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  • Opt-in Prerelease for 1.1!


    Ted

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    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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    On 3/17/2016 at 2:39 PM, Lifeforce87 said:

    Go to you Steam KSP installation, right click on it - properties - betas - select 1.1 which isn't out yet ;)

    What I'm wondering is, if my steam is currently open, and the 1.1 beta is released to steam, will it show up, or will i have to refresh/exit steam and reload it. :)

    9 hours ago, Tyren said:

    Inpatiently waiting. I am too excited. :o

    Lol...like many of us. I'm doing something a little different. I'm going back...to the past, and playing the last free version (other than the demos), KSP 0.13.3. :) I managed to...uhh...land on the Mun... (for some reason this album is showing up some other KSP images I had in the album, even though I moved them to a different album, and the actual imgur album no long has these images... never mind, looks like it finally updated lol).

     

    Edited by Sma
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    1 hour ago, Sma said:

    What I'm wondering is, if my steam is currently open, and the 1.1 beta is released to steam, will it show up, or will i have to refresh/exit steam and reload it. :)

    Lol...like many of us. I'm doing something a little different. I'm going back...to the past, and playing the last free version (other than the demos), KSP 0.13.3. :) I managed to...uhh...land on the Mun... (for some reason this album is showing up some other KSP images I had in the album, even though I moved them to a different album, and the actual imgur album no long has these images...).

     

    Wow, I barely remember those old days. how far this game has come.

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    6 hours ago, vardicd said:

    Wow, I barely remember those old days. how far this game has come.

    I know right? It's fun to imagine what future release (4 or 5 years from now) could be like. 

    I was watching a "Tested" (couple of guys from Mythbusters, and a few other people I believe), they were testing out a VR headset thing, and playing some pretty cool interactive games. Which, got me to thinking again, how cool would it be if there was a version of KSP for Oculus and other VR headsets? I mean, I know it can be adapted to some extent to play on VR headsets, but not quite the same as if it was designed from the start for VR.

    Imagine if you will, when in the designing stage, grabbing parts with a crane and stacking them, or for that matter, even designing a rocket on a computer....in VR...although that might be a little much lol. Then, if launching a rocket with kerbals on it, actually walking (or riding) out from kerbonaut headquarters, out to the launch pad, going up the tower and boarding the rocket. Then launching, all from IVA., Then, of course EVA. Then imagine, if you will, it was multiplayer, and you could team  up with others for missions, all in VR. It COULD even be a world wide thing....then again, maybe that would be too much. It'd take a lot of server real estate to make such a detailed thing possible, plus, not sure about how much data it would require to do VR over the internet.....

    Meh...anyway, just wasting time before 1.1 comes out. :P

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    I hope you guys put the game on sale for the update. It'd probably attract more people both with the update and with the sale. 

    Maybe like 55% off. Not 50% a bit more would be good. 

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    16 hours ago, Sma said:

    -KSP with VR would be cool snip-

    There was a mod somewhere that tried to make Oculus compatible with KSP. It doesn't go to that extent but you can at least use it in IVA.

    Ah, here it is.

     

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    1 hour ago, schatzfinder said:

    I would definitely like to join.

     

    19 minutes ago, sharkey1 said:

    how do i sign up?

    You don't sign up.  Squad will announce one the pre release is live.

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    11 hours ago, mcirish3 said:

     

    You don't sign up.  Squad will announce one the pre release is live.

    What? "Squad will announce one the pre release is live."?

     

    Also how do you opt-in then?

    Edited by schatzfinder
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    1 hour ago, schatzfinder said:

    Also how do you opt-in then?

    You opt-in in the Steam client. When pre-release is announced it will appear there.

    zkCAdpW.png

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    Quote

    The Experimental Team comprises about 100 testers

    That makes me think that they gonna choose these 100. And that's why I thought you would need to apply for that and get the code for the beta.

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    17 minutes ago, schatzfinder said:

    That makes me think that they gonna choose these 100. And that's why I thought you would need to apply for that and get the code for the beta.

    It's 2 different things.

    Experimentals is closed beta and you do need to apply for that.

    Pre-release is open beta and you just need to opt-in in your steam client to participate.

    Experimentals are in progress now. When it's done, pre-release will be announced.

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    How is KerbalEDU going to handle the 1.1 update?

    I'd LOVE to help Teachergaming again with the Earth History Campaign modules!

    My wife and I recently hosted a very successful  “Astronomy Night” at her middle school – hundreds were in attendance. For the event, I set up several  library computers with hands-on astronomy software, including: NASA’s Eyes on the Solar System, Universe Sandbox, Celestia, Worldwide Telescope, Stellarium, and Google Earth. I also had the Kerbal Space Program Demo running on 3 laptops – it was a huge hit!

    I’m now in discussions with the school’s PTO about upgrading some PCs to run KSP, and starting an “After-School Space Academy.”

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    1 hour ago, Balrog said:

    How is KerbalEDU going to handle the 1.1 update?

    I'd LOVE to help Teachergaming again with the Earth History Campaign modules!

    My wife and I recently hosted a very successful  “Astronomy Night” at her middle school – hundreds were in attendance. For the event, I set up several  library computers with hands-on astronomy software, including: NASA’s Eyes on the Solar System, Universe Sandbox, Celestia, Worldwide Telescope, Stellarium, and Google Earth. I also had the Kerbal Space Program Demo running on 3 laptops – it was a huge hit!

    I’m now in discussions with the school’s PTO about upgrading some PCs to run KSP, and starting an “After-School Space Academy.”

    Man, that all sounds awesome! Especially that last part... ;) lol. I remember when I was in Highschool, we were "allowed" to play multiplayer Jedi Knight II on short days, or a few of us would go to the drafting lab instead of pep rallies (when we were allowed to do so). It would have been awesome if Kerbal was a thing back then. Along with all the other things you mentioned, Kerbal will be an awesome addition to help get kids interested in STEM/STEAM and space in general.

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    You do realize that couple means two, right? It's been 3+ weeks now since the announcement of the experimental phase, and no update so far. I assume things have gone so badly, that I will probably get to play No Man's Sky before 1.1 comes out.

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    1 hour ago, Dre4dW0rm said:

    You do realize that couple means two, right? It's been 3+ weeks now since the announcement of the experimental phase, and no update so far. I assume things have gone so badly, that I will probably get to play No Man's Sky before 1.1 comes out.

    You did read the rest of that statement, right? "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."

    Go play No Man's Sky if you must. I'll be happily playing KSP 1.0.5.

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