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Found 25 results

  1. A project of Kerwis Team, led by @Icecovery NO DEPENDENCIES, BDAC MODULES ARE SELECTABLE FUNCTIONS IF YOU HAVE BDAC This project used a special stock DepthMask to realize a cloaking effect inside a specialized sphere. It also has a built-in BDAc ECM jammer, with which it could also become radar invisible. There're currently 3 parts in different effective diameters (25m, 100m, 500m). This project was developed and maintained by a modding team named Kerwis, members of which are all from China. I am honored today to post this small pack to you all! Models & Textures &
  2. Video link: (pay attention to the Apoapsis marker position and altitude) I have no idea of what's causing this. It's happening to every craft I have in orbit, although not with the same intensity (smaller crafts seem to be affected less) This issue is really messing up my game though. Not only Rendezvous/SOI Interceptions can be lost because the plotted course simply changes after the time warp; but in this specific example in the video, I need the AP/PE markers to stay in the same place as I'm deploying a satellite every time the main ship passed through it's AP, this way
  3. I am trying to do a mission to a planet with life support (USI), and I would love to know how to find the time it would take to reach that planet so I could balance my habitation and resources accordingly.
  4. I play on a modded 1.5.1 save and it almost always takes over a minute for KSP to load the launchpad after I hit the "Launch Craft" button. I have 34 mods installed though, so is this to be expected or is something wrong? More information: I'm playing on an SSD I'm playing on the 64 bit version of KSP The waiting time is fairly consistent regardless of how many parts the craft I'm launching has. (1 part has near the same loading time as 100, although it does get slightly longer w/ more parts) Reverting to the VAB/SPH takes a lot less time than launching the craft d
  5. http://www.physicscentral.com/explore/plus/timeless.cfm Thread needs an intro, as per past, lost of new questions about time, quantum space-time, and resolution (the process that converts events in the quantum space-time to classical spacetime) have been placed in other threads. Physically this now appears to be a hot topic so I created a special thread and issues regarding time may be placed here. The first entry is a comparison of philosophical questions of time and comparing them to the quantum/classical conundrum that time creates.
  6. I have a few questions regarding the exact time scale for KSP. I read some threads on the forum but there were contradicting times thrown around and the official wiki page only says "about 6 hours" per Kerbin day, while stating 2556.50 hours per Kerbin year. I'm currently creating a satellite network and I want to space the satellites pretty exactly without using any mods so what I'm doing is I have a rocket carrying 6 satellites and I want to position them in Kerbol orbit. I fly them to a circular orbit at 45 million kilometers around Kerbol and then take the time it takes from my positi
  7. Hi all, I'dd like to setup an action on each new year, the 1st of January. I've never moded KSP before, but have knowledge in C# and Unity. I have not found any pre-existing events, but suppose I could use the 'GameEvents Extension' (below link) to create such an event. Could someone point me in the right direction on how one would setup such an event? Thanks!
  8. Hello! I am looking for a time-warp mod for KSP version 1.2.2. I can't seem to find any updated ones, but if someone knows of one. I would greatly appreciate a suggestion! Whenever I go long distances (Eeloo, or even Jool) sometimes it takes ages to time-warp to the next maneuver node or encounter. -Make sure your suggestion is updated to version 1.2.2!
  9. I've built a big ship for a manned travel to Mars.It's powered by 3 nuclear engines with Liquid Hydrogen as fuel.The complessive burn time is around 2 hours and the fuel is just enough to the whole trip to Mars and return ( no errors or DeltaV waste possible).So , what's the best way to save as much DeltaV as possible in maneuvers by doing them efficently?Are there any rules that I have to know on how to save fuel? The ship plays a lot on throwing away empty tanks ( life support and fuel), squeezing DeltaV to make the vehicle lighter.Start mass : 600 tons. End mass (from Mars to Earth):
  10. Hello, I need help. AVC shows that I have 104 mods installed and it load forever, but when I had about 80 mods it loads in 20 minutes, now it is not in half way to load in 40 minutes. (If there are grammar mistakes, sorry, I don't use English often.)
  11. The first ripples of an arising dispute between Experimental and Integrated Integrals are shaking kerbins science community. Integrated Integrals is insisting that time is continuous and can be divided into infinitely small timespans. While Experimental is claiming to have prove that time progresses in small packages. They call it Klanck time. It was painfully clear that this conflict had to be resolved as fast as possible. Your mission is to design and run an Experiment that proves which side is right and wrong. You may use all the mods and cheat menus you like, as long as no physic
  12. I've been working on an orrery for the Kerbol system and I've run into a couple of issues with regard to the length of Kerbin's year. Using values from the wiki and extracted from the game (suppposedly) using HyperEdit, I've managed to calculate this year length: Parameter Symbol Value Source Gravitational Constant G 6.67408 ∙ 10-11 m3/(kg ∙ s2) From patch notes Accelerati
  13. How to expand Kerbol by 1 km each second, so it expands in real time with a C# script? And how to get Kerbol on script integer? Thank you.
