Eric S Posted March 31, 2014 Share Posted March 31, 2014 Anyone know if the KSP debs will ever work (release anything) on weekends?I know that they've done one point-release on a Saturday, but that was because there was a serious bug in a release on the preceding Thursday (maybe Friday).I've never seen a major update on a weekend. Link to comment Share on other sites More sharing options...
WillHop Posted March 31, 2014 Share Posted March 31, 2014 In my experience, it comes out at 6-8pm GMT and usually on a weekday. Link to comment Share on other sites More sharing options...
Eric S Posted March 31, 2014 Share Posted March 31, 2014 Aww. Part of me is actually disappointed. I liked the idea of kerbals considering four rotations of their planet one calendar day.Well, it is optional, so you can keep the current behavior. Link to comment Share on other sites More sharing options...
The Destroyer Posted March 31, 2014 Share Posted March 31, 2014 In my experience, it comes out at 6-8pm GMT and usually on a weekday.I thought it was more like 6-10 GMT Link to comment Share on other sites More sharing options...
WillHop Posted March 31, 2014 Share Posted March 31, 2014 My experience is pretty limited, only 0.20, 0.21 and 0.22, so it likely is slightly more spread out! Recently, I think the earliest was 6pm GMT and the latest was around 8:30pm GMT Link to comment Share on other sites More sharing options...
FlexGunship Posted March 31, 2014 Share Posted March 31, 2014 You tripleposted, the edit button is there for a reason.Also c-c-c-c-c-c-combobreaker.Edit: Double ninja!? Poop.Edit2: Pockrt: Steam change log, http://steamdb.info/changelist/449201/I know double and triple posting is a faux pas but edit doesn't seem to work in my mobile app. So just accept this fourth post as an apology. Link to comment Share on other sites More sharing options...
Sandworm Posted March 31, 2014 Share Posted March 31, 2014 Another upload to steam is happening atm. So it looks like there is an active back-and-forth ongoing between developers and testers today. Hopefully that means smaller issues are being squashed, rather than game-shattering bugs that wouldn't cycle so quickly. (I'm on lunch break atm ... maybe i go home early). Link to comment Share on other sites More sharing options...
kenbobo Posted March 31, 2014 Share Posted March 31, 2014 So 3 mins ago it changed,Taken from steamDB 220201/encryptedmanifests/experimentals/encrypted_gid: * hidden *220201/maxsize: 1607620627 › 1607622163branches/experimentals/buildid: 224261 › 224307 Link to comment Share on other sites More sharing options...
Pockrtplanesairways Posted March 31, 2014 Share Posted March 31, 2014 I'm about to rage, but I'm keeping cool because I'm in school right now. Link to comment Share on other sites More sharing options...
Superfluous J Posted March 31, 2014 Share Posted March 31, 2014 Guys, the number, frequency, and time of uploads to Steam is completely useless information that means NOTHING to anybody but the testers.There could be 3 updates between now and release, or 3,000. We have no way of knowing. You're just spamming this thread with useless junk. Link to comment Share on other sites More sharing options...
Sandworm Posted March 31, 2014 Share Posted March 31, 2014 (edited) Guys, the number, frequency, and time of uploads to Steam is completely useless information that means NOTHING to anybody but the testers.I disagree. The fact that these are going to experimentals does mean something. It means they are sending material to the testers, that testing of new builds is ongoing. Total silence, no new material for the testers, would mean something more significant is wrong. Shifts back to scratchpad would also point to greater problems. As happened last week, such a shift meant a longer delay than we were all expecting at the time.And this is an internet forum. It's not like we are sending email to people's phones while they are at work.In answer to below, the reason asteroid are not in new saves may be a function of how games are saved. Savegame files might include statements listing where/how asteroids are scheduled to appear. Old saves might lack this data, disabling roid spawning. Edited March 31, 2014 by Sandworm Link to comment Share on other sites More sharing options...
RocketPilot573 Posted March 31, 2014 Share Posted March 31, 2014 I just have one question: Is there a reason for asteroids not spawning in old saves? When I think about it I don't really see why... It sounds like this can probably be fixed manually by copy and pasting things, but I was just wondering why the game cant do this itself (I remember several updates when something new was added to the persistent files and the saves did not break, instead the game just added the missing info). Link to comment Share on other sites More sharing options...
Kasuha Posted March 31, 2014 Share Posted March 31, 2014 I just have one question: Is there a reason for asteroids not spawning in old saves? When I think about it I don't really see why... It sounds like this can probably be fixed manually by copy and pasting things, but I was just wondering why the game cant do this itself (I remember several updates when something new was added to the persistent files and the saves did not break, instead the game just added the missing info).The reason might be that asteroids may be a configurable option and old saves just happen to have that option set to off. But we will know better when it is released. Link to comment Share on other sites More sharing options...
RocketPilot573 Posted March 31, 2014 Share Posted March 31, 2014 The reason might be that asteroids may be a configurable option and old saves just happen to have that option set to off. But we will know better when it is released.That actually makes sense (I wouldn't be surprised if that is the case), but I guess there could be another reason. Link to comment Share on other sites More sharing options...
