Peder
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Everything posted by Peder
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download and use the dev version. It solve the problem about science. http://chrisand.no-ip.info:82/kmp/
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Thank you very much for making a new version ;-) Small advice for people who cannot "save" the mod list. When i the first time ran the program v.3.0 from my desktop I could not save the mod list. But after moving/extracting the program in the kerbal space program folder and run it from there, then everything work perfect.
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0.23 career mode I need more science
Peder replied to ctbram's topic in KSP1 Gameplay Questions and Tutorials
I like to recommend that you build some small propes that you send out into the solar system with the only purpose to make fly by's and send back data with the radio. This will give you allot of science points very fast ;-) A small "hint/cheat"... when you do science with a kerbal on eva, then for example take a surface sample and right click your ship and click "store"... Then take another sample and leave it on your kerbal, and also do not put your kerbal instide your ship again... If you now end and delete both the ship and kerbal you get x2 science for eva report and surface science. This only work on kerbin, and I think you should have done this from the start since you now already done most of the science on kerbin. -
Hello. When I use your program, I can only find 4 out of my 5 mods. working..: mecjeb2 kas kmp ( multiplayer mod ) kethane I think there is a little problem with the mod below. For some reason when I use your program the mod folder do not show up in the list..: 0.23 docking port alignment indicator (version 3.0 ) http://kerbalspaceprogram.com/dock-align-indicator/ Thank you for a good program/mod Sincerely Peder
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hi. I player a few hours alone on my server testing the newest client and server Build date: Sat Jan 4 03:43:47 UTC 2014 ( maybe you fixed the above in your newest build? ). Anyway i am happy to report I did not have any extra kerbals or ships that duplicate them self, and not even science that disaper. I also tried to shut-down and start the server again, and in the previous build when i did this I would instant get duplicated crafts, but now everything seem like it work perfect, and I do also not loose science ect. So I think the Build date: Sat Jan 4 03:43:47 UTC 2014 is pretty stable regarding the above issues so far But I need to test it a bit more with players also...
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Hi. We have just finished a MP game with the new 1.5.0 and i have some questions that i hope you guys can answer ;-) The server run 1.5.0, and we play with a few mods ( mecjeb, kas, kethane,KMP,squad ) Server run in career mode, and all of the mods load fine and are available as expected ect. 1). When playing career is it normal that the players individual unlock their own tech tree, and are not able to "share" their research points with each other ? 2). If I turn off the server ( /quit ) and turn it on a few hours later, then the very first thing that I notice are that all of the ships that we deleted in the past have returned. For example when I load our game there are 25 ships that need to be deleted manual again. Is this normal or do I maybe have to write a special server command when I start the server ?? I start my server with the commands /mode career /start Thank you all for answers in advance ;-)
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hi. This is how I made mods work..: 1). visit http://forum.kerbalspaceprogram.com/threads/57284 and download that java software. - Run the software and choose all of the mods folders you like to "include" and save the output text file on your desktop so it is easy to find. 2). Open the new text file and copy the long list of mods. 3). Find your kmp server folder ( you need to have run the server one time minimum since it create a file you need. ). AND i recommend that you make a New server that was never used before. 4). Find the text document named "KMPModControl" and open it. 5). At the bottom of the file there is a long list with part names. Remove the entire list of names and PASTE the new list with all of the new names you made in step 1. 6). Now you are ready to go with mods The following example will start a new game as a career. 1). Start your Kmpserver.exe ( run as admin ) 2). type /mode career 3). type /start I hope this answer your question ;-)
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I can see that 1.5.0 is now released..... Looking forward trying it, and see all the new features. Thank (you)all for this great mod.
