Multiplayer Stuff

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Huojin
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Multiplayer Stuff

Post by Huojin » 18:36:55 Tuesday, 05 August, 2014

(This is mainly for CWest to read, feel free to ignore.)

Right, so this is a (fairly sizeable) list of mods I found we might want to use.

BUT FIRST!

Watch this video:



It's from KSP Renaissance Compilation, which looks gorgeous. I don't want any of the additional/optional ones though, if that helps.

It includes 2 other mods I quite like - Active Texture Management, which'll help things run more smoothly, and Distant Object Enhancement, which visually loads (but doesn't physics-load) distant ships, plus some other effects.

I've not used KW Rocketry before, but since you like it I'll give it ago.

RemoteTech is back, so we can use that again. It's still a little buggy but we should be fine.

Since we're doing career mode with contracts, maybe we should use something like Fine Print, which gives more contracts.

Obviously we need DarkMultiPlayer to do this stuff, so I'll stick the link here anyway.

I quite like mods like Enhanced Navball.

You mentioned it, but yeah, KAS is a super handy mod to have.

If we're doing career mode with contracts, I'd want to have DebRefund, which apparently lets you recover funds from things you land with parachutes like spent SRB stages. Re-usability is cool, but not all your rockets can be, obviously.

Procedural Fairings. Aesthetically pleasing rockets are so much better.


These others are more just ones I'm interested in, I could take them or leave them:

Kerbin Shuttle Orbiter - KSO is a Kerbal-esque shuttle and station pack that appeals to me. Plus, reusable!

CactEye Orbital Telescope - A telescope mod that apparently can fit into the larger-sized KSO shuttle, which is nice.

Infernal Robotics - Pretty handy moving parts mod.

MechJeb - The dreaded MechJeb. I can take it or leave it. I tend to use it for the readouts if gives though, rather than using it to fly.

PartCatalog - if we have a bunch of mods, we could use this to separate stuff out.

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CWestfall
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Re: Multiplayer Stuff

Post by CWestfall » 16:04:34 Wednesday, 06 August, 2014

I'm going to try to get all that in there. Except Infernal Robotics because at the moment that just seems like it might bug out with fuel tank mods, though I could be wrong. And also MechJeb, since Kerbal Engineer Redux does everything you're looking for but with less overhead. RemoteTech and KAS are both outdated and intended for 0.23.5, but apparently there is a community fix for weird part prices for KAS. I don't know about RemoteTech, but I'll keep looking.

I'm also going to attempt to install Ferrum Aerospace, Deadly Re-entry, and Kerbal Alarm Clock. I have no idea how that last one will work out in a multiplayer setting, but hey, what could possibly go wrong?
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Huojin
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Re: Multiplayer Stuff

Post by Huojin » 20:29:29 Wednesday, 06 August, 2014

I'm fine with skipping Infernal Robotics and swapping out MechJeb for Kerbal Engineer.

I think we should try to use the RemoteTech and KAS community fixes though, they're two very useful mods.

I'm fine with Deadly Re-entry too, I've always wanted to try it. Ferram, we might want to swap our for NEAR, which is like a paired down Ferram that's not super accurate but is a more accurate aerodynamics model than vanilla.

Hopefully there'll be no issues with Alarm Clock. Fingers crossed :P

I think this is a pretty good loadout though - there's not many parts mods, the biggest one will be KW. I'll try and add everything and we'll see how it goes.

EDIT: Does it matter if we use different versions? I'm trying the 64-bit one.

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CWestfall
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Re: Multiplayer Stuff

Post by CWestfall » 17:53:59 Friday, 08 August, 2014

After much consternation I've got the whole thing ready to go, but today is a little bit hectic. If you're free tomorrow around 1400 UTC that'd probably be the earliest I'll be ready to host a game. I'll try to make sure all 2.66 GB (!!!) of files are uploaded for your downloading pleasure by some time this evening, my local time.
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Huojin
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Re: Multiplayer Stuff

Post by Huojin » 18:21:52 Friday, 08 August, 2014

I'm probably busy most of tomorrow, so it's not an issue if we need to wait. How does Sunday look?

And that's great on the files, I'll have a playabout when you're done uploading, try to familiarise myself with KW a little bit, methinks.

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CWestfall
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Re: Multiplayer Stuff

Post by CWestfall » 05:49:30 Sunday, 10 August, 2014

Turns out, horrendously unstable over moderate lengths of play. But I've got a tonne of free time tomorrow so I'll swing by IRC early in the morn' and do some troubleshooting.
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Huojin
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Re: Multiplayer Stuff

Post by Huojin » 13:35:24 Sunday, 10 August, 2014

Hmm. There's a debug menu somewhere in there, I don't remember how to open it though. Could be of use. Otherwise, feel free to remove mods you think may be causing the issue.

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