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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 1.10.x: at SpaceDock, Github, Curse Download for KSP 1.9.x: old version at Github Download for KSP 1.73: old version at Github 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)
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This issue has been plaguing ksp since 1.12 hit. When at first everyone were going mad about it, devs patched it some time after in the latest vesion we have, and lowered the probability of it happening by at least 50%. Yet it's still there. And I am lost on pinpointing it, which leads me to believe 1.12 has something in it that causes this thing, whether its a script incompatability with mods, or whatever this is. This is not mod specific, after tons of uninstalling and tries. (I dont remember about my stock game time due to memory loss, so cant state on that.) For some reason, the main trigger are time warps, and at times the trigger to the complete sound effect silence of the vessel (RCS / Engine sounds / Mining drill sounds), tends to be simply pressing M often and coming in and out of the map, during flights. It forces you, in about every hour and a half or so, restart the game to regain engine sounds, of course after some intensive flight with intensive time warps (just the usual moon job) but TIME WARP is the deal breaker seemingly. And surprisingly, a completely normal time warp without any extra modification. It looks like it's a rather common issue as well, with itself striking occassionally but unoccassionally. (My experience, it hits in about 1.4 hours, after you do some flying, map in and out and so on.) It seems and sounds like the vessel is actually FARTHER away from the camera than it actually is, therefore getting the sound effects sound distant, until over time they completely vanish requiring a game restart, which more and more narrows it down to being some kind of a time warp related thing, and I am not the only one to narrow it down to this. Anyone has any leads? Or maybe found a secret solution and just hasn't shared with the world yet? If this is what squad has left us in the last version, it really sucks. No one wants to restart the game after doing some ingame fiddling and losing all ship sound effects turning all vessels ingame silent until a restart is done. https://www.dropbox.com/s/cuj6etcxnhtmqz3/logs%2Cand all the rest.rar?dl=0 All the logs that may be needed. Modlist: This is like the cure for cancer of KSP 1.12. Who ever manages to find a lead to it, will infact save this game. I tried my best digging into it myself, but just as the rest that I've seen, left with no answers, eventually dropping off interesting. Am not professional at these kind of things, unlike many amazing individuals on this community that have certainly impressed with their skill and abilities, yet I do believe there is something we're missing. There must be.
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KSP Version: 0.1.1.0 21573 OS: Windows 10 21H2 CPU: AMD Ryzen 5 3600 GPU: Nvidia GeForce GTX1660 Ti Expected Behaviour: Orbit around airless celestial body should remain unchanged when no force is applied. Observed Behaviour: When craft is below a specific altitude and time warp is set to 1x, the periapsis will steadily decrease while the apoapsis steadily increases. Changing time warp to any value other than 1x arrests the behaviour. Behaviour reappears when time warp is returned to 1x. At the Mun the altitude threshold is about 23 km. At Minmus the altitude threshold is about 27 km. Steps to Replicate: Put a craft in Mun orbit with the periapsis below 23 km. When (sea level) altitude drops below 23 km the orbit begins to change. This behaviour stops when the altitude of the craft rises above 23 km. Fixes/Workarounds: Keep Mun orbit above 23 km (Minmus above 27 km) or use time warp values other than 1x. Mods: None. Tested at the Mun and Minmus. This bug was present in 0.1.0.0 as well.
