trbinsc Posted March 26, 2012 Share Posted March 26, 2012 After some discussion with ToxicFrog, the creator of Kessler, we decided that synchronous multiplayer would be fully possible. You would need to use a modified version of the existing telemetry plugins to send data to KSP, as well as a tool like Kessler to download changes while you are away. However, I can\'t code in C#, and ToxicFrog is busy with Kessler, so I need some other people to help code. It would be hard to implement, so multiple coders will be necessary. If you want a slot, PM me with what it is and why you think you should get it. We now have an IRC channel at #KSP_MPmod on EsperNet.Current Progress Key: Not finished Not finished/optional Working on it ImplementedModify the telemetry plugin to send all data about the rocket, like fuel and heat levels.Create a server software to manage and send data about crafts.Modify the telemetry plugin to accept data about craft and put into the game.Create a cfg file to specify what server you join OR Find a way to connect to servers in-game.Find a way to make parts and ships un-usable in the VAB if they have parts that the server doesn\'tAdd a 'This launchpad is occupied' dialogue with a 'Wait' option.Find a way to make sure people can only pilot their own ships, but can observe everybody\'s.Make timewarp only useable by admins or a unanimous vote.Add an IRC client to the gamePositionsPR GuytribinscCodersCauseless - Project DirectorprotagorasOpen slotOpen slotTestersMynorustogfoxByterI\'m open to any suggestions or constructive criticism. Link to comment Share on other sites More sharing options...
deadshot462 Posted March 26, 2012 Share Posted March 26, 2012 I got another specification:Create the ability to join into multiple servers - that way, if timewarping isn\'t possible, you will always have something to do in different servers. Link to comment Share on other sites More sharing options...
trbinsc Posted March 26, 2012 Author Share Posted March 26, 2012 Well, as long as you can join servers in game, this would be possible, because each server holds it\'s own info about what is happening. Link to comment Share on other sites More sharing options...
Mynorus Posted March 26, 2012 Share Posted March 26, 2012 I volunteer for testing. Link to comment Share on other sites More sharing options...
trbinsc Posted March 26, 2012 Author Share Posted March 26, 2012 -snip-If you want a slot, PM me with what it is and why you think you should get it.-snip- Link to comment Share on other sites More sharing options...
Monkthespy Posted March 27, 2012 Share Posted March 27, 2012 I wish to help test this, sounds like FUUUUN. Link to comment Share on other sites More sharing options...
protagoras Posted March 27, 2012 Share Posted March 27, 2012 I am currently in college for programming, but don\'t have any experience with networked multiplayer yet. However, that being said, if you have a 'lead' engineer, I would be more than happy to do what I can to help. Link to comment Share on other sites More sharing options...
VincentMcConnell Posted March 27, 2012 Share Posted March 27, 2012 I\'d like to be a tester, please, if you still have a slot open! Link to comment Share on other sites More sharing options...
FourTee2 Posted March 27, 2012 Share Posted March 27, 2012 I don\'t think I\'d make the best tester, but I do have a request: If one of the people working on the project could write some in-depth summaries about what happened on any given testing session (maybe once a week?), it would allow the whole of the community to get a taste of what this is to become! Link to comment Share on other sites More sharing options...
VincentMcConnell Posted March 27, 2012 Share Posted March 27, 2012 I don\'t think I\'d make the best tester, but I do have a request: If one of the people working on the project could write some in-depth summaries about what happened on any given testing session (maybe once a week?), it would allow the whole of the community to get a taste of what this is to become!I would gladly work as both a tester and someone who writes summaries on what I experienced during that session. It\'s much like a post-flight briefing or an after action report in combat. I have no issues with that idea. Link to comment Share on other sites More sharing options...
Misterspork Posted March 27, 2012 Share Posted March 27, 2012 I\'d participate in testing, but I don\'t have the best internet connection. Speedtest says I have the average of the US, so maybe I would be a good tester for that reason.Also, for the problem of people using other people\'s ships, make it so that every ship sent by people is unpilotable except for the PC that sent it, and optionally have the option to make it pilotable for others. I\'m not sure how this would work in the coding. Link to comment Share on other sites More sharing options...
FourTee2 Posted March 27, 2012 Share Posted March 27, 2012 But if it were made unpilotable, how would this plugin function with 0.15? Now, I realize that none of us currently understand how docking will work, but if we are unable to dock in multiplayer (Read: No exchange of fuel, resources, no group space stations), well... yeah. Link to comment Share on other sites More sharing options...
TaTaRinBsB Posted March 27, 2012 Share Posted March 27, 2012 I volunteer for testing,too. Check me in... Link to comment Share on other sites More sharing options...
Meatsauce Posted March 27, 2012 Share Posted March 27, 2012 I would love to help. Short of testing, the only thing I can think of is to offer a financial incentive for the first successful synchronous multiplayer with the features listed above, and functionality for docking when introduced ...plus room for growth. If it were to fit that bill, and such a community investment were not frowned upon by the devs, I\'d be willing to make a personal investment to spur development ...and yes - I want MP that badly. Hmmm ...So maybe the question becomes, how much am I willing to pay to have the first working server and client? Link to comment Share on other sites More sharing options...
trbinsc Posted March 27, 2012 Author Share Posted March 27, 2012 Do I have to remind you guys again?-snip-If you want a slot, PM me with what it is and why you think you should get it.-snip-It\'s been mostly on a first come first serve basis, but if I get multiple applications I may have to choose. Link to comment Share on other sites More sharing options...
