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(Turn-based) Kerbal Multiplayer Collaboration


Thunderous Echo

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Interestingly, we have at least 2 participants who recently expressed their willingness to take their turn, and yet the save file is once again free for 2 days. If nobody takes their turn, we'll have to start the new cycle. (Should we already discuss who goes first?)

Another thing to consider - weekends. Some of us might strongly prefer taking their turns on weekends. I don't propose hard schedule, but it could be useful to at least state that so that we can coordinate the collaboration with regard to this, because this might be one of the reasons for half a week intervals.

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*crickets*

I propose a new rule:

If the save has not been taken by a new player within a certain number of days (say 3, maybe), the cycle automatically ends and the next cycle starts, allowing players who've already played in the (now old) cycle to take the file again. Players who are skipped in a cycle may still take a turn in the new cycle, if they wish to do so.

Can I get someone to second this before we call it on the floor for a vote?

This was always part of my plan, but I never put it down on paper.

So, official warning: If no one participates, new cycle starts this Friday at 8pm! (UTC-0)

P.S. Do people want me to rename kerbals to cycle 1 participants?

- - - Updated - - -

Interestingly, we have at least 2 participants who recently expressed their willingness to take their turn, and yet the save file is once again free for 2 days. If nobody takes their turn, we'll have to start the new cycle. (Should we already discuss who goes first?)

Another thing to consider - weekends. Some of us might strongly prefer taking their turns on weekends. I don't propose hard schedule, but it could be useful to at least state that so that we can coordinate the collaboration with regard to this, because this might be one of the reasons for half a week intervals.

What system would you propose?

Edited by Thunderous Echo
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First of all, we need at least some statistics.

But if there's particularly high demand for specific time period, there could be some alterations to turn length for this period (for example, 24 or even 12 hours instead of 48) as well as (what can be even more valuable) time limit for next player reservation (if the player that has reserved the next turn hasn't taken it in X hours, anybody can take the turn bypassing him).

Such system could both increase efficiency for the players who need weekend tuns and encourage the other players to take their turns in other days

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First of all, we need at least some statistics.

But if there's particularly high demand for specific time period, there could be some alterations to turn length for this period (for example, 24 or even 12 hours instead of 48) as well as (what can be even more valuable) time limit for next player reservation (if the player that has reserved the next turn hasn't taken it in X hours, anybody can take the turn bypassing him).

Such system could both increase efficiency for the players who need weekend tuns and encourage the other players to take their turns in other days

No one so far has needed more than 48 hours (as far as I know).

The time limit for player reservation is supposed to be zero. I'll make that more clear.

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You don't need any special privileges, just the link in the OP of this thread.

The problem is that currently no-one who hasn't already taken a turn in cycle one seems to be wanting to go, so nothing is happening.

Since the rules state that someone who has already taken their turn cannot take a second turn in the same cycle, we need either a) someone new to take their turn, or B) the cycle to end so that the people who have taken their turn can take their next turn (in cycle 2).

Since you haven't taken your turn in cycle 1 yet, feel free to take your turn at any time (including starting right now this instant).

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I might be missing a bit of context here. I was assuming that you need to have a specific link or privilege to edit the files. That doesn't seem to be the case, though.

Is this a localized problem? Or am I just missing something right in front of my face?

The link to the shared folder gives editing permissions to anyone that opens it. https://drive.google.com/folderview?id=0B99mIHx34OkjSXBvdlBMejRDWm8&usp=sharing

You don't need any special privileges, just the link in the OP of this thread.

The problem is that currently no-one who hasn't already taken a turn in cycle one seems to be wanting to go, so nothing is happening.

Since the rules state that someone who has already taken their turn cannot take a second turn in the same cycle, we need either a) someone new to take their turn, or B) the cycle to end so that the people who have taken their turn can take their next turn (in cycle 2).

Since you haven't taken your turn in cycle 1 yet, feel free to take your turn at any time (including starting right now this instant).

If no one goes before Friday at 8pm, cycle 1 ends then.

Ok, stated on the user file that the second cycle starts Friday.

Renaming kerbals would be nice. I tried it, but broke the save (luckily had a backup) and didn't want to try again.

Depending on the circumstance, renaming kerbals involves replacing their names in 1-3 places. Make sure to continue your ctrl-F until you find them all.

I can do this for you at my next turn if you wish.

Edited by Thunderous Echo
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I want to participate too, want to make a kerbin crew station and an interplanetary crew transport for ferrying to and bringing back kerbals (and science, but this is sandbox) without having to bring back and destroy the infrastructure (I.E. landers) made in other planets.

Can't play today though. Today is Complete the Monument and die horribly trying day.

