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Everything posted by godarklight
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I think I understand the LOG idea, but I can see it running into some... physics consequences. If I understand it correctly, the server keeps a "log" on what happens to all vessels since the start of the game. When you connect to the server, I assume the client downloads the log and "replays" it to get in sync with the server (as opposed to KMP which does not keep history of the past, but lets players play in different times). You mentioned you can time warp (and this will play-through the log as well, up to your current MET timer). What happens when a player in the future transfers a vessel to lets say eve, but I transfer it to duna in my current time (his/her past)? Are vessels that have been interacted with in the future banned from interacting with the world? KMP and L.O.G seem to be targeting different play styles, which is why I'm interested in it, LOG seems to be a different way of solving the multiplayer problem.
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@timmartland, you need to port forward if you want other people to join your server. Playing KMP alone defeats the whole purpose of KMP. The exception is hamachi, but try not to even think about hamachi until you are cursing your router - port forwarding is much better. @mechkerbin yes, but if you modify your parts list file be polite and don't launch mechjeb ships on servers that say they are stock. 0.1.5 will enforce this server sided so there will actually be a difference between stock and mod servers next update. Mechjeb spams warp which is known to cause problems with KMP. Ghost ships... Also it can't rendezvous to players correctly. @inigma. The debris fields on pomcorp were very lovely, 200 probes and 250 debris. You might want to report that bug EDIT: If you pay close attention to the version field on the public KMP server list, you will find another new feature for the next update -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@tetryds: I think that's a KSP limitation, Vessels outside of the 2.5km? limit in atmo get destroyed (only locally) as far as I know. You should be able to see each other landed however (if you are outside of the safety bubble) @TimMartland: Give reddit a challenge, reddit loves challanges: http://www.reddit.com/r/KMP/ @Madopow2110: Windows users can just double click KMPServer.exe. Linux users are generally skilled enough to type 'mono KMPServer.exe' into Konsole. I feel sorry for the mac users, it's very possible to run but (the server) seems quite unstable. Unfortunately I've been shaped until the new year, so I've been unable to stream the development version of 0.1.5. I cannot play on the public servers either I have another suggestion for a challenge - KMP should be capable of this by now (provided you don't get hit by bug #455): 1. Find a friend (This shouldn't be too hard for most people) 2. One person launches a lander suitable for a chosen planet (easy mode: gilly, medium mode: ike/duna, hard mode: moho). The other player launches an interplanetary transfer stage. 3. The 2 players rendezvous and dock in orbit around kerbin - This gives docking mode a good test. 4. The transfer stage player takes the lander to your chosen destination and does the orbital injection. (Landing player will be spectating) 5. The transfer stage player then undocks the lander and EVA's his/her kerbal into the other players lander. 6. The landing player then deorbits and lands. EVA's both kerbals and plant a flag for reasons. (Transfer player will be spectating during the landing) Bonus points if you make it back to Kerbin. Extra bonus points if you manage to dock in docking mode, instead of one player waiting at tracking station. Extra extra bonus points, and bragging rights if this all goes off without a hitch without a kraken attacking either player. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@aftokinito, thats bug #455. https://github.com/TehGimp/KerbalMultiPlayer/issues/455 It's been around for a while and it's proving itself a little tricky to figure out. I believe the current workaround is to not switch or warp (or undock maybe) until the out-of-warp sync finishes. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@AlchemicalAgent, It's copied from start.sfs, so no matter what you do to it on the server, it shouldn't cause any problems. Can you pastebin your KSP_Data/output_log.txt file (Preferably running with the -kmpdebug switch)? If it's a bug it you should also post it on the github issue tracker - It's worth checking out. @aftokinito He has his server advertised in the IRC channel with the same domain name as this: http://www.phonicuk.com/Software/Default.aspx Also github is quite helpful: https://github.com/PhonicUK He also happened to be the person that gave me the info I needed to implement IPv6 support (which seems to not work on windows?): http://stackoverflow.com/questions/16300388/whats-the-difference-between-ipaddress-any-and-ipaddress-ipv6any-fields I bet money you're right aftokinito, but you may also be going mad too -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
I think it's quite useable now, but I may be significantly biased as I only play on the dev server to keep an eye on any regressions. I'm fairly sure gimp was watching my stream when I docked to another player. We didn't see any bugs so he tagged 0.1.4. Unfortunetly that let #455 slip through... Docking with other active players works just fine, you need to have fairly low latency as you will see them jitter around a bit. If you are decent at docking you should be able to do it, one of the players goes into spectate mode. EDIT: People seem a little unsure exactly what sync does. It's basically "Time warp to another players time". If that puts you inside of another planet, Bad Things will happen to your spacecraft. You can only sync to players in the future, no sync button means you are already the most chronologically advanced player. Only pitbull can go back in time. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Because there was no changes in the server at all, so it wasn't updated. 0.1.4.2 (the client) is a bugfix for the VAB bug. It connects to 0.1.4.1 servers. You could still grab the 0.1.4.2 server from my build server, but there is no point, only the version number changed. Also keep in mind 0.1.4 is for 0.22 clients, which is incompatible with 0.1.4.1 and 0.1.4.2 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@pwnbot9000, sounds like something wasn't installed correctly, check that you have 0.23 installed with 0.1.4.2 @tetryds sounds like a bug to me, I know. deorbiting vessels works however. It may already be on the issue tracker. @b0s Gimp just commited a fix that may resolve this - workaround for the moment is to not warp while in docking mode. @Skamp sounds like b0s's bug mixed with a bit of #455. Should be fixed in 0.1.5 Some very nice things are coming for 0.1.5 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
A few pages ago I was skeptical about PC Gamer article because it didn't cite sources. Here's a reliable source: http://forum.kerbalspaceprogram.com/content/239-KerbalKon-Announce -
Hocgaming had KMP installed. I'm working on KMP, but I'm still interested in this project - you guys have nice surface interactions. Keep going guys!
