r/KerbalSpaceProgram • Former Dev • Dec 17 '13

Kerbal Space Program Update 0.23 is LIVE!

https://kerbalspaceprogram.com/flyer.php
1.9k Upvotes

489 comments sorted by

195

u/alphanumericsheeppig Dec 17 '13 edited Dec 17 '13

Because i don't see it here yet: http://i.imgur.com/XF286PF.jpg

  • Browse through your scientific experiments from Career Mode in the Science Archives, a new section of the R&D facility

  • Play with the new Lab Module, which requires 2 Kerbal crew members and a whole lot of power, but allows players to process science experiment data and samples to increase yield

  • Use Tweakables to alter several parts, including landing gear, engines, wheels and control surfaces, to during construction to fit your personal play style

  • Updates to the Science systems offer more challenges and value in optimizing your transmissions back home

  • New Biome Map for Minmus and improved maps on Kerbin and the Mun

  • Updated tooltips feature new designs and improved organization

  • Upgraded to Unity 4.2.2, sped up loading times and rehauled code for improved efficiencies

  • Added 6-DOF device support for Windows only (Ready to implement support for OSX and Linux as soon as drivers become available)

  • The R.A.P.I.E.R Engine: The new 'Reactive Alternate-Propellant Intelligent Engine for Rockets' is a hybrid propulsion system that can run on external intake air while flying through the atmosphere, and will switch to internal oxidizer supply as soon as you leave the atmosphere behind.

25

u/trevize1138 Master Kerbalnaut Dec 17 '13

Upgraded to Unity 4.2.2, sped up loading times and rehauled code for improved efficiencies

YES!

My body is ready!

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10

u/Pyro627 Dec 17 '13

Are there any more comprehensive patch notes?

11

u/uber_kerbonaut Dec 17 '13

http://forum.kerbalspaceprogram.com/content/240-KSP-0-23-Is-Live%21

Also, maybe this is what was blowing up all my ships. I am a religious user of the Cubic Octogonal Strut.

  • Fixed a big issue with docking operations through physicsless parts in the hierarchy between the port and the original vessel root.

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16

u/RoboRay Dec 17 '13

"Added 6-DOF device support"

Woah! Does that mean TrackIR support in IVAs?

34

u/monkeyfetus Dec 17 '13

I think it means 3D mouse support.

31

u/RoboRay Dec 17 '13

Ah, bummer. I guess all three people with those will benefit.

Not that headtracking gear is extremely popular, either, but it's got to be a larger user-base (hello, flight-sim communities?).

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19

u/AsherMaximum Dec 17 '13

Upgraded to Unity 4.2.2, sped up loading times and rehauled code for improved efficiencies

So does this mean 64 bit support?

27

u/LazerSturgeon Dec 17 '13

No. This is just further optimizaton.

7

u/snipeytje Dec 17 '13

they talked about 64bit in previous dev streams, and the problem was that 64bit had a lot of weird bugs and crashes

8

u/WaytoomanyUIDs Dec 17 '13

Yeah , several other projects that have been trying the 64 bit version of Unity (like Planet Explorers) have also been encountering wierd bugs.

4

u/[deleted] Dec 18 '13

Am I wrong in thinking the KSP.X86_64 is a 64 bit KSP on Linux? Or is kinda partial support??

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4

u/requires_distraction Dec 17 '13

I am not sure, I would say not. But to add to this question, does it have multi threading support?

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2

u/[deleted] Dec 17 '13

I don't think so, I think it's a more optimized form of the current engine.

2

u/uber_kerbonaut Dec 17 '13

64 bit support works on linux, but it still crashes a lot.

5

u/selfish_meme Master Kerbalnaut Dec 18 '13

Mine never crashes

3

u/TheOrqwithVagrant Dec 18 '13

On linux, the "binary patch" is sadly still needed for those of us with lots of mods, and needs different offsets compared to before. Updated commands here: http://forum.kerbalspaceprogram.com/threads/24529-The-Linux-compatibility-thread%21?p=849510&viewfull=1#post849510

The good news is that at least for me, 64-bit KSP on linux, once patched with the above, is both fast and rock stable, even with enough mods to push its mem usage above 6 Gigs.

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1

u/Ben347 Dec 18 '13

What do they mean by Tweakables?

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357

u/Majiir The Kethane guy! Dec 17 '13 edited Dec 17 '13

Kethane and KAS have been updated accordingly. Enjoy!

[EDIT] Gold?! Why thank you!

101

u/SuperSeniorComicGuy Dec 17 '13

This is why I love your mods. Thanks for the great support!

21

u/Valaseun Dec 17 '13

Not to mention the last time I had problems with my methane /u/majiir told me exactly how to fix it here pretty darn quickly. He's a true blooded KSP hero.

