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Update 1.184.2 Minor - Beta improvements

Discussion in 'Change Log' started by flexx, Sep 28, 2017.

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This last post in this thread was made more than 31 days old.
  1. flexx SE Asst. Producer Staff

    Messages:
    198
    Hello, Engineers! This week's minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!

    In other news, the submission deadline for the screenshot competition is nearing (October 1st) so you have the weekend to make sure you've created and sent in your entries. For more infomation:

    http://blog.marekrosa.org/2017/09/screenshot-loading-screen-competition_14.html

    And I'd tell you a joke about space, but... its too, out of this world!

    Fixes:
    • fixed crash with rotation shortcut CTRL
    • direct join now allows for DNS as well as IP address to join
    • fixed multiple UI issues
    • minor fixes to the chinese translation
    • fixed being able to build behind the Oxygen Generator block despite it being built
    • fixed suffocation sound playing while seated in cockpit with visor closed
    • fixed loudness of hangar doors when closing and opening
    • fixed wheels making sound after exiting vehicle
    • fixed sensor making clicking sounds
    • added fall off sound for rifle to 900 m instead of 40 m
    • fixed issue with turrets Reloading message appearing when it should not
    • fixed issue with stairs having some black polygons at LOD1
    • fixed issue with catwalks LODs when positioned next to each other
    • fixed drills not loading up properly in the control panel
    • fixed issue with failing to download mods
     
    Last edited by a moderator: Sep 29, 2017
    • Like Like x 11
    • Informative Informative x 1
  2. Forcedminer Senior Engineer

    Messages:
    2,206
    Sweet. ^^
    it actually does drive me nuts when the wheels aren't moving....but still make the sound like they are. nothing lock safely override doesn't fix but still...
     
    • Agree Agree x 1
  3. Ed Frost Senior Engineer

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    1,154
  4. NikolasMarch Junior Engineer

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    924
    hope this is a typo :) lol
     
    • Funny Funny x 1
  5. gimmilfactory Junior Engineer

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    523
    Why would that be a typo? DNS deals with IP address translation into website protocol, so it accepts IP address as well as words and domains. No typo here.
     
    • Agree Agree x 1
  6. darth_crunchus Apprentice Engineer

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    239
    So, you'd be able to set up stuff like "se.gamergroupstite.foo:12345"?
     
    • Agree Agree x 2
    • Disagree Disagree x 1
  7. K Man Trainee Engineer

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    44
    Well, the word "instead" could/should be changed to "in addition"
     
    • Agree Agree x 1
  8. druppi Apprentice Engineer

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    175
    what is with the ******* interior lights flickering / switching off issue its now months please fix that
     
    • Agree Agree x 1
  9. NikolasMarch Junior Engineer

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    924
    as someone else mentioned, the word 'instead' is what i was referring to :)
     
  10. krypt-lynx Apprentice Engineer

    Messages:
    174
    - No speed limit fix
    - No monospace font update

    :(
     
    • Agree Agree x 1
    • Late Late x 1
  11. NikolasMarch Junior Engineer

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    924
    speed limit fix? is it broken?
     
  12. No_Body Trainee Engineer

    Messages:
    1
    So nothing on the game breaking memory "Leak"? I don't have this problem personally but my friend who host the server uses 29 out of 32Gb when he plays on planets but only when he play, the server is fine when it come to Mem usage.
     
  13. krypt-lynx Apprentice Engineer

    Messages:
    174
    Probably you know: Speed Mods does not working at current moment. At 200m/s ships with some blocks (like connector) doing flip and going crazy
     
    • Agree Agree x 3
  14. quarter Trainee Engineer

    Messages:
    37
    Is there a way to change the new game seed? I normally play the Lone Survivor scenario. It used to randomly generate asteroids and ores, but has not in the last 6-8 months. If it’s hard coded, can you change it back to random, please?
     
  15. Forcedminer Senior Engineer

    Messages:
    2,206
    I believe its that known phenomenon where ships that exceed the 100 m/s speed limit with mods tend to start losing control spinning around like a rotor is attached or something.

