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Found 35 results

  1. Licence: MIT (you don't have to ask me for permission if you want to make a fork ) Description: Around March-2016 I started a fork of DMP to include UDP network messages but it finally evolved to a totally different program and different code architecture. Still, LMP would never exist without the work done by @godarklight as it uses some of its concepts. If you want to support this project, consider donating trough paypal The mod might has some bugs so if you want to report a issue, please do so on github If you want to collaborate testing new versions or help us in development join us in the discord chat Main features: Clean and optimized code architecture, based on systems and windows which makes it easier to read and modify. Multi threaded (as much as Unity allows) Settings saved as XML. Time synced between clients and the server using the NTP protocol. UDP networking using the Lidgren library for reliable UDP message handling. Uses interpolation so the vessels shouldn't jump from one place to another. Nat-punchtrough feature so a server doesn't need to open ports on it's router. Servers are displayed within the mod. Better creation of network messages so they are easier to modify. Every network message is cached in order to reduce the garbage collector spikes Based on tasks instead of threads. QuickLZ for fast compression Supports science and career modes UPnP support for the server. Links: Official website: http://www.lunamultiplayer.com Oficial Github repo: https://github.com/LunaMultiplayer/LunaMultiplayer Download from: GitHub Wiki: https://github.com/LunaMultiplayer/LunaMultiplayer/wiki Discord chat: https://discord.gg/wKVMhWQ Collaborators: @Dagger - Main developer MalteJanz - Developer (career and science modes) @Lothsahn - Developer Sladernimo - Developer @SupperRobin6394 - Website development @godarklight - Assesment & DMP code @Toonu - Testing + Documentation @The HellBox - Testing + Documentation (linux) Video:
  2. Hi, I hope that squad will finally add multiplayer in the next update, like they very long time ago said. Regards Changelog: - changed version to 1.5
  3. Download Links Release & Development client and server from the build server. Client and server from d-mp.org. Client and Server download from SpaceDock Client download from Curse (New releases make take a while to show up) It's also available on the CKAN, which is an amazing community project mod manager. Go check it out CurseForge does not allow me to host exe files, so DMPServer will NEVER be available on curse. Remember to back up your GameData/DarkMultiplayer/Plugins/Data/[private|public]key.txt files if you move to a new install or you won't be able to use your old username. Highly recommended updater (source code is below if you're interested): http://godarklight.info.tm/dmp/downloads/dmpupdater/ Public Server List: D-MP.org link godarklight.info.tm link Installation tutorial: (There used to be a horrible video here, ignore it, either use CKAN or extract DMPClient/GameData/DarkMultiPlayer to KSP_Folder/GameData/DarkMultiPlayer) Licence: MIT. v0.2.5.1 Changelog: Godarklight: - Improve the extrapolator - Add options to turn the extrapolator (motion prediction) and vessel unpacked updater off (Allows KSP's physics to work instead of the vessel moving on rails from its update, this is new to DMP for 1.4.1). v0.2.5.0 Changelog: Godarklight/RockyTV: - Port to 1.4.1 Godarklight: - Fix positioning (hopefully!) Pre-emptively answered questions: What is DarkMultiPlayer? DarkMultiPlayer is a multiplayer mod for KSP. It supports subspace-style (and master controlled warp) warping & career mode, with an easy-to-edit server database. Can you show me the code? DarkMultiPlayer: https://github.com/godarklight/DarkMultiPlayer MessageStream: https://github.com/godarklight/BinarySerialiser (Used for building the network messages) DMPUpdater: https://github.com/godarklight/DMPUpdater How do I install it? Client: Simply extract the zip into GameData. Although I do highly recommend just chucking DMPUpdater in your KSP directory and running it, It will also install DMP. Server: Extract the zip to a folder (not KSP or GameData). You can then put DMPUpdater next to it and it will happily update the server as well. Mods? Read DMPModControl.txt on the server, the file is heavily commented/documented. You can generate a DMPModControl specific for your gamedata setup by starting the DarkMultiPlayer client, hitting options, and then pressing "Generate DMPModControl.txt" Why did you create this mod? For one reason only, I want to play multiplayer too!. What do I do if I find a bug? * Report it on the github issue tracker * Get it contact with me directly on IRC, Server: irc.esper.net, channel: #DMP. There's a web chat on my build server. Are there any server lists? Yes. http://d-mp.org/?p=slist. How can I contact you? Easiest way is IRC, I'm happy to answer any questions and talk about bugs/missing features/suggestions. Server: irc.esper.net, Channel #DMP. If you don't have an IRC client, there's a web chat here: http://webchat.esper.net/. Credits: * TheGimp666 - If it wasn't for KMP, we'd most likely still have insta-locked threads for talking about multiplayer, Squad may-or-may-not be talking about it, and DMP definitely would not exist . * RockyTV / JoshBlake / dsonbill - Contributed rather large parts to DMP * Dazoe - I borrowed his chat-doesn't-stage-or-control-the-vessel fix from KMP. It's a nice way of getting around a unity/KSP bug. * Ryannathans/ChronicSilence - The mod system is implemented nearly the exact same way as KMP. It made sense to remain compatible with the file format. * Hyperedit / persistent trails - I've referenced off these mods quite a bit during my KMP orbital branch, DMP uses that same orbital mode positioning. * The #DMP channel for helping me find any bugs / test new features, especially MrFreake for running a career mode server on the other side of the planet to test networking (And it made me actually play career mode too!). * Squad: For Kerbal Space Program, and their top-notch API documentation.
  4. TheNordicToast

