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To celebrate / showcase the newly released RP-1 (for KSP 1.3.1; hey, don't judge us!), I'm running a Race Into Space game with some folks from the RO IRC and Discord. An extra quirk is that we're all flying from different launch sites, with a random draw order (I came next-to-last, but fortunately no-one grabbed the one I wanted). Our players are, in alphabetical order (and with links to logos for those who have provided one): Eagle, flying from Brownsville, Texas. @Norcalplanner, flying for KABOOM out of Cape Canaveral, Florida. @pap1723, flying for the Marshall Space Agency from Omelek Island (Kwajalein Atoll) in the Marshall Islands. scanistar, launching from the Chinese spaceport of Wenchang, Hainan. @shadowofneptune, flying for the Agência Espacial Ibérica out of São Tomé, colony of Salazarian Portugal. @soundnfury, flying for the Snowbird Space Agency out of Kodiak, Alaska. @vallin, flying for ISRO from Satish Dhawan, India. @wrobz, launching W Industries rockets from Kourou in French Guiana. We will be posting updates in this thread, and some of us will also be running Encyclopædia Kerbonautica instances to provide full launch libraries. (Mine is at http://jttlov.no-ip.org:8084/.) I believe also some players are planning to stream / record video of their campaigns. You can also keep an eye on where everyone's game is at the RIS server.
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.