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jm764

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Everything posted by jm764

  1. Naturally the answer is still yes. Anything that is 1.X.1 or later is nothing more than a large bug fix patch to the main version. Also I run an open server for ANY STOCK AND MODDED INSTALL OF KSP install that will work with the latest DMP version here, so for those who want to join or just test DMP you can use it as well: https://docs.google.com/document/d/19pLlzakWGu-O8uK-Cc0IWXwgmxqUNQtie8eqCEankgk/edit?usp=sharing
  2. I am not certain if anyone has suggested this in the past, but I was curious if there could be in the next or future KSP release(s) a simple Vehicle and Subassembly name search in the list like the part search that was added in 1.1 so players with hundreds to thousands of vehicles and subassemblies saved, like me, could find vehicles faster than having to scroll through them all. If not, is there a way to mod it into KSP like the part search before version 1.1? Thank you for your time in reading this, Jason
  3. Also asking about the next release for a mod when people have already asked before is now prohibited in the forums. (Quoted from "Guidelines" post.) 2.3 Forbidden messages A-E... F. Messages that repeat inquiries about updates or content from modders.
  4. Ah that's good to hear. I'll have to ask Squad if possible, but if you want and have steam I can share my KSP copy with you so you can develop the mod during the 1.1 beta.
  5. I've been watching the streams for KSP 1.1 and I only have one question: Will you be updating DMP for 1.1 when it comes out, and will 32-bit players be able to play with 64-bit players? I really want to restart my server again, and with the massive performance boost having multiple players in the same area shouldn't cause as much lag anymore, plus we can use more mods with the 64-bit edition.
  6. Well there's a "newer version" of KG2 for 1.05 here which might help, but currently it seems to be buggier than this older version here: I'd back up your old KG2 version and saves before trying that version, if it doesn't work try running stock KSP with just KG2 then add mods back to it until it starts messing up again. Also i have a stable version available from my mod packs I made for 1.05 for my KSP multiplayer server that works just fine: https://docs.google.com/document/d/19pLlzakWGu-O8uK-Cc0IWXwgmxqUNQtie8eqCEankgk/edit?usp=sharing (NOTE: it comes with many other mods so it's not advised to use it just to extract KG2 from) ALSO I DECLARE THIS THREAD DEAD AS THE MOD IS NOW DEVELOPED BY ANOTHER AUTHOR IN THE LINK MENTIONED ABOVE SO THE MODERATORS CAN CLOSE THIS FORUM IF THEY WANT.
  7. You HAVE TO update the Kopernicus folder from the mod's version to the latest release. https://github.com/Kopernicus/Kopernicus/releases Same goes for the E.V.E. folder if you want to upgrade the clouds for the planets. https://github.com/rbray89/EnvironmentalVisualEnhancements/releases Yeah I figured, I'm kind of tempted to take over the updates for the mod if I could, but my coding skill are too sub-par to do that. I hope that he will come back or someone else will pick it up to update it for 1.1 in the future.
  8. Well I wanted to make a video on KSP multiplayer with DMP to show how it works for those who want to know more about it, but unfortunately time escaped me and the one I made isn't a that good of video compared to my normal ones so I'll have to redo it when I get back from vacation.
  9. Rather than tack each one of these questions individually I'll just answer them in the video as I show them. DMP already has many of these functionalities built in, but I'd be re-writing the manual for it if I tried to type it all here in detail. Well it's up to you to believe what you want, I nor anyone else can't change that. To clarify Squad isn't even close to actively developing multiplayer at all, and will always prioritize working on the single player experience over the multiplayer one. Just remember everyone multiplayer is technically nothing more than "single player" sharing the same resources with other "single player" games. Same applies to how DMP and SMP (probably will) works.
  10. Well multiplayer isn't for everyone that I can agree with, but I know for a fact that Squad won't FORCE you to use it. Beside if they did I think 80% of the fan base would just leave due to a stupid rule like that. I'm sure Squad wouldn't want to ruin themselves like Maxis did with SimCIty.
