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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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    And this is just what I call a brilliant idea.

    Actually I was waiting for a Steam beta branch for years regarding KSP, it would definitely help updating mods to be ready on official launch day.

    And of course reporting issue we might encounter in the process.

    You guys rocks !  As usual ;)

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    Just now, amankd said:

    is ther ANY way a modder who works through the ksp store could get it?

    Send @Ted a private message and see if you can get access through the experimental team :)

     

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    It's a huge undertaking, so it's definitely good to have a whole bunch of people able to help report issues. This is a good decision, as there's little more embarrassing than putting up a new update with great fanfare and end up having to drop a hotfix a few hours later for a major issue you didn't catch.

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    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...

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    This is a very welcome move!. It is fully expected that the UI changes alone will mess up Infernal Robotics so having this time window will help us get a plan together.

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    3 minutes 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...

    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).

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    4 minutes ago, KasperVld said:

    Send @Ted a private message and see if you can get access through the experimental team :)

     

    Think that might work for a KSP evangelical? :)

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    Just now, AlbertKermin said:

    When will it be available? :)

    Soon™, it really depends on the progress and bumps we'll encounter during Experimental testing.

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    5 minutes 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...

    Yeah, I definitely regret my decision to buy from the KSP store now. At least now when anyone asks where they should buy it, the answer will obviously be Steam.

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    I defintitely would want to be in on this.  We're maintaining a mod and need to find out as soon as we can what changes we need to make to the mod, and how the new version works.

     

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    Just now, Steven Mading said:

    I defintitely would want to be in on this.  We're maintaining a mod and need to find out as soon as we can what changes we need to make to the mod, and how the new version works.

     

    if its a part mod it should theoretically just be a case of plugging through U5 anfd applying the cnfig changes

     

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    8 minutes 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...

    The reasoning is that Steam is apparently equipped to handle rapid multiple downloads of experimental builds better than the store is.

    And I say that as someone who will never use Steam.

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    would be interesting to see how stock building tricks / stock bearings are affected by 1.1 in advance. (some building tricks could really push what's possible with only stock parts - or corrupt the craft :) (like when you tried to attach a part to a node, but it ended up having it's root part as another part next to the node)

    Edited by sgt_flyer
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