BNSF1995 Posted May 1, 2015 Share Posted May 1, 2015 Here's an idea for 1.0.1: fix x64! Link to comment Share on other sites More sharing options...
technicalfool Posted May 1, 2015 Share Posted May 1, 2015 Here's an idea for 1.0.1: fix x64!Unfortunately that's really not something Squad can fix. Link to comment Share on other sites More sharing options...
Eddie Rod Posted May 1, 2015 Share Posted May 1, 2015 Unfortunately that's really not something Squad can fix.Is KSP 1.0 even using the new Unity? I really don't understand how a developer can release a game without fixing something so critical! Even if they cannot fix it I cannot warrant a 1.0 release until it was fixed for a game like this. what happens to all those people who just bought KSP for the first time and try to build that awesome base? Uh oh after all those hours he finds out that it don't matter that he has 16 gig ram he's NOT BUILDING HIS BASE! lol 6fps will make people go nuts and call for their money back! Link to comment Share on other sites More sharing options...
softweir Posted May 1, 2015 Share Posted May 1, 2015 Is KSP 1.0 even using the new Unity?No. Unity 5.0 has only just come out, and it takes weeks to read and understand the differences between the old product and the new product, and months to adapt code to work with it. Porting to Unity 5.0 is a very long-term project, and I will be surprised if we see it finished in 2015 -- and that assumes that 5.0 doesn't have even worse bugs than previous version! Yes, that does happen -- a brand-new, massively upgraded version of an existing product comes out, and along with all the lovely new bells and whistles there's a bucket-load of lovely new bugs to go with them.So don't hold your breath.And as so many people have said all over the forum, the 64-bit problem is all up to Unity, and not something Squad can fix. Link to comment Share on other sites More sharing options...
Kiro Posted May 1, 2015 Share Posted May 1, 2015 No. Unity 5.0 has only just come out, and it takes weeks to read and understand the differences between the old product and the new product, and months to adapt code to work with it. Porting to Unity 5.0 is a very long-term project, and I will be surprised if we see it finished in 2015 -- and that assumes that 5.0 doesn't have even worse bugs than previous version! Yes, that does happen -- a brand-new, massively upgraded version of an existing product comes out, and along with all the lovely new bells and whistles there's a bucket-load of lovely new bugs to go with them.So don't hold your breath.And as so many people have said all over the forum, the 64-bit problem is all up to Unity, and not something Squad can fix.Most of what you said is true, about the upgrade being a big project and taking time and resources. Likewise, there is a chance that there are new bugs in Unity 5. Nevertheless, Unity 5 is out there and massive amounts of developers are using it, and doing amazing things with it. Yes, the Win64 problems were caused by the Unity 4 engine issues. However, Unity has address those issues, and many others, and has released a new and updated version. Therefore, in now falls to Squad to update its engine so that these limitations and bugs are fixed. You can't pass the problem off to Unity anymore. They've done their part, now its time for Squad to do theirs. Link to comment Share on other sites More sharing options...
Holyvision Posted May 1, 2015 Share Posted May 1, 2015 A lot of the posts in this thread make me sad. Thanks you for the amazing game Squad, and keep up all the hard work! Link to comment Share on other sites More sharing options...
Mipe Posted May 1, 2015 Share Posted May 1, 2015 No. Unity 5.0 has only just come out, and it takes weeks to read and understand the differences between the old product and the new product, and months to adapt code to work with it. Porting to Unity 5.0 is a very long-term project, and I will be surprised if we see it finished in 2015 -- and that assumes that 5.0 doesn't have even worse bugs than previous version! Yes, that does happen -- a brand-new, massively upgraded version of an existing product comes out, and along with all the lovely new bells and whistles there's a bucket-load of lovely new bugs to go with them.So don't hold your breath.And as so many people have said all over the forum, the 64-bit problem is all up to Unity, and not something Squad can fix.Being a game developer that also transitioned from Unity 4 to 5, I have to say it does not take that much effort. Most of the conversion is automatic - Unity's upgrader script handles it. What remains isn't all that difficult to fix manually.All Squad needs to do is - just try. Fork the project and upgrade the forked project to 5, see how much fixing is necessary. Link to comment Share on other sites More sharing options...
smjjames Posted May 1, 2015 Share Posted May 1, 2015 The main reason why they didn't go unity 5 is because it was released so close to 1.0s release date that adding it in would just create delays. They did say that they would do it after 1.0s release Link to comment Share on other sites More sharing options...
basic.syntax Posted May 1, 2015 Share Posted May 1, 2015 They've said several times that the move to U5 will be done as part of a big update after 1.0 settles down. Here's a post about it, in the right discussion thread. Link to comment Share on other sites More sharing options...
