KSP Team Intercept Games Posted January 30 KSP Team Share Posted January 30 KSP2 Update v0.2.1.0 Release Notes <-- This rocket denotes an issue or change that community members directly helped by sharing or suggesting it to our dev team. Thanks to all of you who send in bug reports and suggestions! Bug Fixes Construction Fixed: Game crashes when moving an assembly in the VAB with a nose cone as the anchor part and any non-single symmetry mode Fixed: Stack Separators placed below a vessel root part do not separate correctly causing destruction of the vessel Fixed: Clicking on the Orthographic Cube while holding a part or vessel deletes it while in the VAB Fixed: An exception is thrown when changing the Launch Assembly in the VAB, affecting the functionality of the Delta-V tools Fixed: Loading a vessel in VAB shows magenta cubes for a few seconds Environments Fixed: Black dots show on Jool when observing the planet from the surface [1] Fixed: Galaxy skybox does not rotate in some situations [1] Fixed: Stars are too dim when orbiting some celestial bodies Fixed: Lighting on vessels orbiting Kerbol at a semi-major axis of >=23,000,000,000 flickers EVA Fixed: Running a surface survey when planting a flag results in the Kerbal becoming uncontrollable [1] Fixed: Running a Crew Observation from the PAM on an EVA Kerbal does not show any animation Added new Kerbal Variety assets from the Exploration release to KSC Kerbals Fixed: Kerbal Rocket Pin haircut does not receive correct hair colors Flight & Map Fixed: Orbital drift compensation did not take axial tilt into account consistently, leading to additional drift near Celestial Bodies with axial tilt [1] Fixed: Orbital drift compensation decreases in quality over time [1] Fixed: Decouplers require two clicks to stage [1] Fixed: LT-5 "Bandioot" landing legs collapse to minimum length when any weight is applied [1] Fixed: Vessel and KSC icons on the map are too large, particularly when closer to the camera [1] Fixed: Switching to Mission Control when paused in flight hangs the game [1] Fixed: Shielded docking ports cannot be undocked after a reload Fixed: Shielded docking ports can dock when closed Fixed: Vessel collision with water often only destroys the first part Fixed: Heat shield automated fairings cause aerodynamic occlusion to parts near them Fixed: The vessel becomes active and the scene is switched automatically to flight view of the vessel. Fixed: Jet engines cannot be deactivated until throttled down to zero [1] Fixed: Surface teleport tool doesn't work in non-English languages Fixed: Surface teleport tool shows incorrect maximum altitude values for some celestial bodies Added new color theme to both A and B Intersect nodes on the Map Adjusted colors and iconography associated with Intersect Nodes on the Map Fixed: Flight Report does not appear when crashing a vessel if the previously launched vessel had been recovered Added a delay before showing the Flight Report after a vessel crashes Fixed: The velocity readout in the Flight HUD only shows 4 significant figures FX and Audio Adjusted reentry VFX trigger points to more closely correlate with start of reentry heating Fixed: Heat shields do not show heat glow during reentry Fixed: Procedural wings do not show heat glow during reentry Localization Fixed: Missing localization of some terms in the Mission control screen Fixed: Missing spaces in some languages in several sections of the Part Info window in the VAB Fixed: Incorrect localization for Research Reports collected around Dres Fixed: Incorrect localization for Research Reports collected around Jool Menus and Settings Fixed: Using the Teleport tool with the maximum AP selected teleports the vessel slightly outside the target Celestial Body Fixed: Cheats menu can become locked into a box on the screen and cannot be moved outside its boundaries Fixed: Time Warp controls are still available when exiting to the Main Menu from within a gameplay session Fixed: Part poses for some main menu animations are incorrect Missions and Tutorials Fixed: numerous errors in mission text [1] Fixed: Mission debrief text is repeated in "Minmus Monument" mission [1] Added a waypoint to guide the player as part of the "Tertiary Dibs: Platinum" mission. Fixed: An orange arrow/marker persists on the map during the tutorial "Establishing an Orbit" Optimization Fixed: Several memory leaks when launching or loading vessels Parts and Stock Vessels Reduced atmospheric shock heating in the upper 45% of most atmospheres significantly Increased heat transport away from parts in the top 20% of most atmospheres Increased stack decoupler and separator thermal masses by up to 3x Increased unshielded docking port thermal masses by 1.5x, increased temperature tolerance to 800K Increased thermal mass of light procedural wings, stabilizers and control surfaces by 1.5x Increased thermal mass of medium procedural wings, stabilizers and control surfaces by 1.75x, increased temperature tolerance to 1350K Increased thermal mass of spaceplane procedural wings, stabilizers and control surfaces by 1.2x Fixed: Surface