Vladthemad Posted April 22, 2014 Share Posted April 22, 2014 @Vladthemad: It's a bug that appeared in the 0.23.5 update, So it's always been there as far as I know. I do not run steam or windows, and I still get the issue, so you can count both of those factors out Ah, we personally experienced the same issue in .23. It wasn't every time, but around every other until we figured out it was Steam. We had a similar issue with other games...the alt-tab to open the overlay can mess with certain games. If it's doing it now for you in .23.5 and outside steam, same issue different cause XD Sorry it wasn't helpful Link to comment Share on other sites More sharing options...
Mulbin Posted April 22, 2014 Share Posted April 22, 2014 (edited) Ignore this post!... sorted Edited April 22, 2014 by Mulbin Link to comment Share on other sites More sharing options...
Solar Trade Confederacy Posted April 22, 2014 Share Posted April 22, 2014 Hi guys, have been lurking here for a while.--So, I have really enjoyed vanilla KSP KMP, but now want to start my own server for my steam group (half dozen people) with industrial mods.But before I do that, I have a few questions:Will the current KMP client/server build work in KSP 23.5?What is the time-frame for the next release? (although judging by the last several pages, it seems like the project has shed lots of developers) If it is in the terms of weeks, not months, great! (still sorting out EPLP issues)I heard there is problems with Kethane and Extraplanetary Launch Pads seeds, everytime you join the seed changes. Is there a way around this? Can the server give everyone a set seed? Or can the player edit his client to keep his seed the same?Interstellar was my first and favorite mod, does the resource generation affect it like it does to Kethane and EPLP? Does the unique warpdrive work?Does locking ships mean people cant spawn ships at your extraplanetary launch pad on your base? I hope so.Anything I can do to help?Oh, list of mods:-Interstellar-B9 Aerospace & 23.5 B9 plugin fix-Kethane-Extraplanetary Launchpads (and Baha's new parts for them, which I am having trouble getting to work)-KAS-MagicSmokeIndustries (the robotic parts)-Mechjeb2-Chatterer-ActiveTextureManagement (medium mode, cuts the memory usage by a lot)-000_Toolbar-zzz parts (specifically habitat dome and greenhouse, awesome base/station moduals, still customizing the config though)-Oh, and of course NASAmission, though I should mention it anyways.There will be combat, but no combat mods will be installed. This way, weapons developed out of vanilla parts are more unique, and MaceyDean inspired.Career mode, for the investment you need to place into it.Industry Mods for setting up bases and kickass capital ships though, B9 will allow bigger ships with lower part count!Combat will only occur when the other party is online and bases will be considered off limits. Its more of ship battles for the control of bases, if you win and land your own Kebals, then the base is yours. That way the original owners don't have there base wiped out, they can still retake there old base, and not have to reconstruct something they sunk 10 or more hours into.Thankfully this is among a small steam group all with video capture software for awesome videos. ____________________So, as i coordinate my steam group and fix compatibility issues, I was wondering if the experts here could help me judge how feasible this is. Link to comment Share on other sites More sharing options...
godarklight Posted April 23, 2014 Share Posted April 23, 2014 The current development build works in 0.23.5, but the space center bug is an awful bug. Also KMP hasn't really shed developers recently, And even though I've switched to working on DMP, I've still got things ready for KMP after gimp finds time for the space center bug. Anything good I can take from DMP that makes sense will find its way back into KMP .If you don't want to put up with the space center bug and don't mind 0.23, the development version right before the arm update was in very good state (as in leaps and bounds more playable than 0.1.5.1). To use the older version, download the 0.1.5.1 version and overwrite both files on the server, and the KerbalMultiPlayer.dll file on the client.What is the time-frame for the next release: The main blocker is the space center bug, and because I haven't had it in DMP, I've got something to test. If I'm right, The development version will be in a state ready to be released today.Most mods will just work (I know kethane/MJ definitely work, KAS probably works locally must other players may not see winches, No idea about interstellar but it's likely to work), but you will have to add the modded parts into KMPModControl.txt. If you decide to use 0.23.5, just type /modgen on the server after you have placed the mods (not squad or nasa) under Mods/ in the server directory. If not, you will need to use the KMPModControl builder that's in the original post of the thread.Client side mods don't do anything special, Editor extensions/kerbal alarm clock/texture packs/toolbar don't make any difference from a multiplayer point of view, I'd be surprised if they didn't work . Link to comment Share on other sites More sharing options...