Kasuha Posted March 31, 2014 Share Posted March 31, 2014 That actually makes sense (I wouldn't be surprised if that is the case), but I guess there could be another reason.Definitely. I am curious what we'll find out when it is released. Link to comment Share on other sites More sharing options...
Guest Posted March 31, 2014 Share Posted March 31, 2014 (edited) The reason might be that asteroids may be a configurable option and old saves just happen to have that option set to off. But we will know better when it is released.That makes no sense, why wouldn't the game be able to flip an option?E: I mean, unless the save file format has drastically changed there should be no real issue updating old saves to handle the new asteroid code. Edited March 31, 2014 by regex Link to comment Share on other sites More sharing options...
The Jedi Master Posted March 31, 2014 Share Posted March 31, 2014 That makes no sense, why wouldn't the game be able to flip an option?You can't switch a save from Career to Sandbox. Maybe that's how it works. Link to comment Share on other sites More sharing options...
Guest Posted March 31, 2014 Share Posted March 31, 2014 You can't switch a save from Career to Sandbox. Maybe that's how it works.I'm sure there's a way to do that, the save file is basically just XML. The question really is "has anyone written code to do that and how tough would it be?". In which case it comes down to a matter of programming time. Link to comment Share on other sites More sharing options...
sal_vager Posted March 31, 2014 Share Posted March 31, 2014 Guys, don't get worked up over this Link to comment Share on other sites More sharing options...
Nemrav Posted March 31, 2014 Share Posted March 31, 2014 don't worry, tomorow we will get a huge surprise.probably a horrific story about 0.23.5 .where did they ever say asteroids would be save breaking ? Link to comment Share on other sites More sharing options...
The Jedi Master Posted March 31, 2014 Share Posted March 31, 2014 Guys, don't get worked up over this We were getting worked up over it? Link to comment Share on other sites More sharing options...
NecroBones Posted April 1, 2014 Share Posted April 1, 2014 I'm sure there's a way to do that, the save file is basically just XML. The question really is "has anyone written code to do that and how tough would it be?". In which case it comes down to a matter of programming time.My plan is to open up the saves and do a comparison ASAP, and figure out what the new bits are. Unless they have radically changed the save files, it shouldn't be hard to replace the parts that are necessary to get it working. Link to comment Share on other sites More sharing options...
RocketPilot573 Posted April 1, 2014 Share Posted April 1, 2014 Huh, that's a lot of Devs online... But I doubt anything will happen... Link to comment Share on other sites More sharing options...
FlexGunship Posted April 1, 2014 Share Posted April 1, 2014 Huh, that's a lot of Devs online... But I doubt anything will happen...I only see one. Link to comment Share on other sites More sharing options...
Tw1 Posted April 1, 2014 Share Posted April 1, 2014 (edited) You can't switch a save from Career to Sandbox. Maybe that's how it works.I did this to my main save when science came out. It was a bit tricky, but possible.Currently, the main difference between a career and sandbox save is the info for the R&D building. This is what it is in a new save:} SCENARIO { name = ResearchAndDevelopment scene = 5, 6, 7, 8, 9 sci = 0 Tech { id = start state = Available part = Engineer7500 part = EngineerChip part = EngineerChipFlight part = mk1pod part = liquidEngine part = solidBooster part = fuelTankSmall part = trussPiece1x part = longAntenna part = parachuteSingle }(This is the bit to paste into the save)This fits underneath the "ProgressTracking" part. Again, this example is taken from a fresh install. In an existing save, the number of wiggly bracket things will vary. The trick is to look carefully, and keep it lined up with the other Scenario bit.} SCENARIO { name = ProgressTracking scene = 5, 7, 8 Progress { } } SCENARIO { name = ResearchAndDevelopment scene = 5, 6, 7, 8, 9 sci = 0 Tech { id = start state = Available part = Engineer7500 part = EngineerChip part = EngineerChipFlight part = mk1pod part = liquidEngine part = solidBooster part = fuelTankSmall part = trussPiece1x part = longAntenna part = parachuteSingle } } FLIGHTSTATEIn a moded save, you may get other things like your scansat and kethane data before the flightstate data.The R&D data still goes under the ProgressTracking data. You'll probably be fine if you just paste it into place, but again it's best if you check to make sure everything is lined up.Lastly, there are some more cosmetic changes to made. In the persistent file, sandbox saves have (SANDBOX) after their name, and career mode saves have (CAREER).This doesn't seem to do much, but it's there, so it must have a point.version = 0.23.0 Title = Insertnamehere (CAREER) Description = No description available. Mode = 1 Status = 1 scene = 5 flag = (whereyourchosenflagis)Also, notice the "Mode" bit. Setting this to "1" makes the game display the career mode icon when loading from the resume save window. "0" gives you the Sandbox icon. "3" seems to be used in tutorials.Remember, always make a copy of the persistent file first, incase something goes wrong. Edited April 1, 2014 by Tw1 Link to comment Share on other sites More sharing options...
Recommended Posts