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  1. anyone interested in being in a luna server with scheduled skirmishes with jets and such, still working out the details but I'd love to start something like this! im kind of invisioning this where youd have a site for a match release a few days in advance, and you would (optionally) move jets, isru's, etc to said location, and the winner of the match could build a site with KK their, making it their territory for deployments etc, the person setting the sites would be like a dungeon master allowing for neutral deciding of locations, this could also allow for rematches over territory without things being unfair
  2. After playing modded KSP with RP-1 and watching For all Kerbalkind i thought there should be more RP-1 related videos. So i came up with an idea a KSP RP-1 project that is based on For all Kerbalkind Each player takes part as their own organization/nation together or against each other Trading vehicles/kOS for money/honor/science, other services, to help noob advantage: functioning vehicles of others (grab and go), help and experience of others, own difficulty if necessary Pro advantage: "sale" of vehicles, kOS scripts and information, play with/against each other (BD Armory? ), own difficulty if necessary My thoughts so far: How is this supposed to work as “multiplayer”? Everyone plays their game with the others or "in the dark" and at a certain interval the players share their intermediate results What kind of interval? an in-game period that we discuss together (e.g. 1 year) What kind of intermediate results ? At least rough information about what you send into orbit and above, as an overview/information for the others would be nice (or to sow envy and resentment ) What do I need to participate? RP-1 Express, at least 1 intermediate results per interval, joy of playing How should trading work? Send craft files to others via file sharing (discord? or at least you know email?) How should I get/lose money/honor/science from others? alt + F12, you know? That should be a fair play with/against each other? Like many things, it's just based on believing in others. E.g. that your boss pays you or that your partner really doesn't cheat Do I have to upload videos? Nope, it's ok if you're just a part of the project Do I have to share my vehicles/kOS? Nope, if someone wants to include your vehicles in their game (e.g. what's going on in orbit) they can also use placeholders (e.g. a probe) Do I have to play as much as the others? Nope, it doesn't have to be a head-to-head race at all times. How many events/secrets from the past are only coming to light today after all this time? Darn it, do I have to wait for the others now? Nope, hand in your intermediate result and if you don't care about the others then carry on playing, totally ok you pioneer But I want to upload a lot of videos/make money with all of this? Welcome to the free world, no one is stopping you I want to play as nation/organization XYZ! Whoever comes first... but talk to the other player, maybe you can move forward as a partner/rival/alliance. we were divided once too (BRD & DDR) I want to play with additional mods! gladly, it doesn't influence the others (except possibly traded vehicles) I want to integrate other people's vehicles, how? Either take a placeholder (probe) or ask the others about their crafts and cheat into orbit (Alt + F12) I don't understand anything but I still want to participate ... breathe deeply, very calmly. one step at a time, Rome didn't fall in a day (Wiki and Installguide) I'll never be able to keep up with the others! totally ok, since space travel began only 4 nations have made it safely to the moon, maybe someone is interested in cooperating? But I'm much better than those suckers! hand in your intermediate result and go ahead and lead our world to new shores, for Shine and Glory! I've only just seen all of this, am I too late O.o?! Nope, e.g. early German space travel: V-2, 1942 (first object to cross the Kármán line); first German satellite, at the end of 1969 by a US rocket ... Do we include all of each other's vehicles in the game? we can, but we don't have to. Yes, we can say we are not interested in other nations, it's up to you Did you drink paint? only if there is one standing around Either way, I'll give it a try in the future, even on