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Should i expect problems with mods and saves when 1.0.5 and 1.1 wil come out ?


Stigy

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So, I read about 1.0.5 coming soon and 1.1 - maybe in a couple months. So my first thought was - what mods should work on new versions.

Second thing is - will my savegame file work if mods are installed. I know that probably i will have to delete mod parts (like SCANsat antennas). But what with other stuff ? Will parts form Welding ltd. still work ? Also I can't imagine KSP without KER.

I ask You this questions because it will be my first update since i started playing KSP.

THX

Edited by Stigy
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While we cannot know for sure until 1.1 is released, it is likely that all parts will will be fine, the only issues are likely to be with plugins but I do not expect much to change, and it is normal for some addons to need recompiling for newer versions of Unity.

The reason is that Unity 5.x will still be using the same version of Mono that is currently used in Unity 4.x, the major change to 1.1 from a modding standpoint will be the UI of any plugins, they will have to work with the single method provided by Unity, instead of the multiple methods of displaying UI's currently.

So any plugin that uses the old UI will likely need to have its UI code rewritten.

A far larger change may be coming however, as there are hints that Unity is seeking to move away from Mono completely, as they are looking at converting C# into C++ code.

This has the potential to be much faster than KSP plugins are currently, so less lag, but is likely going to need some changes to get things to work.

Saves however should be fine.

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I'm thinking of Welding ltd. parts. How 1.1 or 1.05 could use them if there will be no update of addon ? I think ships with Welded parts will disappear, aren't they ?

I haven't used this mod because I'm afraid I'll lose all units with welded parts :/

Isn't the conversion C# to C++ an additional problem for devteam ? I know there are converters but I assume that hours of tests will be needed after the conversion.

I thought the migration to Unity 5 itself will cause great performance improvement.

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Nothing is moving to c++ for KSP 1.1 and I doubt Unity will drop C# (Their system compile IL to C++) but they may switch to the new Microsoft open source. NET runtime.

As for 1.1, plugin that access rigidbody will need some code change, but nothing that should break saves (but of course it depends on how the dev wrote their plugin)

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yah, Unity moving their own stuff from C# to Managed C++ won't break anything existing. Both can interface seamlessly within the .NET runtime.

Of course if they switch to another .NET version that may break things as .NET APIs aren't always mutually compatible.

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