  11. 1. I've run my server with some fairly old/under powered computers and it runs fine for me and most people involved. Most of the physics is done by the player's PC for ONLY their currently loaded ship, the server handles the rest. Most lag is caused by multiple people being in the same area with their own ships and the server being unable to process all the commands fast enough for each person. I've run my modded ksp game setup just fine on a PC with only an Athlon 64 X2 4600+ dual core cpu, an on board Nvidia GeForce 6150 gpu and a Geforce GT 210 gpu card, with 4GB of DDR1 RAM, with out much lag even for large 500+ part ships. 2. Ships ONLY load if you have the mod. If you don't then the ship DOESN'T load even if you're only missing one modded part and/or resource. 3. The moment you start warping the game moves you to you're own "sub-space" separate from everyone else until you "sync" to another player or they sync to you so it doesn't affect anyone around you. 4. Yes, you're ship won't be loaded in anyone elses game untill it's about 100m away from the starting point. If your ship is 100m+ long then the entire ship must be that length plus 100m away. 5+5a. The save is both locally saved and copied to the server. You can change it in single player, but when you log back in to the server it will be overwritten by the server's copy of the save file. Ships craft files and assemblies will remain unchanged though. 6. The same rules apply as warping normally just in reverse. Even if you or someone else turns it off it still functions for everyone including you do to a restriction by the KSP game engine. The only problem is when you make major changes to your ship, kerbal, or someone else's ship then revert them. This make MAJOR ERRORS in the server save and will make it eventually corrupt beyond repair, thus quick load/save and reverting is almost always banned (but unable to be turned off) or ill advised by the server admins. 7. Works as it normally does, but due to some minor bugs expect to see 20 of the same kerbals magically reappear later. As it stands now KSP is technically not 100% suited (85% from what I've experienced with DMP) for multiplayer, but in concept real space agencies use it all the time to collaborate missions, launch payloads, etc. There's no such thing as "perfect" when it comes to video games, it's impossible due to software and hardware issues (even on consoles).
  12. If you progress time normally with out syncing: You would still be 300 behind his orbit as your time sub space would still be 300 behind his in real time. He and the planets would be at x+300 of his orbit so x+600 of your orbit in the past. x-300 = x so your new orbit would be (x -300)+300= (x+300)+300 which is "x = x+600". If you sync: You would be in the same time sub space as he would since syncing would set your time of x to be equal with his. He and the planets would be at x of his orbit. Your new orbit would be (x-300)+300 = x which is "x = x ". Time warp is an instantaneous change as the server temporarily stops broadcasting the time warping player to the other players until they exit time warp, then it Castro their current position and time in the future. This also applies to quick loading or reverting to the past, but it's EXTREMELY ILL-ADVISED to load/revert as it creates major time paradoxes and error in the host server files and can corrupt the entire server save file. I've had to completely reset my server 6 times due to the errors caused by reverting after a major change in the future.I can make a video explaining how this works if you want.
  13. Assuming you don't "sync" and running in "real-time", you would pass though the same point he did 5 min in his past with out collision as he would still be 5min in the future. The past doesn't change the "future" version of a vehicle nor the future change a "past" one. If you "synced" with him before then you would be in the SAME time subspace as him, THEN you'll probably end up colliding with him.
  14. As someone who runs his own Ksp multiplayer server using DarkMultiplayer on version 1.0.4 and 1.0.5, let me clarify something whit the current multiplayer system and how it MIGHT work with squad's version when it comes out. Multiplayer in ksp, in my opinion makes the game 100% better than simply playing by yourself. You can compete with other players to do mission, build space and ground stations, fight* each other in land, sea, air, and space, help others test their spaceships, etc. The DMP and most likely SMP handles lag fairly well by only loading ships to your pc when in physics range. Granted large ships still lag alot, but the same lag fixes for single player seem to work in multiplayer as most of the physics is done by the other player's pc for their ship as long as they're flying it. Mods are relative to the player's game install, so unless you have the EXACT same mod installs as the other player then ships won't load without those parts as they wouldn't in single player. Large groups can do combat, but due to sync issues it's alot harder. *only applies if you use the BDarmory mod with EVERY single player involved. Subspace is relative to the player(s) time warping as it is in single player. If you want to know more about how the "current" multiplayer system works, just ask and I'll answer as best I can. Also here's some info about my KSP server: https://docs.google.com/document/d/19pLlzakWGu-O8uK-Cc0IWXwgmxqUNQtie8eqCEankgk/edit?usp=sharing
  15. I fixed the links. For some reason posting a url link to another KSP forum post causes it to load a whole working version post, instead of the link itself, which takes awhile so I replaced it with a direct link to the "current" version of Kopernicus for 1.0.5
  16. I have already offered a solution to upgrade KG2 to 1.0.5 untill the mod author updates the mod. You HAVE TO update the Kopernicus folder from the mod's version to the latest release. https://github.com/Kopernicus/Kopernicus/releases Same goes for the E.V.E. folder if you want to upgrade the clouds for the planets. https://github.com/rbray89/EnvironmentalVisualEnhancements/releases
  17. In theroy it should run better than my installs (except my old and current gaming desktops rigs) as your specs are FAR better than the "recommended" specs for the game. Even my installs tend to start lagging after 150+ parts, as I belive it's the game engine's fault (pretty sure an i7-4790 shouldn't lag while playing ksp), and that's odd that certain STOCK parts cause more lag than others as they perform the same to me. That's a common problem, and loading a lot of different scenes/ships exacerbates it. Since you have windows you can simply open up "dxdiag" in the search/run bar in the start menu and it'll tell you everything about your PC, display 1 is normally the main gpu, also you should be able to check with your nvidia settings if you have two gpus: Tips below from: http://www.tomshardware.com/answers/id-2197694/switch-nvidia-intel-graphic-cards-k55vd-asus-laptop.html 1. Right Click on Desktop 2. Select nVidia Control Panel 3. In left panel select "Manage 3D Settings" 4. In right panel select Global Tab 5. Under "Preferred Graphics Processor" select "Auto-Select" and hit APPLY button Now try again and see if it properly selects correct GPU. If not 6. Repeat steps 1 thru 3 above 7. In right panel select "Program Settings" tab 8. Under section 1., check the box for "only programs on this computer" 9. then hit the "Add" button and find the program that you want to run on nVidia card 10 Go down to section 2. and select nVidia processor You can hit "Left Alt-F12" to bring up the in game debug menu, go to "performance" and it will tell you FPS, and Ram Usage* in real-time. I have an old ASUS G60JX ROG gaming laptop with a GeForce GTS 360m and it runs the game fine with all my mods at 1080p at max settings at 25 (constant) fps just fine, so yours should work well above 60 fps just fine at any setting.