my own if I have to would you be interested? your opinion on this? let me know in the comments ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Nachdem Ich RP-1 gespielt und For all Kerbalkind gesehen hatte, dachte Ich es sollte mehr RP-1 bezogene Videos geben. Also hab Ich mir da was überlegt Ein KSP RP-1 Projekt das an For all Kerbalkind angelehnt ist jeder Mitspieler nimmt als eigene Organisation/Nation teil zusammen oder gegeneinander Handel von Fahrzeugen/kOS gegen Geld/Ehre/Wissenschafft , andere Dienstleistungen , zur Hilfe noob-Vorteil: funktionierende Fahrzeuge der anderen (übernehmen/orientieren und go), Hilfe und Erfahrung der anderen , bei Bedarf eigene Schwierigkeit pro-Vorteil: "Verkauf" von Fahrzeugen, kOS-Scripten und infos , mit- / gegeneinander spielen (BD Armory? ), bei Bedarf eigene Schwierigkeit Meine Gedanken dazu bis jetzt: Wie soll das als "Multiplayer" funktionieren? jeder spielt mit den anderen oder "im dunkeln" sein Spiel und in einem bestimmten Intervall teilen sich die Mitspieler über ihren Spielstand aus Was für ein Intervall? eine ingame-Zeitspanne die wir gemeinsam beraten (zb 1 Jahr) Was für ein Zwischenstand? zumindest grobe Angaben was man in den Orbit und drüber schickt, als Übersicht/Info für die anderen wäre doch ganz nett (oder um Neid und Missgunst zu säen ) Was brauch ich zum mitmachen? RP-1 Express, zumindest 1 Zwischenstand pro Intervall, Spass an der Sache Wie soll der Handel funktionieren? Craft-Files an die anderen per File-sharing schicken (Discord? oder kennst doch zumindest eMail?) Wie soll ich Geld/Ehre/Science, bekommen/verlieren? alt + F12, kennste? Und das soll ein faires Mit-/Gegeneinander werden? Beruht wie vieles nur auf dem Glauben an die Anderen. zb dass dich dein Cheff auch bezahlt oder dein Partner wirklich nicht fremdgeht Muss ich Videos hochladen? nö, reicht doch auch so wenn Du teil des Projekts bist Muss ich meine Fahrzeuge/kOS teilen? nö, wenn jemand deine Fahrzeuge in sein Spiel einbinden will (bsp was im Orbit los ist) kann man ja auch Platzhalter (zb Sonde) nehmen Muss ich so viel spielen wie die anderen? nö, es muss ja nicht zu jeder zeit ein Kopf-an-Kopf-Rennen sein. Wie viele Geschehnisse/Geheimnisse von Früher kommen nach all der Zeit erst Heute ans Licht? boar, muss ich jetzt auf die anderen warten? nö, gib dein Zwischenstand ab und wenn dich die Anderen nicht jucken dann spiel weiter, vollkommen ok du Pionier Ich will Videos hochladen/mit dem ganzen Geld verdienen? Willkommen in der freien Welt, es hält dich niemand auf Ich will als Nation/Organisation XY spielen! Wer zuerst kommt ... aber rede mal mit dem Anderen, vielleicht könnt ihr als Partner/Rivalen/Allianz voranschreiten. Wir waren auch einmal Entzweit (BRD & DDR) Ich will mit zusätzlichen Mod´s spielen! gerne, beeinflusst die Anderen ja nicht (ausser evtl gehandelte Fahrzeuge) Ich will die Fahrzeuge der Anderen einbinden, wie? entweder ein Platzhalter (Sonde) nehmen oder die anderen nach ihren Craft´s fragen und in den orbit Cheaten (alt + F12) Ich peil garnichts aber will trotzdem mitmachen ... durchatmen, ganz ruhig. Ein Schritt nach dem anderen, Rom ist auch nicht an einem Tag gefallen (Wiki und Installguide) Ich kann nie im Leben mithalten! vollkommen ok, seit Beginn der Raumfahrt haben es nur 4 nationen sicher zum Mond geschafft, vielleicht ist ja Jemand an einer Kooperation interessiert? Ich bin aber viel besser als die anderen Nieten! gib dein Zwischenstand ab und go ahead und führe unseren Welt zu neuen Ufern. Für Glanz und Gloria! Ich hab das alles jetzt erst gesehen, bin Ich zu spät dran O.o?! nö. zb frühe deutsche Raumfahrt: V-2, 1942 (erstes Objekt über der Kármán Linie); erster deutscher Sattelit, Ende 1969 per US-Rakete ... Binden wir alle Fahrzeuge der Anderen ins Spielgeschehen ein? können, müssen Wir aber nicht. Wir können ja sagen Wir interessieren uns nicht für die anderen Nationen, Dir überlassen Hast du lack gesoffen? nur wenn welcher rümsteht so oder so werde ich das in der Zukunft, auch alleine wenns sein muss, einmal probieren hättet ihr Interesse? eure Meinung dazu? lasst es mich in den Kommentaren wissen
  3. Unsure if it's the Mandela effect or not, but looking at KSP2 Steam Store I see it's not listed as Multiplayer (anymore). And now this Are we going to hear un update related about Multiplayer inclusion in KSP2 in the coming days?
