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Found 19 results

  1. Hi all! I've been playing this game quite a lot lately and just recently ran into an annoying glitch. Ever since I bought the Making History and Breaking grounds DLC, sometimes, when I timewrap , i get the error : NullReferenceException., and it prevents me from saving or recovering the ship once it's back on kerbin. I've reinstall the game and the DLC, but the same problem occurs. I wonder if it's my save that's corrupted or what might cause that. Here's an exemple after timewrapping around the mun. https://imgur.com/r3BSOR1
  2. SafeChute (continued from Red3Tango's SafeChute) SafeChute takes you out of time warp when your parachutes deploy, and also just above landing. You can restart time warp manually after SafeChute stops it. This plugin was originally necessary to prevent your ship tearing apart when parachutes deployed; this is less of a problem in the latest versions of KSP, but it's still nice. In the config.xml file you can configure: * The minimum altitude for the plugin (10,000 m by default) * The altitude to stop warp above ground (15 m by default) The altitude above grou
  3. How can I burn for an node while time warping? When I time warp, the engine cuts.
  4. Should time warp be extended? really not much to say right now so just ______ OMG I'm so sorry, I made a big Boo Boo, just look at the meme
  5. Hi, I looked the forums and found out all time warp mods I found are for 1.7.2 or earlier, is there any such mods which works in 1.7.3?
  6. Here's a funny idea. Making a mod that disables timewarping. Sure, you can always choose not to timewarp, but it's tough not to. All it takes is pressing one key. This would prevent that. However, to combat the annoying proposition of having to keep the computer on all the time, the mod should follow the actual time pace we live in, so you could close the game, even turn off the computer, and next time you start KSP, it adjusts to the time that has passed. You can start a mission now and get back to it in a week. For those who say they could just switch the system time and cheat that
  7. hi all, Here is the challenge I propose : Start a new stock career mode (medium difficulty or higher) and complete the technology tree the fastest possible. Your score is the game-time when tech tree is completed. I talk about game-time and not about the real time you spent in the game. This may limit the use of time warp and favor multiple concomitant flights. most of mods are vailable, except those modifying physics and science gain What do you think ?
  8. This is a thread to list all missing functionality from the previous console version of KSP. I know we are all frustrated with Enhanced Edition but let's try to keep things civil and informative. Please be as detailed as possible. Console Xbox One The current issues that bother me most are: 1. Lack of physical time warp in space. When pressing LB/RB and B to increase time warp, the game assumes you mean 5x time warp rather than physical time warp while in space. While in atmosphere the same input allows for physical time warp, and if you exit an atmosphere while warpi
  9. I've an interesting problem... whenever I start the timewarp (non physic) and get back from it, I see a little movement between some parts (I guess it's between the physical and non physical ones) ... and sometimes (but, to be honest, I didn't find out if when it does what) the movement in one direction is larget than in the other one. The result is, that after going into timewarp and out again for about 20 to 40 times (sometimes also reloading the scene does this) my parts are... well... still connected... but far away from each other... with a huge gap between... why is that? I guess the mai
  10. Hey guys, so I'm having trouble sending a probe to Mars in RSS. I'm using Stockalike RF and Kerbalism as my realism mods instead of RO. The problem I'm having is inconsistent, which is driving me even crazier. So if anyone has any ideas, I'd be very grateful. Basically, when I time warp at high rates for a while in tracking or space center, then go back to the probe, half the time it is in pieces. The engineer's report says there were "structural failure or linkage" between several parts, almost always topped by the jumbo fuel tank and its linkages. Any idea what could be causing this
  11. Aware the console versions are currently be re-written, this is more a hope to check this before publication than a request for a fix. Have noticed the tendency for the game to lock you to a view - unable to return to the space centre, when using the time warp feature - e.g. warp forwards in the tracking station and you're stuck there, in map view and while you can flip back to the spacecraft you can't return home either. Just a request to test this sort of thing...
  12. As you may guess from the post title, i have a problem with timewarp causing me to los performance. Whenever i engage timewarp, FPS drops down to 1ps, in the highest gear. I have about 5FPS on 1k timewarp. This coincidentally met with deepfreeze telling me i dont have enough electricity on my craft ot keep one kerbal frozen, despite having 20k EC and a reactor from USI. Does anyone have any idea, if that is the issue? Before i do anything drastic and purge my KSP directory. Modlist in file and screenshots below http://imgur.com/K95mJPn https://pastebin.com/usecMkWb
  13. When docking, I like to use a low velocity and hurry things along by speeding up time. I've recently noticed that craft that are less than about ~5km away, seem to suddenly jump to a different position when I hit the ">" key (by about 10° or so). They don't seem to move at all when I return to 1x time. I play the stock version of the game, and wondered if it happens to other players? Also, does anyone know what causes it and how to fix or reduce the issue? I must admit that I play on a rather ageing lap top, with the graphics turned right down, so it could be related to that. A
  14. Can you land a plane at the KSC runway with 2x Time Warp? Can you do it in Comic Sans? (Please Don't) Then this is a challenge for you! Rules Your plane has to have a minimum of 17 parts. Your plane has to achieve before landing 300m/s. Your plane has to achieve a minimum altitude of 750m. You cannot use modded parts or physics. You have to either record, or submit photo evidence of success! No cheating! You have to land near or on the runway. Time warp has to be engaged after take off. You have to land at 70m/s minimum.
  15. Not sure if this has been suggested yet (did a quick search didn't see it), but i would be handy to have the ability to warp to the next maneuver node (of the selected ship) from within the tracking station, thus taking advantage of faster time warp (ie not limited by terrain height). I'm sure there are mods that can do this already, but seems like it should be in stock.
  16. Please consider adjusting the click in the tracking station so that it is legible in time warp. As it is currently implemented the text bounces and is illegible. Thank you
  17. Hi all, i'm currently having trouble running my ksp game, and i can't find any information on the internet.. my ksp game, updated to 1.0.5, freezes when performing orbital manouvers. Not every time, but most of them: if i'm entering time warp game blocks with the "cannot warp faster than x" message, so it maybe has something todo with entering time warp If i'm exiting SOI, entering SOI game blocks right before it. The game completely freezes, I can't do anything, but the task manager shows that cpu is being used as normal. ksp.log seems to be clean, no traces of errors
  18. So I've just entered Jool's SOI for the first time ever, and as I was attempting a gravity assisted brake maneuver, I ended up stuck in "acceleration mode" where I could no longer time warp or return to KSC for several long minutes. What causes me to remain in acceleration mode while my engines were off? Is this normal? It was only after I left the room to do some chores and returned did I finally regain time warp, but even then, the acceleration mode flickered as I did so.
  19. Okay I thought I posted about this before but I guess the kraken got it, so here it goes, apologies to KAC for stealing the screenshots from it's manual. What I propose is a new UI element called the timeline, a multi function tracking center and map view utility that combines functions of KAC, warp control, mission updates, and yes even multiplayer warp control. Now i'm not an expert UI guru, so i'm sure this whole idea could be made much cleaner with context sensitive displays and such, but essentially it should be handled like a video/audio editor track that you can 'scrub'
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