attached lights don't function when first launching a vessel [1] Fixed: Solar panels occlusion is not calculated correctly near and past Jool Improved: RSCM-01 "Sample Grabber" arm incorrectly deploys in many situations Fixed: Crater Crusher stock vessel has its solar panels incorrectly oriented Saving and Loading Fixed: The Burn Timer window does not show staging events after loading a save with an active maneuver Fixed: Vessels lose functionality if loading a save that was made outside of flight mode in certain situations Fixed: Reverting to VAB with multiple vessels on the runway causes one of them to become unuseable Science Changed the behavior of experiments that take time: they will no longer pause when leaving a valid research location and will instead enter a suspended state until you return to the original region, where they will restart without player input Fixed: The Science action button flashes for already-completed experiments [1] Fixed: Mission notifications appear in Sandbox mode [1] Fixed: Experiment crew requirements depend on the vessel's crew intead of the part's crew Fixed: Orbital Surveys do not work in Low or High Kerbol orbit Fixed: Using the Transmit All button in the Research Inventory re-transmits already completed experiments SUBMITTING BUG REPORTS AND FEEDBACK If you'd like to provide feedback about this build, there are many different ways to do so: Submit Feedback through the Game Launcher Suggest a Change on the Forums Join us on Discord to discuss potential changes Bug reports should be shared to: KSP Forums Bug Reports Quote Link to comment Share on other sites More sharing options...
The Aziz Posted January 30 Share Posted January 30 Docking ports changing state fix when Also 11 minutes ago, Intercept Games said: Added a delay before showing the Flight Report after a vessel crashes small but very welcome. Quote Link to comment Share on other sites More sharing options...
krbvax Posted January 30 Share Posted January 30 2 hours ago, Intercept Games said: Fixed: Vessel collision with water often only destroys the first part Well shucks, there goes my plan to explore Kerbin's ocean floor... Quote Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted January 30 Share Posted January 30 Quote Added a delay before showing the Flight Report after a vessel crashes Oh my god I suggested this so many times I'm so happy it's happening! Quote Link to comment Share on other sites More sharing options...
Stephensan Posted January 30 Share Posted January 30 is seeing crafts overlayed over the re entry effects on the bug list or a bug report with a suggestion making it be overlayed over and off having reentry effects not showing the craft? Quote Link to comment Share on other sites More sharing options...
The Aziz Posted January 30 Share Posted January 30 44 minutes ago, Intercept Games said: Fixed: Vessel and KSC icons on the map are too large, particularly when closer to the camera Okay fine. But it didn't make targeting things any easier when zoomed out. If you have even a single vessel around a body, targeting the body is impossible. That should've been part of the fix. Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted January 30 Share Posted January 30 So much for fixing the parachute issue. Sigh. Quote Link to comment Share on other sites More sharing options...
Community Manager Dakota Posted January 30 Community Manager Share Posted January 30 17 minutes ago, Scarecrow71 said: So much for fixing the parachute issue. Sigh. Parachute issues - alongside dv calculations, font rendering, and missing orbit lines - are our top priorities right now. We're looking into it and will share when we have news. Quote Link to comment Share on other sites More sharing options...
Periple Posted January 30 Share Posted January 30 Nice, most of my most wanted bugs are fixed! Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted January 30 Share Posted January 30 1 hour ago, Intercept Games said: Fixed: Stars are too dim when orbiting some celestial bodies Aw I thought that was a feature. Quote Link to comment Share on other sites More sharing options...
DassJennir Posted January 30 Share Posted January 30 Nice, a fix for the giant icons in the map. Now just allows uns to change said icons or toggle them off in the tracking station. Quote Link to comment Share on other sites More sharing options...
NexusHelium Posted January 30 Share Posted January 30 (edited) 13 minutes ago, Superfluous J said: Aw I thought that was a feature. Technically it should be. In real life, the shine off of celestial bodies (specifically planets with atmospheres like Earth) from the sun render stars incredibly hard to see so I was a little confused when I saw this as a "fixed" at all. Edited January 30 by NexusHelium Quote Link to comment Share on other sites More sharing options...
steveman0 Posted January 30 Share Posted January 30 1 hour ago, krbvax said: Well shucks, there goes my plan to explore Kerbin's ocean floor... And my backup plan when my chutes fail to open! Quote Link to comment Share on other sites More sharing options...