    KSP Stock War - Kerbin Kollapse

    Kerbin Kollapse is our attempt at starting a stock multiplayer war in KSP. We're using a discord server to organize the war and keep track of everything. The link for the discord is down below for those who don't need more info and want to jump right in. Kerbin Kollapse isn't entirely stock. It has to take in use a few mods to make it work. The most important of these are LunaMultiplayer and vesselmover. There's no part mods or anything that makes the weaponry and such easier to make. All the vehicles need to be made fully functional in stock version of KSP. It might be hard, but the challenge is the entire point of it. You can choose from a small number of nations. Each one has borders that can only be expanded by taking land from others. You will need to play tactically. This is not like those small dogfights and such we have right outside the ksc. It will happen all around Kerbin. (Note that this war will not have space combat. Inside atmosphere only.) You can ally with other nations and form alliances if you want, but you have to talk with the rest of the players in your nation/team before allying someone. Your can also do trading with other nations. And example would be exchanging a tank design for ore (ore is the resource required to spawn in crafts). We are not very strict here and will help you with anything you need. Can't make a good autoloader, gun, or warhead? Need better tracks, engine or turret mechanisms? Ask for ideas. Don't be scared off. The game is complicated, but you'll understandt it quickly. We'll explain any questions you might have. Minor details can be found in the discord server. Kerbin Kollapse is still w.i.p. By the time of this post we still have no LMP server up running, but we're working on it. Kerbin Kollapse is not flawless. There's still some stuff to be done. Discord link: https://discord.gg/tAFcTrd - TheNordicToast - General Incompetence
  5. Hi, in order to implement a safer interpolation mechanism on LMP I store the orbital positions in a queue and replay them after 2 seconds have passed. The code looks something like this: var startTime = KspOrbit.epoch; var targetTime = Target.KspOrbit.epoch; var currentPos = KspOrbit.getRelativePositionAtUT(startTime); var targetPos = Target.KspOrbit.getRelativePositionAtUT(targetTime); var currentVel = KspOrbit.getOrbitalVelocityAtUT(startTime) + KspOrbit.referenceBody.GetFrameVelAtUT(startTime) - Body.GetFrameVelAtUT(startTime); var targetVel = Target.KspOrbit.getOrbitalVelocityAtUT(targetTime) + Target.KspOrbit.referenceBody.GetFrameVelAtUT(targetTime) - Target.Body.GetFrameVelAtUT(targetTime); var lerpedPos = Vector3d.Lerp(currentPos, targetPos, LerpPercentage); var lerpedVel = Vector3d.Lerp(currentVel, targetVel, LerpPercentage); Vessel.orbit.UpdateFromStateVectors(lerpedPos, lerpedVel, LerpBody, Planetarium.GetUniversalTime()); KSPOrbit is the first packet Orbit, Target.KSPOrbit is the next packet, and on every fixed update frame that code is called. In order to ignore FlightIntegration issues I only call this when vessels are PACKED (OnRails) (I will deal with FI later) The LerpPercentage is a value between 0 and 1 that increases on every fixedupdate call The movement is very fluid BUT the positions are displaced kind of "backwards" This is for example a screenshot I took with 2 clients side by side: Here the player 1 is flying above that wide line in the runway: https://imgur.com/0oPcYHH But the player 2 sees this: https://imgur.com/HlEmoxJ I understand the GREEN distance as the vessel is 2 seconds behind and it will take some time to reach the runway but I don't understand why it's displaced sideways (red distance) Also, I tried to set this code: var lerpTime = LunaMath.Lerp(startTime, targetTime, LerpPercentage); Vessel.orbit.UpdateFromStateVectors(lerpedPos, lerpedVel, LerpBody, lerpTime); But then the orbit is rendered in real time (not 2 seconds behind in time) and the vessel goes inside Kerbin a lot of times and there are weird movements. I think there's some orbital calculation that I'm missing but I can't find how should I proceed on this... I even tried specifying the position manually as: Vector3d vector3d = Vessel.orbitDriver.driverTransform.rotation * Vessel.localCoM; Vessel.SetPosition((planetPos + Vessel.orbitDriver.pos) - vector3d); But I didn't had luck Does someone have an idea of how I should implement this? It's honestly one of the oldest LMP bugs and I've been dealing with this for months and not making much progress. EDIT: If I reduce the interpolation delay time to 300ms or so the movement is almost perfect (there's still that sideway distance altough much shorter) but I want to set a 1 or 2 seconds delay for bad connections
  6. Kerbal space program has been around for a while and there is still no official online multiplayer? Why? This feature is screaming to be added. For example an online sandbox mode where you can play with friends. Not only would this allow current players to enjoy this great game even more, it would generate the company more money. More people would be asking their friends to buy the game so that they can play online with them. So what is up with this?
