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Found 17 results

  1. 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 ground is calculated based on height from the terrain or "sea level", depending on which is closer. All parachute deployment altitudes are automatically supported. Supports stock, RealChute, and FAR parachutes. Download for KSP 1.73: at SpaceDock, Github, Curse Download for KSP 1.6: old version at Github Download for KSP 1.5.1: old version at Github Download for KSP 1.4.5: old version at Github Download for KSP 1.3.1: old version at Github Download for KSP 1.2.2: old version at Github Download for KSP 1.1.3: old version at Github Download for KSP 1.0.5: old version at Github Source: Github (BSD License) Changelog:
  2. 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?
  3. 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
  4. 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 way, I propose a feature of mod synchronizing with an atomic clock like the one at time.nist.gov. It's not a mod for deep space (unless you're really into it), so evaluate it in its own context. It's for Kerbin, Mün, maybe Minmus, for spaceplanes, suborbital jumps, rocket missiles. It would work nicely with Kerbal Alarm Clock. I have no means of programming this myself. It's just a plugin so I can only offer advice and ideas. @CaptainKorhonen You might be interested in this.
  5. 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 ?
  6. 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 warping between 2x, 3x or 4x you continue at the same warp rate in space. Clearly the game is capable of allowing physical timewarp in space, but there is no input specifically for physical timewarp. 2. Unable to choose a specific SAS orientation (prograde, radial ect.) through a submenu. When SAS is selected by pressing Left on the D pad it simply toggles SAS on or off. This requires you to use the cursor to select an icon next to the NAV bubble to set a specific attitude for your spacecraft. This is less efficient then the previous setup. Additionally it is usually at a time sensitive, dangerous, or mission critical segment of the mission that the player needs to set a specific SAS setting. Using the cursor means you do not have control of your craft for a few seconds and usually ends in a less-than-optimal outcome. 3. Camera controls in the VAB/SPH. In the previous version it was possible to hold X and use the Left Stick to maneuver the camera in the SPH. This was superior to the current setup of choosing between Scroll and Rotate by pressing LB and clicking the Right Stick. Pressing X and moving the Left Stick does not have any special function in the Enhanced Edition and I would ask that developers return the ability to control the camera by holding X and Left Stick. Also as a side note I would suggest the ability to return the camera to center with the press of a button. I would like to close by saying that I really do like the Enhanced Edition and I am looking forward to future updates. The reason for the discontent in the console community is simply due to a lack of communication. I think the player base would be VERY happy if the developers simply list the bugs and issues that they are aware of and state that they are working to rectify them. When this post is read by a developer/member of troubleshooting team if you could please leave a comment stating that the issues listed have now been identified we would also greatly appreciate that. Thank you kindly, PixelGranny
  7. 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 main point where this happens is, when I connect my part to a cubic strut.
  8. 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? If it's helpful at all, here's my modlist (KSP 1.2.2): CactEye Telescopes Chatterer Colision FX Community Resource Pack Contract Configurator Distant Object Enhancement Docking Port Sounds Engine Lighting EnvironmentalVisualEnhancements (RSSVE) EVA Transfer Ferram Aerospace Research Flight Management for Recoverable Stages & Recovery Control Heat Pumps (RF) Historical Progression Tech Tree Kerbal Alarm Clock Kerbal Engineer Kerbalism Kerbal Launch Failure Kopernicus Launch Countdown Modular Flight Integrator NavBall Texture Changer NavHud Orbital Decay & Solar Cycle System Precise Node QuickSAS & QuickStart Real Fuels & RF Stockalike Real Plume Real Heat Real Solar System Reentry Particle Effects RSS Visual Enhancements Scatterer Smoke Screen Solver Engines TankLock Texture Replacer Trajectories Transfer WindowPlanner Ven's Stock Revamp Module Manager of course
  9. 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...
  10. 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
  11. 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. As ever, any advice gratefully received.
  12. 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. Hardcore Rules Your plane has to have a minimum of 35 parts. Your plane has to achieve before landing 700m/s. Your plane has to achieve a minimum altitude of 900m. You cannot use modded parts or physics. You have to either record, or submit photo evidence of success! No cheating! You have to land on the runway. You have to use 4x time warp. You have to land at 120m/s minimum. Time warp has to be engaged after take off. Bonus points for landing at the island runway. Good luck!
  13. 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.
