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KSP2 Release Notes
Everything posted by Jatwaa
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Hmmm, doesn't take that much to run KSP, mostly make sure you dump RAM at it because on PC it means possibility for mods. 16GB would be golden. Newegg is in AU and I think Amazon. If you feel comfortable building one (or he does or there is a friend who can) I would say get the components. But many of the current stock systems on Newegg, TigerDirect, and even Amazon should be able to run KSP. Be it, Intel i5/i7 or Ryzen (I am an AMD fanboy personally) I run an AMD 8350e but a Ryzen 3 or 5 would be better for future upgrades. A Ryzen 5 would run around $150 USD, drop another 130 or so on 16GB RAM and a 256 SSD can be had for about 50~60. Will need a Motherboard too, estimate about 100. These are just spitball. Video cards...maybe a NVid 1060 or NVid 1050 would be good. Some would run a NVid 1030. I still use my 970GTX, I am cheap. BUT! this would be if you wanted to build. If you build, you would need an OS and all. The estimates for a build with cutting corners still leaves you without support. All together to build a cheap decent PC would be about 700 if you cut corners or Check for similar specs on Newegg and other sites. Two that catch my eye in the said price range are https://www.newegg.com/Product/Product.aspx?Item=N82E16883289009 If you want to save a bit, but you would also be using an APU (less cost, shared resources, good for starters, may have problems with FPS later) https://www.newegg.com/Product/Product.aspx?Item=9SIAE4N7MS5099 If you all have more time, check out the other sites as well. Someone Intel savvy check the Intel world of things.
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Aye, if the controls for piloting the craft could be sent to one "Channel" inbound/outbound whilst the rest of the controls are sent to the second "Channel". Thinking crazier, the option have a toggle, Pilot\Co-Pilot that can be adjusted on the fly to give/take controls. For security, it could limit to LAN only and force uses to use a VPN/Hamachi to partake (unless you felt like coding public access pages)
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@DanGSun If this works like Client\Host, would it be possible to have the Output separated sending some of the controls to a second Client? Then the secondary could manage the controls permitted whilst the first has a separate set of controls to manage. They could use Hamachi to make life easier to code the two outputs. Would be an interesting Pilot\Co-pilot experience
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Yeah I don't see why not, this can be done pretty easily.
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Since the game is in Unity, I wonder how much effort it would take to enable such as the below in the worlds https://assetstore.unity.com/packages/tools/terrain/ultimate-terrains-voxel-terrain-engine-31100 With the vegetation and possibilities of adding caves, destructible terrain, and randomization this could be a fun and unique way to put a spin on the existing game. Imagine starting with a default Seed and then offering random seeded worlds which can be shared and explored in the community. Infinite adventures and places to see and still with the vanilla terrain available just a seed away
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As someone that has played on Dark Multiplayer, Syncrio, and Luna Multiplayer and hosted a server with each, I can say that it is indeed possible, albeit with a bit of re-coding to permit the hooks properly. Take some time and talk with the Devs for it, they have great ideas on how to make it possible. Synchronization between games has even been tackled. LMP uses subspace and it works great. Interpolation in LMP as well predicts the location of a craft offering smooth craft positioning. When many people hear "Multiplayer" they may be thinking "Forced Online" or "Online Only" or "MMO". No, not at all. I wouldn't mind the option to have Dedicated Servers and clients that have the Option to connect to them. DMP and LMP have been able to pull off some amazing feats in getting users able to sync with relative accuracy, but of course there are issues. It's a mod and the game isn't built to make such happen with ease. Refer to my "talk with the Dev of DMP\LMP" statement. They have the answers, most here just see the problems. Many of them are already tackled or they have ideas on how they can be tackled. After over 6k hours in the game, yeah, I feel like I have done most things, several times, but the ability to game w/others brings infinite variables into the game. You never know what others would do, my airplane was cut in half once when we where trying to fly in formation. Another time I flew a helicopter around a rocket as it lifted off. Once, we flew 8 crafts in the KSC airspace and nearby mountains. Have you ever landed on Minmus and watched another player land next to you? It's a feeling like you are not so isolated. Some play for single player, cool, I do at times as well. I get that. But, you cannot assume that others as a majority would never use it if it was available. The game has created a community that comes together to play a game separately and shares the experience. Why not offer the opportunity to play a game as a community with the Option to play AS a community? Space Stations bring together people of various nationalities and backgrounds and allows them to unify together. Multiplayer as an option allows for the same in game. We come together from all over the globe and play in LMP or DMP and laugh in amazement as we see another craft piloted by another player half a world away. If you wanted to play single player and not partake, fine, do so, but unless there is an accurate count of who would be for and who would not be for such a feature, we should not assume that everyone, a majority or minority is for or against such a feature. The fact that it has been requested so many times should be a sign enough that it is a feature worth another look. If not soon, then down the line when the game and Squad is ready to do so.