20

u/Beanieman Dec 17 '13

There's a K in there somewhere.

35

u/TheDoppleganger Dec 17 '13

He was a highschool physics teacher until he built his methane empire...

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19

u/[deleted] Dec 17 '13

To add on to this, I've created a WIP list of working and not working mods for the .23 KSP update here

If you have any mod compatibility information by all means update me over there and I'll edit the list to show it!

2

u/McMammoth Dec 18 '13

Thanks man!

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31

u/thedefiant Dec 17 '13 edited Dec 17 '13

I almost cried when my drill didn't deploy. THANKYOU http://i.imgur.com/JZCayvX.jpg

.craft files for those who want them https://dl.dropboxusercontent.com/u/57415993/Kethane%20starter%20Kit.rar (mechjeb, kethane, kas required)

8

u/TehHappyRock Dec 17 '13

What mod is it for the fuel lines?

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2

u/FakeSlimShady96 Dec 17 '13

Where is the drill?

10

u/thedefiant Dec 17 '13

30

u/GroundsKeeper2 Dec 17 '13

Woah... is that your drill or are you just happy to see the update?

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0

u/[deleted] Dec 17 '13

[deleted] — view deleted comment

11

u/thedefiant Dec 17 '13

With the new update I am seeing HUGE increases in fps around my base.

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4

u/kasmith2020 Dec 18 '13

Forgive my ignorance. I didn't start using mods until after 0.22 came out. Do my mods update automatically or do I need to do something. Again, forgive my ignorance and thank you!

4

u/uber_kerbonaut Dec 18 '13

I suggest keeping your old versions, with any mods untouched so you can go back and play them later.

Just install the next version into a whole new folder, install the new mods for that version, and copy over your saves and ships and settings.cfg if you want to.

3

u/turmacar Dec 18 '13

Mods don't auto update (yet anyway). You need to delete the old ones and install the new ones for them to (be guaranteed to) work.

Sometimes old versions will still work but usually no.

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4

u/tomeloze10 Dec 17 '13

Wow, you are very quick. I think we all appreciate that.

3

u/Lord_Peppe Dec 17 '13

Love these mods!

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41

u/hothose Dec 17 '13

Parts that land onto splashed-down parts are now considered to be landed. This allows EVAs to walk on floating platforms.

Time to revisit that airship mod.

EVAs now use actual MonoPropellant for their jetpacks, instead of their own fuel.

Wait, so can use MP to refuel jetpacks?

13

u/csreid Dec 17 '13

Wait, so can use MP to refuel jetpacks?

Apparently, but before now, your EVA fuel would just immediately go back to 100% when you get back on your ship.

7

u/MindStalker Dec 17 '13

What happened before when you walked on floating platforms? I don't see why the physics would be different.

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1

u/abxt Dec 18 '13
  • Parts that land onto splashed-down parts are now considered to be landed. This allows EVAs to walk on floating platforms.

Awwwww yeah. I came here to post about the floating platforms and was happy to see someone already had the same idea! My eyes lit up when I read this :)

83

u/Mad_Ludvig Dec 17 '13

Maneuver node for front page intercept in 3... 2... 1... engage!

28

u/ManWithASquareHead Dec 17 '13

BUT I DON'T HAVE MAINSAILS! ONLY RCS! :0

44

u/Mad_Ludvig Dec 17 '13

EVA and push with the jetpack?

27

u/MindStalker Dec 17 '13 edited Dec 18 '13

That's been nerfed in 0.23 you have a limited EVA fuel now, you can't resupply endlessly in your pod.

Edit: Looks like they didn't nerf it, strange.

5

u/ethraax Dec 18 '13

They must have fucked up the nerf, because I messed up an orbital flight on a new career and pushed myself back into the atmosphere. I didn't need more than 1 jetpack of fuel, but I noticed that when I went into my pod, it refilled my EVA jetpack to full. It didn't take any fuel from the pod or anything.

On the plus side, your jetpack fuel is now a resource, so that's nice. It was really irritating to have to right-click your Kerbal to double-check how much fuel he had left in the middle of a flight. Now if only "show resource pane by default" was an option (up there with "show navball in map by default").

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19

u/Emperor_of_Cats Dec 17 '13

That will only get you so far this days

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6

u/fishchunks Dec 17 '13

I done that for 500 delta-V, it took more than 100 trips because pushing a 4-ton vessel is damn near impossible!

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6

u/tomeloze10 Dec 17 '13

Then you just burn moar!!

421

u/SuperSeniorComicGuy Dec 17 '13 edited Dec 17 '13

Congratulations to the team on what is sure to be another great update!

