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Is there a need for 0.21.2?


MacDuckenstein

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I'm tempted to say no, since for me the game pretty much works perfectly. However, I wouldn't rule out another update to fix whatever new bugs may arise with the new terrains and spaceport buildings, plus of course further refinement of the SAS.

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I get a nasty freeze when entering mun's SOI, and the loading was supposed to be much faster, but is actually slower. I also got some crashes, mostly when quitting the game, so I'd expect another patch..

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Quite a few new bugs being introduced with this update:

Map sound "zooming" glitch has worsened

Scene change delay on Windows

SAS tweaks to accommodate off-centre thrust

Various random crashing issues

VAB bug that prevents you from leaving or dropping items

SOI transitions delay

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I get a nasty freeze when entering mun's SOI, and the loading was supposed to be much faster, but is actually slower. I also got some crashes, mostly when quitting the game, so I'd expect another patch..

Are you running Engineer Redux? I was having this issue until I closed the "orbit" window during transition...

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I'd say that the SOI lag thing is directly related to the procedural craters. Not sure if it can be completely fixed.

- Other than that, when you assign a Kerbal to a vehicle in the VAB/SPH, it is not "saved", and if your next action is anything else that clicking "Launch", Jebediah (if alive) will ninja the designated Kerbal and sneak in the first available pod.

- I notice "white spots" on the terrain and in the distance, especially on Kerbin, like if there were little holes between terrain meshes.

- Else the batteries of spacecraft that are not under focus never charge or discharge. They stay in the same state you left them.

- Any part that is not under focus can go through atmospheres without being slowed down.

- When you put an engine over a docking port in the VAB/SPH, the engine fairing will not jettison when you decouple the docking port from the engine (for "transposition and docking" Apollo-like manoeuvers). Sometimes it can hinder the manoeuver and be quite annoying. However, saving/reloading the game make the fairing diseappear.

- Still some "terrain shaking", which has been reported before, when landed on the Mun, and probably on other places too.

- In an "eclipse" scenario (very common in the Kerbin-Mun system), the planet that hides Kerbol cast no shadows and doesn't block lighting. However, the solar panels stop working as they should.

And some very minor stuff I don't remember about right now...

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I get a nasty freeze when entering mun's SOI, and the loading was supposed to be much faster, but is actually slower. I also got some crashes, mostly when quitting the game, so I'd expect another patch..

Yeah I was sending a kethane scanner to the mun and thought my game was gonna crash when it froze for like 30 seconds.

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I would like to say no, but with some really bad bugs I experienced while docking a solar module to my station I would really like a 0.21.2 update.

My turning controls were completely locked as if the old SAS system was taking revenge on my truss module while docking. Luckily quicksaving and reloading seems to have fixed it, but after docking I experienced the strangest bug in the world:

screenshot41.gif

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...

- In an "eclipse" scenario (very common in the Kerbin-Mun system), the planet that hides Kerbol cast no shadows and doesn't block lighting. However, the solar panels stop working as they should...

not a bug, that degree of sunblocking hasn't been made yet.

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- When you put an engine over a docking port in the VAB/SPH, the engine fairing will not jettison when you decouple the docking port from the engine (for "transposition and docking" Apollo-like manoeuvers). Sometimes it can hinder the manoeuver and be quite annoying. However, saving/reloading the game make the fairing diseappear.

This happened in .2 as well, unless things have changed you don't need to save/reload the game, just go to the tracking center and back.

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I'm also experiencing several issues with 21.1.

The SAS now works quite well for medium-large ships, but very small vessels go into a rapid shake that persists as long as SAS is on, and when you turn it off, the vehicle is thrown into a spin by whatever instant of momentum was last imparted to it by the shake.

I've experienced moments of lag on Mun, not due to my ship.

And occasionally I've experienced a bit of lag in the VAB, which has never happened before. A ship with many parts in the VAB might cause the game to pause for thought when moving or adding parts, but this new little bit of lag happens just while panning the camera over a stationary ship of medium size.

Also, a very rare thing that used to happen in 20 seems to be more common in 21, and that is a crash upon game start up.

And as others have noted, load times are slower rather than faster in this version.

I also have experienced a temporary freeze of up to half a minute or so upon entering Mun's SOI.

I am gathering info and will submit these as bug reports once I have the info that requires, but right now, I'm just wondering who else is experiencing these things.

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As far as game play goes i would say no not really, the ASAS works very well im my opinion now. However i find that the terrain at KSC can be a bit glitchy when terrain detail is set to low. There is also a small attachment bug where you sometimes cant attach parts to a vehicle. In general though, im not complaining with .21.1

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Scene change delay on Windows

SAS tweaks to accommodate off-centre thrust

SOI transitions delay

These in particular for me, most especially the SAS since I still don't trust it to hold to an attitude during a burn (although it is incredible for docking work; Smart A.S.S. can't hold a candle to it).

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I am speculating and hoping for a 0.21.2

Scene transitions are so slow. This has to be a bug because it is opposite of what should have been...

* PSystem.

This was one of the biggest code overhauls we've ever pulled off. Now, instead of having everything duplicated in each of the game's scenes, all common elements like the scenery, game logic, ambience and the planetarium are created once and get reused. This means the world you see at the space center is now exactly the same as the one you see in flight, and in the tracking station. It also means much slicker transitions between scenes, as we don't have to respawn everything again.

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I've had issues where in VAb or SPH trying to place a part after changing symmetry settings stops it working, have to exit to space centre and go back in. Nothing gamebreaking though

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It isn't really a bug, but if I transfer a craft from the SPH to the VAB, changing the type in the savefile, it'll load but still use the SPH symmetry options. This has made building rovers irritating.

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I haven't actually had any of the issues you guys mention apart from load times (and the load times aren't that bad). Definitely no SOI change lag or parts left behind in editors etc.

I am running .21.0, didn't have the buggy SAS everyone complained about either, my ships seem to hold course very well.

Definitely not having issues with importing craft from SPH to VAB.

I am having issues with hacking the locations of craft in the save file to test them on different planets though, maybe the game is trying to tell me something....

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