  4. I'm not the best with words, so I'll get straight to my point: I believe that the developers of Kerbal Space Program 2 should have multiplayer functionality as a higher priority than it already is. Even in the game's current state, I believe multiplayer would be highly beneficial to the development team, as it would attract more people into the game's player base, as well as help to keep existing players invested. This means more money in their pockets and more motivation in their heads, making it much more likely that they'll be able to successfully fulfill the goals set in their roadmap, shown below: ^ KSP2's current roadmap ^ As can be seen, multiplayer is currently at the final stage of the roadmap. What do you guys think? Should the developers try to add multiplayer as soon as they can, or should they maintain current course?
  5. I've been playing quite a bit of Magic The Gathering: Arena recently thanks to the LOTR crossover bringing me back, and I'm always looking for more people to play with! I figured that I'd make a thread for people to share their in game ID and preferred game modes with others just in case there were fellow players here! ID: Arkantos97#78526 Preferred Modes: Historic Brawl, Commander, Standard
  6. After seeing majority of voters in https://forum.kerbalspaceprogram.com/index.php?/topic/216402-multiplayer-question-what-kind-of-player-are-you-marczewski’s-gamification-user-types/ being either Free Spirits or Achievers I wonder on general attitude towards multiplayer. Personally, I'd consider game not less valuabe if multiplayer never made it into milestone list. Still, the fact that every game aspect is developed with multiplayer in mind might lead to some exciting interactions in singleplayer campaigns.
  7. Small idea that would be nice for planning space stations and rendevous, especially in multiplayer, would be the ability to mark orbits in a similar ways to what satellite contracts do in KSP1
  8. So me and one of my friends were thinking about what to do w/ the ksp 2 multiplayer, and him and I were thinking about competitions. Thats when i had the idea. There should be the ability for coms slatelites to only work with certain frequencies. I.e. allowing for me and my friend to compete without needing to turn our satelites off everytime the other needs to send science.
  9. One thing I've been curious about is a possible multiplayer feature that would allow multiple players to design vessels (stages) at the same time in the VAB. For everyone one person would work on the rocket while another world build the payload - at the same time, in the same VAB room. This feature would also allow more experienced players to teach beginners how to design and build correctly. Has anyone seen any clue about this feature?
  10. So I'm wondering, with resource trading supposedly being a thing in multiplayer, I think it would be fun to have the ability to charge for usage of a players relay network. Now, idk if probe control will work on a packet system the way science uploads do and I honestly doubt they would, but I think it would be very fun from a role play perspective to try to play as the System's telecommunications network and fund your other projects that way. Ultimately my goal would be to be able to become the "PAY YOUR PHONE BILLS" meme from battletech.
  11. Imagine being on Kerbin, looking up at the sky and seeing in real-time how a giant interstellar ship is being pulled out of spaceport by small tugs. It orients to fly past the Mun and then lights it's nuclear engine to start anew. All while other players are flying jets in formation above, 3 huge rockets are taking off, capsules leave firy reentry trails in the distance and you're doing buggy ramp jumps with friends. Do I have your attention? Good. I've thought it through a little and I (hope) I have found a straight-forward way to circumvent the annoying time-warp problem. Just get rid of manually controlling it on / in-proximity-of celestial bodies and mostly play real-time: Have planetary sphere-of-influence sized real-time bubbles that auto-sync. Players can't manually control time warp inside the multiplayer real-time bubble. Instead they use a maneuver node journey planner (map view) to go from A (start) to B (destination). After starting the journey players can control time warp (outside non-team multiplayer). During the journey players cannot directly interact if not on the same craft. The game / server alone manages the planetary bodies configurations in the solar systems. Multiplayer de-sync is done when waiting for a launch window and when starting a journey. Multiplayer re-sync is done when time is cyclic and flexible: when arriving in the destination's orbit, after landing or when on approach (space station type bubble). You can also easily re-sync if you cancel leaving on the journey. Also, if you're curious about how multiplayer would work in-space while allowing time warping, the solutions I found use the following ideas: Recorded actions / milestones / events for missions (which would also allow returning to the past after finishing a mission) - this also allows a number of interesting gameplay ideas like having single player space races against AI controlled agencies and is the basis for implementing the delivery routes system. All player actions in-space would be recorded and placed on a common timeline and when playing in map view (and time warping) we would see actions of other players. Also for multiplayer in small real-time bubbles like around space stations or when doing rendezvous syncing would be done when in proximity. This combined with the large celestial-body sized multiplayer bubbles would represent the hybrid system which allows for real-time interactions. I think this solution leads me to what I think is my greatest wish and suggestion. Make KSP2 multiplayer a competitive space-race team-based persistent-world MMO with inter-agency contracts and trade. Servers would be public, permanent, multiple per region with max. 1000 players each. What you build never gets lost or there would be very rare resets. You can also set-up private servers and edit the rules. Maybe you can even invite players into your single player campaign. Each agency can have 1-4 co-op players, you can build / fly / do missions together. Each player controls a kerbal per mission (although you can switch). You can switch to your space agency's