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  • Opt-in Prerelease for 1.1!


    Ted

    KSP_logo_full.png.99743e7d63a15357cde91d

     

    Hi all,

     

    As I'm sure many of you read, 1.1 is to enter Experimentals this week! It's a significant update to KSP in terms of just how much has changed under the hood. We've done a complete overhaul of the user interface from a conglomerate of interface systems to Unity 5's native system. Aside from that, an entirely new system for the wheels had to be adopted due to the major changes Unity made to the native wheels system, and the list goes on!

     

    Quality Assurance is the most bare bone part of the entire testing process and is performed by around five to ten QA testers pretty much constantly. The focussed testing and efficiency mean that instead of going through the motions of the game as a normal player would, QA tends to identify areas of the new content that would usually be prone to issue and hunt for bugs there. This cuts down the time taken to find issues by a significant margin and means that the content is tested more evenly – playtesting can sometimes skip completely past some aspects of a feature. Furthermore, this method allows the testers to work closely with the developers and compare exactly what they intended to occur for specific cases, to what actually occurs – this is where QA becomes more about feedback.

     

    QA is a lot more than just finding bugs. It’s about having the knowledge of the game (especially how it works under-the-hood), the comprehension of the ideas behind the features in the game, the understanding of what a developer wants the feature to turn out like and how you can assist them in making it happen. Furthermore, it’s about condensing all of that into concise and objectively written issue reports.

     

    The QA process on 1.1 has been going for a long time, but it has been incredibly fruitful: crushing 516 issues in 107 builds! There is still more to do however, in Experimentals we hope to only increase the stability of the game, add polish to areas and carry out some bug fixing as always!

     

    The Experimental Team comprises about 100 testers. All of these testers are volunteers who contribute their spare time to playtest the game. They are normal players, sourced from the various communities via a simple application process. Often and understandably they don’t have as much spare time to devote to testing as the QA Testers and thus there are significantly more Experimental Testers ‘signed up’ than we need at any one time. This works in everyone’s favour as it keeps the activity level throughout an Experimental Phase and doesn’t put pressure on the testers while they also deal with their personal and professional lives.

     

    After we have an update go through QA, as detailed above, it is hopefully free from major issues and each feature has had any needed major improvements and refinements carried out; the update is in a feature-complete state. However, many components of a feature may still be unpolished, such as part balancing, or the performance of newer UI on different platforms. This is where Experimental Testing comes in and assists the developers in cleaning up the remaining feedback issues.

    An Experimental Testing phase typically lasts around a couple of weeks, though it is highly dependent on the number of issues that arise and how much further development is required to reach a release state. At the end of the Experimental phase, there are still a fair amount of issues on the tracker that are still open, but it’s important to note that these issues are typically minor ones, ones that aren’t in the scope of the update or simply issues that would take too much time and resources to resolve.

     

    This time around though, things will get even more interesting after Experimental testing! Given that update 1.1 will be unlike any update we’ve seen to date in terms of widespread changes to pretty much any significant and underlying system in the game we're planning to provide an optional pre-release branch of update 1.1. This opt-in branch will run for just under two full weeks before the targeted release date of the final update.

     

    The nature and extent of the changes in the update mean that many plugins and add-ons will require refactoring, updating and at the very least a recompile. Of course modders cannot do this overnight and on the flick of a switch, especially with an update of this scope. Typically a select group of particularly KSP-savvy modders would be given access to the new update to help us find bugs, but the extent of the changes this time around is such that we feel we should open it up to everyone.

     

    The pre-release branch will be opt-in via Steam only, and won't be available via the KSP Store. We really wanted to make the pre-release branch available on all distribution channels but given the frequency of builds, the size of those builds, and the necessity for everyone to be on the latest version for testing it proved to be impossible to facilitate this on the KSP store.

     

    To facilitate discussions of the pre-release branch we’ll be opening up a temporary forum for feedback. Additionally, a separate section will be made available on the bug tracker to report bugs on.

     

    Please feel free to ask any and all questions you have!

     

     


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    Very very cool!

    I may only have 120 hours logged on steam, but many many more hours on non-steam modded games. I have beta testing experience and a good bit of experience trouble shooting parts of KSP.

    I would love to help give back to the game that has caused my wife to start calling me Rocket Man.

    Thanks a ton for the awesome work being put it!

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    6 minutes ago, KasperVld said:

    We can't exchange store keys from people who bought the game after it was released on Steam, unfortunately :(

     

    So you can exchange store keys for ppl who bought the game before steam release?

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    2 minutes ago, Jon Turner said:

    So you can exchange store keys for ppl who bought the game before steam release?

    If you bought the game before the Steam release, there shouold be an option in your Store account to transfer your purchase to Steam.

    I know I still have it. Wish I could give that option to someone else!

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    2 hours ago, KasperVld said:

    That won't happen, but when it comes to a branch of KSP that we'll be updating a lot (typically we'd see a new build every day or so) we need a system that can handle the traffic of a /lot/ of people downloading builds constantly. Steam fits the bill there, and the store simply wouldn't be up for it. We appreciate everyone who bought it in the store, but we couldn't push this system there.

    All future updates to the game will be available on all paltforms. All mods will be available over all platforms (that's why we don't use Steamworks).

