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KartMP: A hot take on Kart balance Details »»
KartMP: A hot take on Kart balance
Version: 1.0, by Lat' (Absolute territory where) Lat' is online now
Developer Last Online: Jul 2020

Category: Version: SRB2 Rating: (3 votes - 3.80 average)
Released: 04-20-2020 Last Update: Never Installs: 2
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KartMP is an addon that features togglable solutions to certain balance issues seen in SRB2Kart.
All of them are disabled by default, it's up to the server host to choose which features they want to activate.

List of commands (On/Off toggles) and the reasoning behind them:
  • kmp_bumpspark: Allows you to keep your Drift Spark after bumping a wall. This also fixes drift direction switching after bumping a wall.
    Spoiler: Reasoning

    I always found situations where you barely bump a corner because of a slight misjudgement or because of lag to be frustrating, especially because you lose all your speed and that it takes forever to build it back. This change allows you to minimize such a mistake so long as it's not too great, as you will be able to release your drift after the bump to get back to speed thanks to the acceleration given by a drift boost. This allows the games to feel much more fluid overall.

  • kmp_hardsneakers: Sets the Sneaker boost to 50% instead of 27.5% in Hard game speed. Makes catching up a whole lot easier.
    Spoiler: Reasoning

    I find hard speed to be horribly unfun to play as it punishes mistakes far too much. Yet it seems to be the preferred gamespeed for most of the servers. A prominent issue in hard mode is that Sneakers are rarely ever useful outside of shortcuts, which makes people more prone to holding onto them and getting them stolen. This change allows Sneakers (And particularly Rocket Sneakers) to be a lot more useful and allow you to recover from mistakes.

  • kmp_extendflashtics: Extends invulnerability after taking damage according to the number of players in the game.
    Spoiler: Reasoning

    When recovering from a hit, you're a slow moving easy target, and it's easy for passing players to just drop another middle finger with another orbinaut, thus adding to your frustration.

  • kmp_slowspinout: Reverts spinout to its slower 1.0.4 iteration.
    Spoiler: Reasoning


    bruh.

  • kmp_floatingitemfuse: Makes dropped floating items disappear after a variable amount of time that depends on the amount of laps required to clear the map.
    Spoiler: Reasonig

    No, first place shouldn't be able to pick up Invincibility or Growth, this is stupid and further amplifies the escape velocity problem V1 has.

  • kmp_itemlimiter: Limits how many of a single item you can get when the player count goes past 8. This change primarily affects Decabananas.
    Spoiler: Reasoning
    Games with 8+ players quickly become a mess once quad orbinauts and decabananas start being commonly obtained by players. This aims to limit the chaos somewhat.

  • kmp_orbitlimit: Changes the way orbiting items are handled; they spin faster when first brought out and slow down to a crawl overtime. This rewards good timing with better protection against players that want to get a bit too close to your comfort zone. A timer will start depleting after using the item. If it reaches 0, the item is destroyed, so use it before then.
    Spoiler: Reasoning

    The timer exists notably to prevent Double Jawz users from being impossible to pass safely as they keep hoarding onto their item which they can keep out for no cost or punishment at all.
    The faster spin rewards timing and gives an incentive to want to keep your item undeployed until the right time.

  • kmp_hyudoro: Extends Hyudoro duration.
    Spoiler: Reasoning
    Makes Hyudoro an actually worthwhile and powerful item beyond stealing stuff. You become invulnerable to any and all items and bumps but can also freely go over offorad during that time, making it a semi decent item for catching up!

  • kmp_orbinautfuse: Makes orbinauts disappear a while after being thrown.
    Spoiler: Reasoning
    Orbinauts kind of become really powerful permanent hazards when thrown in long straights like Virtual Highway's beginning section where they'll bounce back and forth for the entierety of the game. This will make them disappear after a while to solidify their use as on-the-spot projectiles rather than slow moving bananas.

  • kmp_growthbump: Disables growth squish in mid-air and at low speeds.
    Spoiler: Reasoning
    Getting squished in mid air feels horrible, getting squished by a growth player you hit from behind moving at a snail's pace also feels horrible. This fixes that.

  • kmp_haste: Tyron's Haste Lua. Gives low speed characters longer drift sparks.
    Spoiler: Reasoning
    In most cases, high speed characters are by far superior, as unless they get hit, at equal skill levels, they will always outdo lower speed tiers. This change allows low speed characters to shine when taking turns with longer drift boosts that can really make a difference and even the playing field!

  • kmp_offroad: Brings back offroad leniency of 1/4th of a second, but harshly punishes players trying to drift through offroad without a sneaker.
    Spoiler: Reasoning

    Lawmowing is still a prominent problem as you can charge drift before entering offroad and release sparks afterwards to undo the slowdown. V1 adresses this problem by introducing Glue, which is the absolute worst band-aid solution in my opinion because it harshly punishes players that ended into offroad against their will as well.
    This change will slow down players drifting in offroad without sneakers or a ghost to the point where they lose their drift sparks, thus preventing cheese. The grace period allows for more lenient cornering and allows to be a bit more greedy with how sharp you can take your turns, tiny mistakes no longer harshly punish you.

Mandatory fixes: Adding KartMP will fix the following recurring issues. There is no toggle.

Fixes an issue where your own orbiting shields didn't protect you against your own items (lol):


Fixes spring pads not liking size difference: (Courtesy of jameds)

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File Type: pk3 KL_kartmp-v1.pk3 (9.1 KB, 297 views)

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Comments
Old 04-20-2020   #2
Prime 2.0
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The modtype prefix needs to be upper case.
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Old 04-20-2020   #3
Lat'
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Reuploaded.
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glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 04-20-2020   #4
wolfs
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Welcome to releases!
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Old 04-21-2020   #5
aa479758
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I'm very interested in some of these features that have been made for this add-on. Hopefully I have the time to try them out.
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Old 04-23-2020   #6
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These are good changes so I'd turn pretty much all of them on.
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Old 05-17-2020   #7
Alessand97
 
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Is there a way to turn them on while launching a dedicated server?
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Old 05-17-2020   #8
Lucario_
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Quote:
Originally Posted by Alessand97 View Post
Is there a way to turn them on while launching a dedicated server?
In "kartserv.cfg" file, add this line:
Code:
addfile "KL_kartmp-v1.pk3"
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Old 05-18-2020   #9
Alessand97
 
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I meant enabling all options
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Old 05-18-2020   #10
Alessand97
 
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Testing I found out you can just write them in the kartserv.cfg like kmp_haste On
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Old 05-21-2020   #11
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Quote:
Originally Posted by Lucario_ View Post
In "kartserv.cfg" file, add this line:
Code:
addfile "KL_kartmp-v1.pk3"
Don't do this. When running the game, use "-file KL_kartmp-v1.pk3" as a launch argument. You can then put the commands you want to run in kartserv.cfg.
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Old 3 Days Ago   #12
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So after testing this addon for a bit, I noticed that the slow spinout feature seems to be bugged in 1.2. (Though I could be wrong.) I enabled it but I still travel at half speed when spinning out instead of slowing down. This didn't happen in when I tested it in 1.1.
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