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I've noticed that when you timewarp and then go back to normal x1 speed when near another vessel, to dock for instance, the other vessel 'pops' away in the distance, as if the position is actually incorrect? I've had this happen numerous of times and its made me waste fuel and time to correct this sudden change in position
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Imagine being on Kerbin, looking up at the sky and seeing in real-time how a giant interstellar ship is being pulled out of spaceport by small tugs. It orients to fly past the Mun and then lights it's nuclear engine to start anew. All while other players are flying jets in formation above, 3 huge rockets are taking off, capsules leave firy reentry trails in the distance and you're doing buggy ramp jumps with friends. Do I have your attention? Good. I've thought it through a little and I (hope) I have found a straight-forward way to circumvent the annoying time-warp problem. Just get rid of manually controlling it on / in-proximity-of celestial bodies and mostly play real-time: Have planetary sphere-of-influence sized real-time bubbles that auto-sync. Players can't manually control time warp inside the multiplayer real-time bubble. Instead they use a maneuver node journey planner (map view) to go from A (start) to B (destination). After starting the journey players can control time warp (outside non-team multiplayer). During the journey players cannot directly interact if not on the same craft. The game / server alone manages the planetary bodies configurations in the solar systems. Multiplayer de-sync is done when waiting for a launch window and when starting a journey. Multiplayer re-sync is done when time is cyclic and flexible: when arriving in the destination's orbit, after landing or when on approach (space station type bubble). You can also easily re-sync if you cancel leaving on the journey. Also, if you're curious about how multiplayer would work in-space while allowing time warping, the solutions I found use the following ideas: Recorded actions / milestones / events for missions (which would also allow returning to the past after finishing a mission) - this also allows a number of interesting gameplay ideas like having single player space races against AI controlled agencies and is the basis for implementing the delivery routes system. All player actions in-space would be recorded and placed on a common timeline and when playing in map view (and time warping) we would see actions of other players. Also for multiplayer in small real-time bubbles like around space stations or when doing rendezvous syncing would be done when in proximity. This combined with the large celestial-body sized multiplayer bubbles would represent the hybrid system which allows for real-time interactions. I think this solution leads me to what I think is my greatest wish and suggestion. Make KSP2 multiplayer a competitive space-race team-based persistent-world MMO with inter-agency contracts and trade. Servers would be public, permanent, multiple per region with max. 1000 players each. What you build never gets lost or there would be very rare resets. You can also set-up private servers and edit the rules. Maybe you can even invite players into your single player campaign. Each agency can have 1-4 co-op players, you can build / fly / do missions together. Each player controls a kerbal per mission (although you can switch). You can switch to your space agency's crafts anytime you want. Space agencies can also do contracts for other space agencies. Space agencies can collaborate with each other on huge projects. You can physically interact with other players space stations or colonies only by requesting permissions to dock or land. But otherwise you can trade, emote and communicate. Craft of competing space agencies are all visible in normal view but are pass-through (can't interact physically - for gameplay and performance reasons). They are hidden in map view to avoid clutter, but you can select what you see in orbit. This is my dream for the greatest game ever made. Q&A: "Can it still be KSP with realistic space travel even as a MMO type game?" Yes. You gain big multiplayer by just giving up being able to manually control time-warp on / in-proximity-of a celestial body because you don't want to desync the players. Each place in the universe has its own simultaneity bubble where time flows regularly. You cannot travel to the future unless you are in a cyclic loop or static. Causality must always be preserved. The speed of light is constant in any frame of reference. You cannot send information to the past. If you switch colonies or vessels, you are moving in space AND time. But that's the key to the system: you ignore the fact that central-universal-synced time doesn't exist. All solar systems are looped when on rails. You hide temporal internal information and just sync positional configuration. "Would there be big differences compared to KSP1 gameplay?" If I can see you from the ground or low orbit, you would be inside the local real-time multiplayer bubble. Once you get to orbit you can plan maneuver nodes and start the inter-celestial-body journey. You exit large multiplayer when you start a journey. You keep team-based co-op multiplayer by being able to interact with the players on your craft. While on a journey time-warping is enabled and you can edit maneuver nodes and the destination. The server syncs you to the local SOI real-time bubble and system configuration when you arrive at your destination in order to re-enter large multiplayer. It's like waiting for transfer windows, but the abstraction is reversed. "What does "the server controls the local time and configuration of the celestial body system" mean?" It means that you don't control the local positions of celestial bodies by time warping. It's the same system configuration for everyone in that specific local real-time bubble, as defined by the server. "Where would manually controlling time-warp be disabled?" There would be real-time gameplay on / in-proximity-of the celestial body. In space you could have special / local