    So the big 'Update' button on the launcher that has been broken since 1.0 isn't a viable vehicle for sending 1.1 pre-release updates to those of us who purchased KSP in the store and want to opt-in?  I mean how hard is it to push an initial 1.1 pre-release on the KSP store with a working 'Update' button?  Then we could get the multitude of 'build versions' just as easy as those using Steam. What's more, you'd have a good test bed of users using the now working 'Update' button.

    Edited by Nimnu_
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    2 hours ago, Elthy said:

    Damn, only over steam. I can see the news allready: Updates just over steam, future versions just over steam, mods only over steam...

     

    If you cant treat everyone the same just dont do it at all, your biggest fans obviosly bought in your store...

    I'm not quite so hurt as you, but I do feel a bit slighted because I specifically chose to purchase from the store to support the developers.

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    Damn. I feel almost guilty to have KSP on Steam now. As much as I'm excited to be a part of this pre-release; I can't help but feel like I'm on the side of users who didn't fully support the devs.

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    Just now, Noname115 said:

    Damn. I feel almost guilty to have KSP on Steam now. As much as I'm excited to be a part of this pre-release; I can't help but feel like I'm on the side of users who didn't fully support the devs.

    ehehehehehe.jpg

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    2 minutes ago, 5thHorseman said:

    I'm not quite so hurt as you, but I do feel a bit slighted because I specifically chose to purchase from the store to support the developers.

    That was my thought as well, and why I bought from the store.

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    3 minutes ago, tater said:

    That was my thought as well, and why I bought from the store.

    If the primary concern of the devs was to squeeze as much cash out of each purchase as possible they would have never released it on Steam.

    Instead they got massive exposure and probably widened their audience by an incredible margin, as well as received top-notch hosting, for what is likely a relatively small take of the profits.  If Steam weren't lucrative for the developer people wouldn't have flooded it with games.

    Edited by regex
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    47 minutes ago, 123nick said:

    they said they would've if they could've ! and really, who doesent use steam? its so common, i dont see why anyone would have any excuse too not use it.

    I almost never use steam (some games I bought disks of required it), and don't plan to. Why would you elect to use steam, when it is entirely unnecessary?

    Edited by tater
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    3 minutes ago, regex said:

    If the primary concern of the devs was to squeeze as much cash out of each purchase as possible they would have never released it on Steam.

    Instead they got massive exposure and probably widened their audience by an incredible margin, as well as received top-notch hosting, for what is likely a relatively small take of the profits.  If Steam weren't lucrative for the developer people wouldn't have flooded it with games.

    Fair enough. If it had only been on steam, I'd never have bought it at all, come to think of it. I had to get steam with E:TW or something, and made a point of never looking at it because I was annoyed at having to connect to steam for a game that was physically in my hands.

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    2 minutes ago, tater said:

    Fair enough. If it had only been on steam, I'd never have bought it at all, come to think of it. I had to get steam with E:TW or something, and made a point of never looking at it because I was annoyed at having to connect to steam for a game that was physically in my hands.

    I think I have like, zero games on Steam that require me to have an active internet connection, and many of them don't even require Steam be open.

    Edited by regex
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    1 minute ago, KerbonautInTraining said:

    sigh

    A little more specific, please?

    I'll hazard a guess and say that Valve probably wouldn't be too happy at enormous numbers of people coming onto the service and expecting to download half a gig of stuff each for free. Frankly I'm surprised there's an option to transfer to Steam for people that bought KSP before it was available there.

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    2 minutes ago, KerbonautInTraining said:

    sigh

    A little more specific, please?

    Uh, because steam keys aren't free? Don't get me wrong, I truly think it's a real ass hat move by this company to do this but you asked why and that's why, money.

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    Just now, technicalfool said:

    I'll hazard a guess and say that Valve probably wouldn't be too happy at enormous numbers of people coming onto the service and expecting to download half a gig of stuff each for free

    Team Fortress 2 is over 10 gigabytes and costs nothing...

     

    1 minute ago, Elway358 said:

    Uh, because steam keys aren't free? Don't get me wrong, I truly think it's a real ass hat move by this company to do this but you asked why and that's why, money.

    They were doing it before but not now, that's whats confusing me.

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    Just now, KerbonautInTraining said:

    Team Fortress 2 is over 10 gigabytes and costs nothing...

     

    They were doing it before but not now, that's whats confusing me.

    Team Fortress is a Steam exclusive, available nowhere else, owned by Valve and with in-app purchases.

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    39 minutes ago, KasperVld said:

    We can't exchange store keys from people who bought the game after it was released on Steam, unfortunately :(

    So your making the claim that Valve has banned the requesting of keys by the developers if the person who your giving it to bought it after it was on steam? Because I find that extremely hard to beleive.

    On a seperate note, wasn't it released on steam after .20? I swear that it wasn't when I bought it, but maybe not.

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    7 minutes ago, KerbonautInTraining said:

    Team Fortress 2 is over 10 gigabytes and costs nothing...

     

    They were doing it before but not now, that's whats confusing me.

    Because they're using it as an excuse to stick to giving away as little as they "have to." The reason of "it wasn't available on Steam or I would have bought it there" is more valid to them than the reason of "I figured it would support the devs more through the store."

    Edited by Elway358
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