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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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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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The Third Great Number War: The Long Haul!
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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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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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in the encounter are copied into the encounter universe, with their old copies in the original universe deleted, having been replaced by the new, post-encounter ships.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! -
The Third Great Number War: The Long Haul!
SkyFall2489 replied to AtomicTech'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
Wait, what if you slapped a docking port on a tet? -
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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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal'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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KSP 2 Multiplayer Discussion Thread
SkyFall2489 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Editing right now to correct it. Say, then isn't @Vl3d's idea just a limited version of the subspace warp system used by KSP1 multiplayer mods?- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
SkyFall2489 replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Let's step back a bit. In the end, what will multiplayer give us? What do we want from it? I think there are 2 things: 1. Live cross-player interaction. Shoot missiles at your enemy's battleship, race planes through river canyons, get those epic trick shots. 2. Shared progress. Dock to a friend's refueling station, have a friend visit your moon base. How do we accomplish those things when time-warp is involved? I've seen several solutions so far. 1. Single time. This gets limiting, but everyone is always together. The cons are that when one person wants to time warp, everyone has to time warp, and if a slow computer lags behind there can be issues. 2. No time warp. Self explanatory, as are the problems. Plus, KSP slows down in game time when the computer lags too much and must be re-synced. 3. Subspace warp. This is what is used by many multiplayer mods. Good in many cases, but to avoid time paradoxes there are some limits on who can interact with what. Already figured out and easy to implement compared to other solutions. Also, if you leave the server, and someone else warps a thousand years into the future and all your kerbals run out of life support, that's bad. (assuming there is life support. If not, the modding community of KSP is great.) 4. Credit to @t_v - MMO. Not sure how to name this, but effectively players can be at different times to them, but their relative locations to the SOI center are displayed to others to allow for live interaction. Messes up physics sometimes, but offline players can be moving at 1x real time, so hopefully no kerbals starve. 5. My own idea - encounters. Effectively, you can link your world to another player's world, entering a combined world with some of the vessels from each of the old worlds appearing in it. Which ones appear, player's choice. Max limit of maybe 50 per player. Effectively, player 1 can select a refueling station, player 2 can select a ship low on fuel, and have those 2 ships be in 1 mini world consisting of one SOI and a single shared time. If either player exits the SOI, the encounter is over. Players can end the encounter manually, too. When the encounter ends, all ships in the encounter universe are put back in the old universe, with the pre-encounter ships deleted and time jumped forward by the amount of time that passed in the encounter. Doesn't break physics, you are in control of your own time so there is no accidental starvation, but someone may figure out how to duplicate ships using this. But if Squad let there be kraken drives and the community decided not to use them for the record setting missions, I think the same can be true with encounter based multiplayer. A few other things about encounter multiplayer: 1. might be hard to get too many players into an encounter at once, probably a max of 5-10 players before the single time drawbacks really come into play. 2. maybe, in science/career games, require players in an encounter to have a similar amount of progress? might be hard to define though. 3. Good because it means no special server world is really required, players can let people join their otherwise single player worlds. Also, a minimal amount of stuff must be synchronized, keeping things clean and not computer roasting. Resync will be an issue with all of these, as not everyone has a NASA supercomputer. I have a MacBook Pro. Hopefully, the devs can make the game run smoother to mitigate this, or offload computation to the better computer, but this will be always an issue.- 1,629 replies
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Yup! @ColdJ
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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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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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