the set Orbit cheat.
* Command Pods are now allowed to be edited in EVA Construction Mode.

+++ Localization
* Move Action Group App heading text to correct localization files.
* Italian only. Fixing incorrect tense used for verbs in three Mission Control strings.
* KSPedia EVA Activities fix, in all 9 languages.
* Fix KSPedia Parachute slide for all 9 languages.
* Fix outdated translation on Kerbal parachute KSPedia page of one string in Chinese only.
* Fix on grammatical error on Dzhanibekov effect EVA science experiment, for English only.
* Fix translation in one string (#autoLOC_8003405) , only for Russian.
* Fix for missing comma in SEQ-24 Cargo Storage Unit description, English only.
* Fix for misspelled 'efficiency' in Construction training, English only.
* Fix translation in game for one string to match cfg file (#autoLOC_309388) , only for French.
* Fix translation in one string for Bepi Colombo, only for German.
* Fix translation for several uses for 'crew' , only for Chinese.
* Fix 'Ice Cream' is two words, English only.
* Fix for apostrophe missing in 'comets' for one line in Rosetta mission. English only.
* Fix for several part names showing untranslated in description, Japanese only.
* Fix for using a capital C on the noun Comet for Rosetta mission summary, English only.
* Fix for UI to show whole translation for KAL-1000 Controller details, Russian only.
* Fix for spelling mistake in the part description window for the EVA Repair Kit, English only.
* Fix for punctuation in Data from Science slide, French only.
* Fix for spacing in Tools VAB/SPH KSPedia slide, Portuguese only.
* Fix wheel stress PAW item text in Japanese.
* Fix for typo issue in 'Dres' KSPedia slide, Portuguese only.
* Updated text for OX-Stat-PD Photovoltaic Panel, 8 languages.

+++ Parts
* New solar panels! OX-10L 1x5, SP-10L 1x5, OX-10C and SP-10C Photovoltaic Panels.
* Fix LV-N Nerv, Stayputnik, RA-15 Relay Antenna, LV-T45 Swivel, LV-T30 Reliant, Z-200 Rechargeable Battery, Girder Adapter and Z-4K Rechargeable Battery overlapping z-fighting issues.
* Fix MK1-3's Kerbal hatch exit point.
* Allow surface attachment to the PB-X50R Xenon Container, Stratus-V Cylindrified Monopropellant Tank and Stratus-V Roundified Monopropellant Tank.
* Revamp all docking port parts.
* Add a new set of parts. Fireworks dispensers!