crafts anytime you want. Space agencies can also do contracts for other space agencies. Space agencies can collaborate with each other on huge projects. You can physically interact with other players space stations or colonies only by requesting permissions to dock or land. But otherwise you can trade, emote and communicate. Craft of competing space agencies are all visible in normal view but are pass-through (can't interact physically - for gameplay and performance reasons). They are hidden in map view to avoid clutter, but you can select what you see in orbit. This is my dream for the greatest game ever made. Q&A: "Can it still be KSP with realistic space travel even as a MMO type game?" Yes. You gain big multiplayer by just giving up being able to manually control time-warp on / in-proximity-of a celestial body because you don't want to desync the players. Each place in the universe has its own simultaneity bubble where time flows regularly. You cannot travel to the future unless you are in a cyclic loop or static. Causality must always be preserved. The speed of light is constant in any frame of reference. You cannot send information to the past. If you switch colonies or vessels, you are moving in space AND time. But that's the key to the system: you ignore the fact that central-universal-synced time doesn't exist. All solar systems are looped when on rails. You hide temporal internal information and just sync positional configuration. "Would there be big differences compared to KSP1 gameplay?" If I can see you from the ground or low orbit, you would be inside the local real-time multiplayer bubble. Once you get to orbit you can plan maneuver nodes and start the inter-celestial-body journey. You exit large multiplayer when you start a journey. You keep team-based co-op multiplayer by being able to interact with the players on your craft. While on a journey time-warping is enabled and you can edit maneuver nodes and the destination. The server syncs you to the local SOI real-time bubble and system configuration when you arrive at your destination in order to re-enter large multiplayer. It's like waiting for transfer windows, but the abstraction is reversed. "What does "the server controls the local time and configuration of the celestial body system" mean?" It means that you don't control the local positions of celestial bodies by time warping. It's the same system configuration for everyone in that specific local real-time bubble, as defined by the server. "Where would manually controlling time-warp be disabled?" There would be real-time gameplay on / in-proximity-of the celestial body. In space you could have special / local real-time bubbles for stations, asteroids and comets. You can warp during journeys. "You can't play without manually controlling physics warp. Every player needs it." You can't have large scale multiplayer with physics warp. You would just see people popping in and out of existence as if they are using hyper-speed wall-hack cheats. It breaks immersion. You couldn't have space-races or races of any kind. Besides, devs said: no warp drives (that's what real-time warping actually means, not to mention desyncs and causality problems). I'm sure there are other solutions if you really are that impatient. "Why do you say travel between SOIs is virtual? It's virtual because it's outside of server defined time. During the journey you can interact only with players that are already in your craft. "What about mid-course corrections?" When you are on a journey you are outside of objective time bubbles. You make course corrections as usual, you can change destination without any issue. You go from maneuver node to maneuver node or pause the journey and create new maneuver nodes. But non-team multiplayer only exists after you arrive in the destination time bubble and auto-sync to the local system time and configuration set by the server." "How do you account for moons or star positions as seen planet-side?" When on a planet you see the moons and sun positions. You go to orbit, circularize, set maneuver nodes to travel to the moon, press go. When you arrive you auto-sync with a server defined local time in-proximity-of the moon. The problem you have now is that, if you switch colonies or vessels, you see different solar system configuration for each SOI. But it's irrelevant for gameplay, it's just like being in different time zones. You sync to where you are. "The map view is supposed to be a direct reflection of the world you're in. What do you mean when you imply that the normal view is real and the map view is virtual?" Map view only represents the system configuration you are playing in. When you start a journey, map view shows you a system configuration starting with the time of the transfer window, but it does not represent any server-defined real-time bubble system state. It's virtual during a journey, outside of time and outside of non-team multiplayer. When you arrive, server syncs the map view to the local configuration. "What if I get bored of waiting to ... circularize at apoapsis / rendezvous / land with parachutes ... in real-time?" Use basic automation as software modules and simple conditional triggers. Create the maneuver in advance and allow smart-parts or a minimal autopilot to do the final burn / do the approach or dock / trigger the parachutes and the landing legs. And/or set an alarm and go do something else meanwhile. You don't have to micromanage or babysit. Unload manual controls to the rocket design process. "What if I want to quickly meet up with my friends?" Meet in the middle. Travel to your nearest colony. Switch to / spawn at your favorite colony. Then takeoff together. "Was KSP envisioned to be multiplayer from the beginning?" I personally sincerely believe that. There is no official confirmation, but there are some signs. planting flags so others that come later find them (this is not a single player or co-op team-only feature) leaving custom messages on plaques that can only be read by getting physically close to them (not single player or co-op team-only feature) having agency contracts, rescue missions, (submodules) testing missions, tourism the huge empty world where we all could build colonies and space stations no cities or signs of Kerbal civilization on Kerbin being able to build cool rockets that we can admire, trade or share directly controlling kerbals (that will be