  18. I believe the link broke in the forum migration. We'll probably have to keep waiting till the Fengist updates the link and/or mod.
  19. @Dafni Well I just loaded up my heavily modded 1.0.4 (Didn't try my 1.0.5 version on it yet) install on my old hardware/software testing rig which has an Atholon 64 X2 4600+, an on board Nvidia GeForce 6150, and 4GB of 400mhz DDR1 ram, running Windows 7 Ultimate 64-bit... the average fps was about 10 at most, but it ran (at all settings amazingly dispute the gpu being weaker than the min specs for the game) without crashing at all... without using OpenGL mode either. The mods I used for my 1.0.4 and 1.0.5 installs: https://docs.google.com/document/d/19pLlzakWGu-O8uK-Cc0IWXwgmxqUNQtie8eqCEankgk/edit?usp=sharing I want to say it's your game install with the mods causing the problem but since your PC is far above that test rig and it preforms worse I'd say it's your drivers. Since it's a laptop did you check to see if "power savings" is off or that you're ACTUALLY using the main gpu for it and not a secondary gpu (usually an intel one) that activates to save power? Also it runs fine on Windows 8.1 Pro 64-bit and Windows 10 Pro 64-Bit on all my other machines.
  20. Yes 2-3GB is STILL alot for any normal program/game, but again considering how the game was made and what it achieves over alot of modern games these days I'd say KSP wins over 95% of modern games as far as optimization goes. I don't code much, but even I know that certain limits are assumed for certain hardware. KSP's specs are about as close to Stock Unity 4/5 minimum specs as can be and I've even gotten it to run on PC hardware from 2005 with a few minor alterations just fine with only 2GB of ram in the machines. Of course Squad and most developers expect far more advanced hardware these days and the average pc sold in stores has at leas 4gb installed (except tables/mini PC which average at 2GB). Considering hardware is FAR cheaper than it used to be and easier to upgrade to higher specs it makes sense that games and other large programs forgo the larger cost of spending time optimizing the programs than the smaller cost of adding new features quickly.
  21. Basically, it is lazy programming. 4GB of memory is huge! Having 100s of GB of disk space is huge too. But having all these resources available makes game engine designers and game programmers lazy. Instead of optimizing their code like we used to do when there was 1MB of memory available on a PC, they just ignore resource limitations, pull everything into memory and optimize nothing. @FoxsterActually KSP is very well optimized for the base game. The reason why it uses soo much ram is for the fact that the ENTIRE game is loaded into ram to reduce loading times and make the game render "seamlessly" without more loading screens between large loading changes. @DafniThe reason STOCK KSP tends to crash is mostly due to things you add to it like mods, old hardware, or driver issues. While the E.V.E. and Planetary Bases mods use a fair amount of ram, they're normally not enough to crash the games them selves. For the record I use ALOT of mods on my KSP install and run/play on my own KSP Multiplayer Server and it runs very well on all my PCs. I've even gotten the modded version of my game to run on an old AMD Athlon 64x2 with only 4gb of ram at a decent rate on lower settings.
  22. It seems that KG2 still works in 1.05 with the new updated version of Kopernicus, but all the stars that were added seem to render as Kerbol, including the black hole(s), when viewed up close. I'll play around with the settings and update EVE's clouds to see if those will fix/break anything. I hope there will be an "official" update to this mod, if not I'll see if I can patch it for everyone.
  23. Will this mod be updated for KSP 1.0.5 now that subs are (theoretically) usable with stock hydrodynamics?
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