+++ Bugfixes
* Fixed audio issue caused by too many sounds triggering at the same time.
* Fix Part Loader handling of invalid animations in parts on load.
* Fix the map icon for Deployable Ground Parts like Work Lamps to not show the unknown question mark.
* Fix parts being tilted when taken from inventory in Construction mode, they now match the rotation in the editor.
* Fix kerbals being able to walk and jump their way to orbit.
* Fix null references occuring on part icons after the mission flag is changed after moving a cargo flag from cargo to a vessel.
* Fix issue flag parts in cargo were changing their thumbnail when changing the mission flag while in the VAB/SPH and also when held over PAWs or EVA Construction Panel.
* A new screen message will appear when a Kerbal attempts to pick up a deployed cargo part when it's carrying capacity limit would be exceeded. The part will not be picked up until the Kerbal has freed enough capacity in its inventory slots.
* Fix potential game crash when attempting to attach a part created from an undo (crtl+z)in editor.
* Decreased a height error check from 0.2m to 0.1m, in order to support smaller parts, and preventing them to sink into the ground.
* Fix edge case where robotic pistons shoot off at high speeds when dropped in EVA Construction Mode.
* Fix Mobile Launch sites where all the legs will now try to extend if one does not find a ground collision.
* Fix Mobile Launch Sites could end up with a null reference for positionMobileLaunchsite.
* Deployed science SFX is no longer interrupted while placing more than one instrument.
* Fix the consistency of Extendable parts. When they are moved they should retain their state, when stored they are retracted into storage and need to be extended once attached from storage.
* Fix key not found exception after an EVA Kerbal dies followed by staging a decoupler in flight.
* Fix ability to review and transmit science experiments whilst resetting the experiment.
* Fix NRE on closing Construction Mode while holding robotic parts after detaching it from vessel.
* Fix flag parts not moving with the rest of the craft when manipulating the root part in editor.
* Fix flickering Orbit lines in Mapview/Tracking station (really fixed this time).
* Fix for UI to allow proper space for the word "Small" to display in a single row in the PAW.
* Fix for UI to avoid misaligned column text in "Active Strategies" column, in the Administration Building.
* Fix wheel stress tolerance not taking gravity into account.
* Fix wheels not taking steering curve into consideration.
* Fix landing legs violently decompressing when fully compressed.
* Fix landing legs shaking on low gravity.
* Fix light weight rovers using S2 wheels sliding everywhere.
* Fix landing legs shaking when attached to parts placed horizontally.
* Fix vessels moving across the surface with landing legs placed at >= 45 degrees.
* Fix toggle wheel motor action group.
* Fix max speed on M1.
* Fix some contract craft not loading in career games.
* Fix quicksave text input being too short and characters being cut off.
* Fix deploying ground parts interrupting SFX on other parts.
* Fix NRE occurring during repairing a part.
* Fix Rover Construction, Satellite Upgrade and Vessel repair contracts losing track of the contract vessel.
* Fix any vessel arriving at a rover repair contract from triggering the waypoint on the contract.
* Fix Satellite upgrade contract asking for parts that are not usable in EVA Construction mode.
* Fix Ap and Pe markers appearing in future patches in space not aligned to current patch rendering when in career games that have yet to have patched conics available.
* Fix EVA kerbals on a ladder in Construction Mode holding a part from floating off the ladder.
* Fix the banana pieces velocity when performing the EVA science experiment whilst wearing the default suit.
* Fix physicsless root part on decoupled vessel creating havoc.
* Fix a Key Not Found Exception error message is fired when a Grip Strip is removed from any vessel through EVA Construction Mode.
* Fix held part keeps its position in the scene on closing Construction Mode instead of reaching the ground.
* Fix Mk1-3 Pod's rcs' SFX volume.
* Fix toggle of suspension auto spring and damper not resetting spring and damper when toggled from override to auto.
* Fix the Protective Rocket Nose Cone Mk7?s collider.
* Fix prebuilt craft qualification for contracts based on tech nodes as they are purchased.
* Fix Non-retractable deployable parts having a Retract option when they cannot be retracted.
* Inventory part tooltip panel no longer closes as soon as the mouse exits the inventory slot. It is therefore now possible to read all the information when the panel has many widgets.
* Extended part information panel and inventory tooltip are now more clear about mass information.
* Fix audio issue where sounds makes a pop sound when engines shut down.
* Fix NREs when expanding a stage from a vessel marked as debris.
* Fix audio issue where sounds differed between map view and flight view.
* Fix the MenuNavigation on the CraftBroswer dialog so that when browsing with the up and down arrows, the scrollback focuses on the highlighted element.

+++ Modding
* Changes to Wheel and Landing Legs systems by default are not applied to old parts. ModuleWheelBase.useNewFrictionModel, ModuleWheelSteering.useNewModel, ModuleWheelSuspension.useDistributedMass must be set to true in the Part Modules cfg for each part that wants to use the new functionality.
* Failed reflection calls to incompatible or otherwise invalid mods are now handled, so they don't stop the game from loading.
* Custom suits now show the corresponding icon in all relevant screens.
* Added an additional useCustomThreshold field to ModuleOrbitalSurveyor. Setting it to true will allow the module to recalculate the minimum and maximum altitudes beyond the stock values.
* When multiple versions of the same assembly are present, KSP now makes sure only the most recent one is loaded.
* Tuned the logic to calculate space object resource percentages based on the lowRange and highRange values, preventing space objects from always having > 80% resources regadless of the range values.
* Add a GameEvent for revert to launch that returns the current FlightState.
* Add ability for modders to be able to turn off the color changer UI.
* Add ability to support multiple lights from the single ModuleLight instance.
* Allow ModuleLight's toggle action to simultaneously toggle other animations.

=================================== Making History 1.12.0 =================================== 
+++ Parts
* Kerbodyne S3-S4 adapter's dark stripe now matches with the S3 and S4 tanks.
* Add 1.25m Engine plate.
* Fix SM-25 gap at bottom of the doors.

+++ Bugfixes
* Kerbodyne KE-1 Mastodon Liquid Fuel Engine's shroud clipping fix
* Fix spacing in Mission Builder for 'Seed' field in the SAP.
* Fix max speed on M1-F wheels.
* Fix EP-12's preview attach nodes size.
* Fix MEM's rcs' SFX volume.
=================================== Breaking Ground 1.7.0 ===================================
+++ Localization
* Fix unnecessary colon for one string in Spanish only.
* Fix for spelling mistake in Duna's stone objects, English only.