Solar Trade Confederacy Posted April 23, 2014 Share Posted April 23, 2014 -Awesome Snip-Thanks dude for responding!--I misunderstood the KSP-Space center bug that people keep talking about, everyone was saying how Gimp has to fix it etc, and though that people were leaving the project. Also, what does that bug do?--I was just asking about the mods, just in case someone had tried it before, and if they could give me a heads up like "hey, use this or change this to this and get a smoother game" advice, but I see that I will be the one testing all that! Nothing wrong with that, of course, just wanted to check with the community before I tried, just to make sure I didn't repeat any mistakes.--If the next release is in a week or so, thats fine, don't feel rushed by me.--Doing some research, I sort of know how adding mods and adding parts one by one works (maybe it was a guild written by you?) but I have yet to reach that stage of this "modpack" yet. Still waiting on the final version of magic smoke industries (might actually be released now, I'll check tomorrow) to get the robotic parts in, and I have just finished neutering, er I mean thinning ExtraPlanetary Launchpads of the tanks and extra parts that clutter the VAB lists. Will probably thin some of the other mods, before I enter them.--I did read that people had issues with Kethane and other seed based resource systems, cause the game generated a new one whenever they joined the server for them, so there mining rig may have been on a big pocket but now its on dry, empty ground.Is there a way around that? Or a way for the server to send the players clients information and they would click accept as they join the server? Like, the server sends them a seed file for resources so instead of getting a random new one every day its consistent (even if it keeps replenishing? Its at least a start). Would that be possible? Or has it already been addressed, I don't know yet, and I'll keep searching.Thank you for your time! Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted April 23, 2014 Share Posted April 23, 2014 Actually, KSPI's resource generation is set, so that should def work :-)No idea about the warp drive though! Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted April 23, 2014 Share Posted April 23, 2014 Horndgmium: If you add velocity, you will alter its orbit, so when warping you maybe have an apoapsis higher than the Mun's orbit instead of a 100km one :-) Link to comment Share on other sites More sharing options...
Solar Trade Confederacy Posted April 23, 2014 Share Posted April 23, 2014 Actually, KSPI's resource generation is set, so that should def work :-)No idea about the warp drive though!Sweet, that's primarily what I was wondering about, don't really care if the warp drive works or not. Now just got to find a way to keep Kethane and EXLP resources from resetting each time you log in. Link to comment Share on other sites More sharing options...
Mulbin Posted April 23, 2014 Share Posted April 23, 2014 I'm curious too as to what the "space centre bug" is... I don't fancy trawling through 181 pages to find out... maybe the main post needs updating? Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted April 23, 2014 Share Posted April 23, 2014 I'm curious too as to what the "space centre bug" is... I don't fancy trawling through 181 pages to find out... maybe the main post needs updating?Don't quote me on this one, but if I'm not completely wrong it was a bug that stopped you from entering the buildings. Link to comment Share on other sites More sharing options...
Xenoamor Posted April 23, 2014 Share Posted April 23, 2014 (edited) @Xenoamor: If anything is going to do integration, it's going to be KSP. Simply setting the angular velocity should be enough when I get to that point, I shouldn't really have to worry about velocity as it doesn't generally change without an engine, and as you saw, that's already transferred.The action group sync (landing gear/light/brakes) is something I already have ready for KMP 0.1.6, it was held because it would break the update message format and I was going to tack the conversion to using orbital parameters in that update.That space center bug though is the only reason why I'm rolling my own multiplayer. If I end up getting it into a playable state, I'll create a seperate thread - This one is for KMP.The DMP source is actually available on github, but mainly for a personal backup. DMP isn't worth it trying out just yet, I'll add it to my sig when it is (if I continue working on it, which is likely).That's for the in-depth response Godarklight!I've looked through your code briefly and it's looking short and sweet! Get on adding Vessel.angularVelocity syncing so we can see how well it runs =DEdit - Forget this we've discussed it on the IRC =p Edited April 24, 2014 by Xenoamor Link to comment Share on other sites More sharing options...
Vladthemad Posted April 24, 2014 Share Posted April 24, 2014 From what I understand, space center bug is after you log in you can't access anything. No entering buildings, no exiting back to the main menu, nothing normally clickable working...alt-f4 and restart. It's not every time, and doesn't seem to follow any particular sequence of events. Hence why it's not easy to fix. Link to comment Share on other sites More sharing options...
godarklight Posted April 25, 2014 Share Posted April 25, 2014 (edited) @Everyone using 0.23.5: Use KMPUpdater-development or download the development build from my sig, The space center bug isn't 100% fixed, but it's much more rare. The current fix for the space center bug also makes the initial sync faster.The bug at the tracking station should be 100% fixed now if anyone was still having issues with it.EDIT: If anyone runs into anything major with the latest dev build, please post here or jump on IRC. As #764 is likely to be deferred for 0.1.6, gimp is looking to release tomorrow, so now would be a good time to mention anything Edited April 25, 2014 by godarklight Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted April 25, 2014 Share Posted April 25, 2014 Well, since it is a KSP bug that might be the cause for those rare cases. GO AHEAD AND DROP 0.1.5.2 ALREADY! #hype Link to comment Share on other sites More sharing options...
