Jump to content
  • 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!

     

     


    User Feedback

    Recommended Comments



    55 minutes ago, BrutalRIP said:

    Its actually March 20th 2013 i bought on 30th

    Oh ya you are right.  Oops sorry about that.

    Edited by mcirish3
    Link to comment
    Share on other sites

    9 hours ago, GabeD416 said:

    Crossing my fingers for that 64 bit support!

    Me too. Squad has indicated that the 64 bit version has operation as stable or nearly as stable as the 32 bit so we have that at least to look forward to.

    Link to comment
    Share on other sites

    12 hours ago, GabeD416 said:

    Crossing my fingers for that 64 bit support!

     

    2 hours ago, mcirish3 said:

    Me too. Squad has indicated that the 64 bit version has operation as stable or nearly as stable as the 32 bit so we have that at least to look forward to.

    Exactly. I personaly hope for 64bit support because unity 5 is more stable in that way. But will se. Hopefully also mods will support it too if its going to make way out.

    Link to comment
    Share on other sites

    @Ted will there be release /changenotes for the nightlies for us to know if a bug we found before is already fixed?
    This might help to test this fix and prevent additional reports for an old bug.

    Link to comment
    Share on other sites

    What kind of notification will we get when the open prerelease is up and running? I know it will be up Soontm but I'd like to know where exactly to look.

    Link to comment
    Share on other sites

    58 minutes ago, cubinator said:

    What kind of notification will we get when the open prerelease is up and running? I know it will be up Soontm but I'd like to know where exactly to look.

    Watch the sidebar or the announcement page in the main forum.

    Link to comment
    Share on other sites

    1 hour ago, mcirish3 said:

    Watch the sidebar or the announcement page in the main forum.

    I figured it would be something like that. Just making sure, though! :)

    Link to comment
    Share on other sites

    Can i get into the 1.1 update beta program?  I have the steam edition (as well as the other edition) with plenty of time on my hands for the next couple weeks.

    Link to comment
    Share on other sites

    On 3/1/2016 at 3:19 PM, Elthy said:

     

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

    When you buy it on steam the Money goes straight to Squad, so there is no difference.

    Edited by Snark
    inflammatory rhetoric removed
    Link to comment
    Share on other sites

    Please keep a civil discourse, everyone.  There's nothing wrong with reasoned disagreement, but name-calling doesn't help anybody.  Thanks!

    Link to comment
    Share on other sites

    18 hours ago, SirToxic said:

    When you buy it on steam the Money goes straight to Squad, so there is no difference.

    They take ~30% cut.

    Just to have a working patcher, I think that 30% deserves to be in Valve's pockets. Not to mention the early access to new versions.

    Instead of downloading 35.99 MiB between 1.0.0 and 1.0.5 using the (dead) rsync patcher, I have had to download 3.44 GiB on a slow, unreliable connection!!! I dread to think what people with download allowances think of this treatment.

    1.0.0:   0    MiB Changed,   0    MiB Compressed
    1.0.1:  30.78 MiB Changed,  10.56 MiB Compressed
    1.0.2:   3.25 MiB Changed,   1    MiB Compressed
    1.0.3:  19.86 MiB Changed,   5.46 MiB Compressed
    1.0.4:   4.14 MiB Changed,   1.3  MiB Compressed
    1.0.5:  50.01 MiB Changed,  17.67 MiB Compressed
    Total: 108.04 MiB Changed,  35.99 MiB Compressed
           Downloading 5 Zips:   3.44 GiB Compressed

     

    Edited by Sniper296
    Sorry for the limited users.
    Link to comment
    Share on other sites

    So to get hold of this I have to exchange my Squad key for a steam key and do the usual Steam stuff? On second thoughts I'll get a separate steam copy

    It has been suggested that getting a head start for the few mods I'm supporting, can't disagree there, I can see the value of having a mod ready to go on day 1 of 1.1

    Any info on the unity set up for 1.1 ?

     

    Edited by SpannerMonkey(smce)
    changed mind
    Link to comment
    Share on other sites

    Awsome,   if u need a mod using guine pig let me know! Lol I typically mod it till it crashes, then work backwards till I get it working lol.   And if there is a game crashing, blue screen of death bug,  I'll find it lol I've got a knack (horrible luck) at finding them lol

    Link to comment
    Share on other sites




    Guest
    This is now closed for further comments

×
×
  • Create New...