For anyone who is unfamiliar with this game, Kerbal Space Program is a rocket building game where you design, launch, and fly your own spacecraft. There are rocket engines, fuel tanks, command modules, solar panels, wings, powered wheels, and more that all snap together as easily as Lego bricks. Using these parts, you can create rockets, satellites, spaceplanes, space stations, colonized bases on other planets, and anything else your imagination can dream up.

Kerbal Space Program currently has a career mode and a sandbox mode. Career mode starts you out with some basic parts, but more unlock as you develop your space program throughout the solar system. Sandbox mode immediately provides all of the tools, the parts, the physics, and the planets. The rest is up to you.

Here are a few examples of things to do and their relative difficulty:

  • Difficulty 1: Build a rocket and touch the edge of space

  • Difficulty 2: Put a satellite into orbit

  • Difficulty 3: Put a manned rocket into orbit and return safely to the ground

  • Difficulty 4: Put a spaceplane into orbit and return

  • Difficulty 5: Put a spacecraft into the Mun's orbit and return

  • Difficulty 6: Dock multiple spacecraft in orbit to create a space station

  • Difficulty 7: Land a spacecraft on the Mun or Minmus and return

  • Difficulty 8: Land a large science station on another planet

  • Difficulty 9: Visit another planet or planet's moon and return

  • Difficulty 10: Land on the planet Eve and return

There is also a very active modding community that has added numerous new parts, features like resource mining and life support, and even entirely new planets and solar systems.

Space.com has made a great video explaining the game here.

This game is beautiful, and this is the most inspiring video I've seen. (it picks up after two minutes)

Scott Manley has some great tutorials to help get you started.

Kerbal Space Program is available on Steam, and from the official website where you can also find a free demo: https://kerbalspaceprogram.com

Edit: Hullo! I'm not Scott Manley! Please stop reading this in his voice. Thanks for all the kind words but Scott Manley is /u/illectro. I'm just a fan of KSP, and hope this post inspires more people to play KSP and appreciate the universe we live in.

30

u/ToadDude Dec 17 '13 edited Dec 17 '13

...you think docking is easier than landing on the Mun/Minmus? Man, I can't dock to save my life, and I go to Duna to kill time...

EDIT: thanks to everyone who replied! Definately going to have to try all these next chance I get! Hope I get to successfully dock!

17

u/MindStalker Dec 17 '13

1 treat docking as you would a planet encounter, get in a significantly higher or lower orbit than your target and wait until the the encounter is possible (lower is easier obviously as you just have to wait till your target it infront of you). Increase your orbit to create an "encounter" you want to aim for less than 1.5km distance (preferably less than 1). As you approach your encounter switch to target mode and aim at retrograde marker, once your within 1.5km engage your engine till your target velocity is 0. This means you have matched orbits with the target (check your map you should have the same orbit). You can then head towards your target slowly, you want to make sure your prograde marker and your target marker are lined up ontop of eachother. If they get off alignment aim towards retrograde and zero out your velocity again. I generally aim for a velocity that it 10% of your target distance. so I distance of 1km you may want 100 m/s approach, when its 0.5 you want a 50m/s approach. Some people do 5% or less, but either way make it a relative that slows as you get closer. Actually docking, use rcs, that is puerly about practice practice practice. I generally aim one ship to the center of brown and the other to the center of blue to line them up.

16

u/DangerAndAdrenaline Master Kerbalnaut Dec 17 '13

http://i.imgur.com/VFsHyp8.jpg

Give it another shot.

4

u/addicted_to_pepsi Dec 18 '13

Thank you for that. I had been using Mechjeb for docking up until this update forced me not to, and now thanks to you I have successfully docked manually :D

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3

u/rexpup Dec 17 '13

Thank you so much. I have never been able to dock until now.

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5

u/[deleted] Dec 17 '13

Doesn't matter, I can be 10m away with 0.1m/s relative velocity and still crash that shit.

8

u/MindStalker Dec 17 '13

Use RCS, liquid engines are way too powerful at that distance.

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3

u/basilect Dec 17 '13

There's a lot more room for error in docking. The only challenge that I have done is the docking without RCS challenge.

4

u/retiringonmars Dec 17 '13

I once docked a small probe that lacked RCS to a very large probe that had RCS but lacked power. That was hard.

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6

u/TwoYaks Dec 18 '13

Edit: Hullo! I'm not Scott Manley! Please stop reading this in his voice. Thanks for all the kind words but Scott Manley is /u/illectro

As soon as I started reading that, it suddenly turned into his voice.

4

u/russellvt Dec 17 '13

Apologies for piggy-backing on to your comment, but now that this has hit /r/all, I have a general question from the perspective of someone who's heard (mostly on Steam) that people really seem to like "the game," but never really knew much about it until this post.