able to emote) I think game design, tech levels and funding didn't allow the dream to be realized. Until now! "Doesn't your solution desync celestial bodies from the universal time?" Yes, universal time would cease to exist. You would only exist in regional-time or in virtual journey-time. Better yet think about it this way: instead of traveling in time, you travel from one positional configuration to another. "Doesn't the lack of universal time break resource management?" First of all you need to set up resupply loops. Secondly, to preserve resource management causality there could also be a timer used internally by the simulation to calculate "resources depletion estimated time". The thing is that it doesn't really impact multiplayer. Other players can't see inside your craft or colony to check if your resources are depleted. How do we prevent the visual shift in map view or in normal view when syncing to the real-time multiplayer bubble? When you arrive at your target the server sets the configuration you play in and politely hides any sudden jumps using the places where events are cyclical and time is flexible: while in orbit, while on approach, while landed. Some solutions: in map view: getting spun around in orbit (like a reverse warp-to-transfer window) in map view: limiting view of other celestial bodies by zooming in close to my craft and then zooming out in normal view: seeing your craft third person and correctly positioning the sun and moons during time-warp to target. in normal view: seeing an arrival-at-target cut-scene in map or normal view: if going directly into a suborbital trajectory without circularizing (entering atmosphere or landing) there might be a jump in the positions of the moons or day-time/night-time. To sync you (and only you) see an animation of some day / night cycles after landing. The players already in the multiplayer bubble see you arrive in real-time. "How many players per server?" Kerbin has a total surface area of 4,523,893.4 km^2. Excluding water based colonies, the land surface area is roughly half of that. But let's exclude mountains and steep hills and say 40%. Kerbin usable land surface area: ~ 1,800,000 km^2. We should also account for the fact that not being near the equator makes the game harder for players. That would again put a limit of probably 40% on the practical usable land area for better balance. Kerbin surface area of land practical for orbital launches: ~ 720,000 km^2. The KSC plateau is about 25 km^2 (from the wiki). But let's say a 1-4 kerbal agency would need 100 km^2. That's a maximum of 7,200 individual space agencies and a maximum of 28,800 players on Kerbin. Steam-Charts says the peak player count for KSP1 was 19,079. And currently on average there are 3,500 players online at any given moment. But in order to avoid latency issues and overcrowding the players should be split in multiple servers per region. My estimate for optimized gameplay would be a maximum of 1,000 space agencies per server, meaning anywhere from 1,000 to 4,000 players per server. "The players with Space Centers on / near the Kerbin equator have an unfair advantage over other players because of orbital inclination change costs." This could be a difficulty setting you choose when joining a server. If you want to play on easy, join a server that has free space near the equator. "Couldn't all the players build and fly in the same persistent world?" They could if dynamic instancing was used for some celestial bodies (mainly in the Kerbollar system). The further players explore, the fewer they are, so there's not really the problem of colonial overcrowding on planets and moons that are far away from Kerbin. And there would be a server rule that each instance always had enough room for new player colonies, while maintaining a healthy density and interesting older / bigger colonies. We would only see / interact with max N number of players on each world, but more advanced players would converge the farther away they travel. How could players collaborate inside the persistent world? playing co-op with max 3 other players inside a single space agency (using extended single player mechanics) seeing other players crafts, stations and colonies but having limited (approval based) interactions with them having a contracts and trading system and market interface that allows multiple space agencies to indirectly interact: ex. you ask for a satellite with some specs and pay another agency to build and/or launch it etc. having a "grand projects" system that allows multiple space agencies to interact directly by building together or contributing (kerbals, designs, craft, station segments, resources etc.) ex. a huge space station or interstellar mission. How would multiplayer actually work in-space (where time warping is absolutely necessary)? The events / actions recording system (which is also used by the delivery routes system) would allow to have a centralized timeline for massive multiplayer. This would allow time warping at will (because everything is either on-rails or manually controlled - which would trigger updates to the recordings placed on the timeline). Server could optimize sending you only the relevant localized recordings using an events / actions LOD system. Players would see all pre-recorded actions of other players in space as they play / warp. This combined with the hybrid multiplayer bubbles (big ones close to celestial bodies and small ones around space stations or for rendezvous) would be a general workable solution for KSP2 multiplayer. How would space races work? If there's only one timeline common to all players then events recorded during missions get placed on it at the appropriate future time coordinate. So if Player A that's playing right now (real-life time) lands on the Mun, he would have that event recorded and placed on the timeline. If Player B that's playing some days later (real-life time) is faster (relative to in-game time), then that Player B event recording would be placed before the Player A recording on the common timeline. All other players would be notified of milestones when the in-game time hits a recorded event. So the one that wins the "land on the Mun" space race is the one that created the earliest recording of the event (real life time does not really matter, but there should be rules so someone does not lag behind for a year in real life just to win the race).
