qwertyx2y Posted August 9, 2013 Share Posted August 9, 2013 (edited) After careful considuration I may have came up with a solution to the multiplayer time warp issue.You could have moons and planets stationary at there launch windows and have the ship moved to the planet once it reaches a "ghost version" of the planet,(following it's normal orbit.) the only problem I see is the handling of phys warp, which might have to be disabled completely. Mods, feel free to move if this is in the wrong place. Edited August 9, 2013 by qwertyx2y Spelling Error Link to comment Share on other sites More sharing options...
Richy teh space man Posted August 9, 2013 Share Posted August 9, 2013 That sounds more like a fudged solution rather then a genuine fix tbhBut how would you fix people trolling in multiplayer? Or people using different mods? Link to comment Share on other sites More sharing options...
qwertyx2y Posted August 9, 2013 Author Share Posted August 9, 2013 Have different servers for modded games. As for the trolling, just implement a possible ban system (vote someone off?) Link to comment Share on other sites More sharing options...
lazarus1024 Posted August 9, 2013 Share Posted August 9, 2013 (edited) Solution for it, allow Kerbal Space Program servers to be setup minecraft style.It might be a little easier than you'd think. If you were mostly playing with yourself and the occasional friend, multiplayer might not be a big deal at all. Heck, you could introduce full on timewarp to the highest speed. Just make it collaborative time warp. When someone wants to engage time warp, it pops up a request to all players on the server who have to okay it. ANY player on the server can also disable time warp at anytime. If players are in the KSC scene instead of actively in flight, then of course you don't need to ask about timewarp, though as soon as any player goes from VAB/SPH to launch pad/runway if time warp is occuring, time warp immediately ceases (though anyone can request it again right away, and then polls the players if it is okay to engage).Or...no multiplayer ever.I kind of like the idea of collaborative/polling time warp. Sure, you could get trolls and abusers of it, but if you are setting up your own server, it shouldn't be THAT hard to control. You could have it setup as an open server or a closed server (visible to all KSP players or you have to input the actual IP address and have a user name/password to access the server). Edited August 9, 2013 by lazarus1024 Link to comment Share on other sites More sharing options...
qwertyx2y Posted August 9, 2013 Author Share Posted August 9, 2013 Actually that would work better if you still had high warp butt only accelerated the ship and nothing else, that might work. Link to comment Share on other sites More sharing options...
Trux Posted August 9, 2013 Share Posted August 9, 2013 I have an easier solution, leave it to the modders to try to create a multi player mode (If it's even technically possible or entertaining) and leave Squad to work on KSP Link to comment Share on other sites More sharing options...
Razor235 Posted August 9, 2013 Share Posted August 9, 2013 For the time warp issue, I was thinking of something along the lines of how DEFCON handled time acceleration, where the slowest time warp requested is active. Link to comment Share on other sites More sharing options...
Sof Posted August 9, 2013 Share Posted August 9, 2013 Timewarp could be like sleeping in minecraft. Everyone on the server has to do it. Link to comment Share on other sites More sharing options...
Whackjob Posted August 9, 2013 Share Posted August 9, 2013 But how would you fix people trolling in multiplayer?If someone's good enough to ram me in LKO or in orbit of some other planet, bless 'em. If they come in slow as if to dock and bump, they can always get a face full of thrusters. Link to comment Share on other sites More sharing options...
Clayton Posted August 9, 2013 Share Posted August 9, 2013 (edited) Actually that would work better if you still had high warp butt only accelerated the ship and nothing else, that might work.I think this would kill planetary encounters, rendezvous, and SOI changes. Edited August 9, 2013 by Clayton typo Link to comment Share on other sites More sharing options...
Epthelyn Posted August 9, 2013 Share Posted August 9, 2013 Timewarp could be like sleeping in minecraft. Everyone on the server has to do it.It takes nearly 8 months to get to Jool.-----The solution to multiplayer already exists in Kerbal Livefeed; rockets aren't actually rendered ingame but are shown on the map by their position. Since the coordinates, altitudes and so on within every SoI are exactly the same no matter how far something has rotated or orbited you can warp as much as you like and nothing breaks.I guess "Ghost ships" could be added, but anyone with a lower end computer would end up having to avoid larger rockets. Let's not even get started on the trolls and griefers; even if ships can't collide, you can destroy framerate with a 1k part rocket at KSC < 2.5km from the launchpad or runway (or both).There is no perfect solution to the "multiplayer issue" other than avoiding multiplayer altogether. Link to comment Share on other sites More sharing options...
swiftgates24 Posted August 9, 2013 Share Posted August 9, 2013 Someone came up with a solution here. It was to write the positions of the planets AND players to a time in the server.IE:At 12:48, Player 1 was at position x, and Duna was at position a.At 6:24, Player 2 was at position c, and Duna was at position b.When player B reaches 12:48, they will see Player 1 at position x, and Duna at position aIt is the best solution. Link to comment Share on other sites More sharing options...
m4v Posted August 9, 2013 Share Posted August 9, 2013 this is great, you have solved the time warp issue for multiplayer! now can you think something for solve the floating origin issue? Link to comment Share on other sites More sharing options...
benjiful9000 Posted August 9, 2013 Share Posted August 9, 2013 Someone came up with a solution here. It was to write the positions of the planets AND players to a time in the server.IE:At 12:48, Player 1 was at position x, and Duna was at position a.At 6:24, Player 2 was at position c, and Duna was at position b.When player B reaches 12:48, they will see Player 1 at position x, and Duna at position aIt is the best solution.I can't believe I didn't think of thisI can't believe the devs didn't think of thisYou, sir, are a genius. This has to go in KSP weekly, or something. Link to comment Share on other sites More sharing options...
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