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@dj_jg, try to fly another players active vessel, or a private one. In the case of another players ship, if they leave it you get control. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
The sync plate is actually a client side thing, it's copied from start.sfs, feel free to delete it all you like Gimp, If you rename it to "Russel's Teapot", you also have to make it look like a teapot. I'd like to summon whackjob because I love his builds but the whole KMP part limit thing would seem unfair to him and most likely make sync times horrible -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
You can change the ip binding by '/set ipBinding a.b.c.d' but you only need to do that to run 2 servers on the same port. It's much more likely you didn't type '/start'. It caught me too the first time... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Psycix: That's what 0.1.4.1 is going to target, It should be a fairly fast update. In theory 0.22 and 0.23 clients will be able to connect to the same server as protocol changes aren't needed, depends on how gimp goes about things. @GodsPrototype: KMP has been available since late October but this is the first build that seems stable enough for me to use. There's still krakens to experience, the most notable for me would be the "marked as occupied when it shouldn't be" bug. We thought we fixed that :-/ @BraciaB: A hidden SyncPlate probably makes more sense, I actually had to google that @Tery215: Voting can most likely be abused, Cleaning up the server atm is an admin job, autoDekessler is important, and I'm going to see if I can add name matching to the /deleteship command (It only takes a ship GUID) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
'netstat -ano' should give you a good idea, It works on both windows and linux it seems. I still suspect another KMPServer to be running though. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@epicphoton The administrator thing is because of HttpListener class, linux doesn't require admin for the server. "The process cannot access the file because it is being used by another process" suggests you are all ready running a server on that port. If you want to run 2, you will need to change the port number. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@TimMartland You've been ninja'd about 20 times already http://forum.kerbalspaceprogram.com/threads/55835-KMP-v0-1-4-0-0-22-wip-alpha?p=835683&viewfull=1#post835683 http://www.reddit.com/r/KMP/comments/1stxu8/congrats_sean_youve_made_it_official_multiplayer/ It was also mentioned about every half hour in IRC. They still haven't fixed his name in the article - it's "Shawn" . I haven't seen any official announcement from squad, but I didn't really watch kerbalkon. This casts some doubt for me: https://twitter.com/jo_shadow/status/411508560367853568 @tetryds Atm the server is CLI, someone was making a server GUI, but I'm not sure who or if it ever got released. I didn't find it on spaceport -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@jay1_1, Proper server-sided mod control I'll let gimp do the honors -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@magnus333, We still haven't worked out who that "Sean" guy is : https://github.com/TehGimp @Peder I'm going to look into some type of program for 0.1.5 that connects to a mod server, copys the mods you need for *that* server (you probably will have to have them sitting in a local folder) and then starts KSP. It appears that transferring mods directly from servers is a bad idea for security reasons. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
I'll have to check this before 0.1.4 release, but localhost may incorrectly resolve to ::ffff:0.0.0.1 on mac or linux. 127.0.0.1 or your lan ip will work still. I'll commit a fix if localhost doesn't resolve properly. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Helix, By default, the client will not let you launch any ships with modded parts (stock ships will still work). However if you change KMPPartList.txt, you will be able to launch mod parts (unfortunately on any server). Ryan's coded a nice server-sided-mod control feature, coming in 0.1.5... @Ethapus, It might sound a little silly, I've made this mistake before, but did you actually start the server by typing "/start" after running the server program? -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
You only need to specify a bind IP if you are running multiple servers on the same port. In the dev client ::1 resolves to ::ffff:0.0.0.1, I've yet to fix that but not surewhy it happens. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
The readme might contain a few errors too... By default your ships are public. If they can dock to your ship they would get control of it anyway, that's why there is only the one option for it. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
It should probably be mentioned that those dev builds do go out of date quite quickly, and if you are using them don't be afraid to hop on IRC, more eyes testing should mean less regressions. The current build will be very close to the 0.1.4 release, and should remain compatible with the release version. Not sure if these are blocking release, but occasionally things get duplicated and sometimes things get marked occupied when they are not (a reconnect usually fixes this though). 0.1.4 has come quite a long way though, spectate and docking positioning are probably the two main features. 0.1.5 will bring server sided mod control, which has already been coded -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Skamp_X, I'm still new to developing, but I imagine we won't have to do much more than compiling against the new UnityEngine.dll file and add to the KMPPartlist.txt file to update to 0.23. @seb-eisdrache Haven't had a chance to test this yet, but I believe players in the future cannot be interacted with. Even if they can, I'd still expect the ship to be seen around the mun's SOI even without syncing. Best way to find out is to try it yourself (I'll give this a go when I'm streaming later).