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Spazer.net Kerbal Multi Player Server Information


bcspazer

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Spazer.net is proud to present a range of 24/7 North America (Central) server choices!!!

***** Update 6/1/2015 ******

All servers are now offline

If anyone is interested in a particular server I could be persuaded to start one up again.

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Link to DMP Thread (Information on DMP installation and use):

http://forum.kerbalspaceprogram.com/threads/79111-DarkMultiPlayer-0-1-0-0-KSP-0-23-5-Alpha

DMP Servers

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[24/7 US-Central][stock Only Sandbox] SpazerStock01

Bone Stock, no Mods, cheating disabled.

KerbalSpace.Spazer.net:3416

Information: http://KerbalSpace.Spazer.net:3516

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[24/7 US-Central][stock Only Sandbox] SpazerStock02

Bone Stock, no Mods, cheating disabled.

KerbalSpace.Spazer.net:3417

Information: http://KerbalSpace.Spazer.net:3517

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[24/7 US-Central][stock Only Career] SpazerCareer01

Bone Stock, no Mods, Career Mode, cheating disabled.

KerbalSpace.Spazer.net:3419

Information: http://KerbalSpace.Spazer.net:3519

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[24/7 US-Central][stock Only Career] SpazerCareer02

Bone Stock, no Mods, Career Mode, cheating disabled.

KerbalSpace.Spazer.net:3420

Information: http://KerbalSpace.Spazer.net:3520

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[24/7 US-Central][MechJeb Sandbox] SpazerMechJeb01

Stock with MechJeb, cheating disabled.

KerbalSpace.Spazer.net:3418

Information: http://KerbalSpace.Spazer.net:3518

Required Mod can be found here:

http://www.curse.com/ksp-mods/kerbal/220221-mechjeb

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[24/7 US-Central][MechJeb Career] SpazerMechJeb02

Stock with MechJeb, cheating disabled, Career Mode.

KerbalSpace.Spazer.net:3421

Information: http://KerbalSpace.Spazer.net:3521

Required Mod can be found here:

http://www.curse.com/ksp-mods/kerbal/220221-mechjeb

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[24/7 US-Central][battleServer] SpazerBattle01

Modded/Battle

Battle rules:

1. Kerbin SOI is neutral territory. No battles are allowed.

2. Piracy has been activated.

3. The whitelist for mods has been activated. You can only connect with the mods listed below installed.

Please report any violations or other problems to [email protected]

KerbalSpace.Spazer.net:3422

Information: http://KerbalSpace.Spazer.net:3522

Required Mods for this server can be found here:

http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-2-(KSP-0-23)-Find-it-mine-it-burn-it!-New-download-mirror

http://forum.kerbalspaceprogram.com/threads/25830-0-23-0-23-5-TAC-Self-Destruct-v1-3-1-22Dec?highlight=tac+destruct

http://forum.kerbalspaceprogram.com/threads/42189-0-22-GatlingGun-mod

http://forum.kerbalspaceprogram.com/threads/59545-0-23-5-Extraplanetary-Launchpads-v4-1-2

http://forum.kerbalspaceprogram.com/threads/37707

http://forum.kerbalspaceprogram.com/threads/55219

http://forum.kerbalspaceprogram.com/threads/60863

http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-7-Pipes-as-fuel-lines-and-even-fewer-explosions%21?highlight=tac+destruct

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[24/7 US-Central][Modded Sandbox] SpazerMOD01

Heavily Modded

KerbalSpace.Spazer.net:3424

Information: http://KerbalSpace.Spazer.net:3524

Required Mod Pack can be downloaded from here:

https://drive.google.com/file/d/0B0behAKpYrPYcFU1R3A5aTlOSm8/view?usp=sharing

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[24/7 US-Central][spacePlanes] SpazerMOD02

Areospace/Spaceplanes

KerbalSpace.Spazer.net:3423

Information: http://KerbalSpace.Spazer.net:3523

Required Mod Pack can be downloaded from here:

https://drive.google.com/file/d/0B0behAKpYrPYWFkxTWd3VTloeWc/edit?usp=sharing

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Instructions for Modded servers:

1. Download and install the required Mod packs.

2. LAUNCH!!!

-BC

Edited by bcspazer
Server Update
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  • 4 weeks later...
  • 1 month later...

Now I'm generally a co-op player, but a war server is pretty guaranteed to have mods. It probably should be a sandbox server.