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Milestone v0.1.5 is = 95% complete, and is Due in 7 days according to this page -----> https://github.com/TehGimp/KerbalMultiPlayer/issues/milestones If I recall correctly this will be the update that make it more easy to add mods among other cool things. ;-)
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- Hi and welcome to the forum ;-) I do not know if someone are making such a material mining mod, only thing i know of is a mining mod named " Kethane " that allow players to drill in the ground and extract kethane and then convert it to fuel/mono. I personal like this mod since it is simple to use. Regarding making a material mod that look like the one the developers talked about, well it do sound interesting but I do just like the developers fear that it will be a bit difficult as a player and maybe make it less fun to play the game if there are to many different kinds of materials.. SO i do understand why they did not put it in the game, simply since the original kerbal need to be for "everyone" and not just very experienced players. I like to suggest to keep it simple, and here is an idea. - You need a scanner to be able to find the material from space. But the scanner do not need to be to powerful. The reason are I think it would be more fun if people need to land in a resource area but have to example drive a little with a rover to find it and so to speak "work". - I also like to suggest that there only are 4 types of material. - And all resource locations on a planet should have all 4 materials, but in various % concentrations. For example iron is 20% pure in this area, and 40% pure in another area. So what ever the player need to mine, they can choose to focus their attention in the specific area.. - maybe there could be like 4 resource places on a planet and they do not even have to be that large. That way people also need to work a little harder with their sattelites to find it. But as you can imagine, the resource mining mod can be interesting, but I think it will mostly be for very experienced players who build advanced spacecraft.
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Thank you for sharing, i think it look really cool.. 3 kerbals = MP 1 Kerbal = single player I like it ;-)
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I like the idea about a hidden sync plate, so that people by accident do not delete it.. Im not aware if the auto clean up by the server skip the sync plate.
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Yes it is fantastic that squad want to make multiplayer ;-) But I also like to say thank you very much to the Sean for making multiplayer a reality before squad. I cant program my self, but I know that making multiplayer is no easy task, and im really amazed that you where even able to do such a thing as a mod this is very rare to see anyone do that ( maybe becoures most game are locked and not mod friendly ). Well im just really amazed and like to say thank you for spending your free time making a mod becourse you love the game ;-) We really appriciate it and looking forward seeing the next version where it might become more easy to add mods. - A little suggestion. If possible it would be nice if the server get one or two mod folders "like the ksp directory" and then when someone connect to the server the client and server will exchange mods so the client always get the mods installed on the server.
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he he Ships in orbit are able to dock to each other and "hit" each other, so I would say yes you can crash into each other with rovers also. It do however require that both of you have low ping and are in sync. A small suggestion. Build a rover and then put it on a rocket.. Now fly somewhere far away from KSP.. I like to suggest that you fly towards the nearest mountains near KSP and then when you cross the mountains release your rover and make it fall to the ground using alot of parashutes. When you land then park your rover and "update/sync" if you can... If you buddy can see you on the map then I think you can see each other. Now your buddy should do the same and land near you and "sync/update" and now you can try to crash ;-) Actual now that I think about it.. I saw on a mp server that people had landed at the small island off the coast of KSB where the little airport is located.. So I think people there could play together and see each other..
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Please correct me if im wrong. you cannot see each other if you just drive arround at KSP, you need to go far away and example fly to another part of the planet or go into orbit. I think there is an example 50km bubble around ksp where you cannot see each other. ( I think i read it somewhere, but I cant find the info about the topic, i could be wrong ). Another advice.. When you leave kerbin and example have rovers on the mum and you cannot see each other. Then open the menu and press "sync" and a few moment later you should be able to see and interact with each other. ;-) One of you can also try to time accelerate for a while if the sync buttom do not show up, and then all players will have the time reset to the server time and play in "normal time"
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From the Techical FAQ.. It is not a specific answer but I hope it can help you a little. How performance-intensive is KMP? Will my machine that already barely runs KSP be able to keep up? While KMP does all it can to lessen the load, including doing as much work as possible outside the main KSP thread in order to take advantage of multicore processors, the demands of receiving physics information from other players and keeping your local game in sync are significant. You can expect a substantial FPS drop and even severe physics lag in some circumstances while playing KMP. If your machine struggles to run KSP, KMP probably won't work well for you.