  14. 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
  15. 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 of sort. output_log.txt has a line similar to this at the end, each time the freeze occurs Warping to UT:606755.1. Max Rate Allowed: 50.0x. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) the two files can be found here https://drive.google.com/open?id=0B3ln413PhHWDdFVVR2J3Y2FkZHM my list of installed mods (CKAN export) { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2016.01.09.02.22.23", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "ActiveTextureManagement-x86-Basic", "version": "5-0" }, { "name": "ContractConfigurator", "version": "1.9.2.1" }, { "name": "DistantObject", "version": "v1.6.4" }, { "name": "DistantObject-default", "version": "v1.6.4" }, { "name": "DMagicOrbitalScience", "version": "1.1" }, { "name": "DockingPortAlignmentIndicator", "version": "6.2" }, { "name": "SpaceY-Lifters", "version": "1.8.1" }, { "name": "DockingSounds", "version": "1.2" }, { "name": "EngineLighting", "version": "1.4.1" }, { "name": "HyperEdit", "version": "1.4.2.0" }, { "name": "InlineBallutes", "version": "1.2.3" }, { "name": "KAS", "version": "0.5.5" }, { "name": "KerbalAlarmClock", "version": "v3.5.0.0" }, { "name": "EngineerLevelFixer", "version": "0.3.1" }, { "name": "KIS", "version": "1.2.3" }, { "name": "KWRocketry", "version": "2.7.0-community" }, { "name": "KWRocketry-CommunityFixes", "version": "0.4.3" }, { "name": "MechJeb2", "version": "2.5.5.0" }, { "name": "KWRocketry-CommunityFixes-interstage", "version": "0.4.3" }, { "name": "NavballDockingIndicator", "version": "v7" }, { "name": "NavBallTextureExport", "version": "1.3" }, { "name": "NavballUpDefault", "version": "V0.1" }, { "name": "PersistentRotation", "version": "1.0.2" }, { "name": "PlanetShine", "version": "0.2.4.2" }, { "name": "PlanetShine-Config-Default", "version": "0.2.4.2" }, { "name": "Multiports", "version": "1.0.2" }, { "name": "RealChute", "version": "1.3.2.6" }, { "name": "RemoteTech", "version": "v1.6.9" }, { "name": "SafeChute", "version": "v1.8.0" }, { "name": "SAVE", "version": "1.2.4-1314" }, { "name": "SCANsat", "version": "v14.5" }, { "name": "Service-Compartments-6S", "version": "1.3" }, { "name": "FirespitterCore", "version": "v7.1.5" }, { "name": "CommunityTechTree", "version": "2.3" }, { "name": "ModuleManager", "version": "2.6.16" }, { "name": "VenStockRevamp", "version": "v1.9.1" }, { "name": "Toolbar", "version": "1.7.10" }, { "name": "TweakableEverything", "version": "1.14" }, { "name": "ToadicusTools", "version": "17" }, { "name": "EVAManager", "version": "6" }, { "name": "UniversalStorage", "version": "1.1.0.8" }, { "name": "CommunityResourcePack", "version": "0.4.8.0" }, { "name": "B9AnimationModules", "version": "v1.0.0" }, { "name": "AlternateResourcePanel", "version": "2.7.4.0" }, { "name": "InterstellarFuelSwitch-Core", "version": "1.18" }, { "name": "EnvironmentalVisualEnhancements", "version": "1:EVE-1.05-4" }, { "name": "EnvironmentalVisualEnhancements-HR", "version": "1:EVE-1.05-4" }, { "name": "Chatterer", "version": "0.9.7" }, { "name": "Trajectories", "version": "v1.4.5" }, { "name": "Antennas", "version": "1.2" }, { "name": "BetterBurnTime", "version": "1.1.2" }, { "name": "CactEyeTelescopesContinued", "version": "v0.6.11" }, { "name": "KerboKatzUtilities", "version": "1.2.11" }, { "name": "InterstellarFuelSwitch", "version": "1.18" }, { "name": "KSPInterstellarExtended", "version": "1.6.1" }, { "name": "TweakScale", "version": "v2.2.6" }, { "name": "FilterExtensions", "version": "2.4.1.3" }, { "name": "CrossFeedEnabler", "version": "v3.3" }, { "name": "KerbalJointReinforcement", "version": "v3.1.4" }, { "name": "ContractConfigurator-AnomalySurveyor", "version": "1.4.2" }, { "name": "ContractConfigurator-InitialContracts", "version": "1.0.5" }, { "name": "ContractConfigurator-RemoteTech", "version": "2.0.1" }, { "name": "CustomBarnKit", "version": "1.1.3.0" }, { "name": "DockingTarget", "version": "0.2" }, { "name": "CryoEngines", "version": "1:0.1.11" }, { "name": "BDAnimationModules", "version": "v0.6.2" }, { "name": "CryoEngines-LFO", "version": "1:0.1.11" }, { "name": "FilterExtensionsDefaultConfig", "version": "2.4.1.3" }, { "name": "FilterExtensionsStockRework", "version": "2.4.1.3" }, { "name": "KerbalAircraftExpansion", "version": "1:KAX_v2.6.1.0" }, { "name": "FirespitterResourcesConfig", "version": "v7.1.5" }, { "name": "xScience", "version": "4.12" }, { "name": "ContractsWindowPlus", "version": "5.5" }, { "name": "HideEmptyTechNodes", "version": "0.3" }, { "name": "Fusebox", "version": "1.51" }, { "name": "EnhancedNavBall", "version": "1.3.6.0" }, { "name": "EVAEnhancements", "version": "1.1.1" }, { "name": "MenuStabilizer", "version": "1" }, { "name": "SwitchVessel", "version": "0.4" }, { "name": "B9-props", "version": "R5.4.0" }, { "name": "B9", "version": "R5.4.0" }, { "name": "AdjustableLandingGear", "version": "v1.2.0" }, { "name": "RasterPropMonitor-Core", "version": "v0.24.2.1" }, { "name": "KlockheedMartian-Gimbal", "version": "3.0.6.0" }, { "name": "SmokeScreen", "version": "2.6.10.0" }, { "name": "B9-PWings-Fork", "version": "2.1" }, { "name": "Kopernicus", "version": "1:beta-06-3" }, { "name": "Scatterer", "version": "1:v0.02182" }, { "name": "JettisonFuel", "version": "1.01" }, { "name": "EditorExtensionsRedux", "version": "3.0.1" }, { "name": "MechJebForAll", "version": "1.2.0.0" } ] } I usually run ksp with this arguments KSP.exe -single-instance -force-d3d11-no-singlethreaded but even without them the problem occurs EDIT: If it helps, i created a 6 satellite network around kerbin, and the freeze happened since the first time i tried to exit it's SOI, may be something related to remote tech?