  7. SYNCRIO – by Caylis1397 KSP Version: 1.2.2 , 1.3.0, and 1.3.1 Current Mod Version: v0.9.0.1/v1.0 Beta 4.1 Download(SpaceDock): Client Server Download(Github): 1.2.2 1.3.0 Download(v1.0 Beta 4.1) 1.3.1 Source code: GitHub News: (4/19/2018) Because of life stuff I am no longer going to be working on Syncrio. I changed the license to MIT, and uploaded the progress I had on the complete rewrite of Syncrio. The rewrite is incomplete, but it was mostly working as of KSP 1.4.0. If anyone want to pickup where I left off, then feel free to do so. However Luna Multiplayer is beginning to replace Syncrio. LMP already has some basic career data syncing complete. I want to thank you all for the support and the chance to be a part of the KSP community. I hope that one day somewhere down the line I will have time to return, but it wont be for quite a while, if at all. Again, Thank You. DESCRIPTION: Syncrio is a modification of Kerbal Space Program that features multiplayer-style scenario syncing. The multiplayer-style scenario syncing allows you to sync your scenario data (funds, reputation, science and tech trees) to a group so that other players in the group a sync from the group and have the same scenario data as you. You can have many groups on a server, this allows you to have competing space agencies or if you want to play coop just have one group. Syncrio is mostly meant to be used with DMP to achieve a true multiplayer experience. Although it works just fine on its own, you just won't be in the same kerbal universe. Known Bug(s) and Issues: Anti-Keyloggers and Comodo auto-sandbox are known to crash Syncrio. You have been warned. If you find any bugs please report them. And if you do report them please follow this guide on making a bug report. Thank you. SUPPORTED MODS: DarkMultiPlayer -Note: By default this is turned off. To turn it on in the server run the server once and then go to the config folder then open the settings.txt file and set DMP-Coop-Mode to true and then on the client side in the connection window click settings and enable DMP Co-op Mode. COMPATIBLE MODS: Historical Progression Tech Tree. Although any tech tree mod should work great with Syncrio, but I have only tested it with HP Tech Tree. So I can't say for sure. Planet packs should work too, but I have not tested any yet. SPECIAL THANKS: @godarklightand the DarkMultiPlayer team for their great work on DarkMultiPlayer! @Ippo for the Open Node Parser. And Squad for KSP! REQUIREMENTS: Windows or Wine / Mono (if you have a Linux or Mac OSX) -Note: Wine or Mono should do the trick if you have a Linux or Mac OSX, but I have no way of testing it. LICENSE: This mod is released under the MIT license. UI Pics(Very Old): http://imgur.com/a/pbNsj
  8. I play KSP for many years and we still waiting for the multiplayer features. I know somes mods who mimic a ''Multiplayer'' but it has somes flaws with the warping's gameplay but i had a idea today to fix that warping gameplay issue in multiplayer ! For the Time Warp issues; the solution is simple; Play with friends on One Ship at a time or design rockets and ships when your friends are flying ! Your rocket can hold 4 kerbals ? Then you can Coop with 3 friends. We all Warp together ! All we have to implement is a system to share each controls separately and give them exclusively for each player. Example A : Player 1 : Control WASD Player 2 : Control SAS's Force Player 3 : Control RCS Player 4 : Control Thrust and Staging Example B : Player 1 : Control Piloting stuff : WASD + SAS + RCS + etc Player 2 : Control Sciences stuff : Execute minigames in flight to conduct sciences experiments Player 3 : Control Engineering stuff : Execute minigames in flight to stabilise the rocket's components and temperatures Player 4 : Control Recording Camera : Move around the camera to record epic adventures and stream online. Docking and Undocking Phase In a radius on 50 Km, the player can split into many group to take control of others vessels. If others players exit the 50 km radius around the Player 1; they are teleported back into the Player 1's Vessel ( Player Only, not the Kerbal itself if he was in EVA ). In Radius Coop mode, the time warp is limited to X speed and only Player 1 can Warp if all others players are inside and accept the Warp Vote. It's simple enough to be implemented in the next Update. Sincerly; i don't know why Squad didn't implemented that Solution yet. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- A: That sounds like it might work on a planetary transfer with a large ship, but with something on the order of a small Mun lander, with the controls all in different hands? Coordination sounds like a nightmare! Then throw in a bit of lag at the wrong moment. Answer : This isn't the point of making a Coop ? Getting challenged ? Nasa pilots doesn't have member to assist him ? For the Lag issue ; can we consider them like malfunctions and communications noises ? B: This sounds somewhat more logical a way to divide tasks, but Science seems a bit thin to justify a player dedicated to it. Same with working the camera. Answer : That's why we need to implement minigames and more sciences test in flight. More than a simple clic experiments. Enough to make the scientist rushing to get all science he can in one flight. Same for the engineer, he must watch and tune fuel balancing and temperatures at same time to solve malfunctions warnings with the scientist. For the Cameraman ; he must have plenty of options to record a nice video with post-effects and transitions. Cameraman, it's a career, he will have plenty to do if you want a nice stream on twitch. Four players, three seats on the ship. This leads to a problem. Also, "Player Only, not the Kerbal itself"? What does the "disembodied" player get to do then? Answer : Consider Players as ''AI'' who can get control of Functions or Kerbal. If the ''AI'' go to far away with a kerbal; the ''AI'' came back into the Player 1's vessel and the kerbal need to be rescued like a normal rescue mission. All Players ''AI'' will get access to a HUD panel where he can cast a vote for each functions he want or the Kerbal he want to play. Player 1 will accept or not the requests.
  9. soundnfury