  12. Straight to the point: we're going to want to build tourist colonies that other players can visit in multiplayer. Colonies with beautiful vistas, breathtaking sunsets, amazing skies to dream about at night. Maybe we'll even be able to charge players for a space bus ticket and a bed. Maybe we'll even be jealous that we were not the first to plant the flag at the location of our dreams. But we're also gonna wanna build extreme sports resort colonies. We'll produce and sell jetpacks, mini-copters, fast jets, AWD rovers and bikes.. I'm sure someone will even build an amusement park and a huge roller coaster on the Mun to fund his interstellar project. More ideas for extreme sports activities and related colonies built at location: captured asteroid surfing in very low orbit around Minmus (actually saw a video on YT - don't know if he also built a mini-colony using the ground anchor) asteroid field racing (like in the KSP2 cinematic) jumping off huge vertical cliffs with friends (parachutes included but useless) underwater trench exploration (going down to max depth with a submersible) last bus trip into the sun (expensive ticket) racing jets through Dres and Duna canyons Kerbin desert Baja motorcycle jumping dunes Minmus flat plains ramp jump to orbit (prepare your max downforce rover) falling from orbit wearing just a helmet and a heat shield rover jumping over Mun craters and Eeloo crevasses volcano exploration (i hope we also get nonflammable crane parts) hovercraft racing over the Rask & Rusk lava lakes high altitude balloon bungee jumping on Eve going down the Mohole with just a suit and a helmet (it might take a while to return) last one to avoid jets collision is a chicken (1v1 on Laythe) drag racing on Tylo jetpack racing around Gilly, Bop and Pol having dinner at the space-station restaurant in the stable Lagrange point between Rask & Rusk (then having a tug of war party) Jool atmospheric deep dives (under pressure tananana) surfing storm planet tsunamis erupting ice geyzer riding on Eeloo kerbal cannonball between Rask and Rusk infinite depth limbo on Glumo Minmus flats hover-racing Skoot upside-down dining and spacediving jousting with Asteroids ring casino (tug puts you into a polar orbit swings a ringed planet and picks you back up if it survives an orbit) sledding / skiing on Eeloo, Merbel gravity assist roller coaster around the moons in the Jool system Eve mountaintop outlook at the North Pole (diving board included) X-Games: reaction wheel assisted stunts (jumps, flips) with all types of vehicles (buggy rovers, bikes, even planes or jet skis) (also related to the Baja idea, but can be done on all planets with gravity and atmosphere acting as difficulty levels) battle arenas (jets, space ships, mechs, tanks, naval, underwater). Bring your best creations and duke it out. hide & seek in the clouds Trackmania! And I'm sure we can come up with a lot more! Only question is if we can respawn back at the colony / space station.