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Depending on the circumstance, renaming kerbals involves replacing their names in 1-3 places. Make sure to continue your ctrl-F until you find them all.

I can do this for you at my next turn if you wish.

No need; now that you explained what I did wrong I can do it myself. Considering what happened when I tried, the ship they were in disappearing, that must probably be it. Thanks :)

Edited by Musil
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Just finished launching a kerbin orbiting station designed for crew transfers to other crafts and crew recovery without going back to kerbin. It houses 24 kerbals and has plenty docking ports and space for expansion. Sadly, it is part heavy and not many crafts can dock without hitting the 300 part ceiling. :P

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Note: How do I upload the save file?

Edit: uploaded the save file to the drive.

Edited by bakanando
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The link to the shared folder gives editing permissions to anyone that opens it. https://drive.google.com/folderview?id=0B99mIHx34OkjSXBvdlBMejRDWm8&usp=sharing

And I managed to miss the pop-out button... Such an idiot, man. Why am I hired? In any case, I guess I''ll go ahead and grab my spot before time is up. Gotta go get Jeb!

EDIT: There seems to be a problem with the saves. Every time I load the game up, I get this message:

Untitled.png

I don't really understand it. I've archived and removed anything that could potentially be causing the issue, but this doesn't go away.

Anyone know why this is happening, and how to fix it? Will I have to resort to extreme measures?

EDIT: Oh, great. Lost my ship to. This is not going well.

EDIT: Screw it. I'm doing a hard fix.

EDIT: And not even that worked! Is this not happening with everyone else?

Edited by Xannari Ferrows
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Sadly, it is part heavy and not many crafts can dock without hitting the 300 part ceiling. :P
Nice station! Making those rectangles into a circle is tricky.

If you all like the idea, I could use the WeldedParts mod on some of your vessels to reduce part counts. For things like this station, it's just brilliant. But it would require everyone to put new .part files in their game folder. Does that sound worthwhile to you all?

(I'm about to go incommunicado until Monday. So, uh, discuss this amongst yourselves! I'll check back when I return.)

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And I managed to miss the pop-out button... Such an idiot, man. Why am I hired? In any case, I guess I''ll go ahead and grab my spot before time is up. Gotta go get Jeb!

EDIT: There seems to be a problem with the saves. Every time I load the game up, I get this message:

(snip)

I don't really understand it. I've archived and removed anything that could potentially be causing the issue, but this doesn't go away.

Anyone know why this is happening, and how to fix it? Will I have to resort to extreme measures?

EDIT: Oh, great. Lost my ship to. This is not going well.

EDIT: Screw it. I'm doing a hard fix.

EDIT: And not even that worked! Is this not happening with everyone else?

What steps are you taking to install the save? You have to unzip the file in the saves folder. If you already did that and it fails, try with any other save file from the archived section.

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What steps are you taking to install the save? You have to unzip the file in the saves folder. If you already did that and it fails, try with any other save file from the archived section.

I tried removing some essentials from the persistent.sfs for transfer into an archived save file. I tried every one of them. They all failed. Even without the added transfers, I still got the message. It worked yesterday, so I really don't know why it would just stop like this.

Even after just stripping the files down to only the essentials that were needed to operate correctly, they still refused.

EDIT: Just got it working again. Mariyate found a bit of a bug in the persistent folder. I got it removed, and the next persistent will be checked before uploaded.

Edited by Xannari Ferrows
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Mission finished. Eve rover deployment was successful, and a report will be displayed later. The saves will be uploaded shortly, and please notify me of any issues you may have with them.

EDIT: Here's the report.

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I do not have the capabilities to upload anything on the drive, so I will have to use Mediafire. Here you are: http://www./download/qch7eccb0ty5ctb/Save+File+9+-+Xannari.zip

Edited by Xannari Ferrows
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I do not have the capabilities to upload anything on the drive, so I will have to use Mediafire. Here you are: http://www./download/qch7eccb0ty5ctb/Save+File+9+-+Xannari.zip

Threw your save file in there

P.S. Looks like you've left some pieces of debris with mod parts. Doesn't matter this much, since they are getting deleted at first load on unmodded install, but try avoiding that in the future.

P.P.S. Reuploaded the cleaned version (after modded debris auto-deletion)

Edited by Alchemist
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I want to participate too, want to make a kerbin crew station and an interplanetary crew transport for ferrying to and bringing back kerbals (and science, but this is sandbox) without having to bring back and destroy the infrastructure (I.E. landers) made in other planets.

