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Do you try to maintain backward compatibility?


kball

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Hey everyone,

What general efforts do you make to maintain backward compatibility when new KSP versions are released?

I created my first mod a couple weeks ago and I'm finding that when rebuilding against 1.2 it no longer works in 1.1.3. This is a little surprising because it's a very simple plugin and seems to break in 1.1.3 on any GameEvents Add() call, a call that I'm sure most addons use. My guess is that it's due to some of the reorganization of assemblies that has gone into 1.2, but I really don't know.

But I'm not looking for specific debugging help. Not yet at least.

I'm just curious if KSP mods are generally backward compatible. Seems unfortunate to have to drop support for a previous release so quickly, especially when I can imagine many people holding off on upgrading for various reasons.

 

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Not really given the amount of change in 1.2 and that the dll references and bunches of other things change. Trying to support multiple versions in the one dll is not really something you want to try and do.
But you can still support it by having multiple versions of your mod available. EG: Spacedock, curse, etc maintain versions of your mod distribution.
So you can just say version x supports 1.1.3 and version y supports 1.2 in your thread and your download page.
Therefore there is no reason for you to drop support if you don't want to. You just have multiple versions of your mod available.

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Ok, then it looks like it's going to come down to whether I want to upgrade immediately!

Though if I can figure out how get Xamarin to build multiple targets then I might go that route. I don't mind producing multiple builds, I just really don't want to maintain multiple codebases. Good learning experience anyway.

Thanks for the info.

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