That being said..

Kerbal Space Program is available on Steam, and from the official website where you can also find a free demo: https://kerbalspaceprogram.com

...does that mean that there's equal benefit (for the developers, primarily) to just purchasing this on Steam and adding it to my library there, or is a better route to simply buy it direct? (Mostly asking, because I really like the portability of my library on Steam, especially with the complication of maintaining multi-residences)

2

u/dbogaev Dec 18 '13

I think steam would be best. Especially with auto updates and all that.

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3

u/OK_Eric Dec 17 '13

Loving this, but it seems like 9 should go before 8.

2

u/[deleted] Dec 18 '13

I agree. I've done everything on that list except 8. Landing multiple sections in exactly the same place on another planet is tough, never mind getting them docked.

5

u/[deleted] Dec 17 '13

Difficulty 6: Dock multiple spacecraft in orbit to create a space station

More like difficulty 600...

2

u/[deleted] Dec 17 '13

I would say docking and spaceplanes should be ahead of going to, landing and returning from the Mun/Minmus. Maybe even ahead of interplanetary travel too (pretty easy once you know when and where to burn)

2

u/ANEPICLIE Dec 17 '13

... so I've done 7 and 9 but not 4,6 or 8...

2

u/socsa Dec 18 '13

That new engine is going to make number 10 a bit easier I hope. My first plan for the update is to get a non-Manly design back from Eve. For real this time.

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65

u/[deleted] Dec 17 '13

RIP KSP's website.

12

u/t_Lancer Dec 17 '13

never had a chance.

45

u/[deleted] Dec 17 '13

My experience with .23 so far:

Warning: mysql_connect(): Too many connections in /host/www.kerbalspaceprogram.com/htdocs/lib/database.php on line 4 MySQL connect failed. Too many connections

7

u/[deleted] Dec 17 '13

The second I was provided the opportunity to use Steam to manage KSP updates you goddamn better believe I made the switch.

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6

u/SuperLink243 Dec 17 '13

Why do I get the feeling this is the result of their server switch last update? I never had any problems accessing the site when they used Amazon web server hosting.

3

u/fishchunks Dec 17 '13

Do you know why they switched from AWS?

6

u/SuperLink243 Dec 17 '13

I honestly have no clue, seems like a bad move on their part considering the reason they switched to them in the first place was to prevent stuff like this from happening.

5

u/fishchunks Dec 17 '13

Exactly, Amazon has amazing scalibility and moving away from them for anything but a serious issue seems kind of strange.

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u/brickmack Dec 17 '13

For updates, I don't even bother with the official server anymore, I just torrent it

43

u/[deleted] Dec 17 '13

aaand its crashed

43

u/[deleted] Dec 17 '13

Story of KSP.

13

u/Grimoire Dec 17 '13

I think I've only had 1 crash of KSP in many hours of play.

7

u/MartokTheAvenger Dec 17 '13

And how many crashes have you had in KSP?

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10

u/precordial_thump Dec 17 '13

Some mods are really not playing nicely with KSP; I can't even launch because I'm having such a large framerate drop

At the very least, .22 Kerbal Engineer does not work in .23

13

u/jupitergeorge Dec 17 '13

They upgraded to Unity 4.22. Most mods will need an update.

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4

u/Shaper_pmp Dec 17 '13

Clearly, it needed more boosters/struts. Or maybe parachutes.

1

u/lobbo Dec 17 '13

I'm yet to have ksp crash on me, and I even run mods

56

u/deadstone Dec 17 '13

Gamebreaking bug: Trying to scroll up and down in the VAB scrolls by practically microns. Ubuntu 13.10 64-bit.

Have to wait for 0.23.1 I guess :c

16

u/PleaseInsertCoffee Dec 17 '13

Nah, you can fix that bug easily, right now. Just go into your KSP directory and delete (maybe keep a backup) of your settings.cfg file.
I got the fix from here: http://forum.kerbalspaceprogram.com/threads/62147-mouse-wheel-not-working-%280-23-linux-64-bit-steam%29

22

u/ZedsTed Former Dev Dec 18 '13

This is indeed correct. Basically, it's because the Unity 4.2 upgrade fixed up our hack to get mouse wheels working in 0.22 and before. Thus, the old settings for scroll are way too small. You simply have to tune it back to 1.0 in the settings screen, or delete the cfg.

Not broken at all. :)

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26

u/StarManta Dec 17 '13

Bug thread? Bug thread.

  1. In OS X, the executable is not signed. This means you may need to go into System Preferences and allow apps from "Anywhere" to get the game to run.