  16. 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.
  17. 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' and change the scale of on the fly to suit your needs. Okay the First image shows a fairly low time scale, You have time markers, you have the zero line (but you can scrub left or right to view different sections if you want) A mouseover (see Kerbal X) an icon will show it's time or more details. The actual timeline should have pretty basic icons to keep it from getting too cluttered. You can compare the icons on the timeline to the ones in the KAC window. On the far right you see an arrow, this could signify user created maneuver nodes or alarms that are off screen in the future. In this case the SOI and transfer window alarms. Maybe in the real UI you'd just mouse over the arrow and it would show the details in a text popup. One of my ideas for multiplayer timewarp would be to integrate it into the timeline, in addition to hotkeys (which could be treated like the game 'defcon' where the game runs at the fastest speed of the slowest player), you'd be able to que up warps (similar to KAC or mechjeb warp helper). In this example, the player (blue bar) qued up a warp 20 minutes from now to some point in the future, but the 2nd player (purple bar) wants to warp sooner (looks like around 12m30s) but the green bar represents the agreed upon overlap, so thats when it will warp. So maybe the purple player can go get a sandwich. ;P This Shows a longer timescale, Since the alarm clock is so close to zero at this time scale, there should be some advanced info on it, maybe it blinks red with a timer indicator under it, since at a 3 hour gradation you'd never be able to tell when a 3 minute timer would pop just by looking. Again mouseover shows more time detail. In this example our Transfer window is still way out, so it's got the right hand arrow indicating it's off the scale. In this example you qued up a warp 8 days from now till around 18 days, and since player 2 wants to warp to the foreseeable future (Boy are they mad at you!) You're entire warp is approved since it overlaps, note we won't necessarily track warp in the T minus part of the scale since it's pretty pointless, but I guess you could. Final picture shows the last idea. And this is we could have context buttons (see transfer window icon lower left) That would show non user-created info on the timeline. In this example we're dealing with year scale timelines, so our SOI transfer and alarm clock are Red flashing since they're happening sooner than the lowest gradient, and since the alarm is happening sooner, it's time is displayed, and once it pops, the SOI transfer time will show instead, possibly the alarm would blink since it's happening within 15 minutes, and the SOI would be less dire because it's still 1 day out. So this example shows something you could do with mission info (Launch, staging, part heating, destruction, failure, landing, eva) with the proper context button. But in this case we'll use Transfer window (but you could do SOI, whatever) So say you click the transfer window button, now it'll show a dot for each Transfer window upcoming from your current location, maybe a pop up key will show a different color for each body. But in this case we'll use muted green dot for every planet with an upcoming Transfer. In our example we clicked Duna, note that Eeloo is below it (the muted green dot under the bright green dot) because they're nearly the same time window. Since we selected Duna, in addition to showing it's nearest transfer, it now projects out the next 4 transfer windows (represented by bright dots that fade from green, to yellow, to red) So you can visualize the time scale of the Kerbin Duna transfer in context of your other markers, alarms, etc. In this example I further demonstrated the Warp overlap Mechanism, both players have layed out warp ques, but only the agreed upon areas are going to warp. I suppose the player could hit the warp hotkey when they are within player twos warp que and it'll just automatically add say 5 minutes of warp or whatever till they run out. If there is going to be 'surprise' warp, there should be some 10 second warning in which the other player can change their mind, so you can change your mind. Anyway So this is the Summary: Timeline, different time scales and positions selectable by player. KAC functionality built into it, place alarms by clicking on timeline, select context buttons to show all SOI, Transfer windows, closest approach, AP, PE, etc. Place an alarm just by clicking icon. Mission Timeline also shown on this with context button. Icons to represent evens, so Launch Icon, Stage Icon, Landing Icon, Recovery? Park failure icons. Mouse overs show details, Possibly multiplayer support with a muted or different color to optionally show the other players launches, disasters, etc. Also if there is life support, this would be a HUGE factor also, big indicators to show estimated life support range, warnings for specific flights. Easier Time warp, just click and drag on the timeline, it'll warp during that time segment. Maybe time warp hot keys just add an automatic time segment to the timeline, the longer the segment, the faster the warp Show upcoming Transfer windows, SOI changes, AP, PE, etc based on context menus. Anyway i'm done, what do you think?