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UPDATE: The 1.1.1 patch got frozen due to outstanding bugs. Expect the corrected version soon.
UPDATE 2: GOG has released Patch 1.1/2, which is the Patch 1.1.2. Original 1.1.1 was pulled by Squad and reworked as 1.1.2

From:

Hello everyone!

The 1.1.1 patch is now available! This patch will bring high priority fixes to the game. Although last week’s release of 1.1 went smoothly, there were still a few bugs left to fix. Considering we updated the game’s engine we’re all very pleased with the overall state of the game. Those of you who were around for the switch from Unity 3 to Unity 4 in version 0.18.4 will certainly remember how much impact changing the game engine can have on the game’s stability.

Here's the complete changelog:

=================================== v1.1.1 ============================================================
UI:
* Added FlightUI Element Scaling and Navball Position Slider.
Wheels:
* Added auto-struts to every wheel, similar to fairing payload struts. They attach to the most massive part on the vessel. This prevents wheel suspensions from becoming unstable when the wheel is attached to a weaker part. (Attaching legs to pylons no longer causes vessels to bounce and/or break dance.)
* Fix suspension distance and offset being inversely proportional to the rescaleFactor of a wheel. Fixes LT-1 and LT-2 leg suspensions actually getting smaller despite scale being larger, causing them to visually sink into the ground, and have shorter useful suspensions.
* Some configuration tweaks suggested by GoSlash27 for the free and fixed landing gears have been integrated, which dramatically improve issues with instability on those gears. Thank you GoSlash27!
* Fixed some model hierarchy issues with small and medium retractable landing gears, which fixes some odd suspension forces, an animation issue, and the inability to lock the suspension on these gears.
* Raise the default integration substeps on wheels from 4 to 8, which should dramatically improve the accuracy of the wheel simulation without affecting performance too much.
* Added separate settings for wheel integrator substep accuracy for active and inactive vessels, which can be tweaked in each wheel's part configuration, or globally from settings.cfg. Inactive vessels get slightly less accuracy to improve performance.
* "No crash damage" cheat now prevents wheels from blowing up their parts due to gratuitously large impacts. It does not, however, prevent the wheel from entering the damaged state.
* Halved the deflection magnitude of free and fixed gears, as they are technically much more rigid than other gears, but their lack of suspension travel makes them much more vulnerable to deflection stress, making them twice as tough.
Editor:
* Performed significant optimisation of performance intensive areas such as part attaching and dettaching.
* Implemented general optimisation throughout editor.
* Implemented automatic temporary symmetry when the logic expects the symmetry mode or method to be different. I.e when placing engines on tri-couplers in SPH using mirror mode. Fixes part initialization issues.
Bug Fixes and Tweaks:
* Made Kerbal Portrait and ScreenMessage lists public.
* Show complete cost (base cost + module cost) in part tooltips in editor.
* Add optional PQS shader using all mappings (for modders).
* Tweak skin<->internal conduction, slightly increase internal max temps of Mk1 cockpits.
* No longer spam the log when parsing plugin data.
* Tweak default exhaust heating upwards slightly.
* Change building impact damage to be based on kinetic energy by default, not momentum. Make damage configurable in Physics.cfg. Fixes an issue with building damage and wheels.
* Improve orbit calculation when in 1x warp. Orbit info no longer flickers.
* Show specified rather than calculated sea level temperature when viewing a planet's page in the knowledge base window in map view.
* Add more checks (flameout or port disabled) to RCS's Torque Provider.
* Optimizations to vessel stat-finding and orbital force calculations.
* Add the missing extension method, uncomment the bits that needed it
* Admin facility now with vertical scrolling.
* Adjusted Career Widget Z Pos for higher scaling.
* Restore part delete sound when deleting parts in editor.
* Considerable tweaks to building damage to avoid wheels insta-popping them.
* Renamed the editor filter for Surface Attach to Surface Attach Only to avoid confusion.
* Optimized getGeeForceAtPosition to not recalculate things it shouldn't.
* Increased stability in orbital calculation when off rails.
* Added UI Element scaling for all in-flight UI elements.
* Removed a fix for a 5.1.1 unity bug which had a unefficient complexity.
* Check if the body has an ocean before checking if we're under water!
* Removed text length on input device name.
* Fixed NRE from Underwater Fog.
* Fixed gigantor solar panel showing through the main craft.
* Fixed a bug with science lab science/day display.
* Fixed where the target could be unset in tutorials.
* Fixed latitude not displaying in AeroGUI.
* Fixed an issue where missing directories could break save/load.
* Fixed an exception in Procedural Fairing interstages.
* Fixed inability to timewarp near Jool.
* Fixed some miscellaneous tutorial bugs.
* Fixed an issue with RequestResource on EVA kerbals.
* Fixed an issue with the underwater FX applying even if the body does not have an ocean.
* Fixed issue with decouple action firing jettison in ModuleJettison.
* Fixed lab display rate to count scientist multiplier.
* Fixed memory leak in part highlighter and attach node icon destruction.
* Fixed inability to target things by using map context menu.
* Fixed targeting being improperly locked in map view.
* Fixed typo in science tutorial.
* Fixed an oversight when computing duration/deadline text.
* Fixed for NRE in UIPartActionController
* Fixed colour tint on some parts.
* Fixed multiple docking port joint weakness.
* Fixed KSPedia page corruption from switching scenes.
* Fixed issue with decouple action on jettison.
* Fixed Ap/Pe flickering.
* Fixed an issue where scientist bonus was counted twice in labs.
Post edited May 02, 2016 by Lin545
That's great! I was afraid it would take them too long to release a patch for the 1.1 especially with problems like:

