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.25 compatible with 0.90?


bigdad84

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Why not 0.9?

That question's already been answered quite a few times, but boils down to:

a) Version numbers aren't decimal numbers. The dots merely serve to separate component parts of the version number, and,

B) There has already been a version 0.9, quite some time ago, existing between versions 0.8 and 0.10 (not sure if any or all of these were *publicly* released, but they did exist)

Edited by Damien_The_Unbeliever
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It would be a lot less confusing for people if the "0." was omitted. 24.1 -> 24.2 -> 25 -> 90.

The first digit is for denoting major versions, omitting this would make the version number confusing for the people who do know how to read it as the 0 tells us KSP hasn't reached v1 yet.

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The first digit is for denoting major versions, omitting this would make the version number confusing for the people who do know how to read it as the 0 tells us KSP hasn't reached v1 yet.

How about version 0:90?

(I'm sure that somewhere, there's a very detailed and interesting paper about the history of version numbers, and why they use a period as a separator instead of some other character. Maybe it's related to file naming rules?)

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AFAIK there's been no official word on whether 0.25 (or earlier) ships or saves will be properly compatible with 0.90.0.

On the other hand, we do know that the strut and fuel line parts were completely rewritten, so I certainly wouldn't bet on it this time.

But that would be the implementation of struts and fuel lines. That doesn't mean that the craft file interface has been redone. Those parts might just show up the same way inside your craft file, it's just that how KSP handles them internally that's streamlined. And maybe how they behave but that would only be a subtle difference and not fundamentally different like “from now on struts are fuel lines and fuel lines are struts.â€Â

Anyhow as you mentioned there's no official word, so why start panicking when we even don't know if it will break anything?

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How about version 0:90?

(I'm sure that somewhere, there's a very detailed and interesting paper about the history of version numbers, and why they use a period as a separator instead of some other character. Maybe it's related to file naming rules?)

It's a silent agreement: Only alphanumeric characters, dots, hyphens and underscore are used. And a version can be broken down in two to four parts (major version, minor version, revision number, build number). KSP uses all four of them (current version for Windows 32 bits: 0.25.0.642).

Not all developers use this scheme but most do. Most developer tools also support this scheme.

@Topic

Not just the fuel lines and struts are new. The SAS module changed, too. Remember when they overhauled the (A)SAS modules last time?

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  • 3 weeks later...
Such whine! Much Moan!

/Ontopic

I think it will break saves, but why do so many of you who have been about longer than me not know you can just copy your 0.25 game folder to another place on your hard-drive and carry on as you were?! This way, you can still finish off what you were doing without worrying about broken craft files, AND try out some of the new stuff! :wink:

Because some of us (noobs like me, who only grabbed this since .25) haven't been around that long, and didn't realize this was even a thing to be aware of, and Steam nuked my copy of 0.25 before I had a chance to make a backup (or even realize I NEEDED to). The bugs I've encountered loading my .25 save in .90 have been... unusual...

I still see the illumination from all of my vessel's lights, and can still turn lights on and off using the "Lights" button, but the light fixtures don't render, and are not clickable. RCS is even worse. RCS blocks usually don't render either, but they do animate, but generate no actual thrust. In the VAB, if you load a saved ship, the RCS blocks are missing (lights are missing from saved ships in the VAB also but the illumination is still there as well). It seems I've had issues with certain structural struts, the RCS, and lights. Furthermore, I've had vessels literally fall apart as soon as I docked to them... dozens of pieces just floating off. I have had random "smoke poofs" in space when trying to move old vessels, and parts break apart from the mere force of a torque wheel. I even passed right through an entire space station while trying to dock with it! 44 kerbals on board, and I PASSED THROUGH the station! That was both incredibly nerve wracking, and an uber case of wat. :confused: All it's RCS blocks and lights were gone (but lit), but it still had it's launch stage and a TINY bit of fuel left. I turned on infinite fuel, turned the massive 380 ton monstrosity with only 4 Advanced S.A.S. wheels, and flew it from Minmus back to kerbin, launched a new rocket with 3 of the "shuttle" style 16 passenger crew cabins, and managed to successfully dock it to the station (no ghost ships this time! yay!). I then (again, using infinite fuel...) crashed the station. That's what I did to ALL my old vessels. I either crashed them, or used the terminate button on all the pieces. There were a lot of pieces... :huh:

In general, I've been building ships with escape pods and crew cabins to transfer all my kerbals away from their doomed .25 vessels. I only have one .25 vessel left, and that's a stationary Mun base. I disabled all engines and torque wheels, in the hopes that I don't accidentally set those off... and RCS has no thrust, so hopefully,it won't tear itself apart, seeing as how it IS a stable land base. I will still launch a replacement for it eventually, but for now, it seems stable enough, despite the RCS and lighting bugged out on it.

Man... I already miss my station... Thanks to mods, I had a massive bio-torus and a biodome. I named her "Silent Running". Like I said, I crashed her into Minmus. Ironic, when you consider the reference. No Kerbals lost... I have the foresight to equip all my ships with a probe core on each separable piece, so I never strand anyone or any piece. I can either remote fly it, or crash it, with no risk to kerbal lives. Oh the memories though... Kerbals sipping on mugs of coffee and cocoa in the torus... Dear God, the asparagus staging on that vessel's launch was BEAUTIFUL... I shall truly miss her... I had to use the long struts and intermediate little fuel tanks just to chain multiple fuel lines, so they would reach! Did you know fuel lines have a maximum length? I know now! The vessel touched both SIDES of the VAB and launched a 380 ton payload to Minmus!!! :cool: )

Now I get to do it again... but this time... I know what the hay a vernier thruster is for! 4 S.A.S. wheels on a 380 ton vessel my SAS! :D

...

And then I learn about the "beta" option in Steam... /)_-

Well, i now have a copy of 0.25 again, but I'm pretty much done with the great evacuation... Oh well... Goodbye Silent running and Luna Park... We'll build a new space station and Mun base, with blackjack and hookers.

Edited by richfiles
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