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Multiplayer in KSP 1.8
Jatwaa replied to popos1's topic in KSP1 Suggestions & Development Discussion
I think DMP and LMP have already shown that it COULD work, but my time in talking with the devs show that KSP itself would have to change in a fashion that would take some rewriting. Time warp - Handled in LMP and DMP as options per server. Read the following for great detail: https://github.com/LunaMultiplayer/LunaMultiplayer/wiki/Timewarp Physics - yes, this would be a problem. But only if EVERY part was considered as a part that needs to be calculated. If you take a craft that has 200 parts and calculate it as 200 parts then add in 5 more, yes, it would be a bit of a hassle. Or have the 200 part craft calculated as one part, combined mass, shape and drag. As parts are detached, recalculate. Make this an option. Can have the server assist on the physics calculations as an option. There are ways (probably better than what I mentioned) to handle this, talk with experienced implementers who have experience to determine the feasibility. This is a speed bump not a wall. Mods - LMP and DMP have shown that Mod Control is feasible via DMP\LMP ModControl files designating what is approved and not. They also have the option to allow the craft to fly or not and to prevent access to the server altogether without the appropriate mods. Trolls - It happens. Have a backup procedure built into the server as well as a Blacklist and log. If the person is found to be a troll, blacklist them and roll back to the last save. Leave it up to the server hosts to determine if they will list the trolls on a website of shame/warning. The ONLY problem I would find would be the Syncing of the physics. But, if the server could have a hand in that, it might be feasible enough to sync at a descent speed. In testing with LMP, we have landed crafts on crafts and docked in orbit. The server I host has a 1ms sync set, it can be very fluid at times, but part counts w/physics tends to cause hiccups. For VERY large things, we still weld. Part count is the killer with the way they are processed. There are only so much re-skins that can occur. I had more fun playing in DMP\LMP with KIS than I had in years, and I am over 6k hours in now. Currently I play LMP with mods and when we keep part counts low and fly together its amazing. One guy flew to orbit behind another guy, following him to orbit. To me, that is well worth the risk of multiplayer re-coding. -
Interesting, something seems to conflict with IntakeLqd. I'll take a look when I get in
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It is indeed! I am working on such along with a probe sized. 625 as well. Stay tuned!
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Thank you Kottabos, I am glad I can offer back to the community in which I feel at home. Makes me thrilled that people enjoy the mod I have seen the same, but the issue is how it's being calculated. For now, I just ignore the feature as even KER has the same issue. Electric charge isn't really consider it seems. I don't want to modify EC too much.
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I do need to isolate it down to just EC, but there are no other changes that I applied to the resources. The only change was EC. I'll move the file, tbh, it was supposed to be in a Resources folder, just slipped my mind. I need checklists badly when doing these things. I'll task myself in cleaning it up and posting an update.
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If there are mods affected by it, let me know. The change shouldn't affect anything, but if it does, I will attempt it in MM.