I'd make a suggestion that a war server would still have to follow some rules:

Kerbin must be neutral territory as all ships have to be launched there.

Each faction must have some type of base, that other factions will not touch - Preferably something easy to get to. (Eve/Duna make sense but might be a little out of reach for some players).

There must be a dedicated or contested planet/moon. (Fight over the mun maybe - I'm not sure. Maybe the Neil Armstrong memorial is precious).

/allowPiracy should definitely be set to true.

EDIT: Joolian battles would make sense as there are many moons and they are still close together - But Jool takes around 2.5km/s to get to, and players would still need to know how to transfer to jool. The "battle for laythe" could be interesting.

Edited by godarklight
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HEY! I'm interested in a war server...actually was testing some stuff for myself. I can throw my hat in the ring if you want.

@godarklight: I disagree that a war server should be a sandbox server. If it's career, you'll have to put in some hours before you can cause trouble. A sandbox war server might as well be called a grief server. Any troll can come in and blow up your bases and then never come back. Make them have to put in a few hours first and it will only be the dedicated trolls that stick around to grief.

I do agree that Kerbin SoI should be restricted noncombat territory, with no tolerance for rule breakers. As far as bases that are safe? Keep that requirement to bases only in Kerbin SoI and you'll have to police it less. You won't have to deal with the 'I blew up your bases on Duna...lol, sorry bro, didn't know they were your main base lol'. Nothing near Kerbin can be attacked, so there's no excuse.

Also, make a flag directory/download. Require all players to DL these flags to play. That way everyone can have their own flags, and everyone else will be able to see them! :) Lets face it, planting your flag on what I consider my territory is going to start many a war!

Right now my problem is I love to add mods. Hahah. I need to learn not to add random crap I only use once. Here's what I'm using/thinking maybe for your war server (and I can provide the modtxt for it if you want):

KAS

Kethane

Sparrow Missile Mod, TAC Self Destruct, and Gatling Gun mod...because hey weapons are cool.

I was leaning towards mechjeb, but after some thought it removes the requirements for piloting skill to wage war. Don't even suggest I make a "would like to see" list, because there will be fifty mods on it. I have a few others I'd recommend though, if you want to add to that basic list.

Fasa Asteroids (For base building. We keep the tech nodes off of it, that way they can only be added by admin.)

Etraplanetary Launchpads OR Orbital Construction. The latter is more simplistic, the former isn't very pretty without the rather modified version I use to replace most of the items with Kethane equipment. (Will work on a Module Manager config soon).

Spherical Tanks

Wayland's Hyper Ring (because I think it looks cool!)

Weka life boat (to escape when attacked! Also looks cool!)

EVA parachutes (also to escape!)

Near Future (real, or at least realistically viable engines and power sources that are much more efficient for space travel)

Anyway, I'm all in for this if you want a hand. I've got my own up and running and have for awhile. I was thinking about opening it up to others, but it's just as easy to come help you out instead :)

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Interesting stuff...

Vladthemad - I'm inclined to lean towards career for a pure war server - but one of the objectives of this (at least in my mind) is to lessen the griefing on the other servers. I think that would be best accomplished with a sandbox server...

godarklight - I agree with Kerbin SOI as a nuetral zone... otherwise it's just sit and wait until your opponent gets out of the safety bubble ;-)

As far as mods -

Sparrow Missile Mod

TAC Self Destruct

Gatling Gun

I would also put MechJeb on (just to get less experienced griefers off the other servers)

Just my thoughts for now - Let me know what you guys think...

-BC

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@KvickFlygarn87: Kethane shouldn't do that anymore, Each player has his own map but it should be saved on the server, meaning kethane won't reset anymore. This come with career support - They both store data in the same way.

EPLP or orbital construction is a cool idea as it lets players "spawn" at duna or eve which means kerbin can be the contested planet, but I'm just thinking out loud :-/

Also trying to kill someone in atmosphere is very hard at the moment afaik - I'd nearly call it impossible (you have to be within 500 meters to see them).

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@KvickFlygarn87: Kethane shouldn't do that anymore, Each player has his own map but it should be saved on the server, meaning kethane won't reset anymore. This come with career support - They both store data in the same way.

EPLP or orbital construction is a cool idea as it lets players "spawn" at duna or eve which means kerbin can be the contested planet, but I'm just thinking out loud :-/

Also trying to kill someone in atmosphere is very hard at the moment afaik - I'd nearly call it impossible (you have to be within 500 meters to see them).