    [1.3.1] Race Into Space

    As those of you who watch @NathanKell's Twitch streams may already be aware, I recently developed an asynchronous multiplayer mod, Race Into Space. The idea is that everyone in the game syncs with the server every now and then, to say "my game is at $date" and "I achieved $milestone on $date". Then, when everyone's game is past the first date on which a milestone was achieved, the server now knows who got it first, and they get some extra funds in their game (and bragging rights, which are of course far more important). One person (usually whoever organised the game) has to run the server, which is a Python program using Twisted and Nevow, and needs to be network-visible (so e.g. if behind a router/NAT you will need to port forward). The other players just connect to that server from within KSP. They can also view the game state by pointing a web browser at the server. Apart from needing a common set of contracts, the players can have completely different mods installed, although for the sake of balance and fairness you will usually want to agree on a list of allowed mods. Currently it's in beta testing, and it only has configs for RP-0 (the RSS career mod). If someone wants to write configs for other contract packs, pull requests welcome. It still has a few rough edges, like a total lack of access control on the server, but it seems to be working so far. The source code is at https://github.com/ec429/ksp_ris, and releases can be downloaded from https://github.com/ec429/ksp_ris/releases. Currently (v0.1.4) it works with the Developmental branch of RP-0. Network details (rule 6 compliance): The Race Into Space client KSP addon communicates over the network. It will only communicate with the server specified by the user in the in-game UI (which defaults to localhost), and its communication consists of reports on the current game state, which are only sent when manually triggered by the user (by pressing the SYNC button), requests for the corresponding state of other players (triggered by the Join, Refresh and SYNC buttons), and messages used to Join or Leave a game on the server. The full protocol is described in the file 'protocol' in the top level of the source repository, which can be found on github.
  10. So I looked over the first 5 pages of this thread and couldn't see anything related to Multiplayer so... I for one would very much like it to coop with friends on joint missions and goals. • Have I missed an update, has MP been mentioned of late? • Is it time to revisit Multiplayer? • Now Making History is done, what is next?
  11. hello I've been a player of ksp for a long time and I think it would be good to add a multiplayer. I think these multiplayer features would be the best and serve for ksp: first off adding friends this is simple we have a online username account that well be used to pull up the players account page and you can add friend or join game which means the player is playing with the other players. groups this can be made by any player and a group can serve as just for friends or it can serve for a certain amount of players only like 20 multiplayer players and the user wants 10 he can do that you can also just do you and a friend. this multiplayer wouldn't be a mod it would be built in the game. I hope you consider making this you'll make me and so many other people happy thank you ksp team. any other feature the ksp founders would like to add this is unlimited because they made the game. my opinion I've played a lot of games and I've seen that multiplayer is a lot of fun it can get boring playing a game by yourself this adds a new experience in gameplay there is gonna be dog fights, wars, racing, flying together, operations and so much more this little add will give a huge amount of fun and gameplay and its gonna be so many kingdoms of players are gonna arise and buy the game I know because I have friends and a brother me my friends and my brother we buy games we like that have multiplayer ones that don't we usually look for another one but I really like this game and so does my friends and brother I really think this would help. thank you for your time. for the gamers of ksp multiplayer would add so much fun and a huge experience it would be epic and fun think of the gameplay that would be possible wars and big wars, operations you plan, huge fleet of planes flying, and so much more with our imagination's and what we want to do In the game we can do some pretty awesome stuff thank you community for reading.