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nå ja, jeg synes også at modden kaldet " mission controler" hvor man skal løse missioner og tjene penge er hammer godt ;-)
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Jeg er også dansker ;-) -Jeg laver lidt af det hele incl. baser/rumstationer. I den senste tid er der gået lidt sport i at lave gen anvendelige raketter som jeg kan få til at lande i basen igen, og så leger jeg lidt med fly for tiden.. Jeg bruger slet ikke mechjeb osv. for at beregne men gør mig mine egne erfaringer og prøver at gøre alt realistisk via. mods så som "remote tech" hvor man skal sørge for at kunne sende og modtage signaler hele tiden. Det er dog ikke meget jeg får spillet da jeg hver eneste dag tænker jeg gide ikke starte det vilde op for 0.22 kommer i morgen, og imorgen og imorgen... sådan er der gået flere uger... Men håber 0.22 kommer f.eks. tirsdag ;-)
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Space Station Ideas?
Peder replied to RocketScientistsSon's topic in KSP1 Gameplay Questions and Tutorials
tip..: Try to put 3-4 battery around your docking port. place the batterys so that you can see the green light.. This make it look kind of cool and can be a little help. I also like to suggest that when you get near the station then try to use your navball, this can make it a little more easy to line up from a distance since when you do it visual it is hard to judge if you are to high/left/right ect. Docking take practice... I also like to recommend that you try some of the missions/challenges that you can find in the main menu.. one of them let you undock another ship and then you can practice to fly a little away and do some manuvers and then return.. This is good practice. -
CPU Performance Database
Peder replied to DMagic's topic in KSP1 Suggestions & Development Discussion
Here are my result ( csv file from fraps ). zip file. http://gupl.dk/699676/ fraps. Frames: 30604 - Time: 741972ms - Avg: 41.247 - Min: 10 - Max: 63 system..: windows 7 64bit ultimate core i7 980x ( 3333mhz ) 12 gb ddr3 ram 2xvertex 3 ssd harddrives running in Raid. ( steam/kerbal installed on this drive ). nvidia gtx 780 from gigabyte ( oc version ). -
Things that NASA never said at a press conference.
Peder replied to FlamedSteak's topic in Forum Games!
Rumour..: * There is a rumour that Nasa on purpose design space craft with life support, while the kerbal space program do not focus on such detail.. Nasa..: This is true, since Humans need oxygen, Kerbonauts do not. ;-) -
I try to keep it realistic. But in general Im an experienced player and often build the same rocket to get into orbit.. And if I go to another planer I normal send down a probe or a rover first, and afterwards make a kerbonaut landing.
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It's a sin... Im so old that I cannot remember what version of KSP that I played the first time. That version was a bit limited and forgot about KSP for a long time. But in 2012 I finaly found KSP again and bought it.. I dare to call my self a KSP Veteran. ;-)
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I saw a documentary the other day about Australia that had bought the f35, and now they actual regret it for various reasons.. One reason is the price, another is that the fighter pilots where not satisfied with the performance since many other jets could actual easy outperform the f35. But one reason that some nations still consider the f-35 are due to political reasons, and the fact that if the airplane do not sell enough it will litterly be a bomb unde the economy, as well as the huge companys that developed the airplane will have some serious trouble. So in the end i think that some nations including Denmark unfortunatly choose the f-35 becourse of the above, and to secure a few industry contracts pr. delivered plane. Personal I hope that Denmark will NOT buy the F-35 but instead buy the F-18 that have proven it self. There will so to speak be no unforseen costs, and we know what it cost to operatet it and what it can and cannot do. But I also like the Swedish Griben next generation fighter.. It is also rather good and alot cheaper but also very new and in development. Anyway a small country with a limited budget should go for the reliable product rather than something brand new. Other than that, I belive Denmark and other small countries do actual not need an F-35 or stealth that much... It is nice to have in an attack war, but to be honest modern countries do actual these days have radars that in some cases can detect stealth airplanes, but ofcourse it make it harder for missiles to lockon to their target.. And finaly, I belive fighter jets are about to be obsolet during the next 50 years... We will in the future only need a few manned jets to inspect airliners and other stuff. And in like 20 years from now defence would be long range lasers that can take out airplanes in a few secounds. Attack will and defence will be a combination of lasers and energy weapons, or maybe even energy weapons from orbit. I belive many nations have som rather serious weapons already that we will first in use in "Real" superpower wars.
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velkommen ;-)