    So far my experiences with higher speed mods is
    -reduced time traveling from place to place
    -increased chance of crashing because your ship couldn't slow down in time even though it can fly in this atmosphere. :p
    [my own fault entirely but it was fun huh you know a parachute would of been perfect for that moment but i don't think they existed back then even as a mod. oh well]
     
  16. NikolasMarch Junior Engineer

    Messages:
    924
    i thought you meant the game's speed limit of 100m/s is broken
     
  17. Roxette Senior Engineer

    Messages:
    1,067
    In the file C:\Users\<your-username>\AppData\Roaming\SpaceEngineers\Saves\<your-steam-id64>\<name-of-savegame> folder, edit the file Sandbox.sbc - find the line "<ProceduralSeed>0</ProceduralSeed>" and change the 0 to any integer of up to 7 digits
     
  18. Kham Apprentice Engineer

    Messages:
    467
    My neighbours will be glad of this one. With a 7.1 surround sound setup the hangar doors made my walls vibrate. I'd gotten into the habit of hitting mute whenever I was needing to use them.
     
    • Agree Agree x 3
    • Funny Funny x 2
  19. NikolasMarch Junior Engineer

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    924
    this is due to the fact games are not generated 'new' anymore, they run from a template savegame in the CustomWorlds folder, and unfortuantely i dont think they will be changing it back to the way it used to be :(
     
    • Informative Informative x 1
  20. Forcedminer Senior Engineer

    Messages:
    2,206
    hah i remember seeing a video the issue.


    they must of thought you made a bomb or the darkest void'est Black midi




    anytime i hear people talking about speed mods causing ships to lose control it reminds me of this.
     
    Last edited: Sep 28, 2017
    • Like Like x 1
  21. KingdomBragg Junior Engineer

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    544
  22. BloodThunder Trainee Engineer

    Messages:
    28
    I CAN TURN MY SOUND BACK ON AGAIN!

    Just that right there merits a major update, imo.
     
    • Agree Agree x 2
  23. gordon861 Apprentice Engineer

    Messages:
    128
    How about releasing the wheels you demo'd about 2 months ago?
     
    • Agree Agree x 2
    • Funny Funny x 1
    • Late Late x 1
  24. Forcedminer Senior Engineer

    Messages:
    2,206
    Heh heh...they do look noice.

    I've just learned to lock gyroscopes when accelerating on 100% power
    then unlocking and coasting along turning gently with gyros when needed
    locking safety override is best used when you want to park it or stop it from moving...slowly...on a hill.

    heh...look at that turn 2:36 i wish i could do half a turn that good in the tires we got right now. :p
    but oh well it'll come along eventually...hopefully..maybe that'll be the reason for the hydrogen combustion engine....we'll have electric wheels and powerful hydrogen engines

     
  25. Veritas Apprentice Engineer

    Messages:
    143
    Well, this a first for me, but this patch made dedicated servers extremely unstable for my friend and I. Not sure what's causing it, but the server sim speed goes from 0.12 to 1.0 randomly, even if both of us are just standing around.
     
  26. Braethias Apprentice Engineer

    Messages:
    180
    No blueprint folders?
     
  27. IkeDeadPrez Trainee Engineer

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    2
    Dude, All I want for Christmas is for connectors, A PRIMARY COMPONENT OF THE WHOLE GAME, to just work again on MP.
    That's all I need.
    ( If you guys want to be super nice, a big WANT is a search bar when looking for a big/small block to order the component parts from the assemblers so I don't have to search through a list of pictures over and over and over)
     
  28. JuStX2 Apprentice Engineer

    Messages:
    310
    Hot Dayum! You fixed people's #1 problem with the modding system :p; Seriously though - that SHOULD fix the old bug about workshop mods sometimes causing blocks to disappear in bulk...right?
    --- Automerge ---
    That's nothing new to the majority of DS. SE Has always been a bit flaky on DS. For that matter multiplayer in general; Although it was a LOT better before planets messed with everything.
     
  29. Bumber Senior Engineer

    Messages:
    1,018
    Have they even said anything about blueprint folders? Not sure why you'd be expecting them any time soon.
     
  30. Hyomoto Apprentice Engineer

    Messages:
    242
    Everyone has their hopes but mine, sadly, will have to wait another week it seems. I love the magnetic boots but they cause a LOT of senseless deaths. I've found that if I disable my jetpack and 'drift' into the ground they are usually safe but I'd love to see the day where they are always safe.
     
Thread Status:
This last post in this thread was made more than 31 days old.