Kethane would make it more of an objective based server... defending resources would be a major contention point...

I haven't used EPLP or orbital construction before, but it looks like they would also add to the environment.

And I know killing someone in the atmosphere would be nearly impossible - I was more referring to once you achieve a parking orbit... that would be solved by using the EPLP or orbital construction plug-ins (at least once you got your orbital or extra-Kerbin bases in place)

I guess a major question that I don't have the answer to is if the EPLP or orbital construction mods are integrated into the tech tree - if they aren't that kinda makes a career server a non-starter...

-BC

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Kethane and EPLP doesn't work as of now, every time you relog you get a clean map with a new seed, so your bases are no longer in a Kethane/Ore filled spot (unless you have the luck to have Kethane and/or Ore spawn where it's at, which isn't very likely).

Both were working fine for me over the weekend. Just checked, and the maps are still the same. Kethane information is saved correctly. Are you using sandox or career? 1.5.0 or 1.5.1?

Kethane would make it more of an objective based server... defending resources would be a major contention point...

I haven't used EPLP or orbital construction before, but it looks like they would also add to the environment.

And I know killing someone in the atmosphere would be nearly impossible - I was more referring to once you achieve a parking orbit... that would be solved by using the EPLP or orbital construction plug-ins (at least once you got your orbital or extra-Kerbin bases in place)

I guess a major question that I don't have the answer to is if the EPLP or orbital construction mods are integrated into the tech tree - if they aren't that kinda makes a career server a non-starter...

-BC

(Godarklight, correct me if I'm wrong here) All the Kethane information is saved client side. You wouldn't really be fighting over resources because those resources are only accessible by you...but we don't have to tell the players that. Each player has a different randomly generated, but persistent, resource map generated for them.

EL had some bad bugs that they just corrected. Two weeks ago it was unusable as things often exploded on the launchpad! Haha. It was a clipping issue I think. You'd have to figure out if you wanted to use the equipment they provide or not. I'm not sure if all the parts even work properly, but as I said I just added the EL functionality to Kethane parts. The only parts I kept were the launch pads. The models are clunky as well, but some of the community is working on providing better ones.

Orbital Construction is functional, and pretty simplistic. It feels more like teleporting your ships around than actually building them on site.

The big difference between the two is that EL will spawn your ship right on the launch pad, or at the space dock. OC on the other hand places your ship about half a km away in orbit from your dock when you build it. If it's a planetside dock, it still puts it in orbit, and then there's an option to "land" it..which basically teleports it near the surface and slowly decends it at 1m/s giving you time to maneuver it and land it.

EL also loads the ship right from your save files. OC requires you to go to KSC, go to the launch pad with a special part attached, and then gives you the option to teleport to any of your space docks that have enough materials in their inventory to build your ship.

It's six of one, half a dozen of the other. EL goes for a more "realisitic" approach but is more difficult to use currently without modification. OC is more simplistic, and easier to use. I personally prefer EL, but they pretty much provide the same functionality if in different ways.

Lastly, I can just about integrate any part into the tech tree, that's easy. Hah. I think EL is already integrated, cant remember if OC was or not. Basically if it just requires manipulation of the parts files I can make it work. Fixing outdated DLL's is beyond my scope so far though. :)

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(Godarklight, correct me if I'm wrong here) All the Kethane information is saved client side. You wouldn't really be fighting over resources because those resources are only accessible by you...but we don't have to tell the players that. Each player has a different randomly generated, but persistent, resource map generated for them.

True - but opponents will still see your mining base ;-)

EL had some bad bugs that they just corrected. Two weeks ago it was unusable as things often exploded on the launchpad! Haha. It was a clipping issue I think. You'd have to figure out if you wanted to use the equipment they provide or not. I'm not sure if all the parts even work properly, but as I said I just added the EL functionality to Kethane parts. The only parts I kept were the launch pads. The models are clunky as well, but some of the community is working on providing better ones.

Orbital Construction is functional, and pretty simplistic. It feels more like teleporting your ships around than actually building them on site.

The big difference between the two is that EL will spawn your ship right on the launch pad, or at the space dock. OC on the other hand places your ship about half a km away in orbit from your dock when you build it. If it's a planetside dock, it still puts it in orbit, and then there's an option to "land" it..which basically teleports it near the surface and slowly decends it at 1m/s giving you time to maneuver it and land it.

