Rutabaga22 Posted November 2, 2022 Share Posted November 2, 2022 Will someone please xplain the "Xcom 2 fiasco" to me? Link to comment Share on other sites More sharing options...
ColdJ Posted November 2, 2022 Share Posted November 2, 2022 Well, there goes any hope that they would fix the swimming bug they added in 1.11.1 Link to comment Share on other sites More sharing options...
MechBFP Posted November 2, 2022 Share Posted November 2, 2022 (edited) 1 hour ago, Rutabaga22 said: Will someone please xplain the "Xcom 2 fiasco" to me? The launcher for that game just plain sucks, to be blunt. Constantly gets updates that causes problems for the user base such as breaking mod support or breaking things that worked before for no logical reason. Published by 2K games which has the same parent company (Take Two) that Private Division falls under as well. Given that it doesn’t make any financial or efficiency sense to have people develop multiple launchers for each publisher they will likely be reusing the same code base as the XCOM2 launcher, so hopefully it isn’t a giant pile of garbage. Edited November 2, 2022 by MechBFP Link to comment Share on other sites More sharing options...
ssd21345 Posted November 2, 2022 Share Posted November 2, 2022 btw if you're trying to play old version and launch via steam, the steam would attempt to mac version somehow(ksp.app) Link to comment Share on other sites More sharing options...
Rutabaga22 Posted November 2, 2022 Share Posted November 2, 2022 I hope this launcher isn't like Xcom 2's and is a litte more "Kerbal" Link to comment Share on other sites More sharing options...
kerbiloid Posted November 2, 2022 Share Posted November 2, 2022 8 hours ago, ColdJ said: Well, there goes any hope that they would fix the swimming bug they added in 1.11.1 Spoiler Link to comment Share on other sites More sharing options...
RE-I2 Skiff Posted November 2, 2022 Share Posted November 2, 2022 When will the console version get updated? Link to comment Share on other sites More sharing options...
Aerodynamic Kerbal Posted November 2, 2022 Share Posted November 2, 2022 12 minutes ago, RE-I2 Skiff said: When will the console version get updated? Never. We, console players are screwed. Link to comment Share on other sites More sharing options...
panzer1b Posted November 2, 2022 Share Posted November 2, 2022 21 hours ago, Intercept Games said: Patch Notes Change Log: =================================== v1.12.4 ============================================================ +++ Bugfixes * Fix Alarm Clock input fields ignoring configured custom day/year lengths. * Fix Basic Flight tutorial. * Fix Go For Orbit tutorial. * Fix Intermediate Construction tutorial. * Fix Advanced Construction tutorial. * Fix Sub Orbital tutorial. * Fix Craft Browser not showing the Hopper in Intermediate Construction tutorial. Nice to see bugfixes, but i have to say i was honestly hoping for some of the more gamebreaking things being addressed (what i see here are minor nuissances at best, even if they are helpful for new players, not that i think there are that many of which at this stage in the game's lifecycle). Why not focus on some of the following which make a much bigger difference: Memory leak, even with no mods this eventually crashes/slows the game to the point that its unlayable without frequent restarts. Various krakens, most well known of which which affects me and quite a few other players being the wobbling issue with too many things attached to a single part (without a crapton of struts to stop the wobbling). Editor symmetry bugs. Not sure how to reproduce but it happens every once in a while where a craft file references a non-existent part ID and fails to load said craft file without going in and deleting all references to that part. Also another bug that breaks craft files and results in them "duplicating" themselves once you launch into orbit, go to another vessel, and then enter phys range of the bugged one (does result in some nice fireworks at least but thats not always the desired intention). Wheels/landing gears STILL bloody sliding down anything but the lightest slopes, not to mention bouncing up with extremely violent force when you drive over Parallax's terrain bumps, (albeit its still a stock issue as the same thing happens when you try and drive over a girder laying on the ground or up a ramp with a small step, rover goes airborne and the thing under the wheel usually explodes). Honestly, im not even sure what the point was of the wheel physics update, i never saw the old wheels as bad and i dont remember (correct me if im wrong on this) wheels in the older versions being this buggy, slidy and they certainly didnt bounce up like they do now when hitting any sort of bumps lie say running over a girder. That and perhaps look into the electricity useage (i know this can be edited using part cfgs) as right now a small propeller/ducted fan can accelerate a rather non aerodynamic vehicle to 40m/s using 1/5th the power of 6 wheels which can only accelerate it to 25 m/s (i dont know what physics laws are violated in the universe kerbals are from but i seriously doubt replacing the electric motor in a EV with an airboat engine, even if electrically powered airboat engine, will get you better fuel economy ). Finally, perhaps some optimizations and general performance improvements (would be nice to have 2 600 part count capital ships be able to slug it out with fireworks without the framerate slowing to a crawl (its actually "manageable", but still painfully slow especially if i were to add any more ships to this). I know KSP is backburner mode, but its kinda sad to see the list of bugfixes being minor annoyances and not gamebreaking things that would improve quality of life for everyone. Link to comment Share on other sites More sharing options...
