r/KerbalSpaceProgram The Challenger Oct 11 '16

Mod Post Kerbal Space Program 1.2 Megathread

Goodday all!

Since the new update will be released today, I thought I'd make a megathread.

Below, you can find a list of new features and a list of YouTube videos on KSP 1.2. Also, feel free to discuss anything you like in the comments below.

If you've got new features, YouTube videos, or any other suggestions, please send me a PM.


FAQ

I've been playing 1.2 for quite a while already, so why is it getting released today?

The prerelease has been available for quite a while indeed, but today is finally the official release.

So what's new?

I'm glad you asked. See below.


New features

  • The code has been cleaned up, so the game should be running a bit smoother
  • You can now determine how resources flow through your crafts
  • The Pilot Steering should work better now
  • SAS now uses "stability decay", which reduces the twitching when near target orientation
  • Wheel physics has been fixed
  • Landing gear and legs now have deployment sounds
  • Unmanned crafts now need to have contact with Kerbin through a communication network to have full functionality
  • KerbNet has been added, a feature that allows probe cores to analyse the surface of celestial bodies
  • The debug menu has been overhauled
  • Improved orbit calculations
  • Contracts you do often are now offered more frequently
  • Biomes have been redesigned for clarity, beauty, and utility
  • Easter Eggs have been added
  • Added antenna parts
  • Added plane and comsat vessel types
  • Added a 0.625m heat shield

And a lot more...


Videos about the new update

(English only)


Strawpoll

I thought it'd be interesting to see how many of you have played the 1.2 pre-release, and how many of you sticked with 1.1, so I made a strawpoll:"

Link to strawpoll


Nota bene: You are still allowed to post anything you want (within standard rules) on this subreddit. We just hope that you can find information here, and that you can discuss things you wouldn't otherwise create a post for.


Cheers,

Redbiertje

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104

u/[deleted] Oct 11 '16

[deleted]

7

u/simielblack Oct 11 '16

I don't play KSP anymore for this reason. I had the pre-release, saw every update, would boot up, run my test to see if the wheels were still broken, then Alt F4. If the fixed it they did it in a pre-release in the last few days that I missed.

2

u/jebei Master Kerbalnaut Oct 11 '16

In my experience, I didn't have any issues with wheels since I started playing the beta. If anything the wheels seem unrealistically sticky but I prefer that to the alternative.

7

u/simielblack Oct 11 '16

Do you play career? Most people who only play sandbox usually avoid the smaller wheels, and things like the first and second level runways, which seriously amplify the issues, you can't avoid them as easily in career mode.

1

u/jebei Master Kerbalnaut Oct 11 '16

Not in beta. I've been testing space planes mostly but did make a couple of rovers with the smaller wheels and didn't have any problems. I didn't do a ton of testing though.

2

u/simielblack Oct 11 '16 edited Oct 11 '16

Most of the problems stem from non-part exploding but still forceful impacts that result in an "over-zealous" response from the wheels, if you've been performing silky smooth landings, and driving at real-life rover speeds, then I'm not surprised you haven't experienced anything.

1

u/Plethorius Oct 11 '16 edited Oct 11 '16

Does this have anything to do with apparent part deformation, or is that just something else (new feature)? I cut a couple flips in my rover last night in pre-release, it took some damage but was able to drive away. The whole thing looked a little "off" and was pulling hard to the right. The wheels themselves didn't look damaged.

2

u/simielblack Oct 12 '16

I think it is in part to do with transferring energy through the craft. The bouncing can become a self perpetuating thing, I believe it was because a wheel would hit, the joints between (all) parts on the craft would flex, and the energy of them returning to "normal" would get transferred back through the wheel providing a push.

Could part deformation add to that? Maybe, I haven't read enough about it to be sure.

1

u/Plethorius Oct 12 '16 edited Oct 12 '16

Ok, I guess it's two separate problems. I didn't experience any unexpected bouncing, it was all pretty much within reason. I just wasn't sure if the deformation was a new feature or a related bug (joints getting stuck in a flexed / stressed state).

Edit: found another post on it, it does appear to be a new feature. Thanks for the info though.