  12. Every time I browse the suggestions thread I see a multiplayer thread and decide to check it out to see if anybody has even played the already existing multiplayer mod. Timewarp timewarp timewarp... If you don’t know how DMP handles timewarp, it’s a little tricky at first and isn’t very orthodox. But it works. Basically. Every person gets their own time reference frame. You can warp just like in single player, but you disappear to everybody else not in that time frame. When you get out of warp, people will be behind you in time. Don’t think about it too much, just as long as you can’t travel backwards in time (wich you cant) there won’t be any huge paradoxes. Other people can view the multiplayer menu and “sync” to your time frame. Now you can see each other again. They get pulled very rapidly into the future and everything is dandy as long as you aren’t sub-orbital. If they warp ahead, they can no longer see you, you have to warp to them. You cannot sync to people in a past time frame, they have to sync to you. mods? Mods are easy to handle. Have stock servers and modded servers. Have a mod list for each server (only part mods matter). What’s wrong with DMP then? It’s biggest issue is that it’s a mod, it’s not stock. (It’s got framerate issues and teleportation bugs and whatnot) The games code could easily be optimised and tweaked to work well with multiplayer, but you can’t tweak base code from a mod. All squad has to do is adopt the mod like they did for so many others, and all will be happy. Imagine it though.. building a base with your bud on pol.. or maybe a rival space administration.. The KSP system is too big to explore it all alone.
  13. Not sure if this has been discussed before or is something in development, but it would be great to have the game multiplayer, especially on Steam as their servers can handle all this, I would very much like to see this happen.
  14. Are there any good stock servers? And how do I fix "no such host is known?"
  15. Galera, criei um server DMP online pra quem quiser jogar KSP 1.3 multiplayer. Está em modo carreira para testes, pois antigamente os contratos eram compartilhados e agora parecem não serem mais. A intenção é que façamos nossa carreira online, com interação/colaboração e mais diversão. Quem quiser participar, basta baixar a última versão do cliente Dark Multi Player Lá mesmo vcs encontram o servidor KSP Brasil, mas deixarei aqui os dados para conexão: Endereço: phoenyx.sytes.net Porta: 6702 É permitido utilizar mods, recomendo KWRocketry + SimpleAdjustableFairings, DMagic, TAC-LS (em testes, talvez seja retirado para compatibilidade stock), KIS + KAS, K2Pod e SETIprobes. Não são obrigatórios, quem quiser jogar sem mods poderá, mas perderão certa interação com os usuários. Assim como podem acrescentar outros mods, desde que não quebrem o sistema Kerbal original (RSS ou qualquer outra modificação do sistema que não seja apenas visual). Qualquer dúvida ou comentário, só postar. []'s
  16. There was a mod called BDDMP that made BDArmory compatible with DMP but it is for 1.0.5 and that version crashes with a lot of mods as there is no x64 executable.(and itd pretty old , also unity4) Mod Link: I wonder if the new BDArmoryContinued is compatible with the DMP mod. We really want to make dogfights and stuff. Any help would be appreciated. I searched a lot for it on the internet but couldn't find anything.
  17. Buenas, soy novato en el juego adquirí el juego hace escasos días, me gustaría saber si hay algún grupo en steam o en algún lugar, en donde este la comunidad de KSP en español, mas que nada para consejos, ayuda, etc. También he visto que hay un mod para multiplayer, aun funciona?
  18. FlightSergeantMatt

