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Firebird

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Everything posted by Firebird

  1. Hi, First off, thank you for making this mod . I'm posting here because I encountered an issue on my current save and I thought I'd report it just in case the problem is with the mod itself. As you can see it says "would like to visit on" without any further specifications. There are several other contracts like this: the one at the bottom and the 2-star "Tourism: four tourists to visit" also have the same issue. There is also one that says "to visit the station", though I have none. I have not dared to accept any of these contracts yet since I do not know what to do with them . I did reject one and it simply came back the same way. As far as I can tell I am using the latest version available through CKAN (1.0.0). I did recently upgrade contract configurator while this mod was already active, I don't know if that is relevant because I didn't yet have those contracts at the time. I am playing on Linux Mint 17.1. Current mod list: Astronomer's Pack Chatterer Coherent Contracts (I also tried without - no effect) Contract Configurator 0.7.10 Contract Pack: Anomaly Surveyor 1.0.5 Contract Pack: Tourism 1.0.0 Environmental Visual Enhancements Kerbal Alarm Clock Kerbal Attachment System Kerbal Engineer Redux Module Manager PlanetShine Precise Node Stock Bug Fix Modules Trajectories Waypoint Manager Please let me know if I can provide any further information.
  2. Sorry if this was already answered, I didn't find it right away: is there any way to reduce or enhance flag planting missions? It's sooo easy to abuse once you have a Kerbal on the ground somewhere .
  3. Amazing work! Me and a friend have been trying KMP from time to time since the first version was released. DMP steps it up a notch. From a few tests: - roving around on Kerbin is a lot smoother and less buggy - changing state of lights, gear, solar panels, etc... it just works - a player joining a ship you're about to rendez-vous/dock with keeps it in more or less the same position Notes (I know it's very early in development ): - EVA on Kerbin did not remove the EVA'd Kerbin from the capsule - Invalid DMP message (github) - Docking distance was off by 40 to 70 meters, but I read that this is a known issue and I know that docking is WIP. Otherwise docking went just fine (2 player test, other player did not move).
  4. I believe it was by searching for space sim indie games . Joined at the time 0.18.3 was available and never left. I don't often buy games but this is one of them.
  5. Gratz! How did you get it to gain speed without spending fuel in lower atmo?
  6. I don't remember the very first ones, but nibbles.bas ( ) and gorilla.bas ( ) were among the early ones . Those were Qbasic games from MS-DOS 5, I must've been around 7 at the time. No colour screen though until a few laters later...
  7. 0.23 Career: CptObvious Sandbox: Zandkasteel ('sand castle' in dutch) 0.22 Career: MunRace Sandbox: Firebird Sandbox: Sandbox 0.21 Cpt Yarrr (what do I have with captains anyway...) 0.20.2 RemoteTechWorld Sector 001 Sector 002 0.20 The Great Kerbal 0.19.1 KASA (yeah, who has *not* made this one) The Eeloo Project The Moho Project (oh, the creativity) 0.18.4 BraveNewWorld Kerbinator KptFirebird Parallel universe
  8. Indeed, an incredible improvement! I am testing the current development version (about 2 hours old) and we encountered a problem with the synchronisation: I docked with a station that a friend had launched, we were both occupying those respective ships at the time. After the dock, everything was normal for me. My friend saw only his station, with debris flying around. He disconnected and reconnected. He then saw two stations about 100 meters apart, each with the docked ship attached - they had been duplicated! I also disconnected, reconnected and saw the same thing. Note: - the docking vessel was marked 'private', the station was not - on top of the duplicated station+docked ship, there was another version of the docking vessel (as seen before it was docked) floating about 8 kilometers further away - visiting one of the stations was extremely laggy for me (less than 1 fps), but was not laggy at all for my friend. I was hosting the server. Docked: After disconnect and reconnect:
  9. I recently looked into this myself, the 'setting up' part of the process is already described here: http://wiki.kerbalspaceprogram.com/wiki/Setting_up_MonoDevelop. MonoDevelop is now 'Xamarin Studio' which was confusing for me at first, but it works fine. Install Xamarin Studio and the prerequisites. Next, get the code at https://github.com/TehGimp/KerbalMultiPlayer: click 'Download ZIP' at the right. You may want to try a different branch instead of the master branch, see 'branches' in the top menu. Open the .sln file from the zip in Xamarin Studio, it should show you three projects: KerbalMultiPlayer, KMPServer and KMPServerList. We want the first (client) and second (server) project to build. Under 'References' for both client and server you'll see a number of items coloured in red. These are references that weren't found and which we'll need to add ourselves: - delete the red-coloured reference - edit references, go to the .Net Assembly tab and browse to your KSP_win\KSP_Data\Managed folder. > for 'Assembly-CSharp', add Assembly-CSharp.dll. > for 'Assembly-CSharp-firstpass', add Assembly-CSharp-firstpass.dll. > for 'UnityEngine, add UnityEngine.dll Set the target to 'Release' instead of 'Debug' in the top left dropdown and choose Build > Build All. If your prerequisites are in order, you should now have everything built without errors (there may be warnings). You'll find a brand new KerbalMultiPlayer.dll and KMPServer.exe in the bin\Release folder of the corresponding project. No doubt there's an easier way to do the above, but it works for me .
  10. I can confirm this behaviour from tests though also not with current dev version. One person executes docking maneuvers and the other awaits the dock. Upon dock, the latter will be kicked back to the tracking station. This by itself is working fine as the end result is a docked ship, but the other person does not see what is happening correctly (as decribed by magnus333 and godarklight) and their actions (eg opening docking ports) are not visible for the person that is docking. I would love for this to get more attention as it makes such a difference in the actual *multiplayer* experience . Just my 2c.
  11. Assuming cpu is not an issue, what kind of ping & bandwidth would be needed to have a more or less smooth experience in rendezvous-mode? I realize a LAN would probably be ideal, but could it be playable with pings around 50ms and a max upload of about 60 KB/s for the server if there are only 2 players? Tried it yesterday but the ship kept jumping away at around 300-400m... almost like it had warp drive . Was not yet the 1.0.4.0. server though but the second version (corrected localization).
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