Melfice Posted May 1, 2015 Share Posted May 1, 2015 I don't know how extensively those other game devs modded their installation of Unity.I seem to recall that Squad... well. I'm certain any Unity developer would run away screaming and sobbing with all the mad hacks implemented.If I recall correctly. Link to comment Share on other sites More sharing options...
Bobnova Posted May 1, 2015 Share Posted May 1, 2015 It's still speed. I never read anywhere surface speed record. I saw speed. Maybe surface was there, but if not, they really need to specify.Oh and I actually did set mine to surface speed and it still didn't work.Speed is always relative to something, you could complain that you're not getting all the records instantly due to the speed relative to Kerbol. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 1, 2015 Share Posted May 1, 2015 I don't know how extensively those other game devs modded their installation of Unity.I seem to recall that Squad... well. I'm certain any Unity developer would run away screaming and sobbing with all the mad hacks implemented.If I recall correctly.Agreed. By its very nature KSP stretches the game engine to its limits. Very few engines are designed to deal with the tremendous distances present in KSP, nor do many games model vehicles made of multiple interconnected parts for which physics must be calculated. It's not surprising that workarounds have had to be used, and that upgrading the engine for KSP might be more complex than upgrading for more conventional games. Link to comment Share on other sites More sharing options...
Kerbart Posted May 1, 2015 Share Posted May 1, 2015 Bugs. Ugh!Bug fixes. Yay!Let's leave the dogging and whining about the state of affairs of 1.0 somewhere else and celebrate that something's being done about it! Link to comment Share on other sites More sharing options...
AtmaStorm Posted May 1, 2015 Share Posted May 1, 2015 (edited) I feel like a broken record but I really hope they unnerf vacuum Isp for the engines designed for airless environments.The thrust and Isp reduction feels about where it should be in atmosphere.The mod I've been using. Edited May 1, 2015 by AtmaStorm Link to comment Share on other sites More sharing options...
Caelib Posted May 1, 2015 Share Posted May 1, 2015 I was hoping this update would be out by the end of today so I would advance my space program over the weekend. The overheating on that nuclear engine is taxing my launch costs by having to use other engines for deep-space missions. Link to comment Share on other sites More sharing options...
worir4 Posted May 1, 2015 Share Posted May 1, 2015 I just got an announcement on steam that 1.01 was released Link to comment Share on other sites More sharing options...
BoomerDog9 Posted May 1, 2015 Share Posted May 1, 2015 I was hoping this update would be out by the end of today so I would advance my space program over the weekend. The overheating on that nuclear engine is taxing my launch costs by having to use other engines for deep-space missions.I just got a pop-up message from Steam saying that KSP 1.0.1 is now out, so hopefully that's gotten addressed... Link to comment Share on other sites More sharing options...
Woodstar Posted May 1, 2015 Share Posted May 1, 2015 Just went live. Link to comment Share on other sites More sharing options...
LN400 Posted May 1, 2015 Share Posted May 1, 2015 Thanks tons, SQUAD, for the work you put into this. Link to comment Share on other sites More sharing options...
NikoKun Posted May 1, 2015 Share Posted May 1, 2015 Will we have to wait for mods to update again for this? Or will they just work this time? Link to comment Share on other sites More sharing options...
FunnyBunny14 Posted May 1, 2015 Share Posted May 1, 2015 Ehh, where did the drag values go? Also, where can I find a changelog for the hotfix? Link to comment Share on other sites More sharing options...
smjjames Posted May 1, 2015 Share Posted May 1, 2015 I just got an announcement on steam that 1.01 was releasedJust as I was leaving for work, heh. Looking forward to the fixes. Link to comment Share on other sites More sharing options...
Alshain Posted May 1, 2015 Share Posted May 1, 2015 Would like to see a change log, which bugs got fixed? Link to comment Share on other sites More sharing options...
WeirdCulture Posted May 1, 2015 Share Posted May 1, 2015 release notes would be fine but I think I have just to wait Link to comment Share on other sites More sharing options...
sal_vager Posted May 1, 2015 Share Posted May 1, 2015 Release notes are here Link to comment Share on other sites More sharing options...
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