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Why bother with 1.0.5?


Johnny Wishbone

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In the thread for the most recent dev notes (Nov 3) someone asked if 1.1 was going to be released in time for Christmas. Kasper responded "Thats the goal." This makes me wonder: why bother with the 1.0.5 update? Even if 1.0.5 is released next week (which i doubt it will be), that leaves only about 6 weeks until Christmas. Why bother with an update thats only going to be out for 5 to 6 weeks before being obsoleted by the 1.1 update?

I understand the reason for the 1.0.5 update. I get it and agree with it; I too am waiting in eager anticipation for the new parts, gameplay elements, and physics changes. When 1.0.5 was announced, it was explained and framed as a "placeholder" update because 1.1 was still a ways off and Squad wanted to give the community something new to keep us happy. Thats cool; good on them. But if 1.1 is going to come out a mere 5-6 weeks after 1.0.5, why bother? I'd rather they roll it all back into 1.1 and spend the next 5-6 weeks working out all the inevitible bugs and issues. We've waited this long; a few more weeks wont kill anyone. And the present of a big, fat, 1.1 update with all the trimmings would make Christmas that much better.

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Reading the tealeaves, I suspect that 1.1 should have been out already but has been delayed. I also gather that they *hope* to have 1.1 ready by christmas but are not sure if they will make it.

They don't want to keep us waiting much longer; on top of that, a lot of new content has accumulated and they don't want to roll all of it into one big release. Allowing us to play with all the new stuff that doesn't depend on Unity5 is a smart move. In a way, 1.05 will be the 0.99 we never had.

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  • Most mods will still work with 1.05
  • Most mods will break with 1.1

Yes, that is correct in theory. We don't really know about 1.0.5 for sure, but it's almost a guarantee that they will break with 1.1.

Edited by Alshain
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Different teams working on the two updates. 1.0.5 seems to be mostly work from NathanKell, Arsonide, RoverDude and Porkjet (i.e. the contracted modders, with some contributions from the other devs). 1.1 is the big engine update, which is mostly being worked on by the core Squad developers.

Personally I'd prefer to see 1.0.5 released in a week or however close it is, that will make the wait for 1.1 much more palatable.

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The way I understand it, they're releasing 1.0.5 as a sort of apology. They started working on 1.1 something like six months ago. When they started they thought they would have it done in no time, but apparently the job was a lot more complicated than they anticipated. So, to make up for miscalculation and the long wait, they're releasing the stuff that is finished already, and can be integrated into old unity.

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On the one hand, I don't like to look a gift horse in the mouth. Squad is delivering some stuff early, so just appreciate it.

That said, I will probably just wait for 1.1. Although I'm eager to see how the revised contract system in 1.0.5 affects gameplay progression, 1.1 is right around the corner with an important new game mechanic -- what amounts to a stock rendition of Remote Tech. Since I will want to start a fresh career when that feature releases, I wouldn't be on my 1.0.5 career long enough to make it worth it.

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Reading the tealeaves, I suspect that 1.1 should have been out already but has been delayed. I also gather that they *hope* to have 1.1 ready by christmas but are not sure if they will make it.

^ Very much this.

I'm sure they want 1.1 by Christmas, but I sincerely doubt they've abandoned their "it's ready when it's ready" philosophy, so that might slip to Christmas 2016 ;)

I'm all for a 1.0.5 release, personally. When you work with complex engines/libraries, there's always the very real risk of slippage due to third party contractor buffoonery issues. Y'know, it used to be faster/safer/better to rely in third party libraries than to write 'em from scratch. What the heck happened, 21st century??

That said, I will probably just wait for 1.1. Although I'm eager to see how the revised contract system affects gameplay progression, 1.1 is right around the corner with an important new game mechanic -- what amounts to a stock rendition of Remote Tech. Since I will want to start a fresh career when that feature releases, I wouldn't be on my 1.0.5 career long enough to make it worth it.

Don't forget that you can run parallel saves - KSP uses relative paths in all scenarios (Store and Steam both). You can maintain your 1.0.4 career right alongside a 1.0.5 exploratory installation :)

(One of the handful of things that I unreservedly support and respect in KSP)

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The Whole point is that 1.1 was taking longer than expected cause of Unity 5 being an arse to move everything over to and redo, so they split off some of what was going to be in 1.1 to make 1.0.5. Don't complain about content that Squad are developing for us.

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I would expect - given the news on 1.0.5 - that there maybe some key mods, that will already break in 1.0.5. Since the thermal system once again gets rewritten (a good thing, since I think the current system has its flaws), everything to do with heat will probably seize to work as it should, if I'm right. I do see 1.0.5 mainly as a parts update, so I am seriously considering to wait for 1.1, as my current game is unstable enough...

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Hmmm, related note, did steam change the way it handles automatic updates? I used to remember there being a 'Disable' option, but I can't seem to find it now.
Best to just play in a copy of the KSP folder. Let Steam update as normal but when there's a new release copy it a folder named KSP(<version>) and play from there. Then it's up to you when you transition.
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I would expect - given the news on 1.0.5 - that there maybe some key mods, that will already break in 1.0.5. Since the thermal system once again gets rewritten (a good thing, since I think the current system has its flaws), everything to do with heat will probably seize to work as it should, if I'm right. I do see 1.0.5 mainly as a parts update, so I am seriously considering to wait for 1.1, as my current game is unstable enough...

1.05 also let them tweak this better before 1.1

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Simply put, 1.0.5 is the one present we all get to open before Christmas.... lol...

I am sure the modders feel the same way as well having to redo the mods yet again to get it working and by the time they are finished unity 5 version is coming out breaking them yet again.

On top of that current 32bit version is already using way too much ram and this will just lead to even less reliable and more crash prone KSP and will most likely add a bunch of new bugs as well.

- - - Updated - - -

Because bugfixes, tweaks, and shiny new parts!

Especially bugfixes and tweaks (shiny new parts, too)!

That's why.

Happy landings!

More like more bugs added than they can fix... And the biggest problem right now is that there is NO ROOM left for any extra parts in the 32bit version.

It is already seriously unstable because of this issue if you do alot of relaunching and if you have more than a few mods it is pretty damn near unplayable.

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I am sure the modders feel the same way as well having to redo the mods yet again to get it working and by the time they are finished unity 5 version is coming out breaking them yet again.

On top of that current 32bit version is already using way too much ram and this will just lead to even less reliable and more crash prone KSP and will most likely add a bunch of new bugs as well.

I agree that adding several new parts for 1.0.5 while we're stuck with 32 bit on most systems is not desireable, but I don't think it will be that bad. Just remove the parts if you really want, but keep the (much needed) bug fixes.

I don't think 1.0.5 will affect too many mods. Most part mods shouldn't need updates unless they want to use the new "core" heat system, and plugins that don't interact with the heat system will probably work without changes.

1.1 on the other hand will likely break most plugins and will probably require some additional tweaks for several part mods. Plus most modders will have to do testing in the 64 bit build to see if any bugs are present there. And depending on how much Squad has changed internally (it sounds like a lot), some mods might have to have major sections of code rewritten.

In short: 1.0.5: not a big deal for modders; 1.1: a huge deal for modders. Personally I'm happy for 1.0.5. The bug fixes and other optimizations that NathanKell has been working on will be a very welcome addition, and the update burden on my mods will probably be minimal.

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