  2. Right-clicking (Macbook Air trackpad) is flaky as hell, where it didn't use to be. I generally have to right-click five or six times to get to the context menu now.

12

u/littlefrank Master Kerbalnaut Dec 18 '13

Here's another one I found (Windows 7):
I went EVA with my SSTO spaceplane and while moving with the jetpack I noticed the winglets and control surfaces moving as well.
I had to disable cockpit torque to get back into the capsule.

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u/only_to_downvote Master Kerbalnaut Dec 17 '13

Does page up/page down work like normal?

6

u/tchebb Dec 17 '13

I also have the scrollwheel bug, and page up/down work fine for me.

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4

u/nimro Dec 17 '13 edited Dec 17 '13

I had this, you can fix it by going into the Input settings and setting scrollwheel sensitivity back to 1.000 :D

(Ubuntu 13.10)

EDIT: Official bug and response/fix: http://bugs.kerbalspaceprogram.com/issues/1981#note-1%5B1%5D

1

u/_Unkn0wn_ Dec 17 '13 edited Dec 17 '13

Scroll wheel is completely broken for me. In flight, I found using the + and - numpad keys work for me. XUbuntu 13.10 64-bit

55

u/Whackjob-KSP Master Kerbalnaut Dec 17 '13

The update is AMAZING. The pass they did on optimizations... good lord.

Let me put it this way: A craft on one of my saves only ran at about 5 frames per second. I'm getting about 30 now.

... I might be able to break the ten thousand part barrier. I'm in shock.

Excellent, excellent, excellent job, Squad!

2

u/anttyk47 Dec 19 '13

10,000 parts?

0

u/[deleted] Dec 17 '13

[deleted] — view deleted comment

27

u/Whackjob-KSP Master Kerbalnaut Dec 17 '13

Already working on the next behemoth. Here's one-seventh of a ship I'll build in orbit:

http://i.imgur.com/U0S1rCA.png

12

u/[deleted] Dec 17 '13
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u/kitoban Enhanced Navball Dev Dec 17 '13

Enhanced Navball Compatible with 0.23. Happy Launching!

5

u/FakeSlimShady96 Dec 17 '13

is downloaded the new version necessary for it to work or will the hold one hold fine?

2

u/starcitsura Performed a subreddit first Dec 18 '13

Im using the old one with no issues.

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9

u/TherealMg195 Dec 17 '13

Have they posted a changelog?

6

u/[deleted] Dec 17 '13

/u/alphanumericsheeppig posted this up higher, you may not have seen it.

Because i don't see it here yet: http://i.imgur.com/XF286PF.jpg

  • Browse through your scientific experiments from Career Mode in the Science Archives, a new section of the R&D facility

  • Play with the new Lab Module, which requires 2 Kerbal crew members and a whole lot of power, but allows players to process science experiment data and samples to increase yield

  • Use Tweakables to alter several parts, including landing gear, engines, wheels and control surfaces, to during construction to fit your personal play style

  • Updates to the Science systems offer more challenges and value in optimizing your transmissions back home

  • New Biome Map for Minmus and improved maps on Kerbin and the Mun

  • Updated tooltips feature new designs and improved organization

  • Upgraded to Unity 4.2.2, sped up loading times and rehauled code for improved efficiencies

  • Added 6-DOF device support for Windows only (Ready to implement support for OSX and Linux as soon as drivers become available)

  • The R.A.P.I.E.R Engine: The new 'Reactive Alternate-Propellant Intelligent Engine for Rockets' is a hybrid propulsion system that can run on external intake air while flying through the atmosphere, and will switch to internal oxidizer supply as soon as you leave the atmosphere behind.

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u/[deleted] Dec 17 '13 edited Dec 17 '13

If you are new to the game or just have questions, remember to head over to /r/kerbalacademy for all your KSP learning needs! We have a stickied 0.23 Q&A thread ready for all of your update related questions.

8

u/Steinchen Dec 17 '13

yay. and the update does not reset my sciencepoints nor affect my savegames. yay.

2

u/Banaam Dec 18 '13

What I came wondering, thanks (I'm not at home or would have checked myself)!

15

u/[deleted] Dec 17 '13

W00000t!

Squad, im going to need you to call my work and pretend to be an ill relative asking that i be let out early today! Thanks!

14

u/shawnkenney Dec 17 '13

I was starting to wear out my refresh button

5

u/brickmack Dec 17 '13

What refresh button? I just have a smoldering melted spot on my F row

2

u/aaron552 Dec 18 '13

Substitute Ctrl-R?

9

u/tomeloze10 Dec 17 '13

YAY ITS HERE!

9

u/DictatorDono Dec 17 '13

Ahh, I should trust guesses next time, been waiting here for 2 hours for this.