    KSP BD armoury war

    I’m interested in doing a KSP turn based war using BD armoury, similar to “fall of kerbin” and “kollaborative warfare”. The game will require 2 or more players/teams, building there own vessels and setting up defenses and attacking each other’s bases by taking it in turns to pass around the save file. Should be really good fun! I’ve tried doing a similar thing by myself but that’s getting boring now! Will need to come up with rules. Reply if interested
  19. Lonestar2123

    Dark Multiplayer Not working

    Hello everyone Figured I would look for some help on the forum... So I recently downloaded this mod.. and well... I try to hit the add server button and nothing is happening... am I doing something wrong? I followed all of the steps for installing the add-on correctly... but for some reason every time I try to hit the button it does not work... any help would be great
  20. jediminer543

    [1.3.1] BDDMP [BDAC 1.0.0]

    BDDMP Now with `unsafe` code and probably still as many bugs, but now with more Kraken Greetings everybody, and welcome to BDDMP. This mod does one thing. Make BDArmory sychnronise over DMP. Why? Beccause hilariously entertaining multiplayer combat encounters can now happen in mostly real time, which is fun. Background This mod was originaly made by DsonBill, then died, then was resurrected by me. Then it died again, around the time BDA introduced Radar, as that involved a total BDA rewrite, which also broke almost all of the existing code, as the mod required a forked version of BDA to function. Then on the request of a couple of forum users, and my own boredom, I though, why not, and re-built it. New Version Features? Support for BDArmory continued, since BDA was deprecated Utilisation of detours and extensions, meaning that downloading an entirely new copy of BDA is a thing of the past More features than the last one (as I re-implemented some more things) What is the point? To mess around with the powers of multiplayer. Will it work reliably over a high ping? Probably not. (Have tested it) Download Spacedock Sources Github Licencing All of my code is licenced under CC0. Any BDArmory code is licenced under CC 2.0 BY-SA. NAQ Q. Does this work with BDArmory expansion mods A. It should, if they don't use their own plugin Q. Vessels Are Duplicating A. That's due to a lag based fault on the end of DMP As always feel free to ask any questions. Thanks for reading.
  21. KSP Bro AE

    DMP Server Online!

    NOTE: if all of you want to join one specific side, no one will be selected because there have to be equal players on both sides. You have to post a reply with DMP username. If you want to be part of the upcoming Kerbol War between me (AE) and KS, then submit you vote on whose side you will be on, and give me your DMP username. There will be a random selection of people, who will be sent a personal message saying you are qualified. Server address and port will be in the message. Goal: conquer all of opponent's bases. AE-Atlysian Empire: I rule all of space and the KSC. I can eliminate any space assets of the other side, and will win this war! KS-Kerbal Separatists: I own most of Kerbin except the KSC. I am great at land warfare. Mods: Adjustable landin' gear BahaSP (included with adjustable landing gear) BahautmoDynamicsArmory BetterBurnTime BetterTimeWarp DMP DistantObject FTLdrive Hyperengine KSP KerbalEngineer KerbalFoundries KerbalKonstructs KerbinSide KIS LandingHeight PortraitStats ShowAllFuels SpacePotatoes Squad Starfire StarWarsMod Trajectories VesselMover Vessel mover is not for moving, but for spawning vessels. You can only spawn a vessel if you have a craft with: a drill, IRSU, and ore tank.
  22. ImperialistPigDog

