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Everything posted by MarkusA380
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Yeah, pretty much!
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Not really, if I understand you correctly. For maneuvers to be executed the vessel must be loaded and simulated. It cannot happen in the background. As such, it makes no sense for this mod to only warp to the next maneuver - it will not be executed regardless. There is a theoretical possibility for an essentially different mod, that will only run when you are in flight, not in the space center or tracking station scene, and that would warp only until the next maneuver, wait until it has been executed (by MechJeb or manually or whatever) then continue the warp. But that's not the point of this mod, as it would not enforce the sync to realtime and give you free reign to do whatever you want while you are at a maneuver node in the "past".
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New update! Changes: Auto warp when catching up with real time is much faster! The time format is now overridden to use real timestamps, e.g. 2024-07-27 23:29:00+02:00 You can choose between local and UTC time Time intervals use 24 hour days and 365 day years Mod will not unpause the game after 10 seconds to catch up with real time Add toolbar icon Warp forwards even when window is open Reset to default day and year length when no base time is selected
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Exactly. This mod was born because I had a LMP server without timewarp running for a while and found the implications quite exciting, e.g. planning a Munar transfer in such a way that it would reach PE on the moon at a time I was available, then setting an alarm on my phone 30m prior to the burn time. It felt more... real, in a sense. Unfortunately, LMP does not simulate the orbits in the background, meaning changes of SOI simply do not occur if the vessel is not being controlled, and orbits shift all the time.
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This mod does not change the length of Kerbin days. In the stock system, 4 days will pass for each real day. The mod just synchronizes the passage of time. If you shut down the game and come back 24 hours later, it will warp forward 24 hours. The game itself has a setting to display time in 24hour format instead of 6 hour format. This way, if a maneuver node is in 1 day, 1 hour, you will be able to plan ahead that you should return to the game on the next day, 1 hour later. But it's not required for this mod to work.
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I created this mod exactly.
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Realtime This plugin syncs the in game time to realtime. It's for those kinds of players. Yeah, you know which kind. How does it work? By default, the plugin will not do anything, except show a warning message when a scene loads at the top of the screen. In the Space Center, open the Realtime configuration window from the toolbar. There, you can select a "base time" - a point in real time which will be equivalent to the beginning of time in the current save. Once you hit "Set", the game's timewarp will be controlled by the mod alone, you will be fixed at warp factor 1x in all scenes. If the game time (offset by the base time) is behind realtime, the mod will automatically warp forward until it's in sync again, but only while the game is warping on rails (e.g. not during driving, atmospheric flight or burns). The game's times will also be displayed based on the real time, and durations will be based on 24h days and 365d years. The mod will only warp if the game lags behind by more than 10 seconds, to avoid constant micro-warps when the game is running slow. A warning will be shown and the mod will relinquish control of timewarp if the game time is ahead of real time by more than 10 seconds. SEIZURE WARNING: The automatic warping can, depending on the time difference, cause quick continuous flashing as days pass in the Space Center. I am planning to add a setting to limit the maximum warp factor to avoid this. Incompatible Mods: Kronometer Compatible Mods: Mods that do not modify timewarp or the time format should be compatible. Visual mods, part mods and system replacement / scaling should work just fine. Download SpaceDock
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I'm currently working on a small project which requires me to save and load some configuration on a per-save basis. I am however unable to find any examples or documentation on how to do this properly. I see some examples of people creating their own configuration file and storing per-save states there side by side, but I imagine the right way is to store the configuration right in the `persistent.sfs` config tree. Any advice is appreciated.
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Just swinging by to say that this is my favorite mod by a long shot. Thanks for the continued maintanance! Find a picture of my SSTO "Thermocorde Mk. I" designed for FAR below:
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
MarkusA380 replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer This has my full support as the official successor of my mod. I will archive my repository. Message me if you want to take ownership of it instead. -
I definitely did enable it in the difficulty settings of the mod.
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I tested if Kerbals can actually die from lack of snacks (I enabled the setting manually) but it did not happen, even after half a year. Can Kerbals even die during timewarp?
- 932 replies
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[1.7.3] Graphics Enhancements Assembly (GEA)
MarkusA380 replied to Davian Lin's topic in KSP1 Mod Releases
Can you tell me which files specfically you're talking about? -
[1.7.3] Graphics Enhancements Assembly (GEA)
MarkusA380 replied to Davian Lin's topic in KSP1 Mod Releases
I am having really bad framerate issues with the latest version - 15 FPS on Kerbin's surface, with a 1080TI. What can I do to fix this? -
I am experiencing stutters (~1 per second) in the VAB/SPH (maybe in flight too, I didn't check) with a clean install of KSP and Kerbalism installed via CKAN. Is this a known issue?
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Yes, open the settings menu in the PersistentRotation window.
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If you want we can package it and upload it to the official sites.
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Hi @ThePhoenixSol, a GitHub contributor is already working on the cost feature, I can't tell when he is finished. Take a look at the repository, you will be able to track the progress. As for your idea with open tanks only, I like it. I will add it as Enhancement in the issue tracker.
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I recompiled the mod for 1.4 and integrated a pull request containing code cleanup by GitHub user dkvolis. Happy rotating!
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As far as I remember relative rotation will work if the vessel is controllable (has a probe core or crew, electricity) and if it isn't or almost isn't spinning. It does not check for fuel or reaction wheels.
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I discontinued working on this mod quite some time ago. A heavily modded game tends to break, especially if you have other mods that influence physics installed. Patching this edge case it is more or less impossible with the limited amount of time I am willing to put into it. Hope you can do without PR, too.
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I haven't looked at my stuff for what seems like ages, but the files generated all have a timestamp. You need to use the file with the latest timestamp to have PR use the data. Also, Momentum Mode needs to be active for the vessels, otherwise it will not work. This is also a setting found in the .cfg files. Are you sure you copied the data to the correct vessel id? I don't see a simple way to find out which vessel belongs to which id...
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Hello fellow Kerbonauts! SInce 1.2.2 I am not able to get a Spaceplane back to Kerbin without it melting. I am entering the atmosphere with a very shallow angle while keeping the nose 30° above AoA. Here's a picture: Note: The slight thrust is just due to the screenshot key combination. Any guidance?
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Yeah, pretty sure it's scatterer. Sure, it doesn't. It's scatterer for sure. Exactly what I thought. Like in a movie, where the main character realizes he is just in a simulation xD