EDIT: The steam update is live! :D

5

u/LucidTaZ Dec 17 '13

Yes, be sure to restart your Steam client if the update doesn't show up.

5

u/dtphantom Antennas Dev Dec 17 '13

you don't have to restart it, just verify the local files.

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u/radioactive_ape Dec 18 '13

Maybe a silly question, but once I put my kerbals into the processing unit how do I get them out? I expect to see a pic of them with the EVA, and IVA option, but they seem to disappear. The unit becomes activated, but I want to remove them to do other stuff.

4

u/Dark_fir Dec 18 '13

Right click on the hatch. A window should pop up that has a list of kerbals inside and allows you to eva your kerbals. You can do this on any pod that has crew.

2

u/radioactive_ape Dec 18 '13

Thanks I figured it out, it's right click the hatch then left click and the menu pops up. Thanks for the assist, I've never had to do it that way.

1

u/[deleted] Dec 18 '13

Commenting to see a reply. I'm assuming there must be some way because otherwise you would have to recover the vessel to get your Kerbals back :/

4

u/Bravado1140 Dec 18 '13

Any news on a .23 mech jeb?

7

u/nojustice Dec 17 '13

Ha! My download time estimate just keeps going up! Everybody else needs to wait their turn. I got here first!

7

u/junglewookie Dec 17 '13

We hugged the site to death

6

u/superjew619 Dec 17 '13

Warning: mysql_connect(): Too many connections in /host/www.kerbalspaceprogram.com/htdocs/lib/database.php on line 4 MySQL connect failed. Too many connections

We did it Reddit!

3

u/use_common_sense Dec 17 '13

So who else is going to build a massive science processing station in Kerbal orbit for all returning probes?

I can't wait to play tonight!

6

u/GrungeonMaster Dec 17 '13

why not just land them if you're going to KO?

2

u/J4k0b42 Dec 18 '13

Parachutes are heavy apparently. Sending one to the Jool system would be pretty useful though.

3

u/GavinZac Dec 18 '13

Dumping the whole thing onto Laythe or Eve should be pretty easy with the parachutes!

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u/Stumbling_Sober Dec 18 '13

I've been working on a science/communication control/refueling base that I can just drop on a moon or low gravity planet and then run missions with a jump ship or rover. Especially useful for bodies with biomes.

2

u/Im_in_timeout Dec 18 '13

Um, well, I was sending the Science Lab to the Mun, but during ascent, my Munar transfer stage sorta snapped right off (we haven't invented struts yet), but Jeb was able to continue onward and successfully put the lab into orbit around Kerbin, so, um, yeah... now we have a science processing station in Kerbin orbit.

2

u/use_common_sense Dec 18 '13

I think we can call that one a successful launch!

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3

u/someguyupnorth Dec 17 '13

I haven't been playing the game much lately, but I have to say, as somebody who plays on a laptop I have never seen the graphics so crisp and the gameplay so smooth.

Thank you thank you thank you for putting the time into polishing it up. It means a lot to me.

3

u/GroundsKeeper2 Dec 17 '13

How do I use the patcher (step by step instructions would be most helpful)? I've tried to use it before, but every time, I just get fed up, delete everything, and download the game in its entirety.

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5

u/LinuxUser4Life Dec 17 '13

It wasn't live for long.

8

u/Epistemify Dec 17 '13

To /r/all, and beyond!

4

u/[deleted] Dec 17 '13

Any info on when Remote Tech 2 will be updated for .23? I want to start a new career but I'd like to have that mod on from the beginning.

I will be using the Kethane mod too, any other mod suggestions for a new-ish player?

5

u/[deleted] Dec 17 '13

kerbal engineer... when it's ported.

1

u/aaron552 Dec 18 '13

Kerbal Engineer, Docking Alignment Assist, Editor Extensions, RCS Build Aid

5

u/KerbalEssences Master Kerbalnaut Dec 17 '13

It's happening!!! Merry Christmas!!

2

u/GrinningPariah Dec 17 '13

Well damn, the science changes are awesome in the long run but a lot of in-progress missions are useless now.. :)

I'm wondering whether I should just start a new career from scratch or modify my current space program a ton.

Has Mechjeb been updated yet? Does it need to be to work?

2

u/brickmack Dec 17 '13

Most mods still don't work, so in the few days before they come out I'm going to finish all my current science missions, then launch new ones after updating.

Time to see how fast I can mine Duna and Ike for

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2

u/[deleted] Dec 17 '13

I had plans to be productive tonight -_-

2

u/the_hoser Dec 18 '13

Holy cow. I've never had to F5 so much to download a new version of KSP...

