![]() ![]() Pretty much not an issue in co-operative multiplayer but seeing through walls and similar wrecks online FPSs. As such, I'd expect constructions with parts-mods to simply not function (or even be allowed) in shared environments. Describing even a very basic collision-box for such parts adds a great deal to the minimum communications volume and complexity. Parts mods, on the other hand, create an entirely new problem in that other machines (possibly even of the same type) will have no visual or physical representation for them at all. Again, players will just have to accept that some people can't see their pretty, flashing navigation lights and it shouldn't be much of an issue (but see below on antagonistic games). It is not guaranteed, for instance, that animations, lighting or even textures will be equally represented even for what is nominally the same part. ![]() In any case, if KSP allows the same part-set on different platforms (without which it's pretty hard to share tips or designs) then whatever their local representations they should be shareable within limits. Users of less-powerful computers will probably just have to accept that their machines tank if they visit more complex and busy areas of a shared universe (eg a very active space-port). That's most likely to limit the number of parts (physics) that can be used and their complexity (graphics) within an 'acceptable' framerate. Possibly the biggest factor in this will be complexity some platforms will simply not be able to handle scenes as complex as others. Different platforms have different processing and graphics capabilities so it is necessary to accept that they may have different representations - and will have different limits - for the various models. Can you see what I see? Shared models.Anyone who says any internet-connected machines can't immediately and automatically communicate (and therefore share data) is trying to charge you a licence fee. There is no technical reason saves and comms should not be cross-compatible, since the only thing that needs to read them is the game itself. Can everyone hear me? Communications and synchronisation quite simply if Star Theory have a plan for addressing time-warp the inter-platform messaging should not be an issue these days.(As an applications analyst) There are three problems inherent to multi-player systems: ![]()
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