  13. DISCLAIMER The issues, solutions, etc. in this thread are NOT suggestions for KSP devs. Rather, the thread's primary use is to provide help and answers about multiplayer, more specifically to solve the problems of multiplayer. Because its primary use is for modders, it is located in Add-on Discussions. It's content is free to use in mods, as long as you mention the user who made the suggestion / answer. MIST — Multiplayer Issues Solving Thread As KSP is a game different than others by its nature, its gameplay and its objectives, multiplayer is far more difficult to include in it than in simpler games, such as Minecraft. This thread was created to try to solve multiplayer problems. Please keep in mind that you have, of course, to respect the Forum Rules. Time Warp In KSP, real-time games would be extremely long. KSP offers a feature to make games faster: Time Warp. But in multiplayer, players don't all play in the same game-time; thus, Time Warp needs special rules in multiplayer. The following are my three suggestions: No Time Warp This means, "no Time Warp aviable". It's very frustrative for players on long missions, it means they have to plan their flights so they can be there when needed... Not a good idea. Plenty of Time Warp Everyone can Time Warp. So, there could be Time Warp Wars between players, this can lead to fights... No, that's definitely not a very good idea. Regulated Time Warp With this option, players can set "Warp-stop points", which are points in the game (e.g Apoapsis of a certain vessel, when that tank on that vessel is full, on Y27 D419 5:23:11, etc.) when Time Warp will automatically stop. The "Warp-stop points" can be instantaneous or on a long period. Any player can Time Warp freely and globally, but the Time Warp will stop at "Warp-stop points". This is for me the best of the three options. /!\ This post is a WIP.
  14. Lets say I want to host a continuously running game server for myself, and a few friends, or a youtuber wants to create a community server for viewers to mess around on. What kind of options are available to do this? Personally, I would prefer a dedicated program that I can deploy on a spare computer, vm or even a cloud service, similar to how games like minecraft or arma handle dedicated servers, alongside a simpler system like portal 2 or left for dead where servers are p2p and are only up as long as the host is playing the game.
  15. Galaxies Unbound is hosting Luna Multiplayer Servers, one for warfare, and one for collaborative colonization, however, in the future, we may do other multiplayer challenges, Such as space races and the like Join the Discord for More Information JOIN DISCORD FOR ALL QUESTIONS https://discord.gg/KUNV92PHbR Mods that will ALWAYS be present in the challenges @StarCrusher96's Galaxies Unbound @R-T-B's Kopernicus @JadeOfMaar's OPT Spaceplane And finally, last but not least @Nertea's Near Future Construction, Spacecraft, And Launch Vehicles General Rules that apply to ALL multiplayer servers No Vessels which are intended to crash the game No Part Mods or planet mods outside the ones specified in the rules of the server No Cheats Unless otherwise stated(Unless the Kraken destroys your ship or something, or if a ship flips over due to something unreasonable) No Blowing up peoples ships unless otherwise stated In General, Don't Be a Jerk If you violate the rules more than 3 times, you will be banned from participating in future multiplayer challenges(asside from part mod rule, in that case, the vessel will be removed) Don't complain about the modlist if you aren't planning on playing, the modlist is set when we start, so if u want to pick the modlist, just wait till the current one ends Requirements to Play Have Discord Have KSP Read all rules before joining Note that warfare has a limited number of slots, get em while you can
  16. I've been thinking; warfare in KSP2 using mods and multiplayer would be awesome, much more so than in KSP1. In KSP1 you need a lot of mods if you want to play war. You need mods to make bases and cities, you need mods like BDArmory so you can actually fight, and if you're not doing it alone you'll need a multiplayer mod. Most of the time the fighting only happens on Kerbin, and when its in space its usually role play and not strategy based. With the new base system in KSP2 and stock multiplayer, you won't need nearly as much mods, but playing war will (most likely) work much differently. Not only can you fight on other planets without needing to haul weapons and vehicles across space, but you can fight each other's bases and fight for control over parts of a planet/moon, or fight for total control over the whole thing. Imagine scouting a planet for a good spot to place a strategic base! Maybe you've found a good canyon and you can put a fighter base at the base of a cliff, or you have a tall point of land that you place a fort on to protect the nearby area. It'll be fun to play war in KSP2 less as role play but actual strategy in multiplayer. When a weapons mod eventually comes to KSP2, playing war in multiplayer would be very fun IMO CLARIFICATION: I'm not saying stock KSP2 should have weapons and some kind of focus on warfare. That should be delegated solely to mods and how you yourself play KSP.
  17. So I had an idea for multiplayer (did you really? its only in the title, tag and first sentence!) So this would be for a large multiplayer server, maybe the main one. Everyone starts in their own solar system, gradually building their way up to interstellar travel. People can send trading envoys, and establish relations, working together to build up a galactic civilization. No one has to join, it just makes your journey easier. The people you can communicate with (i.e chat) are people inside your antenna range. You can have colonies anywhere and spread your kerbals out, but in a race or in coordination with fellow players. Personally I see it as this. The best players would slowly gravitate toward the center, either naturally or by quests and other incentives, while the old systems are cleaned and used for newer server members. People could join, and send out their broadcasts into interstellar space, inviting people, sending them away, or just yelling into the void. Then as they got experience they would join the cycle of civilizations. The planets would have variable resources, encouraging trade for rare materials and energy sources. The people could trade with each other, you could work together on ambitious projects, or just fly around and have a good time. I don't know how well this would actually work, and I don't have any answer for the main multiplayer problems, but I will say that the idea is very interesting and would be very fun to try out.