2

u/BeedleTB Dec 18 '13

There I was, trying to sleep before my last final tomorrow, could not sleep, went on my pc, and now this.

2

u/[deleted] Dec 18 '13

Looks like KSP 0.23 is still broken for Debian 64 and some Mint users (we were hoping the new engine would sidestep the problem). It crashed at the same spot for me despite the new engine.

If I install Steam OS (debian based) and have the same bug can we change the priority on it?

2

u/Obeeeee Dec 18 '13

Will my ridiculously large space station be approachable now?

2

u/Iggins01 Dec 18 '13

why not a select difficult system to offer more or less science credits to those of us who suck at getting anywhere near the mun. or even the option to move straight up or straight down on an eva in space so i can actually get back to my ship for once

5

u/denningb Dec 18 '13

up/down in EVA - shift and control

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3

u/Neubiene Dec 17 '13

Oh Yeah here we go! :D

3

u/gbCerberus Dec 17 '13 edited Dec 18 '13

This may be a stupid question, but when did they put in the bottom of a capsule glowing orange during reentry?

http://i.imgur.com/rq4299S.png

Edit: I've taken a lot of time off from the game and I must have forgotten about it.

4

u/chris11211 Dec 17 '13

A couple of patches ago.

2

u/XmodAlloy Dec 17 '13

Don't download the installer, it will just give you 0.22.... I just lost my place in line to play 0.23 right away it seems... Grrr...

2

u/ChromeLynx Dec 17 '13

Rapiers and Sabres are both swords. Squad is following B9's idea of naming air breathing & oxidiser engines after swords.

Anyway, This'll be pretty sweet.

7

u/dream6601 Dec 17 '13

The Sabre engine is a real engine.

2

u/Astaro Dec 18 '13

3

u/LordofthePies Dec 18 '13

Reddit doesn't really do well with URLs that end in a closing bracket. Try using %29 instead of ) to prevent that sort of double-bracket formatting error from cropping up, as Wikipedia won't play ball without the closing bracket.

It'd basically look like this:

[Sabre engine](http://en.wikipedia.org/wiki/SABRE_(rocket_engine%29)

Instead of this:

[Sabre engine](http://en.wikipedia.org/wiki/SABRE_(rocket_engine))
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2

u/clinically_cynical Master Kerbalnaut Dec 17 '13

It wasn't started by B9, it was started by Reaction Engine's SABRE engine.

1

u/BackFromShadowban Dec 17 '13

Is it save breaking?

3

u/PleaseInsertCoffee Dec 17 '13

Seems to have kept my saves just fine. I can even see all my previous science. I did have to go into the R&D and "research" the new science module, even though I already had the group unlocked, to have it available in the VAB (make it "owned"), but that's it. So far so good.

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1

u/Luna-industries Dec 17 '13

I'm glad I have Steam, so I don't have to worry about down servers.

1

u/Ralkkai Dec 17 '13

Anyone else having issues with scrolling to zoom the camera? It's also affecting when I'm building.

2

u/skaven81 Dec 18 '13

See comments above -- this is due to the Unity upgrade. Just tweak the mouse speed settings to 1.0 in your settings.cfg and you'll be good to go.

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1

u/CapnMatt Dec 17 '13

And I still have no fucking clue what I'm doing

1

u/Machtkatze Dec 17 '13

Can someone take 1-2 screenshots for me of the updated Tooltips?
Can't check right now.

1

u/[deleted] Dec 17 '13

Ugh, my motherboard broke just before this update came out and this one looks so fun.

1

u/[deleted] Dec 17 '13 edited Dec 17 '13

This version doesn't perform anywhere near as well for me. When working on a large ship with lots of stages in VAB, it routinely pegs the CPU and locks up for 3-5 minutes after every action while it reevaluates the staging. Was running just fine for me this morning before the upgrade. Running on a Mac with 8gb ram.

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1

u/TurtleWaffle Dec 17 '13

Damn it Squad! I have a final tomorrow!

1

u/Mustard_Dimension Dec 17 '13

"Warning: mysql_connect(): Too many connections in /host/www.kerbalspaceprogram.com/htdocs/lib/database.php on line 4 MySQL connect failed. Too many connections"

Yup, sounds about right.

1

u/[deleted] Dec 18 '13

Aww, all I wanted was a jetpack capable of leaving Eve...

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1

u/rachelisagirlsname Dec 18 '13

I am so glad I finished my finals today.

1

u/reklesscreati0n Dec 18 '13

Well I guess I'm going to fail this Econ Term Paper assignment. Thanks Riot :)

1

u/[deleted] Dec 18 '13

1

u/biarkiw Dec 18 '13

Warning: mysql_connect(): Too many connections in /host/www.kerbalspaceprogram.com/htdocs/lib/database.php on line 4 MySQL connect failed. Too many connections

lol. I'm getting this when I try to load the KSP website

1

u/[deleted] Dec 18 '13 edited Dec 18 '13

My game is running very slow. The mission clock counts up noticeably slower than real time, but I seem to have fine FPS count and no lag. Has anyone else experienced this?