real-time bubbles for stations, asteroids and comets. You can warp during journeys. "You can't play without manually controlling physics warp. Every player needs it." You can't have large scale multiplayer with physics warp. You would just see people popping in and out of existence as if they are using hyper-speed wall-hack cheats. It breaks immersion. You couldn't have space-races or races of any kind. Besides, devs said: no warp drives (that's what real-time warping actually means, not to mention desyncs and causality problems). I'm sure there are other solutions if you really are that impatient. "Why do you say travel between SOIs is virtual? It's virtual because it's outside of server defined time. During the journey you can interact only with players that are already in your craft. "What about mid-course corrections?" When you are on a journey you are outside of objective time bubbles. You make course corrections as usual, you can change destination without any issue. You go from maneuver node to maneuver node or pause the journey and create new maneuver nodes. But non-team multiplayer only exists after you arrive in the destination time bubble and auto-sync to the local system time and configuration set by the server." "How do you account for moons or star positions as seen planet-side?" When on a planet you see the moons and sun positions. You go to orbit, circularize, set maneuver nodes to travel to the moon, press go. When you arrive you auto-sync with a server defined local time in-proximity-of the moon. The problem you have now is that, if you switch colonies or vessels, you see different solar system configuration for each SOI. But it's irrelevant for gameplay, it's just like being in different time zones. You sync to where you are. "The map view is supposed to be a direct reflection of the world you're in. What do you mean when you imply that the normal view is real and the map view is virtual?" Map view only represents the system configuration you are playing in. When you start a journey, map view shows you a system configuration starting with the time of the transfer window, but it does not represent any server-defined real-time bubble system state. It's virtual during a journey, outside of time and outside of non-team multiplayer. When you arrive, server syncs the map view to the local configuration. "What if I get bored of waiting to ... circularize at apoapsis / rendezvous / land with parachutes ... in real-time?" Use basic automation as software modules and simple conditional triggers. Create the maneuver in advance and allow smart-parts or a minimal autopilot to do the final burn / do the approach or dock / trigger the parachutes and the landing legs. And/or set an alarm and go do something else meanwhile. You don't have to micromanage or babysit. Unload manual controls to the rocket design process. "What if I want to quickly meet up with my friends?" Meet in the middle. Travel to your nearest colony. Switch to / spawn at your favorite colony. Then takeoff together. "Was KSP envisioned to be multiplayer from the beginning?" I personally sincerely believe that. There is no official confirmation, but there are some signs. planting flags so others that come later find them (this is not a single player or co-op team-only feature) leaving custom messages on plaques that can only be read by getting physically close to them (not single player or co-op team-only feature) having agency contracts, rescue missions, (submodules) testing missions, tourism the huge empty world where we all could build colonies and space stations no cities or signs of Kerbal civilization on Kerbin being able to build cool rockets that we can admire, trade or share directly controlling kerbals (that will be able to emote) I think game design, tech levels and funding didn't allow the dream to be realized. Until now! "Doesn't your solution desync celestial bodies from the universal time?" Yes, universal time would cease to exist. You would only exist in regional-time or in virtual journey-time. Better yet think about it this way: instead of traveling in time, you travel from one positional configuration to another. "Doesn't the lack of universal time break resource management?" First of all you need to set up resupply loops. Secondly, to preserve resource management causality there could also be a timer used internally by the simulation to calculate "resources depletion estimated time". The thing is that it doesn't really impact multiplayer. Other players can't see inside your craft or colony to check if your resources are depleted. How do we prevent the visual shift in map view or in normal view when syncing to the real-time multiplayer bubble? When you arrive at your target the server sets the configuration you play in and politely hides any sudden jumps using the places where events are cyclical and time is flexible: while in orbit, while on approach, while landed. Some solutions: in map view: getting spun around in orbit (like a reverse warp-to-transfer window) in map view: limiting view of other celestial bodies by zooming in close to my craft and then zooming out in normal view: seeing your craft third person and correctly positioning the sun and moons during time-warp to target. in normal view: seeing an arrival-at-target cut-scene in map or normal view: if going directly into a suborbital trajectory without circularizing (entering atmosphere or landing) there might be a jump in the positions of the moons or day-time/night-time. To sync you (and only you) see an animation of some day / night cycles after landing. The players already in the multiplayer bubble see you arrive in real-time. "How many players per server?" Kerbin has a total surface area of 4,523,893.4 km^2. Excluding water based colonies, the land surface area is roughly half of that. But let's exclude mountains and steep hills and say 40%. Kerbin usable land surface area: ~ 1,800,000 km^2. We should also account for the fact that not being near the equator makes the game harder for players. That would again put a limit of probably 40% on the practical usable land area for better balance. Kerbin surface area of land practical for orbital launches: ~ 720,000 km^2. The KSC plateau is about 25 km^2 (from the wiki). But let's say a 1-4 kerbal agency would need 100 km^2. That's a maximum of 7,200 individual space agencies and a maximum of 28,800 players on Kerbin. Steam-Charts says the peak player count for KSP1 was 19,079. And currently on average there are 3,500 players online at any given moment. But in order to avoid latency issues and overcrowding the players should be split in multiple servers per region. My estimate for optimized gameplay would be a maximum of 1,000 space agencies per server, meaning anywhere from 1,000 to 4,000 players per server. "The players with Space Centers on / near the Kerbin equator have an unfair advantage over other players because of orbital inclination change costs." This could be a difficulty setting you choose when joining a server. If you want to play on easy, join a server that has free space near the equator. "Couldn't all the players build and fly in the same persistent world?" They could if dynamic instancing was used for some celestial bodies (mainly in the Kerbollar system). The further players explore, the fewer they are, so there's not really the problem of colonial overcrowding on planets and moons that are far away from Kerbin. And there would be a server rule that each instance always had enough room for new player colonies, while maintaining a healthy density and interesting older / bigger colonies. We would only see / interact with max N number of players on each world, but more advanced players would converge the farther away they travel. How could players collaborate inside the persistent world? playing co-op with max 3 other players inside a single space agency (using extended single player mechanics) seeing other players crafts, stations and colonies but having limited (approval based) interactions with them having a contracts and trading system and market interface that allows multiple space agencies to indirectly interact: ex. you ask for a satellite with some specs and pay another agency to build and/or launch it etc. having a "grand projects" system that allows multiple space agencies to interact directly by building together or contributing (kerbals, designs, craft, station segments, resources etc.) ex. a huge space station or interstellar mission. How would multiplayer actually work in-space (where time warping is absolutely necessary)? The events / actions recording system (which is also used by the delivery routes system) would allow to have a centralized timeline for massive multiplayer. This would allow time warping at will (because everything is either on-rails or manually controlled - which would trigger updates to the recordings placed on the timeline). Server could optimize sending you only the relevant localized recordings using an events / actions LOD system. Players would see all pre-recorded actions of other players in space as they play / warp. This combined with the hybrid multiplayer bubbles (big ones close to celestial bodies and small ones around space stations or for rendezvous) would be a general workable solution for KSP2 multiplayer. How would space races work? If there's only one timeline common to all players then events recorded during missions get placed on it at the appropriate future time coordinate. So if Player A that's playing right now (real-life time) lands on the Mun, he would have that event recorded and placed on the timeline. If Player B that's playing some days later (real-life time) is faster (relative to in-game time), then that Player B event recording would be placed before the Player A recording on the common timeline. All other players would be notified of milestones when the in-game time hits a recorded event. So the one that wins the "land on the Mun" space race is the one that created the earliest recording of the event (real life time does not really matter, but there should be rules so someone does not lag behind for a year in real life just to win the race).
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Simple question: what will the limit be for maximum time warp? Will we be able to time warp through a whole interstellar journey or will we have to set alarms and do other missions for a while? For KSP1: In reality at 0.1c speed reaching the closest star would take ~50 years. That's ~75 minutes at 100.000x in gameplay time. Not taking into account the hour per day / light year value difference compared to KSP, which scales up if light has the same speed. I'm not certain by how much.
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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
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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?
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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.
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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 ?
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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
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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.
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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
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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...
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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
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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.
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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!
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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.
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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?
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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.
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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?
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