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Update 1.182.2 - Beta Improvement

Discussion in 'Change Log' started by flexx, Aug 3, 2017.

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  1. flexx

    flexx SE Asst. Producer Staff

    Messages:
    198
    Hello, Engineers! This week’s update is minor release which of course means there’s a fresh batch of general improvements for you while the team works towards completing bigger objectives. As it wasn’t mentioned in the video a couple of weeks ago, it’s just worth highlighting the fact that we added a new cryopod interior in the major update which makes being inside one feel much more immersive now. The main issues fixed in today’s update include hangar doors injuring characters, trees sometimes being invisible for clients on dedicated servers and the model of interior turrets becoming twisted when welded. Additionally, disconnecting huge grids with merge blocks should no longer cause significant freezes to occur.



    It’s been great reading everyone’s feedback from the last couple of weeks and to hear that many engineers have been experiencing greater performance on their worlds and servers. We’ve still got a lot of improvements and optimisations to come as well some surprises along the way. Please consider leaving us a review on Steam as a way to share your feedback with the team and the worldwide gaming community.
    Just as a reminder, we have a Discord server set-up for the discussion of anything related to Keen Software House. This is a great place for you to share creations and ideas, but also to just hang out with fellow engineers.

    Fixes:
    • fixed issue with invisible trees on DS
    • fixed visual stuttering on moving ships
    • fixed door killing people while built inside of voxel
    • fixed interior turret state upon being welded
    • fixed freeze when unmerging large grids
    • fixed crash when deleting (or mining) voxel on small planet
    We are also in progress of fixing memory leaks, these fixes should be part of next major update.

    Hotfix 1.182.204
    • fixed issue with certain GPUs not being detected
    • fixed issue with doors exploding
     
    Last edited by a moderator: Aug 5, 2017
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  2. Ed Frost

    Ed Frost Senior Engineer

    Messages:
    1,158
    WOOOOOOOOOOOOOOOOP
     
  3. I23I7

    I23I7 ME Tester

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    3,827
    Hello,

    Again, anything that needs or you would like to bring to our attention go ahead and PM to me.

    I23I7 (Red)
     
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  4. PhoenixTheSage

    PhoenixTheSage Junior Engineer

    Messages:
    677
    Solid update, thanks for the fixes guys.
     
  5. Gwindalmir

    Gwindalmir Senior Engineer

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    1,006
    I didn't know the camera could be moved inside the cryopod.
     
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  6. Elfi Wolfe

    Elfi Wolfe Apprentice Engineer

    Messages:
    498
  7. I23I7

    I23I7 ME Tester

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    3,827
    It behaves the same in cockpit or even in first person camera mode as well as in control seats.
     
  8. Armada115

    Armada115 Trainee Engineer

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    34
    NOOOOO!!! i was hoping for the Antenna Draw Distance to be fixed in this.
    damit, gotta wait another week to hope they fix it!
     
  9. I23I7

    I23I7 ME Tester

    Messages:
    3,827
    Hello,

    The antenna issue is being looked into and will most likely go out when ready. Its not a change that is being taken lightly and needs proper attention in order to be implemented successfully and without too much trouble.
     
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  10. quarior14

    quarior14 Trainee Engineer

    Messages:
    38
    Nice update. I'm waiting the next major update.
    Also, the 3 temporary official server (beta) will be reopen ? I would like a official server creative and survival (multilanguage if possible).
     
  11. MrJinx

    MrJinx Apprentice Engineer

    Messages:
    122
    yay no more memory leaks using all 28GB i have spare :D
     
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  12. Roxette

    Roxette Senior Engineer

    Messages:
    1,546
    ... invisible trees are more important than invisible asteroids, apparently :p
     
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  13. Syncaidius

    Syncaidius Junior Engineer

    Messages:
    824
    Pleeeease let this be true. This bug has stopped me and friends playing our save for weeks (possibly months). I won't be able to test it until later today.

    EDIT: Finally been able to try the update. It's true. Doors of death are gone!

    Good update. :)
     
    Last edited: Aug 3, 2017
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  14. captainbladej52

    captainbladej52 Apprentice Engineer

    Messages:
    462
    Always glad to see bug fixes and such. You guys have done incredible work in the past while. Performance wise the major deal for me now is almost exclusively sim speed, especially when moving larger structures. If I can get to where I can run my starbase without too huge of issues or simspeed drops then that would be near perfect performance wise for me. Also hoping that at some point in the future there's more activity such as random structures to increase world activity or something. You guy's have done great work so far.
     
  15. Ghostickles

    Ghostickles Senior Engineer

    Messages:
    2,077
    The Cryopod glass is so dirty though...
    Just kidding, thanks KEEN!
    :)
     
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  16. BloodThunder

    BloodThunder Trainee Engineer

    Messages:
    28
    Thanks so much for another update!

