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Everything posted by SkyFall2489
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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The Third Great Number War: The Long Haul!
SkyFall2489 replied to AtomicTech's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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The Third Great Number War: The Long Haul!
SkyFall2489 replied to AtomicTech's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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8 That's gonna get very big pretty quickly.
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SkyFall2489 replied to AtomicTech's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
What if you were to clip a mk1 structural fuselage into the part? It should be exactly as tall as the Buffalo 2 frame is wide, and you can place it horizontally so that it sticks out just where the buffalo 2 airlock module is. Then, slap some docking ports on it. -
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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The Third Great Number War: The Long Haul!
SkyFall2489 replied to AtomicTech's topic in Forum Games!
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SkyFall2489 replied to AtomicTech's topic in Forum Games!
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SkyFall2489 replied to AtomicTech's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder has an adapter, if I remember correctly. Or was that the original buffalo? -
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to AtomicTech's topic in Forum Games!
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If that is the issue, would it be possible for the gravitic transforms to be a seperate model, using a MODEL node in the KFS MM patch to only have those transforms when KFS is installed? Oh, and a request: 3.75m inline mega shield generator. Some big spherical shape inside a cylindrical frame, and a field of maybe 250m.
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SkyFall2489 replied to AtomicTech's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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KSP 2 Multiplayer Discussion Thread
SkyFall2489 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
What ships warp: Ships selected to be in the encounter are copied into the encounter universe, with their old copies in the original universe deleted, having been replaced by the new, post-encounter ships. As the Encounter takes up only one SOI, planetary positions never matter. Players can't do transfers in encounters, but the act of doing a transfer is going to take a long time, needing time-warp anyways. Any ship not in the encounter is just jumped forward by the amount of time that passed in the encounter. The point is to temporarily "merge" 2-5 single player worlds, with each player parting and going their separate ways when the encounter is done. In the MMO, there is one universe, in encounters, there are multiple, and the universe where players can interact is created and deleted each time. By making the universe small, to the size of a single SOI, we can ignore planetary positions and make the universe small enough that single time can work. (I mean everyone warps together by communal agreement, not time warp disabled.) Also, by decreasing the size of the SOI, we can reduce the computational load and the amount of stuff to be synchronized between players. Of course there will be ways to glitch the heck out of any solution, there may be Danny2462s as long as the KSP franchise exists. We can't fully debug everything, account for every edge case, so sometimes things will have to break. And, not that i mentioned "in a perfect world." If we look at the KSP1 multiplayer mods, we see: LunaMultiPlayer, a mod that offers subspace warp and disabled time warp, has issues with certain things not synchronizing between players, such as any life support, rescue contracts, tweakscale... As an LMP player, I can say that sometimes my vessels have mysteriously dissapeared, and the asteroid spawning system is all wonky - all because it was tacked on later and not well integrated into the game. Multiplayer mods are probably some of the hardest mods to make. Encounters might be one of the easier ones to mod, as less must be synchronized, and the rest can probably be copied from LMP's code.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
SkyFall2489 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
At this point, it's getting really confusing. We need to bring this mess into coherence so we know what we are debating before we debate it. Does anyone have any questions/clarification needed about my recently proposed Encounter system? Oh, and why are we even arguing? (taken from another thread about multiplayer, my comments a while ago) Might be hard to implement multiple multiplayer modes, but in a perfect world, this would be the best solution. And then, I forgot about the third and fourth goals of KSP2 multiplayer: 3. working together on ship construction. As with any teamwork, divide and conquer to avoid chaos. But how do you divide? might not actually be a good idea, but some people want it. Maybe just have multiple peple work on sub-modules, and have one person put it all together? you can do that with craft file sharing in KSP1. No fancy multiplayer stuff needed. 4. teamwork in space, simulating the crew of a deep space mission. Either you're together, or you're apart. If you're together, no timewarp is needed, if you are apart, nearly any time warp system works. So, looks like goals 3 and 4, although requiring some thought, can be discussed elswehere. Currently, the issue is the timewarp problem.- 1,629 replies
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, now you can try again! as the SR port isn't radial attachable, slap a BZ-52 on and a SR port on that. Once docked, slap a few struts between the tet and the warp ship. Then, off to the stars!