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Found 19 results

  1. For some really strange reason, whenever I timewarp/accelerate the time, the game thinks I am stuck accelerating at that speed, and refuses to change back at all. This means that I can't change the throttle or do maneuvers, which makes the game impossible. I've tried multiple solutions but it seems like the only thing that can fix it is by resetting to a save previous to the bug, which means I would lose hours of progress, which is very frustrating!
  2. These buttons would allow for fast interaction with any celestial body's Apogee and Perigee without the need to go into Map View, click on the orbit and select the warp to option. I think these would make the gameplay loop way, way smoother for most missions in general, minimizing the time the user has to spend jumping from map to flight view. Excuse my Master Degree on MS Paint
  3. Hi, I'm having this bug rn, which weirdly only seem to happen in the Jool system (tho I haven't tested all planets). As you can see in the video below, the vessel seems to be teleported instantly when I timewarp... Bad thing is that it retains this changed position, which is very bad for gameplay.. ksp.log : https://www.dropbox.com/s/ftic9lit09rsy3r/KSP.log?dl=0 Video of the Bug : Thanks a lot for your help ! Peace
  4. The pause button is very cool. It got me thinking... Rewind?
  5. Vortygont

    Rotation bugs

    In flight mode after using timewarp sometimes craft starts rotate and its orbital velocity changes. It happens after each using of timewarp. Also when craft rotates using only reaction wheels its orbital and other parameters, like apo/periapsis, target distance, change while it rotates. Also there was bug when craft with sas starts rotate on surface after kerbals left it, maybe problem was in not sas I don't know
  6. I noticed a few times when Time Warping [was using to do a landing in the day] it would yeet another craft that is in orbit. 1st time it yeeted it up high then forced a collision course with Kerbin. 2nd time it was yeeted into an orbit around Kerbol.
  7. This problem only happens when the game is paused and fixes when going back to 1x time warp
  8. In flight mode after using timewarp sometimes craft starts rotate and its orbital velocity changes. It happens after each using of timewarp. Also when craft rotates using only reaction wheels its orbital and other parameters, like apo/periapsis, target distance, change while it rotates. Also there was bug when craft with sas starts rotate on surface after kerbals left it, maybe problem was in not sas I don't know
  9. I'm running a heavily modded install, will post the full modpack below. For whatever reason, I've been running into heat problems without any parts actually producing heat, primarily in timewarp. This has caused me to lose a fair few vessels and kerbals already, and i have no idea how to fix it. Some crafts are currently only playable with the maximum heat temperature ignore cheat, while nothing should feasibly be producing all this heat. I think it might have something to do with background resources or system heat, but these are both dependencies which i really wouldn't want to get rid of. Anyone know of a fix? Log: https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1) [x] Science! Continued (xScienceContinued 5.26) AirlockPlus (AirlockPlus v0.0.11) AmpYear (AmpYearPowerManager 1:V1.5.9.0) Astrogator (Astrogator v0.10.2) AT Utils (AT-Utils v1.9.6) B9 Part Switch (B9PartSwitch v2.17.0) Background Resources (BackgroundResources 1:V0.17.0.0) Beyond Home (BeyondHome 1.5.2) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Community Trait Icons (CommunityTraitIcons v1.1.1) Connected Living Space (ConnectedLivingSpace 2.0.0.6) Cryo Tanks (CryoTanks 1.6.0) Cryo Tanks Core (CryoTanks-Core 1.6.0) Cryogenic Engines (CryoEngines 1:2.0.0) DeepFreeze Continued... (DeepFreeze V0.30.0.0) Deployable Engines Plugin (DeployableEngines 1.3.0) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.2.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1) Far Future Technologies (FarFutureTechnologies 1.1.0) Firespitter Core (FirespitterCore v7.17) Global Construction (GroundConstruction 2.6.4.1) Global Construction Core (GroundConstruction-Core 2.6.4.1) Heat Control (HeatControl 0.6.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Atomics (KerbalAtomics 1:1.2.1) Kerbal Atomics - NFE Integration (KerbalAtomics-NFECompatibility 1.2.1) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.2.1) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.2) Kerbal Reusability Expansion (SpaceXLegs 2.9.1) Konstruction (Konstruction 1.4.0) Kopernicus Bleeding Edge Beta - DEV RELEASE (Kopernicus-BE UBEE_1111_80) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.1.4) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.1) Near Future Electrical Core (NearFutureElectrical-Core 1.2.1) Near Future Exploration (NearFutureExploration 1.1.1) Near Future IVA Props (NearFutureProps 1:0.6.4) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.2) Near Future Propulsion (NearFuturePropulsion 1.3.1) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.1) Near Future Solar (NearFutureSolar 1.3.1) Near Future Solar Core (NearFutureSolar-Core 1.3.1) Near Future Spacecraft (NearFutureSpacecraft 1.4.1) Parallax (Parallax 1.0.1) Persistent Thrust (PersistentThrust 1:1.7.5) RecoveryController (RecoveryController 0.0.4) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.3.1) ReStock+ (ReStockPlus 1.3.1) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) Ship Manifest (ShipManifest 6.0.2.0) Space Dust (SpaceDust 0.3.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.4.0) Stockalike Station Parts Expansion Redux - Metal Surfaces (StationPartsExpansionRedux-Metal 1.4.0) System Heat (SystemHeat 0.3.7) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.3.7) System Heat - Resource Converter Configuration (SystemHeat-Converters 0.3.7) System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.3.7) Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.2) Toolbar Controller (ToolbarController 1:0.1.9.4) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) TRP-Hire (TRPHire 0.6.10.2) USI Core (USI-Core 1.4.0) USI Exploration Pack (USI-EXP 1.4.0) USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1) USI Life Support (USI-LS 1.4.0) USI Tools (USITools 1.4.0) Waterfall Core (Waterfall 0.5.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
