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Vl3d

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Everything posted by Vl3d

  1. You're welcome! (Orbital Assembly Building re-confirmed, can't get any new info from links) John Delvalle (Squad) and Daniel Sawitzki (Hangar 13, internal 2K development studio behind Mafia III) I believe are devs - many thanks for your work!
  2. Well I do have to say there is not a lot of new information in this video. KSP2 is still classified.
  3. That's completely your idea, not mine. I never says that. I've advocated for individually desynced celestial body pockets with real-time bubbles. Only the local players on / around the celestial body are synced in real-time. But of course you can jump to any colony and the solar system configuration changes. Interplanetary torch ships confirmed! --- Fine, add deep space multiplayer local real-time bubbles for ships! Like I proposed for space stations, asteroids and comets. Then you can be a pirate. There, are you happy now?@t_v :)) Just keep on / around celestial bodies real-time so we can be a lot of players.
  4. Interplanetary torch ships confirmed! Pff, we've waited so, so long for this video. Thank you! Can't wait for the cherry on top of KSP2: the multiplayer reveal! I really hope you make it MMO style so we can all play in the same Universe.
  5. No to warp drives! You're being sneaky, thought it would get past us, eh? Just go meet your friend at the closest colony and takeoff in tandem. No warp drives! You can interact once you're in stable orbit. You keep forgetting that while you warp the planets and the moons keep moving at high speed. You're creating parallel universes everytime you warp. No to manually controlling time travel when on / around celestial bodies. Only the server keeps the time and system positional configuration. A better controversial solution: "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.
  6. 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. If I can see you, you don't warp. I'm sure there are other solutions if you really are that impatient. I'm not the only one who should think about them, you know? I'm just a random guy on the forum. I wrote a Q&A to end spamming this thread.
  7. 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 / around a celestial body because you don't want to desync the players. "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 / around 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 around 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.
  8. I repeat: it can still be KSP with realistic space travel even as a MMO. All you give up is being able to control (physical) time-warp on/around a celestial body. But you gain big multiplayer. That's not cutting the game in half. It would be real-time on/around the celestial body. That's the only place where you don't control time-warp because you don't want to desync the players. But even in space you can have have special / local real-time bubbles for stations, asteroids and comets. So it can also be a hybrid system. Just let the server control celestial body system positions and time and auto-sync you to the local real-time bubble. If I can see you from the ground or LKO, you should be inside the real-time bubble, unless you've already plotted a journey beyond the SOI. In that case you've disappeared. Meaning that once you get to orbit and plan the maneuver nodes / start the inter-celestial-body journey it's mostly the same as single player KSP1 with time-warping enabled. You exit multiplayer when you leave. The server just syncs you to the local SOI real-time bubble and system configuration when you arrive in order to re-enter multiplayer. It takes just a few minutes to ascend and circularize or do an efficient encounter. It's meant to be a time-saving skill. I'm proposing some solutions because I want to be constructive and because I want people to understand that it can be done. With enough delta-V and TWR you can basically do whatever you want as long as you counter inertia and gravitational acceleration. I'm not saying it's practical, but it's theoretical.
  9. I feel like you haven't read what I've been saying. You just get to orbit, plan the journey and go. It can't be any easier and faster - and it's also real-time planet-side + auto time-warp during the journey + it allows for large numbers of players. ...Look, I don't care about the negativity. There are people that look down at their shoe-strings when they walk, and there are people that look up at the sky. Yes, the former tend to misstep and fall, but at least we feel the wonder. I just have a dream for a lively KSP game in which we can all play together in the same universe (both co-op and competitive) and we can witness amazing feats of engineering. I don't care about the details of how it's implemented, I frankly don't give 2% about the time-warp discussion. I wish we got over it and thought about what we want to experience in the game. People are so obsessed in this thread about how to solve time travel, it's like a mind-virus. We don't need to manually control time-warp, it's that simple. Build a universe, fly together, dream of discovery. There's room in KSP2 for all of us.
  10. Why do you NEED physics warp on/around the planet aside that you're used to it in single player KSP1? Can't wait 1 minute to land with parachutes? Set your parachute to deploy at a lower altitude. Can't wait for ISRU tanks to fill? Add more drills and converters. Can't wait for the space station to come around? Do a better rendezvous maneuver and design a faster rocket, park in orbit and set an alarm. Isn't it a transportation game? Journeys take time, you can't time-warp rover circumnavigation. Why would you want to regularly desync all the players just because of impatience and bad time-management skills? Physics time-warp kills multiplayer unless you constantly pop in and out of existence. But that's usually called cheating by using a hyper-speed wall-hack "assistant".