  18. This is the all new U.K.N. thread, it is where we upper governments will control the future of KSP2 servers that we play on and lead everyone to a better future. Guidelines will be added in based on a democratic system, of course this is a work in progress and it will slowly be developed to the point where we will have weekly polls and we we debate on an issue that need be taken care of. There will be a weekly paper that will go into the specifics of what the primary issue is and peoples ideas to solve said issue. Now of course we are over a year away from the release of KSP2 but as I always say, "A planned system is a working system.". I strive for an economy and the economy strives for balance and peace!
  19. This question is pretty simple, but how will consoles behave with multiplayer? Will they be cross compatible with other consoles and pc players, will they have full multiplayer but limited to other users of the same console. Will they have limited multiplayer (for example only co-op, no servers?)
  20. As multiplayer will be a thing, a large number of people will be setting up roleplay and PVP-enabled servers, so, that presents them with a very interesting set of challanges. The most important one is transportation. The best option i see is a mod that facilitates FTL travel, or some kind of kraken drive ( to reach ~C ). What do you think the community will prefer? As for weapons, the stock parts can provide good (but limited) weapon capabilities. Some that come to mind are : Mini-missiles Engine plume accelerators Reaction wheel cutters Deorbit claw Colony irradiator Kraken drive interstellar missile Weaponizable Kraken glitch creator Kessler syndrome generator, mass debris cloud deployment Concentrated directional debris cloud driven mission launch disruptor satellite station. For ground defense, i think most efficient approach would be a missile with a fairing containing thousands of small struts, or cubes, that would be deployed in a cloud to destroy any incoming object, kind of like the distuptor satellite, but with a much higher debris density(this could also be deployed by a ship to protect itself). This only works if the part-breaking system remains similar to KSP-1. Some cool mods that not only PVP, but all modded servers would benefit from: Energy shields (for ships and colonies) Missile Shields Detection satellites Just disabling the ability for people to break other people's ships or Safezones. So, what do you think combat will look like? Those weapon ideas are made on the spot. What can you come up with? What about defending against them? How will large interstellar Warships work? Physics exploits? Mods that add in FTL drives?
  21. I am thinking about Playing KSP with some of my Friends and now have these questions about the mods that exist: "Which is the best mod ?" Do they work over hamachi? Do they support other mods? How easy/quick can the server be set up? Should i suggest my friends, who don't own KSP, buying KSP1 or should we wait for the KSP2 Release? How does time warp work? How is the game performance with the Mod? How accurate is the syncing of the crafts? Can multiple players launch rockets with a dockable payload simultaneously from the equator and then dock them in orbit?
  22. I play on PC, but my brother plays on XBox. Since KSP 2 IS going on XBox, would the multiplayer be cross platform for PC and XBox?
  23. So, how do you think multiplayer, a thing we've all (or some) of us wanted in ksp for some time and are now getting in KSP 2, will work? My idea is that there might be a create server thing and after you create a server you can invite players to the server and build with them in real time. Maybe there will be a space-race mode where you can play against someone else and try and beat them to the mun or another moon or planet. But that's just my idea, what about you? (Edit: I guess this has now turned into a discussion thread, you can express your thoughts about the addition of multiplayer)
  24. Hey fellow Nauts, Wanting to see if anyone is down to play some multiplayer? We can do pure stock or even add in some BDA or whatever. Luna Multiplayer is what I planned on using. Let me know, I am so red eye to play!
  25. KSP version: 1.7.1.2539 - Windows x64 The problem: When I and another player enter a dark multiplayer server, we can't interact with each other, for example: we can't see the physical shapes of the ships, If someone's base was damaged, the other one can't see it. Installed mod: Dark Multiplayer v0.3.3.0 Reproduction steps: Download the D-MP "Client" version, then install it by placing the folder named: GameData(this folder you will find in the downloaded zip file) into the "Kerbal Space Program" file. Also you should install the D-MP "server" version, make sure the port forwarding was successful. After the installations, open the server, let 2 players enter and, as one of the players, you may not see the player, his ships, or any damage he made to the base. Note: I had an internal IP, and the other player had an external. I will appreciate any help, thank you.
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