-
Posts
607 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Talavar
-
Possible Solution to the Multiplayer Issue
Talavar replied to Tex's topic in KSP1 Suggestions & Development Discussion
Good troll. -
Possible Solution to the Multiplayer Issue
Talavar replied to Tex's topic in KSP1 Suggestions & Development Discussion
just try DMP. you'll understand afterwards. -
Possible Solution to the Multiplayer Issue
Talavar replied to Tex's topic in KSP1 Suggestions & Development Discussion
Greenfire actually is correct. Just move to his comment... At this point you simply need to try DMP.. making arguments about something, while having no experience with it, is pointless. You'll answer all your own questions in one sitting with a buddy. -
Possible Solution to the Multiplayer Issue
Talavar replied to Tex's topic in KSP1 Suggestions & Development Discussion
No, if you can't time warp when docked to it, there can be no paradox.. that's exactly what I was saying.. and I said "If they implement those 2 lines of code, it would make it solid" .. But if you ignore what I said, and then say what you want, I guess that makes it valid, I guess. Double edged sword.. You just don't want it to work. pretty simple argument.. anyway, I'm out .. peace. -
Possible Solution to the Multiplayer Issue
Talavar replied to Tex's topic in KSP1 Suggestions & Development Discussion
Yes it has.. with the time paradoxes.. they only have to implement the lines of code I stated to make it solid. it stops all problems. Go back and read my previous post.. I edited it to help make sense out of it. In short, It can be done, and it can exist without time paradoxes. I have enough faith in Squad's ability to actually implement it. We all know they're talented. My couple thousand hours in KSP can attest to that.. lol -
Possible Solution to the Multiplayer Issue
Talavar replied to Tex's topic in KSP1 Suggestions & Development Discussion
DMP handles the time problem. See last post. They simply need to apply it to the default game so it removes the movement issues. -
Possible Solution to the Multiplayer Issue
Talavar replied to Tex's topic in KSP1 Suggestions & Development Discussion
The timewarp problem was already addressed in DMP. It's really simple. I suggest trying it out. It works fine as far as the timewarp problem goes.. it's just how DMP handles the movement that is the problem... if MP was incorporated into the game itself instead of being pasted on top of it with a mod, it would already have been successful. 1 frequently. 2 only people who you invite to your server are on it. 3 generally yes, or we land at a space station on another planet near each other. 4 not that common (randomly) (unless you are around KSC, or a moonbase or something) however you are usually building something together (like an orbital station), so you see each other frequently. 5 As stated previously, you're with people who were invited to yourserver, so you don't usually encounter them at random points.. Rather, you're working together to get something accomplished. As for your timeline question, you're forgetting that player A has to throttle up his ship, and do all his maneuvers before he time accelerates... This causes his ship to leave your area.. Hence there is no ship left behind in player B's area. When he time accelerates, your version of the game would have his last known burn coordinates. so it's showing his travel in real time, until you time link with him. which jumps all elements in your game to his current time.. this updates your orbit to where it would be around the planet, and where the planet you are orbiting would be in his timeline. It works very well. The only problems you can encounter is if you're docking to something that someone is docked to in the future, then try to time jump to their timeline.. however, this is easily fixed by one line of code stating "This node is currently occupied in the future, timewarp will be unavailable until you undock again" The other version of this is if you are docking with something that was destroyed in teh future... Which you would get a similar message stating that it was destroyed in the future, and you cannot time warp until you undock from it. The other problem is the reverse.. If something is destroyed in the past while you are docked to it in the future... Which in this case, as soon as you undock from it, it simply vanishes in your future timeline. Over all though, these problem RARELY come into being. because people would generally have to time accellerate as much as you did just to get to the same point as you. Hence their past selves are still headed to where you are at. I seriously suggest Trying DMP. It will answer ALL of your questions just through experience. Honestly, the problem with DMP is how things move. As people move around each other, there is no movement easing, it updates in increments, basically destroying your character in its last known location, then rebuilding it in its new location.. this makes it look... well.. wonky.. and it really jacks up when doing things like climbing ladders. If therewas actual movement easing where the chracters actually move from point a1 to point a2 instead of disappearing and reappearing really fast, it would work much better. It can only be implemented by placing it into the actual game code.. the work is pretty much already done, all it needs is to be placed into the game engine itself, rather than being pasted over top of it, which causes alot of the problems. -
Both the steam FAQ and the Kerbal EDU FAQ still have multiplayer as a future development endeavor. Could someone high up in the chain please put this baby to rest, and either say "yes, it's still coming." or "That ship has sailed." Either one would lay expectations to rest.