  11. Map view only reflects the configuration you are playing in. When you create a journey, map view shows you a configuration from the time of the transfer window. Press go -> spin in orbit to transfer window -> accelerate. You've left the multiplayer real-time bubble. Map view shows you on your journey, but it does not reflect any server-defined SOI system state. It's virtual, outside of time and outside of multiplayer. When you arrive, server syncs you and map view reflects the local configuration. You can't have large scale multiplayer with physics warp. Build faster craft, better ISRU. No warping on/around the local celestial body. Crew can respawn to your colony or vessel (if there is a probe core or a kerbal that can be possessed).
  12. I've thought about this. Only the map view is virtual from a multiplayer point of view. When on a planet you see the moons position. You go to orbit, circularize, set maneuver nodes to travel to moon, press go. Game waits for transfer window, you arrive. You auto-sync with a server defined local time around the moon (by spinning in moon orbit - you don't control this part). The problem you have now is that you have a different solar system configuration for each SOI if you switch colonies or vessels. But it's irrelevant, you sync to the one you're in and when you leave you auto-wait for a transfer window in orbit (you can't cancel the journey after this point of course). You are on a journey, you are outside of time when there are no players around. 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 multiplayer only exists after you arrive in the time bubble and auto-sync to the local system configuration set by the server. Let me phrase it more clearly: You don't control time warp in a multiplayer context. And the journey, from a multiplayer point of view, is just a map view / maneuver nodes single player mini-game. Just so you don't feel bad that actually it's just fast travel.
  13. You make the course correction as usual. You sync with local time when you arrive. Time during the journey is irrelevant because you don't interact with players outside of celestial body SOI real-time bubble. You can have special case time bubbles for space stations in solar orbit. But the server controls time-warp, not you. You just control the maneuver nodes, play outside of real-time bubbles when on a journey, play in real-time sync with other players when around a planet or a moon etc. Server syncs time and celestial bodies positions configurations after you arrive and circularize. It's like waiting for transfer windows, but reversed.
  14. It's virtual because you can't interact with other players while traveling from A to B. You're outside of any time sync bubble. It's a solo journey. You can stop it and redirect at any time, why not. But the most important thing is that when you arrive, after you circularize, in order to sync with the local time you have to spin in orbit until the local configuration and time is the one current one for that region, set by the server. You have only one configuration of the sun - planet - visible moons system around a SOI saved on the server, you catch up to it when you arrive by automatically spinning in orbit (if you want an explanation). More clearly, the server controls the configuration of the solar system. It lets you plan any maneuvers you want, but they are just a mini-game. In the end you don't control time-warp or the planetary bodies positions. When you leave, you wait for transfer window as usual. Make the journey, auto-sync with the local time set by the server. Players don't have local time bubbles, but the celestial bodies do.
  15. It does not remove the idea of transfers, you just make them with maneuver nodes in the journey planner, press Go, and the game takes care of all the time warping for you. The function already exists in KSP it's called "warp to next maneuver". There is no point to control time manually just to do some intermittent burns and circularize actions just to desync all players. You leave, you arrive and automatically time and celestial body positions syncs to current values for all players. Done, then you can all have fun around the planet.
  16. You only render a projection of crafts from other agencies. That means it's just 1 part without a collision mesh. And you render full crafts with all parts only for you and the other max. 3 players on your team. So you can crash into them by mistake. I think it's doable.
  17. I find it funny - I never thought I would ever hear someone worry about KSP overcrowding, considering how empty KSP1 is and how vast the actual Universe is and that we're talking about hundreds-of-kilometers sized planets and moons. If it's really that successful that we don't have sufficient space to build colonies (even on the ocean) then it means that the game is a massive success. Then we have an extra reason to go to Duna. And I believe we should be able to place a first-to-plant-the-flag stake on an area. It's extra motivation for the space race. And if I arrive later, I can admire the Elders creations. But we could have tourist colonies in the best places and buy trips to go there. Anyway, building a colony in KSP is not easy, it takes time and resources. Besides, I don't know if MMO's actually place everybody on the same server - player base can be split by region.
  18. Build faster rockets, have a server speed multiplier option, make the Mun have it's own real-time bubble, use alarms while doing something else, sync celestial body positions when making orbit but keep them stable when on the ground so you can fast travel even to a visible object such as the Mun etc. This is a matter of details and I don't have all the solutions. But it's a path towards a greater vision for the game. To which you yourself gave the answer: Don't you see the beauty of an active universe, of us all building and playing together, meeting at some cool colony and admiring the crafts we created, being inspired? That's the whole point of KSP: if you've had enough, head towards the stars!
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