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Found 23 results

  1. 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.
  2. 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 does. I have yet to test this, but it really seems like the longer I play the game the longer the loading takes. (E.g. if I'm on my 5th launch it might take 20 seconds longer to load than my 1st launch did.) I set the Terrain Detail, Render Quality, and Scatter Density set as high as they can go. (In the Graphics section of the default KSP settings) I have 3 visual mods: Scatterer, DistantObjectEnhancement, and PlanetShine. I also have the mod MemGraph, which I installed due to a RAM overflow issue I was having. Based on the advice of a fellow forum user, I set MemGraph padheap.cfg to 4096mb. I could increase that all the way to 16,384mb though, as I now have 32GB of RAM on my PC. I don't think changing any of that would help for this particular issue, but I don't really know so I thought I'd mention it. Thank you! Edit: Okay so I've done a bit more testing. The first time I launch a craft it's very quick, but the longer I spend in the VAB/SPH or just the longer I spend in the game, that time quickly increases. For example if I boot up the game, go to the VAB, and instantly launch a craft, the load time would be around 9 seconds. However if I spend 10 minutes in the VAB/SPH before launching, the load time would go up to ~1 minute. And after my first one minute loading time, it's always one minute regardless of how long I spend in the VAB/SPH. Due to this I am suspecting a RAM issue of some sort.
  3. 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.
  4. 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 position at apoapsis to periapsis and multiply it by 5/6 and set my course so that the new periapsis is reached at exact that time. And everytime I reach the apoapsis I release a satellite and circularise its orbit. However, when calculating I want to be pretty exact, since KSP tells me the time in circular orbit is 3y, 15d, 2h for half the trip I want to basically have that time in hours, better minutes. Basically my questions are: Is the table in the Wiki correct? https://wiki.kerbalspaceprogram.com/wiki/Time Is a Kerbin hour exact 60 minutes long? Is a Kerbin day exactly 6 hours long? How long exactly is a Kerbin year in the game in Kerbin days or Kerbin hours? Is it 426.08 days or 2556.5 hours? Greetings Broco
  5. 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!
  6. 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!
  7. 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): 150-200 tons.
  8. 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.)
  9. 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 physics is influenced. Submissions will be “published” if the concept is new, or if the experiment shows a more significant difference between both models of time. Please don’t give the answer without giving the prove!
  10. 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 Acceleration at Kerbin SL g0 9.80665 m/s2 From patch notes Acceleration at Sun surface (in g’s) gS,g 1.7462500333786 ∙ g0 Extracted with HyperEdit Acceleration at Sun surface (m/s2) gs 17.1248629 m/s2 gs,g ∙ g0 Radius of Sun rs 2.616 ∙ 108 m From wiki / verified in game Sun gravitational constant GMs 1.171932456926 ∙ 1018 m3/s2 gs = GMs/rs2 Kerbin SMA rk 13599840256 m Extracted with HyperEdit Kerbin orbital period Tk 9205116.471 s T = 2π√(rk3/GMs) This works out to a Kerbin year of 426 d, 0 h, 58 m, 36.471 s. And there are two problems with this value. First, I can't replicate this in-game. I placed a satellite into a 13599840256 m orbit around the Sun using the debug menu orbit editor and compared the apoapsis and periapsis of this orbit, and I get a difference of 213 d, 0h, 16 m, for an orbit of 426 d, 0 h, 32 m. You'll notice my math gives a different result by some 27 minutes, give or take a minute (.0173%). This may not seem like much, but given the precision needed for successful small-body encounters in KSP, accuracy to the game's physics is key. So one of two things is happening: either my math is wrong or the values I'm using for my calculations are. Please check my math, and if anyone knows any methods to determine these values correctly, I'm all ears. Second, you'll notice this isn't an integral number of days, no matter which one is used. So, like Earth, there should be leap years. Given my math above, the sequence would be one extra day every six years, except for the 258th year of each cycle (like how on Earth we have one extra day every four years EXCEPT for years divisible by 100 (like 1900) UNLESS it's also divisible by 400 (like 2000)). But given the year length in-game is a little more than 426 d 1/2 h, it would be one extra day every 12 years, except on the 180th year of the cycle. Or something odd like that. But I've timewarped for 15 years and saw no evidence of a leap day in any of those years. Does the game simply do 426-day years and let the "new year" point drift backward by 1/2 hour each year? Now, I do understand that the math as it is now is going to be dang close. However, objects in-game are moving faster than in my model. I'd like to be able to plot user-defined trajectories as well as the planet positions, and if the orbital motions are off by even a small amount, the data the tool gives about encounters is going to be bad information. Plus I'm a little obsessive about accuracy. Either way, I'd like to avoid this kind of error if I can. Thanks in advance for your help!
  11. 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.
  12. 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!
  13. How long does it take to get to the Mun and back?
  14. 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 english) Thank you!
  15. What Would You Do With A Time Machine? please no NSFW stuff
  16. 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, please let me know if anything like this already exists or existed in a previous version. I also appreciate people letting me know if anyone else would be interested in this besides me. Also, you experienced modders out there, what would a mod like this require? It wouldn't add any parts or anything it would just be super compact and simple. Maybe with a basic gui for the space center. This would be my first mod, something I'm excited about.
  17. 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 play from B the UT clock shows Y1 D1, and the planets etc. are all in positions corresponding to that date. So: from where else could the game possibly be getting time value other than in the FLIGHTSTATE section? I am running several mods including Kopernicus, EVE, KER and a couple of others but this seems like more of a stock issue. Thanks!
  18. 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!
  19. 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.....
  20. 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?
  21. 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 is the link for the 1.0.5 version of this mod: http://forum.kerbalspaceprogram.com/index.php?/topic/62946-025-time-control-92314-v132/&do=findComment&comment=2396948
  22. 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 Menu for the first time, the function Planetarium.GetUniversalTime() returns a number from 0.0 - 0.2, irrespective of the current game duration; (for example, my testing scenario is currently at year 52, so the number of seconds since the save beginning should be around 506912827 seconds and not 0.2). In any other transition, for example, from the TrackingStation to the SpaceCenter, the function works fine and returns the correct value (Being called in either the Awake() or Start() subroutines), but just not after the initial transition from the MainMenu... Any ideas on this one? Seems like a pretty big issue, I have replicated the problem by calling the function within the first 2 seconds of the scene being loaded and still no change. Furthermore I tried using the function of Planetarium.fetch.time and this returned a similar false number. Whitecat106
  23. 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