* Navball; i found the navball way too large in 1.1, it was kinda distracting. Nice to see they added FlightUI scaling
* LT-1 & 2 legs; they drove me crazy the way they sank into the ground constantly and sometimes made whatever lander or rover i was building to bounce and crash. Recently, i designed a mobile lab for use on a extrakerbastrial(!) planet; it can move around with two pairs of wheels and when a Kerbal engineer finds a good spot to conduct some experiments, then with a flick of a switch 4 support legs lift the lab in the air and it's ready for some serious science. The use of the smaller legs was difficult for this because they are too fragile and not too long.
Post edited April 29, 2016 by Vythonaut
Any idea when will this patch be available on GOG?
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amerello: Any idea when will this patch be available on GOG?
It is. You need to redownload the game and that's it.
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amerello: Any idea when will this patch be available on GOG?
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tinyE: It is. You need to redownload the game and that's it.
Hmmm, doesn't look like it for me. In my library I have 1.1 but the 1.1.1 version doesn't seem to have arrived, yet. But I hope it'll come around later today.
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tinyE: It is. You need to redownload the game and that's it.
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8BitChris: Hmmm, doesn't look like it for me. In my library I have 1.1 but the 1.1.1 version doesn't seem to have arrived, yet. But I hope it'll come around later today.
WAIT
1.1 and 1.1.1

Shit I got that wrong! XD

My bad. I just assumed one was the other. I never thought they would throw down one so quickly after the posting of another. :P

SORRY EVERYONE!
Hey everyone,

Squad have asked us to hold out on rolling the patch as they've encountered a few nasty bugs and are working through hotfixes. We're working with them and as soon as they provide a patch that they're happy with, we'll roll it out :).

Sorry for the inconvenience!
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B0SC0: Hey everyone,

Squad have asked us to hold out on rolling the patch as they've encountered a few nasty bugs and are working through hotfixes. We're working with them and as soon as they provide a patch that they're happy with, we'll roll it out :).

Sorry for the inconvenience!
Do you happen to know if one of those bugs is the crash to desktop while in the VAB that a lot of people (myself included) have been getting?
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A_Future_Pilot:
I quite honestly don't know :). - We weren't provided specifics as to what additional bugs they uncovered with 1.1.1, only that they're working on the issue and will update us as soon as they can
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B0SC0: Hey everyone,

Squad have asked us to hold out on rolling the patch as they've encountered a few nasty bugs and are working through hotfixes. We're working with them and as soon as they provide a patch that they're happy with, we'll roll it out :).

Sorry for the inconvenience!
And that's why I love the GOG QA. Thank you, GOG. :)
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B0SC0: Hey everyone,

Squad have asked us to hold out on rolling the patch as they've encountered a few nasty bugs and are working through hotfixes. We're working with them and as soon as they provide a patch that they're happy with, we'll roll it out :).

Sorry for the inconvenience!
Thanks for this and no need for sorries. Its software, bugs happen. ;)

I read yesterday, they shipped you the 1.1.1 patch and it should be available within 24hours. Luckily due to your "grace period", the unripe patch got pulled before it was released.

Squad has a lot of stress due to Unity 4 -> Unity 5 upgrade, this only happened once in its history previously, and it was very buggy.
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B0SC0: I quite honestly don't know :). - We weren't provided specifics as to what additional bugs they uncovered with 1.1.1, only that they're working on the issue and will update us as soon as they can
Can I ask something?

I know this might be rediculous for GOG in regards to bandwith use or possibly operating costs, but it would be super awesome, if GOG would provide ability to get PREVIOUS stable release in addition to the current one.

For example, the people could be playing more stable (across all platforms, that is) 1.0.5 now, until 1.1 gets sorted out. Because those who purchased it now, can't revert to previous stable.

That would be super awesome of GOG.
Post edited April 29, 2016 by Lin545
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Lin545: Can I ask something?

I know this might be rediculous for GOG in regards to bandwith use or possibly operating costs, but it would be super awesome, if GOG would provide ability to get PREVIOUS stable release in addition to the current one.

For example, the people could be playing more stable (across all platforms, that is) 1.0.5 now, until 1.1 gets sorted out. Because those who purchased it now, can't revert to previous stable.

That would be super awesome of GOG.
We do :) - The Galaxy client supports rollback, Head to the game in your game shelf in Galaxy, select configure from the "More" menu, and provided you a game installed, select install updates to "Manually" - This'll allow you to revert to a previous version of the build.
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B0SC0: We do :) - The Galaxy client supports rollback, Head to the game in your game shelf in Galaxy, select configure from the "More" menu, and provided you a game installed, select install updates to "Manually" - This'll allow you to revert to a previous version of the build.
I don't use Galaxy, any chance to make this available on site? Thank you!
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B0SC0: We do :) - The Galaxy client supports rollback, Head to the game in your game shelf in Galaxy, select configure from the "More" menu, and provided you a game installed, select install updates to "Manually" - This'll allow you to revert to a previous version of the build.
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Lin545: I don't use Galaxy, any chance to make this available on site? Thank you!
I hope you make this available on the site as well.
How ironic, I we all adore Kerbal Space Program but we all hate Galaxy. :P