dimmy
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Everything posted by dimmy
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Please ADD SUGGESTION thread for the mod! Mod also need to show: 1. Current distance to the end of savety buble! 2. Icon on the ship or EVA in space which player is controlling. So we can see where the real player is to meet him! 3. Button F7 to dissapear and appear mod main menu. 4. Version of the server in server list. And presence of non stock mods. (Letter [M] after them, modded server or not) 5. Variable distance to the loaded vehicles to the client from server. (Load if less 10km, or 20km, it meens to choose when showing triangle or full ship). 6. Ability show in list of chat players - current players in-game time (when in future or past, or synced to you). 7. Lock player clicking while beign synchronized not allowing to break process of syncing.
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problems with 0.1.1.3 F7 not working
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Also add button "test connection to server" which recieves server version, people in it and server game time.
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[LOG 10:14:56.347] [LOG 10:14:56.348] Aborting chat thread... [LOG 10:14:56.349] Aborting connection thread... [LOG 10:14:56.350] Aborting interop thread... [LOG 10:14:56.350] Aborting client thread... [LOG 10:14:56.351] Closing connections... [LOG 10:14:56.352] Disconnected [LOG 10:15:04.561] [LOG 10:15:04.563] Aborting chat thread... [LOG 10:15:04.563] Aborting connection thread... [LOG 10:15:04.564] Aborting interop thread... [LOG 10:15:04.565] Aborting client thread... [LOG 10:15:04.566] Closing connections... [LOG 10:15:04.566] Disconnected
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or this multiplayer project dies.
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what? explain
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Also please add button "RECONNECT" into the game while being playing. Not when exit and return.
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and please add reason for disconnect!
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Version: 0.1.1.2 Port: 2076 Num Players: 8/50 Players: Dimmy, lojoey Information: KMP test server Updates per Second: 60 Inactive Ship Limit: 20 Screenshot Height: 256 Screenshot Save: True but there only 2 players! not 8! is it a bug?
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cant connect to ts3.mb2.cz:2076 with client 0.1.1.1 and 0.1.1.2 client.
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Any-body upload any where archieve of versions server\client. its available version 1.1.1.2 but where is 1.1.1.1 ?
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so we need step by step manual to launch client and for server separately
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any progress? plans to do?
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you should check connection before all to test it and throw exception with detailed description what is going on: 1. dns ok, no connect: port error 2. dns error: no internet etc. Also, you should have a small app to watch your plugin and ascing to send email to you when crash happens. If need i can help with it... But it can be good experience to you )
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gluck to dev of this!
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So, as i read, you almost understand what i mean. =) But i mean something other: 1) Imagine that you using xenon engine (too slow for speeding up) and JUST starting warp to play to Duna. 2) Imaging that you left 1 minute of fling to Duna (it needs 20 minutes more to go to Duna in warp mode) 3) I created my ship at the time you decided to warp, but with a lot of liquid engines for fast speed up. 4) I set my orbit to intercept your ship while it is in warp! And launched warp too. 5) In 2 minutes because of using a lot of liquid engines my ship will be near your ship while it is being in warp! (before you get Duna) 6) When our ships be in 100km from each other there should be slow-down the speed (up to 4x as you is in the planet's atmosphere), or exit fromthe warp FOR BOTH SHIPS. If not to do so, then presence of "no physics" doesnt allow to collision them and hit each other. Guys, understand my question? What about to collision of your ship and mine while one of them being in the warp? Or is there will be the minimal distance limit between ships before to do warp? I think it should be. The minimal distance allowing warp. If ships are under of it then you cant warp! If ships go near each other, then warp auto offs! Dont think so? (If understand my poor english...)
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mmmm no. 1) i send ship to duna and waiting for friend there. 2) friend create ship and can intercept my ship in space while im flying! before my ship gets duna. so in my reality my ship is alive. but in friends "reality" (game) his ship intercepts my ship and crashed it. but if it will be as we saw on this great video, friend cant intercept my ship because speed of it is too high in is "reality" (game time). server saves time of each game for doing warp? so after warping we have: player1: 1day 12h 54m player2: 123day 11h 12m but in the multiplayer we have "1day 12h 54m [player1]" == ""123day 11h 12m [player2]" isnt it?
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im russian. sorry for english try to read it by the each word separatly...
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Im is development team leader (C++\ASM) so my question goes for looking troubles to solve. For example "teleport - when warp", etc. there are a lot of theory things to solve. Not practice. In this look of L.O.G. project it is some of them: When i created my ship and fly to the Duna and warped time to stop it when i will be near Duna... Server records it... In this time my friend created more fast ship and find more efficient traectory to Duna and fly to intercept me! Server LOG have record of my fly and get my coordinates in each day of my warp-fly. So, he intercepts my ship in 7 day of my warp-fly and destroy it... What should i get when turned back to the game? Destroyed ship near the kerbin (7 days of fly) or nearly warped ship from "cyberspace" whitout any attack on it? What questions have developers in this time in theory? How they will solve problem i described? Before something to program you need an algorithm what to do and how to do. For me... I think it's better create something as "cyberspace" for now. When player turn on "warp" - it dissapear and appear in 5 seconds in other place. What about different times and coordinates? Player with no warping should have the max time while he is in the stational orbit or should wait while other is warping... So it should take warping "rules" - allow to warp with interval every 20 minutes, or, for example, to have a warp-engine in the game, which cost a lot electricity and science to activate it. Theese are good questions to find solution for.
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Im is development team leader (C++\ASM) so my question goes for looking troubles to solve. For example "teleport - when warp", etc. there are a lot of theory things to solve. Not practice. In this look of L.O.G. project it is some of them: When i created my ship and fly to the Duna and warped time to stop it when i will be near Duna... Server records it... In this time my friend created more fast ship and find more efficient traectory to Duna and fly to intercept me! Server LOG have record of my fly and get my coordinates in each day of my warp-fly. So, he intercepts my ship in 7 day of my warp-fly and destroy it... What should i get when turned back to the game? Destroyed ship near the kerbin (7 days of fly) or nearly warped ship from "cyberspace" whitout any attack on it? What questions have developers in this time in theory? How they will solve problem i described? Before something to program you need an algorithm what to do and how to do. For me... I think it's better create something as "cyberspace" for now. When player turn on "warp" - it dissapear and appear in 5 seconds in other place. What about different times and coordinates? Player with no warping should have the max time while he is in the stational orbit or should wait while other is warping... So it should take warping "rules" - allow to warp with interval every 20 minutes, or, for example, to have a warp-engine in the game, which cost a lot electricity and science to activate it. Theese are good questions to find solution for.
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Is here be weekly development updates, MarkusA380? We are waiting for news! What problem do you solve now, how to help and etc?
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In game we can earn @science@, so we can unlock new parts. But when we do bad flyes and crashes it seems to be a lot of died kerbals and ships. My suggestion is next. To buy ship parts from the MONEY, which we can get by SELLing science. So we have to choose, earning a science to unlock parts, or sometimes sell the science to buy parts for building ships to do science. This makes the game more interesting because you cannot always burn ships and people. You need to try to do carefull flyights and return kerbals back. Its a very pity that kerbals "stupidity" doesnt claim a "torgue" when SAS is active. If less "stupidity" then more torque we have, more stable fly with ship we have. "Courage" should results on when kerbanauts are tired. Have developers same thoughts about this? In the suggestion list there is no something about buying parts for money and about stupidity and courage activity on the ship.