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Indeed, the science behind these are DEEP into the Science Fiction realm. Those that put actual science against it will find that the science would disprove such technology rather than prove. This is just to have an all electric engine, nothing much more or less. The dV stats on these are off the charts. The original reason for this was for electric propellers (very low powered)....But I ran into an issue with a non-Firespitter blur disc (since I don't have the time to figure out the motion blur effect I found.) Thus, this is all fictional. If I ever figure out the propellers, those would be more based on realism. Easy, rather than using MM to patch multiple things, I used one file that matches EC almost exactly, in so much that it doesn't affect much else in the game. One file, no MM patch delays and same effect overall.
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I didn't make the engines based on any actual real life counterparts. There aren't any. Also I noted "what if it worked" these are a far cry from being realistic. They are simply an experiment in modding that worked, some were asking for it, thus here they are. My understanding of electromagnetism and the science and rules behind propulsion are fine, but, again, these are not based on real life. Come on, I have Star Trek nacelles, hahahaha. This is a fun fictional work, take it as that and nothing more.
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Newton is so yesterday. This is a thought down the "what if the Em Drive... Worked?"
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PURE Electric Engines You wanted electric engines without needing additional fuels, now you have them. This set of engines allows you to go FULL GREEN and only use Batteries and/or Solar power. OH ME OH MY! On Duna Helicopters now fly! Yes my friends, as of the last update to Pure, we are up to EC11! Added in are side mounted fans, Helicopter blades, EC RCS, and a high alt Trekker engine for REAL speedsters. Prosimian Productions has teamed up with us here and he created beautiful set of Star Trek based engines and they are fantastic! Take your builds to the next level with PURE Electric Engines! The basic engines have thrust based on the stock engine. EC1 "Pure" Max Thrust = 25 Size = 0.625 Comparable to Juno EC2 "PsyOclone" Max Thrust = 80 (125) Size = 1.25 Normal & Performance modes (afterburner) Comparable to Panther EC3 "Manleneto" Max Thrust = 100 (170) Size = 1.25 Atmospheric & ExtrAtospheric modes (orbital) Comparable to Rapier EC4 "ElecTrek" Max Thrust = 200 (400) Size = 1.25 Comparable to Rapier (Star Trek Nacelles) EC5 "ElecTrek Heavy" Max Thrust = 300 (620) Size = 2.5 Comparable to Rapier (Star Trek Nacelles) 4-18-2022 Added MOAR! Parts. This time for Rovers! 3 Wheels, 2 Chassis, EC Generator, Steel Beam, 2 Glass Panes, 1 adapter, 2 Lead weights! They are all tough as nails, so go all out and crash! Go from 0-40 m/s in 9 seconds and jump that crater! YOU are back in control of rovers and survivability! Embrace your inner Kerman Knievel! https://spacedock.info/mod/1998/Pure Electric Engines License: MIT
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@Darth Badie It's been an amazing trip and I thank you or all you have done! Stop by time to time and don't be a stranger Wherever you find yourself, rock it (rocket?) hard. #FistBump
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I finally fixed it hahaha. I need to get around to making new engines. Maybe propellers...
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They work separately. Moist is for those people that don't mind adding extra parts. SinkEmAll does the same without adding parts
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Interesting, then again, I need to update the MM that it is packaged with. Thanks for the heads up!
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You would need to close the intakes. Once closed, they no longer would increase the weight. To lighten the craft, you would need to then exhaust the ballast
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Tbh, since it's using stock modules that did not change between the two versions, it would work with either
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TBH, I prefer it to be manual as well. With the addition of the half ballast and half exhaust, I have been able to get near 0.01 m/s descent/ascent. It's not so bad. I may disable being able to hover over the ballast and see all the tanks. KSP chokes on it hard
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XD I built it at first to be used along side with the Maritime Pack. I definitely could use some help trying to make an auto ballast, I still am learning C# hahaha
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I learned lessons as well, the engines are dependent on a water resource that drains almost instantly XD hahahaha