-
On a MAJOR Skyrim kick atm.
-
Which means it's simply a brand-name mod. lol .. You points are valid, yet mine are as well. In the grand scheme of things, it really doesn't matter. For me, the DLC just isn't interesting enough to warrant a purchase.. Others will disagree.
- 1,169 replies
-
- expansion
- kerbal space program
- (and 3 more)
-
This video is from before they synchronized the weather system. But still.. it functions as intended! The server increases the amount of "extras", such as bandits, etc based on how many players you have with you. So it increases the difficulty through numbers. If there are supposed to be 2 bandits with one player, then there will be 4 if you have 2 players, 6 bandits if you have 3 players, etc... however, quest giving "named NPC's" will not be copied, neither will dragons, Only the typical garbage NPC's will be multiplied. If you kill a dragon, everyone gets part of the soul. Every player will be dragonborn... Players will be able to revive each other after battle is concluded, or you can choose to resurrect at the Temple of kynerath in Whiterun if your buddies can't get to you. Also, You don't have to stick together. You can go different directions.. I can go do dark brotherhood quests while you are doing the mage quests..Later, If I decide to go do the mage quests, then it will allow me to do them as well, and you can even come and help me, even if you already did them, as the requirements will still be unfinished for me.. It's a pretty impressive system.
-
Regardless, my argument still stands. If there is already a free alternative, You're going to find that many people use it instead. If there was mutiplayer support, it would then be advantageous to have the upgraded version so you could have the same version as everyone else. however, that point lies dead as there is none, which makes upgrading a moot point in my opinion.
- 1,169 replies
-
- expansion
- kerbal space program
- (and 3 more)
-
These guys have been working on this relentlessly for over a year. It's really impressive at this point.. FINALLY we can travel around and quest together like we always wanted. It's almost a reality! I've been following this for quite a while.
-
The majority people who make mods don't do it for money. They do it to enhance gameplay for themselves and others. This is just a cheap tactic to attack me in some way for my opinion.. However, That being said, I actually have donated to a few mods that I find incredibly impressive. Speaking of impressive mods "Being more on the fantastic side" You guys might be interested in seeing this. Completely off subject of KSP, but on the subject of impressive mods that deserve donation. And it's almost finished. This group has been working on this for over a year, and almost have it finally nailed down.
- 1,169 replies
-
- expansion
- kerbal space program
- (and 3 more)
-
We can already add new missions via Mods. even historic ones. Recreating history? So it's launching a specifically built ship into a predesignated alignment... We already do that.. New parts.. Mods.. parachute... Mods. Challenge players: we've been doing that for years on the forums. Nothing to see here.. Who in their right mind would pay for something that is already free? Come on Squad.. you can do WAY better than this.
- 1,169 replies
-
- expansion
- kerbal space program
- (and 3 more)
-
So basically, it's worthless.
- 1,169 replies
-
- expansion
- kerbal space program
- (and 3 more)
-
Will do, thanks Regex.
-
I haven't been keeping track of the forums here for a while. Anything new on the horizon, or Is it "finished" now and simply adding bug-fixes?
-
I managed to attach to it and slow it down to about 8300. It took a few reloads on the re-entry, but I got it after about 4 tries. Jebediah lives on! .. Thanks for all your feedback everyone.
-
lol.. they are still cooking. I only slightly circularized. Kerbol Per is 1.5 mill. My apo is still halfway between Duna and Jool. Meat is STILL on the menu! .. It's a good thing I had that oblator shield. Otherwise there would have been nobody left on the ship to actually eat the meat.. lol.. Still gets pretty hot in there when near Kerbol!
-
I've gotten pretty good with GA's, My problem on this one was that I didn't anticipate the speed at which I'd be entering Kerbin. lol I decided to go with a typical rescue.. I circularized the orbit as much as I possibly could and Im planning a rendezvous as we speak.
-
Anyone know what the absolute lowest possible peri is around the sun? I'm trying something.. lol I was just saying that regex.. lol
-
Here's a shot of my situation.. lol.. Don't have the nuclear engine yet.. lol.. I was planning on unlocking it after returning from this mission. Too late on my save for this one. I could try something after orbiting the sun once though.
-
yeah, if i let it slide past kerbin and orbit the sun.. it takes roughly 7500-8000 DV just to launch and dock with it and that is at it's apoapsis near jools orbit.. Atleast that's the calculation that I keep ending up with. Then I'll need a few thousand to get it into a more circular orbit that matches up with kerbin.. lol Already looking at my options with this one. I may be waiting for Jool to return... lol