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Yay for 1.6! When is the inevitable 1.6.1 coming?


Murdabenne

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I've seen a number of reported, blantant issues, but a lot of them seem to be steam related.  Not sure if they'll push one out right away like they did with 1.4 and 1.5.

Honestly considering going back to 1.4.5 or even 1.3.1 (which I don't want to do anymore now that I've fallen in love with the engine plates) until 1.6 is seen as stable with my necessary mods.

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5 hours ago, 5thHorseman said:

I've had no significant bugs. I currently expect 1.6 to be (one of?) the first update(s?) to not need subsequent patches.

I don't think so - there are a few collider-related bugs which they need to fix or else we can kerbals phasing through wheels.

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39 minutes ago, Xurkitree said:

I don't think so - there are a few collider-related bugs which they need to fix or else we can kerbals phasing through wheels.

Relatively minor in the grand scheme of things *eyes 1.5*

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47 minutes ago, Xurkitree said:

I don't think so - there are a few collider-related bugs which they need to fix or else we can kerbals phasing through wheels.

Are those game-breaking, or just immersion-breaking?

They left bugs in 1.5 and only fixed the worst one for 1.5.1. Everything else went into 1.6. They then said that that was the plan going forward.

Unless there are serious bugs that were introduced in 1.6 that keep people from playing the game, I doubt we'll see an update before 1.7 drops in about 3 months, barring any changes in Squad's release schedule.

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Well, all i can say is, I hope this new 3 month release schedule for major releases, doesnt mean we dont get patch releases, except for absolute major game-breaking bugs.

I think committing to a hard 3 month schedule is not a great idea... there are bugs (maybe not game breaking for the maority of players), but considerable bugs none the less, that have already been carried over from several previous major updates... Concentrating on only absolute game breaking bugs introduced, right after, each major update, and an art revamp and new features/content, is, IMHO, ust asking for all those old "minor" bugs to carry through even longer, and worse, for more of them to be introduced, and just left as-is, to carry forward and pile up even worse...

IMHO, one of the reasons 1.3.1 is so stable, is that it was the last one before this last Unity upgrade... Again, IMHO, Squad seemed to be doing alright on a rough 6 mos release schedule, with no hard timeline... If TT2 wants to implement a hard schedule now, I think they should have started with a 6 month... maybe 5 mos...

Im afraid with the current art revamp, and continued interest in adding new features, *AND* a 3 month *major* release schedule, that we wont see a good "Squash the Bugs Edition" bug squashing update till at least KSP 1.8... *If ever...*  vOv

I would rather see Squad take a solid pause on revamps and new features, and first and foremost, absolutely concentrate on eliminating as many bugs as they can, for a whole release cycle.

Edited by Stone Blue
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I guess a 1.6.1 will come the first of January to patch up the problems on first run of KSP, especially with module manager which is involved in almost every mod.  The alternative would be that the module-manager authors figure out how to compensate for the change, but I have a hunch that the change in startup-configuration was unintentional from Squad. 

There are two cosmetic issues with models, Stayputnik and M16 chute, that appear early in the game.  I would guess Squad will want to quickly fix them, for the sake of the best possible first-impression to what I hope is a steady trickle of new-adopters of KSP.

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7 hours ago, OHara said:

I guess a 1.6.1 will come the first of January to patch up the problems on first run of KSP, especially with module manager which is involved in almost every mod.  The alternative would be that the module-manager authors figure out how to compensate for the change, but I have a hunch that the change in startup-configuration was unintentional from Squad.

The possibility that Squad will create a patch to compensate for a mod is nil.

The possibility that MM will be updated if relevant bugs are reported in the MM thread (with logs) is 100%.

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1 hour ago, Curveball Anders said:

The possibility that Squad will create a patch to compensate for a mod is nil.

The possibility that MM will be updated if relevant bugs are reported in the MM thread (with logs) is 100%.

Updates always break mods.  People still try to play new updates with their old mods.  The never ending cycle.

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48 minutes ago, klgraham1013 said:

Updates always break mods.  People still try to play new updates with their old mods.  The never ending cycle.

So true my friend, so true. But it has to be said 1.6 was very easy on the mods, at least as far as I can tell. We have to give them that.

Dont know what the MM issue is that was mentioned above though. Maybe someone has a link? I havent noticed anythng myself yet.

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1 hour ago, Dafni said:

Dont know what the MM issue is that was mentioned above though. Maybe someone has a link? I havent noticed anythng myself yet.

This thing when right clicking the new mk2 lander can:

Dneen8G.jpg

g1HAm1M.png

It's not really confirmed to be MM-related though; some folks report it without MM installed.

Edited by HebaruSan
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3 hours ago, klgraham1013 said:

Updates always break mods.

NOT always... Especially part mods with no plugins... If moar people understood this, maybe there wouldnt be nearly as many "Update this already..." posts, to annoy mod devs :P

Plus, people should understand that KSP allows for multiple installs... So its easy to ust make a fresh, stock install *for testing*, with a new version of KSP, install only the mod you are wondering about, and any dependencies... and then actually *TRY* seeing if a mod works with a new KSP version *BEFORE* posting update requests... (which are actually against forum rules)

Plus, if it *doesnt* work, instead of posting useless "Update this..." requests, perhaps post a useful bug report instead, which may even help get a mod properly updated in a moar timely fashion...

"Help the devs, Help yourselves..."

Edited by Stone Blue
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10 minutes ago, Stone Blue said:

NOT always... Especially part mods with no plugins... If moar people understood this, maybe there wouldnt be nearly as many "Update this already..." posts, to annoy mod devs :P

He didn't say "Updates always break every mod."

I think it's safe to say that every update has broken at least one mod while leaving at least one mod unbroken.

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Not only have people who don't use Module Manager had that bug (I had it), but it can be fixed with a very simple process that has nothing to do with Module Manager. Apparently restarting KSP after exiting out fully, not alt-f4ing it, will fix the bug but I didn't try that. Deleting the PartDatabase.cfg file and restarting any way you see fit WILL fix it. It's what I did do on my game.

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Deleting PartDatabase.cfg and restarting is actually a sure-fire way see the right-click-menus bug (20734)  with no mods. (See MM discussion here.)

I only noticed the bug myself after deleting PartDatabase.cfg to clean up after some configuration-fixes I tried for the nerfing of the Terrier.

Edited by OHara
fix links
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2 hours ago, OHara said:

Deleting PartDatabase.cfg and restarting is actually a sure-fire way see the right-click-menus bug (20734)  with no mods. (See MM discussion here.)

I only noticed the bug myself after deleting PartDatabase.cfg to clean up after some configuration-fixes I tried for the nerfing of the Terrier.

Weird. I had the exact opposite experience. I exited the program (not through the menus, just alt-f4 at the space center), deleted the file, and started KSP back up and was fine.

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Honestly, I think KSP (and pretty much any other large piece of software) should have a major "we tidied up the code" update every now and then where they just review and rewrite the source code. No new features, not even focused on fixing bugs (although hopefully that would happen as a consequence), just a major internal update to keep the game maintainable over time. Spaghetti code is probably one of the reasons that TF2 (my other favorite game) doesn't get as many updates as it could. It would be nice if KSP could avoid the same thing. Of course, I'm not a software engineer so I really don't know how feasable such an update would be.

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31 minutes ago, MDZhB said:

Honestly, I think KSP (and pretty much any other large piece of software) should have a major "we tidied up the code" update every now and then where they just review and rewrite the source code.

You might be surprised how many bugs can be caused by such an effort.

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