Solar Trade Confederacy Posted April 25, 2014 Share Posted April 25, 2014 Well, since it is a KSP bug that might be the cause for those rare cases. GO AHEAD AND DROP 0.1.5.2 ALREADY! #hypeI thought he basically just did... Link to comment Share on other sites More sharing options...
Solar Trade Confederacy Posted April 25, 2014 Share Posted April 25, 2014 (edited) Okay, I have a question. Why is it that all my ships that I am flying/driving transparent? They handle the same, but they are ghostesEdit: once they get 2ish kilometers off the ground, they aren't see though any more, yay! NVM about this post Edited April 25, 2014 by Solar Trade Confederacy Link to comment Share on other sites More sharing options...
godarklight Posted April 25, 2014 Share Posted April 25, 2014 That's something I took from my orbit branch - I wanted to make being inside the safety bubble obvious .You can also "/set safetyBubbleRadius 0" to remove the big bubble now, theres 2 extra little ones protecting the spawn points. Link to comment Share on other sites More sharing options...
iMAniaC Posted April 26, 2014 Share Posted April 26, 2014 EDIT: If anyone runs into anything major with the latest dev build, please post here or jump on IRC. As #764 is likely to be deferred for 0.1.6, gimp is looking to release tomorrow, so now would be a good time to mention anything You can also "/set safetyBubbleRadius 0" to remove the big bubble now, theres 2 extra little ones protecting the spawn points.It's nothing major and not even a bug, but with extra safety bubbles, maybe it would work well to have safetyBubbleRadius 0 as default in the next release? I've actually followed this thread for quite a while now and there always seem to be people confused by the safety bubble. If it's no longer strictly needed, it might save some confusion on the user side to have it zero as default and leave it as an optional feature for those who like tinkering with settings? Link to comment Share on other sites More sharing options...
godarklight Posted April 26, 2014 Share Posted April 26, 2014 (edited) Probably time for another "living dangerously" commit . With the extra bubbles it's a sane move - Without them when another player spawns inside of you, you generally either crash KSP or get sent to kraken universe (where everything is black).https://github.com/TehGimp/KerbalMultiPlayer/commit/43fcd6c10f4743b33d81981df1a1af85ef478856Bad news, After a bit of streaming today (twitch always brings out the worst in KMP) there's some pretty serious vessel replacement and velocity issues, but those will be trivial to fix. I've dealt with velocity for orbital-parameters. The server was lagging around 5 seconds, but that's still playable. Unlike 0.1.5.1 which was in the minute or 3 range .I'm going to be streaming KMP on my twitch channel and most likely hot-fixing/working around simple issues as I come across them (hopefully we get another streamer so you don't have to see my tap on the keyboard - Unless you're into that thing). After 2 or 3 hours of that, I'm going to start streaming DarkMultiPlayer - I'm at a position where I'd like to do some testing in a real use case. The stream will start at 00:00UTC.There will be a public open mumble server with the voice hooked up to my stream. If everything goes fairly well, then we may release Edited April 26, 2014 by godarklight Link to comment Share on other sites More sharing options...
sanoj688 Posted April 26, 2014 Share Posted April 26, 2014 I'm not sure if this was known already, but if you get the 'space center' bug where you can't open the VAB and such, you don't need to alt+f4. You can open the KMP menu, go to options and then do disconnect&exit.Sorry if this was already known xD, by the way I wish you good luck in improving this. KSP multiplayer is awesome Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted April 26, 2014 Share Posted April 26, 2014 I'm not sure if this was known already, but if you get the 'space center' bug where you can't open the VAB and such, you don't need to alt+f4. You can open the KMP menu, go to options and then do disconnect&exit.Sorry if this was already known xD, by the way I wish you good luck in improving this. KSP multiplayer is awesomeDo you know whether it still has the bug after reconnection? Link to comment Share on other sites More sharing options...
Uberlyuber Posted April 27, 2014 Share Posted April 27, 2014 (edited) Wow. This really is an AMAZING mod. Thank you.EDIT: Houston, we have a problem:https://imgur.com/6aATG4E Edited April 27, 2014 by Uberlyuber Link to comment Share on other sites More sharing options...
godarklight Posted April 27, 2014 Share Posted April 27, 2014 Uberlyuber - Run the server in blacklist mode and don't specify and files to ban. Although I don't think the development version bans .mbm's Link to comment Share on other sites More sharing options...
sanoj688 Posted April 27, 2014 Share Posted April 27, 2014 Do you know whether it still has the bug after reconnection?The bug goes away, although I guess you always have the random chance it simply happens again, but it's worth a try. Much faster than restarting the game. Link to comment Share on other sites More sharing options...
veniteo Posted April 27, 2014 Share Posted April 27, 2014 The bug goes away, although I guess you always have the random chance it simply happens again, but it's worth a try. Much faster than restarting the game.does anyone have an active server/a list of servers i can join? Link to comment Share on other sites More sharing options...
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