  10. Hello everyone! Recently I have experienced a problem with FPS in KSP. But it's quite unusual. Ihave launched a probe to Duna. Everything was going fine until the moment I started braking to get into a Duna orbit. My FPS from about 55-60 dropped down to 15! BUT, the FPS goes back to 60 when I timewarp (10x or more). I switched to another satellite orbiting Duna, but everything is ok with it. Any help would be appreciated, because it is a bit uncomfortable to play with such FPS.
  11. I am dealing with time warp that is going to be happening for 500 years in game. Help.
  12. Recently I have been having an issue in KSP where anytime I time warp, my ship's periapsis and apoapsis will change. If I am only orbiting Kerbin, it may only change a few meters or so each time I enter time warp; however, when flying to Minmus I sometimes miss my entire encounter or my periapsis will change by 10,000+ meters because of it. This makes getting to minmus difficult, but now it is almost impossible to encounter a planet outside of Kerbin like Duna. This happens at all levels of warp including only x5. I have the game on steam and have verified the integrity of the game files along with deleting the files, but to no avail. Any help would be much appreciated.
  13. I think that there should be more timewarp options, because my ship takes too long to get to jool... and it's kind of repetetive. I think that the stock timewarp should be faster. Cairo Jack, If you are reading this, THIS IS NOT A CHALLENGE!
  14. 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!
  15. I first started playing KSP back in 2012 and still don't understand why I keep coming back every few weeks or so and then play it for several weeks before taking a break again... then back again for more... and that's 5 years I've played and I still love it as much (if not more) than the day I started. I think KSP is my favourite game of all time. That said I think I really need a better PC because I can't install some of the lovely graphics improvement without a big hit to FPS. And I was just looking for a new PC when I sat back and thought "Why do I keep playing this game"? Generally I like building ships and programming things like Smart Parts, Mechjeb and KOS (but I haven't used that since 1.1.3 tbh). It's building a ship that can handle itself with little to no input from mission control. A bit like how real life probes behave. And that got me thinking. I wonder how many different ways people play KSP and what their favourite way is. There are the builders like me who spend a lot of time in the hanger or VAB. There are the ones who do everything manually (who I call the masochists heh). There are the ones who do just spaceplanes and or just mess about in Kerbin orbit. There are the realistic solar system buffs and the super graphics nerds. There just isn't one way to play this game. Yeah, if you love space, KSP is going to be a big program for many years to come... at least in my home that is.
  16. 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
  17. I'm having issues with mecjeb not working properly. it has worked perfectly but stopped doing so a week ago. it sets up a maneuver but... does not Automatically timewarp to the node anymore, nor does it execute at the node, although it does maneuver the craft around so it is in the right direction for the burn Can anyone make sense of what is happening here? this data is from the debug menu in Mechjeb. [Error]: MechJeb module MechJebModuleNodeExecutor threw an exception in OnFixedUpdate: System.MissingMethodException: Method not found: 'TimeWarp.SetRate'. at MuMech.MechJebModuleWarpController.IncreaseRegularWarp (Boolean instant) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleWarpController.WarpRegularAtRate (Single maxRate, Boolean instantOnIncrease, Boolean instantOnDecrease) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleWarpController.WarpToUT (Double UT, Double maxRate) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleNodeExecutor.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 is there something I can edit within the Mecjeb folder or is it something editable somewhere else? any help would be greatly appreciated
  18. I should really title this "Not adding levels of time warp" because I can't figure out how to do it I've got this little bit of code: TimeWarp timeWarp = (TimeWarp)FindObjectOfType(typeof(TimeWarp)); print("WarpConfigurator.warprates before: (" + timeWarp.warpRates.Length + ") "); for (int i = 0; i < timeWarp.warpRates.Length; i++) { print(i + ": " + timeWarp.warpRates[i]); } Array.Resize(ref timeWarp.warpRates, timeWarp.warpRates.Length + 2); timeWarp.warpRates[timeWarp.warpRates.Length-2] = timeWarp.warpRates[timeWarp.warpRates.Length-3] * 10; timeWarp.warpRates[timeWarp.warpRates.Length-1] = timeWarp.warpRates[timeWarp.warpRates.Length-2] * 10; print("WarpConfigurator.warprates after: (" + timeWarp.warpRates.Length + ") "); for (int i = 0; i < timeWarp.warpRates.Length; i++) { print(i + ": " + timeWarp.warpRates[i]); } And here's what ends up in my log (with unimportant stuff trimmed) WarpConfigurator.warprates before: (8) 0: 1 1: 5 2: 10 3: 50 4: 100 5: 1000 6: 10000 7: 100000 WarpConfigurator.warprates after: (10) 0: 1 1: 5 2: 10 3: 50 4: 100 5: 1000 6: 10000 7: 100000 8: 1000000 9: 1E+07 So, I know the numbers are there. However, in the game when I use > to speed up time, when I get to level 7 it stops just like always. Is there something else I need to set? Some variable that specifies the maximum warp level? I can't find one, and don't even know where to look.
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