CosmikDebris Posted January 30 Share Posted January 30 Fixed separators, no science report spam, lights operational, Orbital decay (hopefully) fixed (again)? Shame there's no parachute fix... but still happy here! Quote Link to comment Share on other sites More sharing options...
BigBA Posted January 30 Share Posted January 30 Awesome, some nice fixes! Keep it up guys. Quote Link to comment Share on other sites More sharing options...
Flush Foot Posted January 30 Share Posted January 30 (edited) Looking forward to playing it again tonight! (Especially the automatic resumption of location-specific experiments! Took me a bit last night to realize the starlab was altitude- and biome-dependent… Edit: Maybe in 0.2.0 starlab was biome-aware "at all altitudes" but in 0.2.1 it definitely only cares about biomes in 'low orbit' and handles all of 'high orbit' as if it were a single biome. Edited February 1 by Flush Foot New information after last play session Quote Link to comment Share on other sites More sharing options...
Scarecrow71 Posted January 30 Share Posted January 30 1 hour ago, Dakota said: Parachute issues - alongside dv calculations, font rendering, and missing orbit lines - are our top priorities right now. We're looking into it and will share when we have news. Well, the game is unplayable if parachutes don't open. Like, literally unplayable; you cannot land on Duna, or Laythe, or even back on Kerbin, if the chutes don't open. Guess this stays on my shelf for another couple of months whilst you sort out the chutes issue. Sigh. I was really looking forward to playing this again and getting on with the missions. Quote Link to comment Share on other sites More sharing options...
Periple Posted January 30 Share Posted January 30 15 minutes ago, Scarecrow71 said: Well, the game is unplayable if parachutes don't open. Like, literally unplayable; you cannot land on Duna, or Laythe, or even back on Kerbin, if the chutes don't open. Guess this stays on my shelf for another couple of months whilst you sort out the chutes issue. Sigh. I was really looking forward to playing this again and getting on with the missions. I wonder what triggers it though? It only happened to me once and I was able to make it down in one order by quitting and reloading and hammering the deploy button until one of them deployed. Quote Link to comment Share on other sites More sharing options...
Vl3d Posted January 30 Share Posted January 30 Solid patch! Quote Link to comment Share on other sites More sharing options...
Biggen Posted January 30 Share Posted January 30 Radial chutes seem to work better for me. I also make sure not to time warp through the opening. Also, opening them a few thousand feet AGL also seems to help them deploy. If I don't do any of these three things, chutes won't deploy/open at all. Quote Link to comment Share on other sites More sharing options...
MechBFP Posted January 30 Share Posted January 30 Any news on the ongoing camera rework/fixes would be appreciated. I assume the standard orbital camera is still broken in this release? Quote Link to comment Share on other sites More sharing options...
JoeSchmuckatelli Posted January 30 Share Posted January 30 I'm not seeing it - but is there a fix for the 'landed' state bug? Quote Link to comment Share on other sites More sharing options...
ShadowZone Posted January 30 Share Posted January 30 Nice, about 6 weeks after "For Science" came out, we have the first patch quite a few issues I encountered myself are (nominally) fixed. Haven't been able to launch the game yet, but that will change soon As per usual, here's the bugfix stats: Version Total items Community % of total 0.1.1 281 42 15% 0.1.2 173 36 21% 0.1.3 165 17 10% 0.1.4 81 9 11% 0.1.5 86 11 13% 0.2.0 156 0 0% 0.2.1 68 14 21% While the patch with the least number of changes, we have to consider that the Christmas holidays and New Year's was in between. Also a lot of issues that were found and fixed thanks to the community. Some more numbers: Including the initial 0.1.0 release, we had 8 releases since February 24th 2023. On average, that's almost 7 weeks between releases. Soooooo, mid March for 0.2.2? Quote Link to comment Share on other sites More sharing options...
hikerchick29 Posted January 30 Share Posted January 30 Ok, so in the update notes, I’m seeing that the visual effects on the heat shield ablator was supposed to be fixed. But I’ve had the complete opposite experience. Now I have no ablative coating loss during re-entry whatsoever, and there is no scorching texture effect when re-entering Kerbin’s atmosphere. Previously, as disappointing as it was, I at least had SOME effect on the heat shields Quote Link to comment Share on other sites More sharing options...
sef1608 Posted January 31 Share Posted January 31 2 hours ago, JoeSchmuckatelli said: I'm not seeing it - but is there a fix for the 'landed' state bug? Doesn't look like it. I just had it appear Quote Link to comment Share on other sites More sharing options...
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