EL also loads the ship right from your save files. OC requires you to go to KSC, go to the launch pad with a special part attached, and then gives you the option to teleport to any of your space docks that have enough materials in their inventory to build your ship.

It's six of one, half a dozen of the other. EL goes for a more "realisitic" approach but is more difficult to use currently without modification. OC is more simplistic, and easier to use. I personally prefer EL, but they pretty much provide the same functionality if in different ways.

Sounds like OC is they way to go - simpler and a proven platform...

Lastly, I can just about integrate any part into the tech tree, that's easy. Hah. I think EL is already integrated, cant remember if OC was or not. Basically if it just requires manipulation of the parts files I can make it work. Fixing outdated DLL's is beyond my scope so far though. :)

Yeah - I've been doing it since they introduced the tech tree - only problem is that we'll have to prepare modded mods (that sounds kinda silly) and have them available for download - and clients will have to put all those downloaded pieces together...

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@bcspazer: Hmm... Maybe it's just my playstyle, but will sandbox attract the people you want attracted to it and keep them there, or will it just end up a waste land of debris with no active players after the first week? If I'm a normal player that wants the added difficulty of defending my bases am I going to want to be on a server where anyone can log in and load up a 1000 part death machine to attack me five minutes into their first time on the server? That said, will your real problem causers go there if there's no one to cause problems for?

@godarklight: I don't know if OC is *proven*, apart from my trying it out a little bit. Both are a bit on the obscure side of the modding community. EL is far more popular and has a more active thread. Both would need more testing. Having put some thought into it, I'm guessing that because of the way the OC system and KMP work, nothing will stop me from spawning my ship with your orbital dock even if you locked it...and now I'm only half a click away...PEW PEW PEW!!!! With EL I at least have to access the base first.

And what happens if I'm in the future at my base and someone in the past blows up my base? ERMAHGERD THYME PARADERX!!!!

Edited by Vladthemad
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Completely correct about kethane, the map / resource data is saved on the server and downloaded on connect, but with a different map for each player.

There's different pros and cons to career mode though, the main one I see against it is dedicated players will have 1000 part ship eating machines while you're still trying to make it into space exploding SRB's.

If EL is more popular and more active - You will probably want to use that instead. However it does sound like we need a really slim version of hyperedit that has a "warp to base" function, and possibly a "send you directly into the sun if you enter another factions base" type of thing.

That would force me to learn how to shift a vessel which *should* be quite easy.

EDIT: Also vessel updates in the future aren't synchronized until your time passes the time when it happened, so no paradox.

EDIT 2: ERMAHGOD THYME PARADOX!. I'm not even sure if that can be solved, or how it's even handled in KMP.

Edited by godarklight
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OK All - Here's what I'm going to go with if there are no objections:

Mode:

Sandbox Mode

Mods:

Kethane

Sparrow Missile Mod

TAC Self Destruct

Gatling Gun

EPLP

KAS

Rules:

1) Kerbin SOI is neutral territory.

2) Whitelist for Mods.

3) Piracy on.

As far as particular SOIs or moons being for factions or battle zones, my thinking is to let this work itself out naturally (less management).

The other side of the coin is that other servers should be non-combat zones.

I think we'll have to let the community be somewhat self policing - if someone is causing trouble clients can report them @ [email protected].

Vladthemad - I will definitely take you up on your offer to help set this up as I am unfamiliar with most of these mods. Not to mention if you have the server side mod file ready to go - all the better.

Vladthemad / godarklight - Possibly helping to moderate - you guys seem to be more inclined to play on the server.

Let me know what you guys think!

-BC

Edited by bcspazer
Add KAS
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No, run sandbox! I mean, come on! We don't wanna do SCIENCE! just to do war!

EDIT: If you do run with career, use Station Science and Beastly Science as well. Also, let us fire teh lazar mizzilez.

I'm OK with sandbox as long as Kerbin SOI stays neutral...

It's really up to the community!

-BC

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Yeah, sandbox makes it more fun.

Otherwise one would be more powerfull just for having less stuff to do IRL.

Also, will we have factions or just be one for himself?

These mods are also being developed planning on a future KSP MP warfare:

http://forum.kerbalspaceprogram.com/threads/64211-InfiniteDice-Skillful-Combat-Damage-Weapons-Mod

http://forum.kerbalspaceprogram.com/threads/63678-WIP-0-23-AKSTechnologies-Weapons-Pack-%28release-very-soon%29?