Kerbal Space Program 1.12: On Final Approach is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game.

As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.12: On Final Approach.

 

Happy launchings!

 

About the Ground Anchor: The Ground Anchor will be a brand new element in KSP, that when paired with EVA construction, will give players the ability to anchor their vessels to the ground or create a solid foundation for bases. Unfortunately we encountered a late bug for this feature, so it will not be included as part of the 1.12 update. We believe we have a fix for it, but it was too late and too risky to do at the last minute. As a result, this feature will be included with the 12.1 patch, so stay tuned

is this update coming to PS4 sometime in the future?

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I'm starting up a new save and looking forward to trying out some of the new features. Haven't seen any issues yet, but then I only just started. 

 

If there was ever a time to restart a save its more or less now... or at least when the actual "last patch" hits with the base anchor haha.

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On 6/24/2021 at 1:18 PM, UomoCapra said:
On 6/24/2021 at 1:15 PM, nascarlaser1 said:

is discovering required in sandbox mode as well?

Yes, but you'll find them, no worries. A good excuse to explore the home planet again ;p

Luckily I have a bunch of trucks and cars thanks to Grounded Modular Vehicles! And with Kerbal Foundries, I can make something with tracks!

When I get KSP working again (Don't ask, I corrupted some .dlls when installing a different mod-My craft are safe, I just need to reinstall KSP, but with really slow internet) I will go exploring! I could also put some KerbNet satellites up into orbit.

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Just now, Ben J. Kerman said:

Luckily I have a bunch of trucks and cars thanks to Grounded Modular Vehicles! And with Kerbal Foundries, I can make something with tracks!

Planes are faster.

1 minute ago, Ben J. Kerman said:

When I get KSP working again (Don't ask, I corrupted some .dlls when installing a different mod-My craft are safe, I just need to reinstall KSP, but with really slow internet) I will go exploring! I could also put some KerbNet satellites up into orbit.

Oof. I can’t play KSP much. They show up on kerbnet too,

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6 hours ago, Ben J. Kerman said:

Oh yeah, planes too. Or maybe a cargo plane with a truck in it!

A medium-orbit polar satellite with RoveMate probe core would work best for locating easter eggs, at least in stock, because SCANsat's VS-series ground observation telescopes can find them in the background for you with 100% discovery rate as long as they're in orbits with good ground coverage.

Edited by OrdinaryKerman
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I've taken a little break from KSP in recent months (had a little Valentina join the family)... but with this final KSP update, I felt I had to thank everyone involved with the Kerbal Space Program project for what has been, without a doubt, the best 'bang-for-buck' piece of software I've ever purchased.

Many hundreds of hours have been spent in this incredible 'game', and the commitment to 10 years of updates, patches, fixes, and new content has been phenomenal. As has this wonderful community. 

Congratulations on a decade of Space Success! I've no doubt you've inspired an entire generation of people to pursue an interest in the universe.

Here's to 10 more years!

 

Edited by Chequers
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On 6/28/2021 at 12:58 PM, herbal space program said:

Like you, I can make the new wheels work OK in the update by changing settings, but unfortunately it seems they've greased up all the landing legs too! Here' s a screenshot of my  Duna ore mining ship, which was perfectly stationary on around a 9-degree slope before the update, cutting loose and starting to slide so fast I couldn't time warp to stop it or switch away:

kT1udIM.png

Of course unlike wheels, the legs don't have any handy physics adjustment sliders, so  I had to wait about 20 minutes for it to travel to a spot that was flat enough to bring it to a halt. Luckily there were no bumps or steeper spots to flip it over on that that little journey!  Anyway, I don't know how the KSP community at large feels about these slippery landing legs, but I don't personally think that level of traction is acceptable.

Having the same issue. Landing legs slipping all over the place. Makings doing a pin point landing to fix a rover basically impossible. 

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Bug #28108: Wheel's friction is too low on certain planets and crafts that didnt slide in 1.11 do slide in 1.12 - Kerbal Space Program - Squad Bugtracker

@herbal space program @Emperoreddy@lemming1

Yeah I did a lot of testing on the wheels. 1.11.2 the test crafts were fine. 1.12 they start sliding down slops. havent done anything with the landing legs yet

My bug report has recommended settings for some of the planets.

Edited by Anth12
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