    simultaneous career mode

    I was wondering if there were any mods that allowed for 2 different space centers and two separeated careers at the same time. Me and my little brother are going to play multiplayer by this method: It would be excellent to have 2 different careers running in the same game so we could advance at different rates and have a true space race. Dose anyone have any info on a mod like this? It would be much appreciated if you could share.
  23. Hello! I am a fan of KSP, as I am sure most of everyone else here is. Recent updates have brought a lot of new features that I enjoy; however, I am really looking forward to Multiplayer. Feel free to put your Multiplayer ideas on this topic, I will be listing mine below: Space Race: (Max of 16 players) Setup: Each player chooses: 1. A flag and name for their space program. 2. A color for the accents of their kerbal's suit and/or color of suit. 3. Where to put their KSC on a map of Kerbin (Must be at least 50km from other player's agencies). 4. Game Moderator/Owner of the server decides normal game options when they make the server, and get to choose the max amount of players they want on their server. Game: Mostly the same as singleplayer, except you are competing with other players for the max amount of science (First to make a discovery gets the max amount, second gets less, third gets even less, ect.), world first milestones, and achievements like beating the other players to the Mun. Above that competing players can sabotage others or make alliances. Rockets can be used to destroy players KSC's or vessels, and force them to declare bankruptcy (a loss in multiplayer). Players can also share plans for rockets, money, and kerbals. If they really want to they can declare another person an ally, or go to war with them. Time Warp: This essentially is the hardest part of designing Multiplayer, and there is no perfect option for time warp shared with multiple people, so I have a few suggestions. 1. There is a max amount of timewarp given for each play session. (Ex. everyone has 50 days to work with during this play session.) at the end of the max amount, a player will be told that all current missions are saved, and then have the option to log out or to spectate other players. 2. At the end of a play session, everyone's time syncs up to the person who has used the most timewarp. A notification is displayed as you log out describing how far ahead you will skip. (A game moderator can decide whether or not the time a player has skipped ahead is unreasonable and talk to the player. 3. (Not my idea) Lowest time warp is used. (Ex: P1 - 4x, P2- 10x = 4x is used across the entire server) 4. (Suggested by mattinoz) Various zones or spheres of influence have a fixed warp that is higher where space is emptier. Player can slow down from warp back to normal time but only for a fixed period after which the server forces them back to warp + syncing warp to catch up with the timeline of the sphere. That way no one can get "physically" in front of the another player unless they fly faster. Others: 1. No two players can have the same color, flag, or name for their agency on a server. 2. The list of contracts are global, everyone has access to the same list, and once one is taken by another player, it is not available anymore unless it is declined/discarded. 3. Mods are allowed, but only ones that are agreed on by the moderator of a server. I am open to other suggestions, as well as ways people think I can improve my ideas. Thank you!
  24. I'm sure it's been suggested before! But I'll talk again! Need a coop! That more than one player can control the same base and the same ship doing different things! That a player can be taking care of the first stage while the second is taking care of the second and carrying in orbit or both doing things on the same ship! And in a space mission on some planet each one controls a character and does different things, but always free to do anything! The game is good today! But with coop of form officially without lags and problems would be perfect! Imagine people traveling through space with up to 4 friends can do everything! I realize that the problem is in the matter of game time! But you have to have a solution to have a good experience with friends! It could be a DLC paid! But it has to be perfect in the coop! Would be ideal!
  25. Hey there, this is an idea for KSP Multiplayer. What do you think about it? Missioncommander: Only Player to control Time Warp. Time Warp Markers in Orbit (Warp here) can be set by other Players. If the Commander dies, someone else will be Mission Commander. Gameplay: Every Player can choose a Class: Pilot, Ingeneur or Scienetist. Engeniers can repair rocket parts, like broken science experiments so the scientist can use them. The scientist can create navigation points so the Pilot fly the rocket to its destination. On the way to another planet events can accure. Something like small asteroids damaging the ship. Engenier needs to EVA and repair them. Before landing the scientist needs to check for biomes, so the pilot can land the ship. This way alle the different Players have to support each other. Any Suggetions?