Causeless Posted March 27, 2012 Share Posted March 27, 2012 I would love to help. Short of testing, the only thing I can think of is to offer a financial incentive for the first successful synchronous multiplayer with the features listed above, and functionality for docking when introduced ...plus room for growth. If it were to fit that bill, and such a community investment were not frowned upon by the devs, I\'d be willing to make a personal investment to spur development ...and yes - I want MP that badly. Hmmm ...So maybe the question becomes, how much am I willing to pay to have the first working server and client? I\'m not sure if a financial incentive would help much - remember, this is a mod, anyways. I\'m not sure if taking money is even legal, considering it would be built upon this game.I should be joining as a coder, but first we need some sort of roadmap set up before we dive in, or else bad things will happen. I think the first step would be to merge Kessler into a in-game plugin, which would allow a semi-realtime multiplayer for unloaded vessels (so you don\'t need to reload the game every time you want to update). The hardest parts of this project will probably be synchronization for loaded vessels, and having unloaded vessels being real-time. I\'m not sure how much access we\'d have to unloaded vessels without needing to force the game to reload, which could be very slow.For loaded vessels, it would be very hard to keep them in synch... the problem is, everyone\'s computer has different speeds, and would handle the physics differently. We could assume that every computer is perfect, and have it only synch after it\'s unloaded (sending input to other craft to make them move), but of course there would still be major issues with synch after something would be loaded for a while.We might be able to just force-position craft in the correct place, and attitude, but then we\'d need some way to show engines firing, and rcs, landing legs, etc.Finding a way to connect to servers in-game is probably (hopefully) possible, because that Elderberry plugin managed it, and irc integration shouldn\'t be far off either. Link to comment Share on other sites More sharing options...
StelarCF Posted March 27, 2012 Share Posted March 27, 2012 Add me for tester Edit: I\'d also add myself as coder if I didn\'t have such a tight schedule right now (until the 5th April)... Link to comment Share on other sites More sharing options...
Lodvib Posted March 27, 2012 Share Posted March 27, 2012 I voluntere to test Link to comment Share on other sites More sharing options...
Meatsauce Posted March 27, 2012 Share Posted March 27, 2012 I\'m not sure if a financial incentive would help much - remember, this is a mod, anyways. I\'m not sure if taking money is even legal, considering it would be built upon this game.I should be joining as a coder, but first we need some sort of roadmap set up before we dive in, or else bad things will happen. I think the first step would be to merge Kessler into a in-game plugin, which would allow a semi-realtime multiplayer for unloaded vessels (so you don\'t need to reload the game every time you want to update). The hardest parts of this project will probably be synchronization for loaded vessels, and having unloaded vessels being real-time. I\'m not sure how much access we\'d have to unloaded vessels without needing to force the game to reload, which could be very slow.For loaded vessels, it would be very hard to keep them in synch... the problem is, everyone\'s computer has different speeds, and would handle the physics differently. We could assume that every computer is perfect, and have it only synch after it\'s unloaded (sending input to other craft to make them move), but of course there would still be major issues with synch after something would be loaded for a while.We might be able to just force-position craft in the correct place, and attitude, but then we\'d need some way to show engines firing, and rcs, landing legs, etc.Finding a way to connect to servers in-game is probably (hopefully) possible, because that Elderberry plugin managed it, and irc integration shouldn\'t be far off either.I agree such an effort would require a need for a volunteer group of community devs to organize for demanding projects. Its likely that there\'s a few models and cases (an experiences by devs) that would translate into a self-organized approach. It often emerges from the best led, documented, and community-demand driven environments. The audacity of developers, user suggestions, and user generated content should not be under-estimated; nor should the possibility of what glorious things can emerge if a great team is assembled and led properly. The prospect alone is worth nurturing. I know I\'ve seen community driven incentives before but examples escape me at the moment. The legality isn\'t in question. It\'s a person to person transactions for essentially time. The question is about getting a nod to run ......well basically ...a X-Prize for KSP.Looking forward to seeing how things unfold. Link to comment Share on other sites More sharing options...
togfox Posted March 27, 2012 Share Posted March 27, 2012 There might be a need to fund 24x7 servers but lets not get to far ahead. Link to comment Share on other sites More sharing options...
witeken Posted March 27, 2012 Share Posted March 27, 2012 Nice I see there is an open slot in testers... Can I? Link to comment Share on other sites More sharing options...
Capt'n Skunky Posted March 27, 2012 Share Posted March 27, 2012 If you want a slot, PM me with what it is and why you think you should get it.Anyone that fails this simple instruction shouldn\'t be allowed to be a tester.Just my two cents. 8)Arrr!Capt\'n Skunky Link to comment Share on other sites More sharing options...
fnordianslip Posted March 27, 2012 Share Posted March 27, 2012 I\'m curious. Is it necessary to synchronise the position of planetary bodies, like the mun, as well as spacecraft, or can that all be determined from knowing the time? Perhaps instead it would merely be necessary to ensure time is well synchronised between players computers too, otherwise you might end up with a multiverse instead of a multiplayer server, where some \'forks\' of a spacecraft survive and other \'forks\' collide with planets and are destroyed. Link to comment Share on other sites More sharing options...
Katalliaan Posted March 27, 2012 Share Posted March 27, 2012 fnordian - going by a lack of mention of Kerbin or the Mun in the .sfs, I\'d say that their positions are likely calculated based on the universal time. Link to comment Share on other sites More sharing options...
Causeless Posted March 27, 2012 Share Posted March 27, 2012 I\'m curious. Is it necessary to synchronise the position of planetary bodies, like the mun, as well as spacecraft, or can that all be determined from knowing the time? Perhaps instead it would merely be necessary to ensure time is well synchronised between players computers too, otherwise you might end up with a multiverse instead of a multiplayer server, where some \'forks\' of a spacecraft survive and other \'forks\' collide with planets and are destroyed.As said by Katallian, the position is calculated by the Universal Time, so that shouldn\'t be a problem. Link to comment Share on other sites More sharing options...
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