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Save Breaking Debate - Resurrected


Naten

Will the saves be broken?  

  1. 1. Will the saves be broken?



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- || SAVE BREAKING DEBATE || -

-=|| RESURRECTED ||=-

~============================~

So, will our saves from 0.23.5 be compatible with 0.24? Let's think about this. Budget and contract implementation is confirmed to be with us for the 0.24 update, meaning a save property or two will be added. Something like CONTRACT{} or CURRENCY{} wouldn't surprise me. This means that sandbox saves may be safe, but career ones may not be savable. Although, it is possible for you to edit the save to restore compatibility. Hmmm...

On another hand, our .craft files are all but certainly safe.

So, what do you think? Post your opinions here! :D

Edited by Naten
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I'm more concerned that it will break mods.

I think part mods should be safe, but unless the API will change significantly, it may break a plugin-powered mod or two here or there. But I wouldn't worry if I were you. :)

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I'm guessing yes. They didn't break with .23 so they shouldn't with .24.

How did .22 (which I think was the first science mod) deal with old saves? did it just not implement science or what? If so, they could probably do the same thing here. However, even if it didn't "break" saves, it might be difficult suddenly having to deal with money in the middle of a current career.

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They didn't break with .23 so they shouldn't with .24.

What?

Anyway, most mods will break. And Career saves will probably be compatibile. I don't know. There is no definitive answer coming from somebody else than devs. It's pure speculation. We don't have enought data.

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What?

Anyway, most mods will break. And Career saves will probably be compatibile. I don't know. There is no definitive answer coming from somebody else than devs. It's pure speculation. We don't have enought data.

Yes, but we should speculate. It's fun. :D

I wonder if HarvesteR and the rest of the KSP Team chose to pack in all the breaking changes like in... was it 0.21 or 0.22? You know what I mean, right? Y'know, so they didn't have to break even moar saves in the next update? :)

- - - Updated - - -

This is a HUGE change to the game. I don't think the Career saves are gonna make it.

Agreed.

(10char, and stop ninja-ing me)

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I suspect that existing saves will work, but might be totally out of whack, since you'd be starting with zero money and reputation, no matter how far down the tech tree you are.

It doesn't matter to me though. My plan is to start over anyway (and just transplant all of my flags over).

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I suspect that existing saves will work, but might be totally out of whack, since you'd be starting with zero money and reputation, no matter how far down the tech tree you are.

It doesn't matter to me though. My plan is to start over anyway (and just transplant all of my flags over).

Oh... I play for the stations, SSTOs and planes, not for the flags. But I see what you mean. :wink:

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This is a HUGE change to the game. I don't think the Career saves are gonna make it.

Nah, the new data can just be added like every other update has done. Like progress tracking in .20, science in .22, and asteroids in .23.5.

Though, old career saves will probably start with the starting amount of money, so think of it like a massive budget cut.

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Nah, the new data can just be added like every other update has done. Like progress tracking in .20, science in .22, and asteroids in .23.5.

Agreed. :D

- - - Updated - - -

I just wish they'd frikking tell us this, it's really useful information and doesn't spoil what's going to be in the update... It just saves hassle. :\

Agreed. :D

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How did .22 (which I think was the first science mod) deal with old saves? did it just not implement science or what? If so, they could probably do the same thing here. However, even if it didn't "break" saves, it might be difficult suddenly having to deal with money in the middle of a current career.

Not quite the same - pre-0.22 saves simply didn't have the tech tree and science stuff in the save, and neither do 0.22-on sandbox saves. It wasn't an issue because the new stuff in saves only applied to career saves, which didn't exist before 0.22. Here, on the other hand, people already have career saves -- there's not likely to be a "science but no money" mode, like 0.22 had a "no science" mode.

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So long as my crafts are safe, I don't really care what it does to the save-game itself.

Then again, I only have 8 missions out there, 6 of those are probes, none outside of Kerbin's SOI, only 3 class A asteroids captured, and a maxed out tech tree.

Hopefully the contracts system gives me a better reason to go out to the other planets.

I'm a lazy engineer. But any good engineer is lazy. Lazy is not sloppy.

Lazy is efficient, because you aim to use no more effort than absolutely required.

Sloppy is wasteful, and waste is inefficient.

Right now, I would like to set up a colony on Duna, and possibly even 4/5 of Jool's moons (no Tylo, not yet at least)

But every time I start thinking about doing that, I stop myself because I can get all the science I need (and then some) inside of Kerbin's SOI.

So I've stopped playing KSP for a while because... I'm too efficient at unlocking everything. And once everything's unlocked, "I made it there, and I made it back" just isn't enough of a reward anymore, and "Because it's there" isn't enough of a reason for me to send a mission.

Sheesh. I feel like I'm starting to talk like someone who works at NASA.

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Sheesh. I feel like I'm starting to talk like someone who works at NASA.

Impressive! I haven't maxed one tree! Too many crash-to-desktop bugs on the first launch. It happens on reentry. Debug logs say that it's something like a vertex rendering error. I sure hope that's fixed. :)

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Hmm, vertex rendering error? Sounds like you might want to try updating your graphics card drivers.

KSP is CPU bottlenecked, anyways, so if you don't have a graphics card, you don't really need a hugely expensive top-of-the-line card to run it faster than the CPU can spit it frames to render.

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I don't see there being anything that will radically change the safe files in such a way that current saves are incompatible. Mods may need tweaking, but probably not saves.Plus, aren't they up to the testing stage? If there was to be a save break, surely they'd have announced it by now.

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I don't really care if it breaks or not the saves because I start from scratch at every new update of the game. Also people should learn to make backups of the game and not update their game if it's save breaking. Just make a second install of the game and test it out.

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