Just finished launching a kerbin orbiting station designed for crew transfers to other crafts and crew recovery without going back to kerbin. It houses 24 kerbals and has plenty docking ports and space for expansion. Sadly, it is part heavy and not many crafts can dock without hitting the 300 part ceiling.

Welcome, bakanando! That's quite nice aesthetically, too bad anything that looks good has a ton of parts. Even so, if anything was added to that, it would probably ruin its looks.

@Echo whose turn wasit? The wifi's crap over here.

I'm sorry, what did you just call me?

I tried removing some essentials from the persistent.sfs for transfer into an archived save file. I tried every one of them. They all failed. Even without the added transfers, I still got the message. It worked yesterday, so I really don't know why it would just stop like this.

Even after just stripping the files down to only the essentials that were needed to operate correctly, they still refused.

EDIT: Just got it working again. Mariyate found a bit of a bug in the persistent folder. I got it removed, and the next persistent will be checked before uploaded.

What? Oh dear. I hope that this was the same problem that everyone else was having (or related), because if it was, that means we don't have to worry about it anymore.

Anyway, file looks good on my end!

Mission finished. Eve rover deployment was successful, and a report will be displayed later. The saves will be uploaded shortly, and please notify me of any issues you may have with them.

EDIT: Here's the report.

http://imgur.com/a/aEUzX

I do not have the capabilities to upload anything on the drive, so I will have to use Mediafire. Here you are: http://www./download/qch7eccb0ty5ctb/Save+File+9+-+Xannari.zip

Perfect. Jeb should be happy now that he has another toy to play with for the next few years.

Threw your save file in there

P.S. Looks like you've left some pieces of debris with mod parts. Doesn't matter this much, since they are getting deleted at first load on unmodded install, but try avoiding that in the future.

P.P.S. Reuploaded the cleaned version (after modded debris auto-deletion)

Thanks!

- - - Updated - - -

Why is there a LAUNCH CLAMP FOUR KILOMETERS BELOW KSC???

Edited by Thunderous Echo
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I neither confirm nor deny any involvement in Launch Clamp smuggling.

Seriously though, how does that happen?

Sorry about the orbital station, I cut as many parts as I could but that was the least possible I could achieve for a rotating station. It is made with useability in mind, it has 9 normal docking ports and 5 (two are occupied but can be freed) Sr. Docking ports. The cupola can be done away with as I just used it for a manned command module. The insertion engine is designed to decouple after use, too. This way both axial docking ports can be used for expansion or for docking bigger ships.

I have more plans for the station (I'll add the crew transport modules, 30 more parts in total. Bringing the station to about 200 parts), but I didn't want to keep anyone from playing too so I left it like that. It was also 4 a.m...

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I'll be out Tylo testing for a long while. If I am successful, I'll happily give out the craft to whoever wants it.

...or ya know, I can jump the gun and end up with a mission report at the ready.

EDIT: Well, the test was approved by the team, so I took it out to unofficially recover Correy Kerman. They're currently back in Kerbin orbit, and I was wondering if I could move them to the hub station? I'd send out my debris catcher to get rid of the space garbage afterwards.

It's entirely possible for me to leave them in orbit and let someone send up a recovery vessel, or I could really just scrap the whole mission and send him back.

I need approval before I file a report, or give the updated persistent folder.

Edited by Xannari Ferrows
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I'll be out Tylo testing for a long while. If I am successful, I'll happily give out the craft to whoever wants it.

...or ya know, I can jump the gun and end up with a mission report at the ready.

EDIT: Well, the test was approved by the team, so I took it out to unofficially recover Correy Kerman. They're currently back in Kerbin orbit, and I was wondering if I could move them to the hub station? I'd send out my debris catcher to get rid of the space garbage afterwards.

It's entirely possible for me to leave them in orbit and let someone send up a recovery vessel, or I could really just scrap the whole mission and send him back.

I need approval before I file a report, or give the updated persistent folder.

Wait, you uploaded the persistent file, but then continued with your turn? Well, you stayed withing the time limit of your original turn and no one ha d taken the save file yet... Go ahead.

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Wait, you uploaded the persistent file, but then continued with your turn? Well, you stayed withing the time limit of your original turn and no one ha d taken the save file yet... Go ahead.

Thank you. This was something I figured anyone could just do in their spare time, but I guess not. I'll have to be wary of that... Anyway, resuming mission now!

EDIT: I'll also need to figure out how to get past this lock... Shouldn't be too hard, but it may delay the upload a few minutes.

EDIT:

You can move him to the hub, that's what it was meant for :)

Leave the ship docked if you want, too.

That wouldn't be possible. If there are any Clamp-O-Tron juniors, I can't find them.

Edited by Xannari Ferrows
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