My Youtube feeds showing some videos by other prominent KSP creators, but I haven’t watched any of them yet. Scott’s video was pretty rudimentary, unless you’re concerned about flying under bridges at KSC, which is kind of his tradition in first look KSP videos. You can select any of your navball markers (prograde, retrograde, normal, anti-normal, radial in, radial out, and the maneuver marker) and the autopilot will keep you aimed at that point. Based on Scott Manley’s video, it looks to me like you get the full autopilot options that existed in the final versions of the first game. First early access release goes on sale on the 24th. This is good for MMOs because it keeps all the players in the same time and there won't be sync issues.The game isn’t out yet. In a specified time (Probably Midnight) Or When all players have left the server, the server warps to the nearest Maneuver node and automatically does the Maneuver node for the player, it repeats this until all the Maneuver nodes are completed. This is really a variant of MCW but without specifying a warp process with players in a game. Games can be exported from the server (or client) to a new KSP compatible savegame file format which individuals can then play in KSP with, and even warp, and then reload that KSP savegame on the server for a new No Time Warp event. Games are loaded from a KSP gamesave file to a server, which is then played in by game clients without any time warp option available to them. Kermageddon- view other player ship orbits in your game."Kerbal LiveFeed Passive Multiplayer Plugin Client Server" Kerbal LiveFeed - view live game information from other players playing KSP, and share craft files."Telemetry and Flight Control in the Web Browser" Telemachus Mod - Mission Control style game control where a single player flies the craft, but data is shared with mission control participants who can call out values and course corrections.Think of friends playing individual games of solitare while all at the same table, able to share strategies, view each other's work, or even pass cards (ships) to each other. Not multiplayer but a shared social gaming experience. "KSP Multiplayer How To" Information Sharing "asynchronous, shared-world multiplayer (+ save editor)" Kessler - asynchronous shared save file.Successfully doable with current game mechanics. Pass the savegame file to the next person in line, or a shared savegame file that is asychronously updated by various players. "Multiplayer I know but bear with me" Turn Based "Not your average multiplayer discussion" (inaccessible) Not Your Average Multiplayer Discussion:."Idea the LOG Multiplayer System" (inaccessible) "Some ideas for solving the logistics issues for multiplayer" Kerbal Multi Player (KMP)(Dead, Not updating) :.Dark Multi Player (DMP)(recommended!) - Also supports master controlled warp and no warp:.Least realistic of all options since it introduces warping of planets and/or other objects that require sometimes illogical reconciliation, paradox-inducing abnormalities, or unforeseen physics consequences unless players share the same time frame yet this idea has brought forth the most successful implementation of multiplayer to date. ![]() Time warp only is allowed relative to the player initiating it, or whenever a player's ship or EVA is within a certain distance max time warp availability slows down for both players using it in increments until time is x1 in close quarters, or whenever a player logs off the server advances the shared game state to the most advanced time stamp relative to the most chronologically advanced player. "The Multiplayer Project?" Relative Synch "Solutions to warping problems *IF* multiplayer gets added" (inaccessible) "Battening down the hatches" would be a regular occurrence in such games, but EVAs would certainly be a lot more fun! This seems the most logically doable of all ideas. ![]() Communication between all players would be essential to avoid collision or physics catastrophes. The amount of maximum warp is limited to the lowest warp factor available to all players (so if a player is landing, the max factor is lower than if all player ships/evas were in interplanetary space or in an observer mode). Either designated warp admins have the power alone to advance the time warp, or all players do. This is great for small network games where the multiplayer focus is usually on close quarters or EVA/IVA operations. This idea requires communication between players prior to warping. Master Warp: Only certain players or all players have the power to advance time at the lowest available common warp factor.
0 Comments
Leave a Reply. |