The Aziz Posted November 2, 2022 Share Posted November 2, 2022 Given the game is no longer actively developed, all of these are way beyond what they could and would do in reasonable time (read as: before KSP2 is out and complete) Link to comment Share on other sites More sharing options...
darthgently Posted November 2, 2022 Share Posted November 2, 2022 1 hour ago, panzer1b said: Nice to see bugfixes, but i have to say i was honestly hoping for some of the more gamebreaking things being addressed (what i see here are minor nuissances at best, even if they are helpful for new players, not that i think there are that many of which at this stage in the game's lifecycle). Why not focus on some of the following which make a much bigger difference: Memory leak, even with no mods this eventually crashes/slows the game to the point that its unlayable without frequent restarts. Various krakens, most well known of which which affects me and quite a few other players being the wobbling issue with too many things attached to a single part (without a crapton of struts to stop the wobbling). Editor symmetry bugs. Not sure how to reproduce but it happens every once in a while where a craft file references a non-existent part ID and fails to load said craft file without going in and deleting all references to that part. Also another bug that breaks craft files and results in them "duplicating" themselves once you launch into orbit, go to another vessel, and then enter phys range of the bugged one (does result in some nice fireworks at least but thats not always the desired intention). Wheels/landing gears STILL bloody sliding down anything but the lightest slopes, not to mention bouncing up with extremely violent force when you drive over Parallax's terrain bumps, (albeit its still a stock issue as the same thing happens when you try and drive over a girder laying on the ground or up a ramp with a small step, rover goes airborne and the thing under the wheel usually explodes). Honestly, im not even sure what the point was of the wheel physics update, i never saw the old wheels as bad and i dont remember (correct me if im wrong on this) wheels in the older versions being this buggy, slidy and they certainly didnt bounce up like they do now when hitting any sort of bumps lie say running over a girder. That and perhaps look into the electricity useage (i know this can be edited using part cfgs) as right now a small propeller/ducted fan can accelerate a rather non aerodynamic vehicle to 40m/s using 1/5th the power of 6 wheels which can only accelerate it to 25 m/s (i dont know what physics laws are violated in the universe kerbals are from but i seriously doubt replacing the electric motor in a EV with an airboat engine, even if electrically powered airboat engine, will get you better fuel economy ). Finally, perhaps some optimizations and general performance improvements (would be nice to have 2 600 part count capital ships be able to slug it out with fireworks without the framerate slowing to a crawl (its actually "manageable", but still painfully slow especially if i were to add any more ships to this). I know KSP is backburner mode, but its kinda sad to see the list of bugfixes being minor annoyances and not gamebreaking things that would improve quality of life for everyone. KSP Community Fixes mod addresses more than a few memory leaks and is quite solid Link to comment Share on other sites More sharing options...
kerbiloid Posted November 2, 2022 Share Posted November 2, 2022 2 hours ago, Aerodynamic Kerbal said: We, console players are screwed. Exclusively included. Are here, but not quite right here. Link to comment Share on other sites More sharing options...
Red3Tango Posted November 2, 2022 Share Posted November 2, 2022 (edited) On 11/1/2022 at 10:25 AM, Intercept Games said: New Launcher for KSP on Steam. I hope this is an optional "feature", I find it entirely a waste to have a launcher for ANY game (regardless of being on Steam or not). There are so many developers/publishers that shove a launcher down out throats in order to cram it full of ads, only to serve 1 or 2 games. Unless you have more than 10 games by the same developer, a launcher is pointless. Steam IS a launcher, it has news, discussions, keeps the game updated, and more. Edited November 2, 2022 by Red3Tango typo Link to comment Share on other sites More sharing options...
