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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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    14 minutes ago, SpaceplaneAddict said:

    I'd love to Opt-In. But HOW?!

    We'll find out how it works once we get to that point I guess.

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    3 minutes ago, KerbonautInTraining said:

    It won't exist for another 3 weeks or so. The open beta will start 2 weeks before 1.1 is released.

    I just felt to contribute myself in adding a frequently asked question, but thank you anyway might!

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    My internet bandwidth couldn't handle this no matter how much I would enjoy helping to catch bugs. Those of you who can, squash them all, with my thanks! Looking forward to a stable 64 bit game.

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    9 hours ago, pandaman said:

    Not a bad idea on the face of it, but how many of us would get windows at times we can't use them, because we are at work etc?

    How frustrating would that be?  It would be like telling a child they can have an ice cream next time the van comes down the street, then telling them it came while they were at school so they missed the chance, that's just building a tantrum factory :D

    Another version would be that only a limited number of people could download every minute or hour, keeping traffic down.

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    i would like the opportunity to work as a team and test, including partTools, the specific parts of the game in order to ensure the release of the 1.1 update is as bug free and flawless as possible. This includes reporting bugs in such a way that it is recreate able as possible including steps to recreate and screenshots or video to help the devs as much as possible

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    2 hours ago, tomrubberduck said:

    i think everyone would, i just want to help the devs in any way possible :D

    I actually wouldn't, I don't want to spoil the holiness of a fresh bugless release of KSP.

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    26 minutes ago, KSP Bros said:

    Another version would be that only a limited number of people could download every minute or hour, keeping traffic down.

    Rather than a tantrum factory, that would be like how the US converted all production to military during WW2, except for tantrums.

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    7 minutes ago, HebaruSan said:

    Rather than a tantrum factory, that would be like how the US converted all production to military during WW2, except for tantrums.

    ?

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    Have squad asked for help with this distribution problem?  They may need some big pipes to distribute files, but they aren't youtube.  Putting files onto a server for access by listed members isn't rocket science, even with thousands of customers.  There are plenty in the community who could setup/manage such a project in short order.

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    I'd be happy to test the 64-bit version on Win10. Do we get beta access codes or will this be opt-in public beta?

    In-Game feedback (bug report/work item generation/comment) would be really cool. Seen that in Beam.ng and some other games as well as tools (send Smile/Frown in Visual Studio). An extra button in the GUI would be enough. On click a short (non-modal) dialog asking me about including a screenshot and a short text about the issue sending that to the issutracker should totally suffice.

    Edited by mbx
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    1 hour ago, KSP Bros said:

    Another version would be that only a limited number of people could download every minute or hour, keeping traffic down.

    That's not a good idea.  I personally don't want to wait an hour to only have an issue with the download, and have to wait another hour.  Also, the downloads aren't the issue.  The issue is people flooding the servers with traffic of going there.  The sheer amount of people signing in at the same time is what would bring it down.

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    3 hours ago, tomrubberduck said:

    how do i opt-in??

     Generally, you would goto the game properties in steam, and check the "opt in beta" box. A lot of games do this.

    30 minutes ago, CliftonM said:

    That's not a good idea.  I personally don't want to wait an hour to only have an issue with the download, and have to wait another hour.  Also, the downloads aren't the issue.  The issue is people flooding the servers with traffic of going there.  The sheer amount of people signing in at the same time is what would bring it down.

     I generally download ksp in about 3-5 minutes.. That aside, the game will not update while you are already playing it, and it will only sync files that have changed when it does update. You don't have to completely re-download the entire game every time it updates.. only a few files that have been altered.

    Edited by Talavar
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    4 hours ago, kerbingamer376 said:

    I hate steam. Can you put the pre on the store? 

    If you are a PC gamer but hate Steam ...

    You are doing it wrong :D

     

    Also nice to see 22 pages full of "Thank you squad for the opportunity" posts

    Oh wait ... ^^

    Edited by Athlonic
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    54 minutes ago, Sandworm said:

    Have squad asked for help with this distribution problem?  They may need some big pipes to distribute files, but they aren't youtube.  Putting files onto a server for access by listed members isn't rocket science, even with thousands of customers.  There are plenty in the community who could setup/manage such a project in short order.

    The usual answer is to have the updater secretly be a bittorrent client under the hood. Each instance gets a personalised link to the torrent so if you dig the link out of your updater and distribute it, the company selling the software can land on you from a great height; likewise the tracker will reject any client that isn't the updater.

    All this can be worked around, of course, but it's only necessary to make it harder to use the updater's torrent than it is to use conventional methods of unauthorised distribution.

    This is a commonplace arrangement and would obviously be a viable way for Squad to keep the promises they made to store users.

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    I would love to help Squad, but just don't have the time to do it properly. As a seasoned software dev (20+ years hardcore software development), I know exactly what this will take. Running buggy pre-release software is not fun, it's tedious and takes time and effort. Daily downloads to make sure you're on the latest version. Planning how you want to exercise the game for maximum coverage. Carefully note the problems you encounter, and repeat to make sure you have the repro down. Remember, this should help the Developers: be precise, include screen shots, dig into the logs for specific error messages, run PerfMon to monitor memory usage, use the Debug menu, collect crash dumps, know the directory structure in general, and the layout of the sfs files in particular. It's work, not play. If none of that rings a bell, you might want to pass this by. If only I had more time available...

    Edited by WildBill
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    39 minutes ago, WildBill said:

    I would love to help Squad, but just don't have the time to do it properly. As a seasoned software dev (20+ years hardcode software development), I know exactly what this will take. Running buggy pre-release software is not fun, it's tedious and takes time and effort. Daily downloads to make sure you're on the latest version. Planning how you want to exercise the game for maximum coverage. Carefully note the problems you encounter, and repeat to make sure you have the repro down. Remember, this should help the Developers: be precise, include screen shots, dig into the logs for specific error messages, run PerfMon to monitor memory usage, use the Debug menu, collect crash dumps, know the directory structure in general, and the layout of the sfs files in particular. It's work, not play. If none of that rings a bell, you might want to pass this by. If only I had more time available...

    I would like to quote this for its truth :)

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