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Did someone say MULTIPLAYER?

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I got time warp and sub space implemented now. I made an installer and a modloader for it. We are close. Got one more error to tackle and then hopefully we will create a repository for it and go live and just keep iterating from there and follow KSA development
 
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I made an installer and a modloader for it.
Any chance it could be ported to StarMap?

(Note since it's not mentioned in StarMap's README or anything yet: You can do [StarMapBeforeMain] to have your function get called before KSA.Program.Main() if you need that)
 
Trying to get it done. Balancing my real job and the time I have after work to do it.. there’s a new release so now I gotta make sure it runs with that. And i got a bug when switching from orbit to atmosphere throws an exception. Looks like we’re gonna be delayed a bit.
 
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@SSDeveloper let me get to a point that i can get this project up on github and we wil go from there. I just glanced at the star map. I assume it’s a mod loader and it can load DLL’s.?
 
Yup
 
Just an uodate I got the project updated to i think ksa 3000 trying to keep up with ksa releases. I still have a bug with the transitions from orbit to atmosphere throwing exception. Doing my best. Trust me as soon as i can get it stable enough to present to you guys. I surely will. A little info on how it works. It is an event based system. This means we are letting ksa do most of the heavy lifting simulation naturally and propagating the orbits and only sending network updates during an event hopefully cutting down on network traffic. This type of architecture allows for (hopefully) smooth visuals with little “jitter” so far anyways and working WITH the game instead of fighting it with constant network positioning updates
 
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