You should check them out.

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Yeah, sandbox makes it more fun.

Otherwise one would be more powerfull just for having less stuff to do IRL.

Changed to Sandbox - you make a very good point! (mostly because I have TOO MUCH stuff to do IRL)

Also, will we have factions or just be one for himself?

I was thinking about letting teams develop naturally - but if the community wanted to do that, I could be pursuaded ;-)

Those do look interesting but all seem to be in an earlier alpha state than KMP itself...

-BC

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Yeah, they are under development.

I will let you know if any of them release.

The AKS one is fine, it works as well as the gatling gun.

It also reflect bullets on panels, so IMO thats a very nice feature.

I made that point because I'm totally idle for like a month, lol.

When the server will be up?

We can use the test build which adds mods automatically just to see how those mods behave.

Btw, as we are on sandbox mode now, is MJ really needed?

I have some aversion to it.

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Yeah, they are under development.

I will let you know if any of them release.

The AKS one is fine, it works as well as the gatling gun.

It also reflect bullets on panels, so IMO thats a very nice feature.

I made that point because I'm totally idle for like a month, lol.

When the server will be up?

We can use the test build which adds mods automatically just to see how those mods behave.

Btw, as we are on sandbox mode now, is MJ really needed?

I have some aversion to it.

I'm just waiting to hear from vladthemad and godarklight really... the actual server is built and ready to go - just needs the mod file and a few tweaks to the server setup file...

I prefer to not use pre-release builds on my public servers because I end up having to update every time there is a new build...

As far as mechjeb - I'm more of an engineer than a pilot (I actually suck as a pilot) so I'd like to occasionally play on it - but if there are enough votes to exclude it, I would be willing to concede...

-BC

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The issue about MechJeb on singleplayer is that you get no cookie.

On multiplayer it makes missle artillery too overpowered, you can just click "hit the target" and sit back.

Engineer Redux, improved maneuver nodes or alikes would be welcome though.

Edited by tetryds
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As most combat will probably involve smashing your stuff into their stuff, do we need many more weapons than a dumb fire missile and a chaingun? You want a guided missile, attach a probe to the top of a small rocket. Do you want to get fancy? Use a KAS grappling hook to grab their station and drag it into Kerbol.

I agree mechjeb makes it too easy to either crash into them, or worse yet get in range and shoot them down. Without it you at least need SOME skill. As far as being an engineer vs. a pilot, you should watch what mechjeb does while it's doing it. That's how I managed to learn to be a better pilot. It's like your own interactive tutorial! Hah.

Here's a pic of my little gatling gun test when I first tried it out:

http://cloud-2.steampowered.com/ugc/3299186391170652507/BDE0EDAE11F98246C520209AB2BFB79099DC79D7/

Interesting to note, they are pretty heavy, and they kick like a mule. A moment after that picture was taken the kick from firing them flipped that little lander can right off the platform! Make sure you balance them properly or you'll be spinning out of control.

Edited by Vladthemad
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Yeah - I've been doing it since they introduced the tech tree - only problem is that we'll have to prepare modded mods (that sounds kinda silly) and have them available for download - and clients will have to put all those downloaded pieces together...

Oh yeah, I hadn't thought of that. I give all that stuff to my friends in the zip files I provide for mods...of course it doesn't matter now because you're going sandbox ;)

I also see you aren't going to use KAS. TAC Self Destruct serves little purpose if you can't attach it to things. Sadly the explosions don't damage nearby ships/bases/Kerbals, so without being able to stick them onto someone else's ship in EVA it's just a fancy way of deleting your own stuff without going to the Tracking Center.

Edited by Vladthemad
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As far as being an engineer vs. a pilot, you should watch what mechjeb does while it's doing it. That's how I managed to learn to be a better pilot. It's like your own interactive tutorial! Hah.

Oh goodness... another MechJeb debate! LOL

Honestly, I can do everything pretty darn well except docking - the reason I use MechJeb is that I don't play the game to pilot - I play the game to build... I've played my fair share of flight sims (oh, the days of X-Wing vs. Tie Fighter!!!) just not really my thing anymore. ;-)

I do agree though that a BattleServer shouldn't have it - it would make it far to easy for noobs or griefers to jump on and start ramming into whatever they please...

-BC

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