    Now, if you guys could focus on a few major bugs my friends and I have been dealing with on my DS, my life would be peeeeerrrfect.
    1) Invisible Asteroids. This happens when moving out of draw distance (chunk unloading?) and moving back to the asteroid. It CAN be fixed by loading an area far away from the missing asteroid & respawning back at the asteroid to "force" a reload of the chunk.
    2) Jump Drives - When jumping in the pilot seat, the screen stretches as it draws the jump animation, but never goes back to normal. The only way to fix this is to re-login to the server. Happens to me and my buddies on DS.

    These are by far some of the most annoying bugs, and fixes would be GREATLY appreciated.

    Keep up the good work, guys!
     
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  17. Ondřej Nahálka

    Ondřej Nahálka QA Lead Staff

    Messages:
    88
    Thanks for this report. I appreciate it. :)

    We will check it out and fix it as soon as possible (if it is reproducible).
     
  18. Forcedminer

    Forcedminer Senior Engineer

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    2,227
    even though the doors have never declared mutiny on me and attempted to instantly kill me in the deepest darkest depths of space.
    Yippee!

    look at this tiny engineer he calls people ugly but just look how happy he is thats how happy i am now
    [​IMG]
     
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  19. daOyster

    daOyster Trainee Engineer

    Messages:
    1
    Had to make an account to post this. Have you guys looked into the bug at all where small ship connectors exert a force on ships that cause them to dip/rotate in random directions at high speeds? On the stock speed limit, it's slightly noticeable near 100 m/s and with modded speed limits it becomes impossible to go past 200 m/s without your ship becoming uncontrollable.
     
  20. Dan2D3D

    Dan2D3D Moderator

    Messages:
    1,006
    @daOyster

    The best thing to do is to follow the Guide on how to do a good bug report (bug report section pinned important message) and share your world, the ship in with a short description so the Devs can try. :tu:
     
  21. Forcedminer

    Forcedminer Senior Engineer

    Messages:
    2,227
    players have been telling that one for quite some time.....a ship going over the max speed limit of 100m/s tend to rotate oddly.

    max speed limit mods are fun. ^^
    getting up to that speed is easy...remembering to slow down in time....thats the part you have to remember!
    or else you'll overshoot or plow into your base going 300 m/s.
     
  22. nathan2000

    nathan2000 Trainee Engineer

    Messages:
    21
    I've noticed a bug with blast door LOD models. At some distances, the corner piece looks like the blast door edge; at some others both look like the corner. I think it was introduced in this update. Any chance for a hotfix tomorrow?

    EDIT: Wait... I've checked again and it doesn't happen anymore. I could have sworn...
     
    Last edited: Aug 3, 2017
  23. Roxette

    Roxette Senior Engineer

    Messages:
    1,546
    somebody forgot to add the changes to the in-game startup screen with the change notes for 1.182.203 ;_;
     
  24. Lord Wraith

    Lord Wraith Apprentice Engineer

    Messages:
    105
    As great as it is having these weekly updates, i really wish sometimes there was a way to stop the steam system or space engineers from updating the game data for that week, i find it frustrating as hell because i can not play on MP servers until they have updated them, so this leaves a number of days where my system is not running the same game data as the server and it will not let me play, PLEASE KEEN give us a way to stop the updates if we want...
     
  25. Hyomoto

    Hyomoto Apprentice Engineer

    Messages:
    244
    I believe steam does have the option to not automatically update games. Wow, just checked and it does not! It only gives you an option for *when* to update it. That... is pretty Steam-like. Welp, I hope you get your wish one way or another.
     
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  26. Elfi Wolfe

    Elfi Wolfe Apprentice Engineer

    Messages:
    498
    Steam was made to update half-life with patches. That was it was designed for in the first place.. selling games just slowly happened.
     
  27. Roxette

    Roxette Senior Engineer

    Messages:
    1,546
    The workaround is to set the game in the steam library interface - space engineers - properties - updates - automatic updates to 'only update this game when I launch it' - and then to create a windows shortcut to the actual SpaceEngineers.exe file in the <path>\Steam\steamapps\common\SpaceEngineers\Bin64 directory and launch the game from that shortcut instead of via the steam UI. You can then launch the game from the steam library when you decide its time to apply the update.
     
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  28. ViroMan

    ViroMan Senior Engineer

    Messages:
    1,123
    The thing is though... as far as I can tell it does not patch. It downloads whole files that are different. If it was patching you would only see a few kilobytes to 2mb of download when keen puts out updates instead of up to 60mb. Of course the trade off is that it then would take a bit of compute/hd time to rebuild the files that are to be patched. Except for graphical changes(that are not generated)... that can eat up more download space.
     
  29. Forjo

    Forjo Apprentice Engineer

    Messages:
    130
    I remember the days when these update threads would be pages long by now. Something tells me people are too busy playing a mostly stable and limited-bug game to come to the forums to post. :)

    Nice job Keen! Keep knocking out those bugs. I look forward to the day when we struggle to find things to complain about. :)

    -Forjo
     
  30. ViroMan

    ViroMan Senior Engineer

    Messages:
    1,123
    or they are waiting for people to post that certain bugs are fixed and they can now play the game the way that they want.
     
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