  14. http://astrobiology.com/2016/12/detection-of-the-atmosphere-of-the-16-earth-mass-exoplanet-gj-1132b.html Wooohooo! About time they finally found an atmosphere! According to the Hubble observations, there seems to be quite a lot of Water Vapor an Methane. Very weird. I believe it could either be caused by an oceanic planet with life beginning to evaporate, or a one Earth-like world becoming a volcanic Venus. With that amount of Methane, though, things get complicated. Could GJ 1132b have a light purple haze? That would be really cool - an Eve analogue just 39 light years away!
  15. How long does it take to get to the Mun and back?
  16. Hello, I am placing some satellites in orbit around planets but i haven't take enough fuel for several missions, so i have to put my satellites in orbit with the electric reactor which is not powerful at all so the maneuver take literraly hours. I know that's it's impossible to accelerate time when the speed is increasing but in my case the speed slow down, is there any way to make these maneuver faster or will i have to let my computer running for 2hrs ? Sorry if this qestion has already been asked i didn't find an answer when doing a research. (and i apologize for my average engli
  17. What Would You Do With A Time Machine? please no NSFW stuff
  18. Do you play career mode and are also a masochist. Then this is right for you. I've been playing around with an idea for a Punisher mod in my head since I have been using Kernel Construction Time. I love that mod but I noticed that there is not much reason to worry about the construction times at all since there is no reason to budget in game time (unless you have a life support mod) So I want to make a simple mod that will make time management a necessity in career mode by subtracting a percentage of your space programs funds every week. Anyone reading this thread, ple
  19. Here are the symptoms: I'm running 1.1.2, and using multiple backup savefiles which I transfer between computers, for ReasonsTM. Savefile A is at a Universal Time (UT) of year 1, day 1 and Savefile B is at year 7 day 45. Both of these dates show up in the savefile selection menu. Now, suppose I start in Savefile A and then load Savefile B, everything in B is as it should be except that the UT clock is at Y1D1, matching Savefile A. Examining the FLIGHTSTATE section of the .sfs I find that Savefile B does indeed have a UT of 56180909.2327814 corresponding to the correct date. But when I p
  20. Whatever the reasons were to change the mapping of the 'Escape' key in time warp mode to '/' (forward slash) - please change it back to the way it was in all the previous versions. Please!
  21. I know it's all rather vague, but I was wondering if it is worth starting to play the game at like 9.45 ish pm, when I know full well that I have to sleep by 10.45 to be up in the morning for work at 6am. Ok this is a silly post, I just wondered if anyone else has missed work start time, or another important deadline because of this game / a mission you could not leave / or whatever.....
  22. Hello, fellas. I'm having a quite annoying issue, not much of an urgency: The time in ksp RSS is counting in the classic, Kerbal 6-hour days. RSS was downloaded via CKAN, without Realism Overhaul. Should I just uncheck in the options the "Display Kerbin time" option, or is it going to create any implications, like a desynchronization? Is there any mod for this job?
  23. Hello, Could someone update the “Time Control” mod, this is by far the best mod I have ever used, could easily be one of the top 5 most downloaded mods of the curse community. There was someone updating it, but he is away for a while, by the way, he did not published the updates, and I think that is the reason this mod have not reach the top list. Updating it should not be that hard, I guess it is just a matter of fixing the interface, so it is not invisible for the 1.1.0 version. But I'm not a modder or anything, maybe it's harder than I think. Here
  24. Hello everyone, Whitecat again; so here's a really annoying issue I have discovered. Basically I have been building a Solar Cycle Simulating plugin for my Orbital Decay mod, everything is going fine, data is being loaded from a config file into a config node and subsequently manipulated and saved again. However, my program relies on knowing the total elapsed time in the game to determine the position along the 11 year solar cycle. This is required on each scene transition and works for every transition except for one. When loading the SpaceCenter screen from the Main
  25. I made a mod that is a stopwatch. It allows you to do stopwatch-ey things. the asterisk ( * ) beside the times in the laps indicates that you stopped the timer, and then resumed it, so as to prevent cheating. DOWNLOAD: https://kerbalstuff.com/mod/1404/KerbalTimer Source: https://github.com/wased89/KerbalTimer All Rights Reserved ~SilverFox8124
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