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Bottle Rocketeer
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Since you alread answered yourself: Because of the Craft-File-Exchange*, the other vessel should look and feel like you would play with it. Exhaust should be there, and they should collide. Docking will be a bit tricky...i imagine a dock-confirm-system, like in the Scifi-Movies. If a player targets your port in a close range (100m or something), both players will get a bi-directional message in a "Master and Slave"-style. Both players select the style of docking -> Master/Slave -> if both select the respective opposite, docking ports will open and be dockable. P1 selects Slave: P2 will control the whole vessel e.g. attaching the new parts to P2-vessel (P1 loses control of his parts) P1 selects Master: P1 will control the whole vessel e.g. attaching the new parts to P1-vessel (P2 loses control of his parts) ... as long as they are docked. On undocking, the parts will be seperated to the player-IDs and everybody has their control back. *Craft-File-Exchange: When a player wants to push is vessel out of the VAB/SPH, it MUST be saved to a craft-file. Then the file-sync hits and seeds the new craft-file to every other player. Only the player who wants to start gets a loadingscreen, till every other client responds with "craft-file successfully synced". So every player has the same file and will see the same ship during the game.
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So iam going to mess around with kOS, but i still have some questions: is there a inline "-help" or "-command" to list all commands or something? and am i able to call (like dos-batch call) different scriptfiles inside another scriptfile? like when my ascent-script is finished, i would like to call my transfer-script.
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I dont mod, and iam a bad programmer, but heres my opinion about the synchro problem (and excuse my english-german-mixed-grammar): Whats in my head about positions: What your mod needs to force, is a 0-State. A time where the game starts in an initial state, where every position, rotation/angle, blah blah, from every object is set from a startvariable. Also every ship on the launchpad has always a same startposition, ALWAYS. Because you defined this position by placing it in the VAB So even when the game started a while ago, we could recalculate the startposition of the ship, like it would be placed on the launchpad right at the moment of game-initialisation. With these informations (6-axis + 3 angles) of the "0-State" of every vessel, we are able to calculate the same position for every other user from the actual position. (Where is the launchpad now -> where would have it been at 0-State -> calculated difference) All the clients needs to know are the 0-States as fixed variables and the real-time "Now-State". The rest should be highschool mathematics, since KSP doenst use n-body-problematics.
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Nice to know, but its not the best solution hm? Because in this case, i can use only 5 parts maximum?! 10 AG = 5 Move+ and 5 Move- And seconds as unit arent the best solution. Maybe i'm want too much, but degrees/steps like a stepper-motor are better ^^; Sadly there are no visible unique IDs for parts..
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Would we be able to access other moveable parts with kOS? Like programming Infernal Robotics parts to move?
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Measuring reentry heat
Metapher replied to Metapher's topic in KSP1 Gameplay Questions and Tutorials
As by now, even 99% of the debris is coming down in one piece. ofcourse they shatter to pieces, but they dont become pulverized in the atmosphere by the mod. -
[0.21.1] Ordan Industries Telescope! Last Updated August 23, 2013!
Metapher replied to hubbazoot's topic in KSP1 Mod Releases
The same bugs occur when i only use the Zoom-Hullcam. Idk if you use the same libary? -
[0.21.1] Ordan Industries Telescope! Last Updated August 23, 2013!
Metapher replied to hubbazoot's topic in KSP1 Mod Releases
So..works nice, especially the slow turning, but i encounter 2 bugs. (no kethane installed) Also i encounter a jitter if i activate the torque, is this a MechJeb problem? -
What are you using as "observer"?
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Measuring reentry heat
Metapher replied to Metapher's topic in KSP1 Gameplay Questions and Tutorials
Ok Maybe somebody wants to add your data to the wiki? -
Measuring reentry heat
Metapher replied to Metapher's topic in KSP1 Gameplay Questions and Tutorials
So due to the fact that KSP doesnt have solarwind implemented, we messure the real cold space? Thats what i got from Graphotron. And from the CSV (with height) edit: Deadly Reentry enabled...could it be compromised by it? -
Measuring reentry heat
Metapher replied to Metapher's topic in KSP1 Gameplay Questions and Tutorials
The most disturbing fact to me is: all graphs from Earths atmo tend to humongous "hot" values in the thermosphere, like +1200°C. And then theres your graph showing exactly the opposite xD