![]() Vessels that aren't under active control by another player and that haven't been touched in the "future" (relative to you) are all available. It depends on what people on a particular server are doing, but yes it's totally possible that everyone on a server might split into their own subspace, and that's A-OK! When you first connect to the game you're always placed in the "latest" subspace currently on the server, and if you ever want to directly interact with another player the most you'll have to do is click a button. Won't everyone just be out of sync all the time? If another ship has been manipulated in the future, you're effectively just watching a recording of events that have "already happened" play out. Keep in mind, though, that since the ship is still being manipulated in the past, the predicted future location can rapidly change. If the other player is in the past, KMP tries to predict where they'll be in the future and shows their ship at that location. Vessels from the past or future turn translucent so that you know that you won't be able to affect them. You'll still be able to see those players and what they're doing in-game-you can chat, send screenshots, share designs, etc, but you won't be able to interact with any in-game vessels that those players control. What happens when I'm not in sync with someone else? Is it complicated?įor gameplay purposes, at least, it's actually really simple! Need to go to warp for a few years to position that shiny new Jool probe? Go ahead! Want to build a new space station with your buddy afterward? Just sync up and you're good to go. You can sync with any player that's "in the future" relative to you whenever it's convenient. KMP gets around this by allowing players to play in multiple timeframes (or "subspaces") simultaneously. The big problem that immediately comes up when allowing players to use warp whenever they want to is that forcing everyone to go into warp is unpractical, and otherwise your local copy of the solar system wouldn't be synchronized with other players (so the planets and moons would be in very different positions relative to each other for different players). Yep-normal "on rails" warp is always available, though "physics warp" isn't. That's a good way to put it-I should make that into a slogan or something.Īnd I can use warp as much as I want, anytime I want? Trick my friend who's actually good at this game into doing all the hard stuff for me? That one can be a little janky, but yeah you can! ![]() I don't know why you'd want to, but yeah you can do that too. (CaptainCarpenter), nor without the numerous discoveries made and shared by KSP's incredibly smart & helpful modding community.ĭeorbit satellites with kinetic kill vehicles? KMP would not have been possible without the help of testers like Simon C. KMP builds on the already-amazing KerbalLiveFeed mod created by Alfred Lam/SodiumEyes, and KMP itself was created by me: Shaun Esau/TehGimp. It's a real multiplayer plugin and it even actually works (er. Surely you jest! Who's responsible for this hoax? ![]() Oh, and you can use (normal, on-rails) warp as much as you want. In a KMP game you can freely interact with other players and do all the Kerbally things you'd normally do in KSP, but with friends (or strangers) playing in the same universe, at the same time. KMP is a mod for v0.22 of Kerbal Space Program that adds a multiplayer game option. Need mods on your server? Read the included README and check out this tool. * Fixed another bug causing loss of science points and career progress * Fixed various bugs causing loss of science points and career progress * Added "/lockship" server admin command for manually changing vessel privacy * Fixed server can crash with a poorly formed "/set" command * Ship control is now blocked while entering a chat message * Fixed EVAs near KSC being sent to the server even when in safety bubble * Fixed server crash in some situations where a client doesn't disconnect cleanly ![]() * Fixed possible NREs when changing part opacity affecting game performance * Fixed some bugs affecting the reliability of career-mode data (more fixes by trafalg & xterm91) * Optimized server object serialization to increase overall performance * Optimized database performance during cleanup operations, which should address recent server slowdown/lag issues * Tweaked rendezvous smoothing behaviour for better in-game performance * Shrunk default safety-cylinder radius to 2000m
0 Comments
Leave a Reply. |