Orbiter Server

Cool cool, u did mention that, why i blanked it out I haven't a clue...

This is looking like such an awesome project Face, wish I was a pimp coder like u
 
Hey, is there a more up to date documentation for OMP or am I just having a hard time reading it? If there isn't any I'll have my friend look at it, he's amazing at networking.
 
Hey, is there a more up to date documentation for OMP or am I just having a hard time reading it? If there isn't any I'll have my friend look at it, he's amazing at networking.

Depends on what you're talking about. If you mean the OMP.pdf from the Sourceforge repository, then no, there is no more up-to-date docu.

As for the networking: only the server is in need of port-forwarding.
You'll have to forward/open 1 TCP port (standard 1500) and a range of UDP-ports (standard 2000-2499 for 500 clients) TOWARDS your server hosting machine. In addition, you have to allow UDP traffic FROM your server hosting machine. Of course, every router/firewall between your server and the internet has to do the same.

If you use the Sourceforge client version, you should be able to connect without any forwarding via the "standard" method. If the standard method doesn't work, you can still use the "custom" method by specifying your own "public" IP and your "public" receiver-port (which you have to forward /open to the client). If you have a client inside the same LAN with the server, you have to use the "server-LAN" method in case of a router/firewall not supporting so called "hairpinning".

But in most cases, "standard" should do you nice with a properly set up server.

regards,
Face

BTW: I'm again looking for beta-testers, so if you're interested, send me an email or PM.
 
Well the way i think about this is why don't we just keep it real time? No fast fowarding etc.

Yes, i know getting to the moon can take up to 6 days, but during the TLI there is a few days of doing nothing, so you can walk away from your computer and let it keep going? Even consider autopilots that keep everything in check at the duration of the TLI. That is the way it would happen in real life anyways :D

OR, why not make it so that two players can be in one cockpit so that time is relative to each player? This would limit the amount of playersi n a single server however. Then again, a more unrealistic but practical method would be to simply allow the ship to speed up at ultra speeds, while time remains normal and other players just see the other player going very very fast while the earth rotates normally etc so that there is no time warp, just accelerated speed without it relating to time.
 
Then again, a more unrealistic but practical method would be to simply allow the ship to speed up at ultra speeds, while time remains normal and other players just see the other player going very very fast while the earth rotates normally etc so that there is no time warp, just accelerated speed without it relating to time.
That would have issues though, because all your calculations are based upon the passage of time with x speed, so you reach your target at a certain point, at a certain time.

By increasing speed, but not modifying time, you're going to miss your target. The only way to compensate for that would be to re-code TransX, IMFD, Transfer MFD, and anything else that would send you outside Earth orbit.
 
Sorry to rez a (slightly) old thread. But it seems to me the whole time acceleration problem could be solved by a firefly style vessel.

Obviously the Earth-Moon system wouldn't have them, but for interplanetary routes a large firefly style carrier vehicle controlled by a high level player/admin/pretty good autopilot would be utilised.

Players buy docking space on the carrier vehicle, which is scheduled to depart at time x to destination y and costs z currency. Using a highly modified FF drive, the ship could get to mars in 3 days and other destinations in a similar amount of time (These vehicles would have to be absolutley massive in order to house the engines, the inertial damper device, the fuel, and the 30 odd vessels attached to it). As it is just the FF drive, real physics are implemented all the way their and back, and time acc problems could be avoided.

That said, these vessels could be a major part of the MMO economy - having such a large and dedicated vessel would require significant amounts of consumables to operate - players could receive a discount for using their own O2 from their vessels en route, and other players could mine materials to refuel and repair the vessels at either ends of their routes.

In addition, a World of 2001 style system could be implemented - any non-critical cargo could be flung from earth to mars under ai/player control and so on; REALLY dedicated players could fly from mars/earth with less powerful FF boosters, or even no booster at all. Obviously a player who makes an Earth->Mars trip in real time would have to receive significant rewards and brownie points.

This all said and done, having UMMUs able to interact with vessel interiors, structures on planets, etc. would also be a major leg-up. Also, perhaps the economy could be based on the Hydrogen Peroxide economy of the '__ Mars' novels, every item/vessel has a value measured in minerals and consumables.

Finally, i would absolutely LOVE this MMO - Orbiter with other players? In a custom Univers? HELL YEAH!

(PS: Space elevators could also be implemented on either end - but large waiting lists due to traffic encourage you to fly in manually)


EDIT: As an initial proof of concept, if we can get a large orbiter simulation of the Earth-Moon system up and running, we could always add other areas in later. An MFD could warn you if you're about to go 'out-of-bounds' and warp you to the closest allowed orbit if you enter the no-fly zone

Also, where can i get the mission control add-on and OMP, i'd like to have a look at them.
 
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Freakin' brilliant! This would solve many problems, as for the fact that you could simply have ships like this that would have AI controlled functions to make it orbit the earth for 1 full time, then have it auto-correct its course to go to the moon. At the moon you could jump onto a ship that would take you to mars\venus\mercury\ect. of course it would only leave the moon once a good\faster launch window occurs.

Newbies could get a pass to take them to the moon and back for free for a few months... then they have to pay! You'd just buy a pass (much like a london tube travel card\pass) the pass will allow you to dock with the ship and (depending on the card) use oxygen and get refueled while taken to your destination. Also, to prevent player disruption of the ship, all engines and RCS are disabled once docked.

Edit: the reason I say you should use the travel card pass is because if you don't\can't get on then you just travel back and forth until you get on at the time when you are at your destination.

I think AstroCam has a wonderful Idea... but no player will ever be dedicated enough to do this him\her:self. Unless they really are, in which case they could open up their own planetary travel network and compete with the prices of the NPC based business.

Another major thing would be multitasking, while a transport may make it to the moon in Xtime you could be working on other ships you've purchased. Multiships would take away from your wait.
 
Ok fine, i know im replying to this REALLY LATE(2 yrs), but i was just looking through this thread. I started orbiter recently and i have no idea about the OMP or its progress in the past 2 yrs. But i have an idea, what if the space inbetween planets/moons could be made in such a way, like if you are travelling between planets, there will be a point where once you enter the space between planets, you automatically go to one superfast constant speed and you end up at your destination planet. This way everyone will be at the same 'superfast speeds' while travelling between planets and keep the planets in orbit and ground, on real time.
I have no idea about programming and even interstellar travel on the orbiter simulator. And i really like Astro Cam's idea for OMP also.
 
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why cant for time acceleration you the server just speed the craft up and then slow it down
 
why cant for time acceleration you the server just speed the craft up and then slow it down
Read all of the threads on this topic and you'll find the answer.
 
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