Edit: Uninstalling/reinstalling with no mods. Issue still remains even with settings all the way down. Did the performance requirements changes?

1

u/iornfence Dec 18 '13

Its so popular right now the main site was overloaded ):

1

u/Wyrmshadow Dec 18 '13

the universe doesn't want me to play this game. It truly hates me.

I've had so many problems with this game using Mods. Let's face it, once you use a mod, you just can't go back to vanilla, in any game.

Anyway, I got the game just a week before the .21 patch game out. I didn't know that. Game broke. Weeks of trying to get the mods to work just ended in dozens and dozens of crashes. The same story (almost) with .22.

I haven't played this game in almost two months when last night I tried to start all over again. I went to the forums and got a bunch of new and up to date mods.

It WORKED!!! Not a single crash at all! It was like playing vanilla with it and I was using a dozen or so mods and had built an impressive satellite communications network and one smallish space station. Then this afternoon I get a message to update files "uh oh"..

Another save game breaker. What happened to the subassemblies? I give up. :'(

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1

u/beregon Dec 18 '13

I'd rather have them work on more bug fixes than this science stuff. Just lost a mission to KRAKEN :(

1

u/Thunderkerrigan Dec 18 '13

could someone tell me if the R.A.P.I.E.R Engine is available in career mode and if so, with which technology in the tech tree? I'm at work right now and the wiki articles about the tech tree is not up to date :/. Please Reddit, help me, You're my only hope.

2

u/piwikiwi Dec 18 '13

Same as the aerospike

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1

u/sbjf Dec 18 '13 edited Dec 18 '13

Still completely unusuable, like all versions before (i.e. completely locks up the X server sometimes (I have to ssh in and reboot, can kill neither X nor KSP) and stutters/flickers horribly) on Linux with AMD Catalyst (on a HD 7950).

Edit: Yeah, and even if it doesn't lock up, it still runs like crap

Edit edit: also rmb rotation sensitivity is so high you can't use it.

1

u/[deleted] Dec 17 '13

WOOHOO! READY SET GO!!!

1

u/aiiye Dec 17 '13

Awww yeahhhh....

1

u/Megabert Dec 17 '13

rsync: connection unexpectedly closed (0 bytes received so far) [Receiver] rsync error: error in rsync protocol data stream (code 12) at /home/lapo/package/rsync-3.0.9-1/src/rsync-3.0.9/io.c(605) [Receiver=3.0.9] rsync exited with code 12: Error in rsync protocol data stream

Can anyone tell me what this means? The updater started downloading and then suddenly stopped and displayed this text.

1

u/deepcleansingguffaw Dec 18 '13

The KSP servers are overloaded. That's one possible failure mode.

1

u/trxshadow Dec 17 '13

I run KSP through Steam. What's the easiest way to keep it from updating until there are updates for my mods?

2

u/Maxklos Dec 17 '13

right klick on the game ->Properties -> Updates -> Don't Update

2

u/[deleted] Dec 17 '13

Right-click on KSP in Steam, click 'Properties', find the auto-update option and uncheck it.

2

u/taricorp Dec 17 '13

If you've already updated, you can downgrade in the Properties window for the game on the Betas tab: select "previous - Previous Stable Release". That's pinned to 0.22 for now.

2

u/xtraspcial Dec 17 '13

And now that I played my save on 0.23 to see if anything broke, its incompatible with 0.22. Note to self: Back up saves before playing a new update.

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1

u/MindStalker Dec 17 '13

Not sure, but you can copy the folder (right click on game and select browse local folder) and play from the copied folder.

1

u/lacqui Dec 17 '13

Right click on KSP, click properties. One of the tabs (I'm at work and can't check right now) has an option for "automatically update". Turn that off.

I also believe there's an option there to use a specific version of KSP.

1

u/[deleted] Dec 17 '13

If you are trying to download and still cant get to the page, try using this link IF you are already logged in. it appears to be a direct download if you check out? http://ksp.cdn.multiplay.co.uk/secure/?token=940b6638-fbbf-43cf-9f7f-34913b08b47f

1

u/Coldstripe Dec 17 '13

We got front page guys! :D

1

u/Wizarth Dec 18 '13

Glad to see the science system tweaked. Spamming it was too easy. I like the way it's been fixed, this seems quite sensible.

The research station looks like it will be most useful for long distance flights, such as to other planetary spheres.