MechBFP Posted November 2, 2022 Share Posted November 2, 2022 (edited) The patch is out now, as an FYI. As expected Steam now launches the launcher first rather than the game. EDIT: Apparently just the launcher got released so far. Edited November 2, 2022 by MechBFP Link to comment Share on other sites More sharing options...
panzer1b Posted November 2, 2022 Share Posted November 2, 2022 3 hours ago, darthgently said: KSP Community Fixes mod addresses more than a few memory leaks and is quite solid I'll give these a try, didnt know they fixed performance aspects (thought it was just QoL things in that modpack). I'll see how much this affects my massively overkill warships... Link to comment Share on other sites More sharing options...
Stone Blue Posted November 2, 2022 Share Posted November 2, 2022 (edited) 18 minutes ago, MechBFP said: The patch is out now, as an FYI. Not on the KSP Store, it seems... Edited November 2, 2022 by Stone Blue Link to comment Share on other sites More sharing options...
Ghostii_Space Posted November 2, 2022 Share Posted November 2, 2022 2 minutes ago, Stone Blue said: Not on the KSP Store, it seems... It will take some time to go to the KSP store as we verify that the patch is released correctly. It should be available in the next hour or so! Link to comment Share on other sites More sharing options...
pmborg Posted November 2, 2022 Share Posted November 2, 2022 (edited) The new launcher is out on steam but not the new release yet: Still 1.12.3 Edited November 2, 2022 by pmborg Link to comment Share on other sites More sharing options...
MechBFP Posted November 2, 2022 Share Posted November 2, 2022 19 minutes ago, pmborg said: The new launcher is out on steam but not the new release yet: Still 1.12.3 You are correct. I just happened to take a quick at it and incorrectly assumed the patch was also pushed out at the same time. Apparently not... how odd. Link to comment Share on other sites More sharing options...
Ghostii_Space Posted November 2, 2022 Share Posted November 2, 2022 Patch is now live! Link to comment Share on other sites More sharing options...
MechBFP Posted November 2, 2022 Share Posted November 2, 2022 You can ignore the new launcher just by launching the KSP_x64.exe directly, so that is great. Thank you for not forcing it to launch with the main exe as well. Confirmed the basic flight tutorial is no longer a death trap as well. Link to comment Share on other sites More sharing options...
mostlydave Posted November 2, 2022 Share Posted November 2, 2022 (edited) Steam really needs to add a clear indicator of whether a game requires a launcher or not and enforce some kind or rules to get rid of them. Why am I buying my games on Steam if each one installs its own launcher anyway? Why in the world does a game like KSP need to add a REQUIRED launcher at this point in its life? I encourage anyone that owns KSP on Steam to leave a negative review letting Private Division and Valve know how you feel about launchers. Edited November 2, 2022 by mostlydave Link to comment Share on other sites More sharing options...
4x4cheesecake Posted November 2, 2022 Share Posted November 2, 2022 On the bright site: the launcher doesn't break compatibility with steams "new" big picture mode aka steam deck ui. The launcher comes up if you start the game through the steam deck ui but it skips ahead and just proceeds to run the game with no additional inputs required Link to comment Share on other sites More sharing options...
t_v Posted November 2, 2022 Share Posted November 2, 2022 8 minutes ago, mostlydave said: Steam really needs to add a clear indicator of whether a game requires a launcher or not and enforce some kind or rules to get rid of them. Why am I buying my games on Steam if each one installs its own launcher anyway? Why in the world does a game like KSP need to add a REQUIRED launcher at this point in its life? I encourage anyone that owns KSP on Steam to leave a negative review letting Private Division and Valve know how you feel about launchers. The launcher can be bypassed by simply launching the game, as @MechBFP has mentioned. I don’t use Steam and the game can be launched normal with or without the launcher. As for why it is there, the launcher represents an extra piece of software that will make it easier to manage the game, access resources, and give specific feedback on KSP 2. Steam handles some of those things but not all of them, hence the usefulness of dedicated software for those purposes. Link to comment Share on other sites More sharing options...
4x4cheesecake Posted November 2, 2022 Share Posted November 2, 2022 (edited) There is also another way to bypass the launcher: Edited November 2, 2022 by 4x4cheesecake Link to comment Share on other sites More sharing options...
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