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Still no multi player??


Space Reptar

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Does anybody now of a Multiplayer MOD that isnt DMP?

One that scraps the use of the 4th wall breaking and game breaking timewarp for something a bit more realistic like a warpdrive part?

It wouldn't have to work scientifically correctly. It wouldn't use a fuel source, It's free like the timewarp. but you don't get extra Delta V out of it (works kind of like the current time warp, but its limited to only that ship). you still have to plot an encounter (the current magic blue line things would need a bit of a touch up)

currently it feels a bit weird to me with time warp. The ship is effectively paused while you aren't controlling it, then it blasts to its destination instantly when you're ready.

how about ships just travel faster that way you can set the encounter up then forget about it for an hour (or whatever, obiously depending on distance and the power level of the part you are using it will change a lot) and move on to the next task, then when you check back the ship has made actual real progress, ie its not in the same god damn spot as it was a couple hours ago.

Now as for mining resources or waiting to launch for a rendezvous or what have you. Maybe you can still warp time a little bit if you're at KSC or some other base not enough to get weeks into the future or anything just enough that you see out a day without having to wait, then just sync up.

way less syncing then so less random exploding space stations.... right?

   

  

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To answer your first question, no.

For the second part you just want a time warp feature that is the same but without the actual changing of time. It's a cool but it wouldn't work with a ton of mods I use and you don't need to go that far.

I've been playing DMP a lot lately and been having no issues with syncing or other bugs caused by DMP. It sucks you can't dock with anyone real time or even fly really close but why is syncing an issue?

Just sync before you launch, dock or mess with ground bases. As long as you're not in the past affecting another player's future (docking n such) you are fine no kaboom.

Also pretty sure no quick loading.

I use revert a lot. It will dup your ship every time so you have to delete the old ships after you're done.

Some mods act a little bit weird when you are in different subspaces. Mods that do stuff in the background. For tac and such just don't swap ships before you are synced up. It might say your buddies ship is starving or whatever but it corrects itself when synced.

/dekessler is da best. I turn the auto dekessler off because I use KAS and anything without at least a probe core will disappear in front of your eyes!

Just sync. Biggest one. 

One final tip. Link your save folder in dmp server to github. Never worry about kabooms again.

 

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8 hours ago, SpaceFoon said:

I've been playing DMP a lot lately and been having no issues with syncing or other bugs caused by DMP. It sucks you can't dock with anyone real time or even fly really close but why is syncing an issue?

So so long as you don't try to do anything multiplayer, multiplayer works fine?

What about when your own station blows up as you approach it? Is that because player 2 has changed it in the past? 

Yeah quick loading would be tricky. 

But revert would be easy. Just don't go back in time when you revert, the ship is reverted but the time line is maintained. Call it a test flight or something.

8 hours ago, SpaceFoon said:

It's a cool but it wouldn't work with a ton of mods I use and you don't need to go that far.

I disagree. I mean i get it would create chaos with mods. but there's so much left undone multiplayer wise. Think of our kids man. Do you really want them growing up in world where real KSp multiplayer doesn't exist? No competitive career mode where you bid on contracts to mine rare ores on moon x. ect ect. OR co-op where you share science and resources and work on completing contracts together.

I mean if any one of us sat down and thought about what MP could have, they could easily come up with a half dozen ideas that are just too hard under the current model.

In the mean time i'm definitely going to take a look at the link to github thing. No Kabooms is a good stop gap. thanks for the tip. 

8 hours ago, 5thHorseman said:

I do not think realistic means what you think it means.

And I don't think that KSP's multiplayer development should be throttled by time warp addicts 

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33 minutes ago, Space Reptar said:

I disagree. I mean i get it would create chaos with mods. but there's so much left undone multiplayer wise. Think of our kids man. Do you really want them growing up in world where real KSp multiplayer doesn't exist? No competitive career mode where you bid on contracts to mine rare ores on moon x. ect ect. OR co-op where you share science and resources and work on completing contracts together.

I'm OK with that personally. I really really don't care about multiplayer.

Also, if you want it so bad, find a good C# tutorial and get coding.

Edited by Gaarst
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7 minutes ago, Gaarst said:

I'm OK with that personally. I really really don't care about multiplayer.

Also, if you want it so bad, find a good C# tutorial and get coding.

Yeah i thought about that. But as it would be my first project, I would probably make an absolute mess of it. I want it done right.

Also i think you care a bit. Otherwise why would you venture into yet another discussion on multiplayer, and read through it?

Edited by Space Reptar
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