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Average time of mod updates


KocLobster

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Please understand this is by no means a complaint, nor am I asking for someone to update mod x to 1.1. My question is somewhat straightforward: In general, how long does it take (on average of course) for a mod to be updated to work with 1.1 (or any other major release that breaks mods and requires them to all be updated for compatibility)?

Obviously this is going to differ greatly from mod to mod, from modmaker to modmaker, and obviously it will differ from very simple mods to very complex, big ones. Which major update we're talking about probably makes a difference too. I understand all that, and realize that I'm grossly oversimplifying things and generalizing them. I ask only out of curiosity, not impatience; I am still pretty new to KSP and have no experience with a major update until now. I discovered this amazing game shortly after 1.0.5 was released, so it definitely hasn't been that long for me.

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Two weeks has been my experience, in general. Of course, some mods will take longer, a few are updated much sooner, and some, won't be updated at all. But overall, it takes about two weeks before you can play the game pretty much as you did in the previous version.

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I'd agree with two weeks. With 1.1 it could be less because of the open pre-release, but not everybody had access to that and 1.1 has a metric crap ton of changes. I'd still figure two weeks since those two kind of cancel out.

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It's probably going to be quicker than usual this time around by a lot. The update has been out for a mere 3 days, and of the 67 mods I'm using, only KCT, NFT and Trajectories are still pending. KCT and NFT will be in -some- kind of working order by Sunday probably - that would still be way short of a full week. Now that's only just me and I don't now how representative of the KSP playerbase I am, but that is still one highly impressive pace things are moving at.

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On 4/20/2016 at 3:27 PM, KocLobster said:

Obviously this is going to differ greatly from mod to mod, from modmaker to modmaker, and obviously it will differ from very simple mods to very complex, big ones. Which major update we're talking about probably makes a difference too. I understand all that, and realize that I'm grossly oversimplifying things and generalizing them. I ask only out of curiosity

You literally answered your own question.

Last update, one of the mods (might've been MJ or RPM), had to wait while they beat Fallout 4.

Everyone has their own lives, and their own schedules. They have no idea exactly when squad is going to drop the update. So, just like us, i'm sure some of them had NO idea 1.1 was even out until the following day. It takes time. it also depends on exactly what changed in the update, as that will affect how easy or hard it is to update.

Typically, new updates are when mods disappear. So while 95% of them will update, some of them may never update. The modder may have moved on, got busy, or simply doesn't want to.

1.0.5 took a good month before all ~30 mods i regularly use were all ready again. As mentioned, this time, modders had the opportunity to work with the prerelease, so a few of them are already working. be patient, play vanilla, or try other mods that are available. Also, you're welcome to try the mods for 1.0.5 (or read the forums) - some of them may be working, and we don't even know yet!

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11 minutes ago, Violent Jeb said:

Last update, one of the mods (might've been MJ or RPM), had to wait while they beat Fallout 4.

This was me with MJ. And some may have noticed that I kept releasing versions while playing :) But yep, we all have lives.

As for the time : 1 week x number post asking about update ^ number of game to finish.

 

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Let me tell you, if there is any mod worth waiting for ^^ that's the one.

Personally, I've been playing 1.1 stock just trying to find bugs and seeing how viable vanilla play is. (It doesn't help that there's no mod-list thread for 1.1 yet :])

IMO, Compared to versions before .90, the mods just enhance gameplay now, rather than being necessary to enjoy play. Its kind of cool to start fresh and determine what you can do without.

 

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41 minutes ago, Violent Jeb said:

Let me tell you, if there is any mod worth waiting for ^^ that's the one.

Personally, I've been playing 1.1 stock just trying to find bugs and seeing how viable vanilla play is. (It doesn't help that there's no mod-list thread for 1.1 yet :])

IMO, Compared to versions before .90, the mods just enhance gameplay now, rather than being necessary to enjoy play. Its kind of cool to start fresh and determine what you can do without.

 

Kinda true, but kinda not... I can't really play without FAR, P-Wings,P-Fairings, Kerbal Engineer, and MechJeb. FASA and Firespitter have been among my must have mods as well. If you like your KSP purty (like me), you need Texture Replacer, EVE, and Distant Objects.

 

Now mods like KW and Novapunch aren't really must have anymore, but are still nice to have.

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Personally I can't play without KER. Everything else, including MJ >.<, I can go without. I'm already playing 1.1 and half of my ~40 mods are updated. I'm quite happy and patient, I was only curious because I'm new to this game and community; I wasn't here when 1.0 got released, for example.

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@Violent Jeb

Obviously I can play without KER or any mod for that matter; I started the game with no mods.

It's a matter of personal preference and enjoyment. I would enjoy myself slightly less without KER, for example, because I'd need to do the math myself for every vessel I created. That is not something I want to do. I do appreciate your point of view though. :)

I am fortunate that of the ~70 mods I use, more than half have already updated to 1.1. On top of that, a few mods I am going to discontinue using, and one mod became completely unnecessary with 1.1 (Menu Stabilizer). Additionally, of the 30 mods that have no officially updated to 1.1 yet, almost exactly half of them have WIP 1.1 updates on the forums, which is a great start, even if they are prone to bugs and not officially released yet.

Edited by KocLobster
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@KocLobster I just wanted to express gratitude for the way you asked your question. Modders updating is a bit of a touchy subject here, and I think your question was completely reasonable for a new member. It was also very respectfully asked.

(Also I would not play without a dV readout, either MJ or KER)

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5 minutes ago, CobaltWolf said:

@KocLobster I just wanted to express gratitude for the way you asked your question. Modders updating is a bit of a touchy subject here, and I think your question was completely reasonable for a new member. It was also very respectfully asked.

(Also I would not play without a dV readout, either MJ or KER)

Thanks! :)

I can certainly understand why it's a touchy subject; I know programming is not always easy, and a lot of times it can be more like work, than enjoyment or fun. Not to mention that a lot of times, people have a tendency to forget that modders also have real lives outside of KSP. My favorite response:

On 4/22/2016 at 1:03 AM, sarbian said:

As for the time : 1 week x number post asking about update ^ number of game to finish.

This had me cracking up...haha.

Edited by KocLobster
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On 4/22/2016 at 0:50 PM, Violent Jeb said:

 

I don't see why you "can't play" without KER.

I started around version .19, and my friend was like, "dude, this game is so hard you'll never make it to the mun i can't barely get off the planet."

So i just starting playing, with no mods and no idea what any of this was. I started launching directly at the mun, like an austin powers movie. Eventually I smashed into it. This was sandbox mode. The point is, it's very possible to do all of this without KER. Overengineer, and see how far you can get.

Sure, it's POSSIBLE to play without it, but it's going to be a lot harder and less fun.  Getting as far as the Mun might not be THAT hard, but if you're trying to get to another planet with a crewed mission, things get a lot harder.  There is only so much you can overengineer.  And if you're not careful, just adding more fuel or more boosters can give you less performance overall rather than more.  So at some point, you're left with either manually calculating dV and TWR for each stage and then recalculating it EVERY time you change your design...or just completely guessing and wasting a lot of time. 

So yeah, I'd also say that I could live without any other mods and without most of the other stuff that KER does have, but the dV and TWR info is definitely needed.

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Hey you're the second person to say this. 

I am the biggest proponent of a dV & TWR readout. In fact, I also like to know my RCS dV, my drag at any given time, time to apo, steering and drag losses, the weight of my craft, thrust in kN, the time left on my stages, and my orbital shape with inclination. Its the type of thing you wouldn't head into space without.

I'm just saying, for the week or two that any given mod is not out, you can still play the game. That's all.

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