Search the Community
Showing results for tags 'time'.
-
I would like to know what people are likely to prefer to see in-game when "Jool orbit capture-burn" is 4 years, 23 days, 5 hours, 12 minutes, and 17 seconds away, do you want the game to show the largest 2-3 items in the Maneuvre Planner? The smallest? 4Y:23D:5H 5H:12M:17S Other? Personally, I would prefer the first option; show me a less-precise (but “more complete”) time rather than telling me my 3200 m/s dV ion-stage will “only” last for 25 minutes and 43 seconds (as that staging-menu seems limited to 'two values'), please tell me instead I’m good for 1d:5h (then adjust/scale to 5h:59m when under 1 day and then 'down' to 59m:59s when under an hour) List of 'times' shown in-game (not necessarily exhaustive): Time for stage to consume all propellant Time until start of planned burn Planned burn's duration Time to next Ap/Pe (Ex: stage propellant-consumption duration seems to only show minutes & seconds, which can make gigantic Xenon/ion engines look like “45 minutes to run out” whereas you likely have days of available thrust) But what are yall's thoughts?
- 3 replies
-
- time
- display time
-
(and 1 more)
Tagged with:
-
Generally there are two ways to play KSP. 1. Sequential missions - completing a mission from start to finish, thus focusing their attention. The downside of this is warping through time and pushing the clock years in the future. This is especially bad for multiplayer and space races. 2. Parallel missions - launching, setting up maneuver nodes and alarms but not time warping. This maximizes the amount of missions you can do with a particular tech level in a certain time window. I propose a third: 3. Parallel-sequential missions. A good way to play I think would be to finish a whole mission then go back in time and continue with other missions from the moment you launched. Recorded mission milestones would be added to the main timeline. And the science points would come in the future, thus respecting the timeline. I think this would be useful for space races also, because I'm that case the timeline is very important and you can't really time warp because you're losing opportunities to launch more missions. So there's a lot of freedom to be gained by being able to go back in time. But from a gameplay perspective it's also very useful for the flow of the game to be able to focus on a single mission and finish it. This system allows for massive gameplay expansion.. like stage recovery, having single player space races against an AI controlled agency and rocket construction time passing in the stock game. Not to mention multiplayer (see multiplayer thread)! Later edit: Interaction with the craft could be feasable without resetting the recorded events timeline from that point onward if we have mechjeb-like automated control using milestones. The craft (or capable subassembly in case of separation) would just try to adapt and continue with the mission even if crippled or modified. If the physics simulation doesn't allow it to be successful (not enough Delta V for example of broken solar panels) then.. yes it would fail.
- 100 replies
-
- 11
-
There are 4 launch pads - we could design craft then have time automatically advance the appropriate amount to account for construction and mission preparations. We could thus have 4 missions on the launch pads simultaneously. The parallel-sequential missions system (having recorded mission events placed on the main timeline and returning to the past) proposed in another thread enables having this feature in the stock game.
- 1 reply
-
- construction
- time
-
(and 3 more)
Tagged with:
-
I've been thinking about it and I think this subject needs to have it's own thread. Nate said that time warp will be using a "non-eliptical solver" - I think he's referring to the on-rails warp. But remember that in KSP1 we can physics warp under acceleration. So what about the new physics warp? Will it still be a separate thing? Is it still going to be buggy? Will on-rails warp and time warp be merged? Will non-eliptical solver warp be allowed in atmosphere? Will we still have speed limits depending on altitude? Any theories or evidence?
-
I dot expect them to take like 30 years right? Since the Kerbal universe is scaled down, I think they might take 10-20 years depending on speed and distance?
- 17 replies
-
- interstellar
- time
-
(and 1 more)
Tagged with:
-
Video link: (pay attention to the Apoapsis marker position and altitude) I have no idea of what's causing this. It's happening to every craft I have in orbit, although not with the same intensity (smaller crafts seem to be affected less) This issue is really messing up my game though. Not only Rendezvous/SOI Interceptions can be lost because the plotted course simply changes after the time warp; but in this specific example in the video, I need the AP/PE markers to stay in the same place as I'm deploying a satellite every time the main ship passed through it's AP, this way ensuring proper separation between each satellite. Anyone has any idea on what's causing this? God, every day KSP has a new different bug that will probably take ages to be fixed... Edit 1.: I'm not entirely sure, but I'm pretty confident I know what might be causing this issue, although I have no idea how it could be fixed. The ship I'm using is quite tall as it has on the top 2 fairings with interstage nodes so I could fit 3 small satellites on top of each other. Now, I'm not sure how the game takes into account where the "center" of the ship actually is during map view (if it's either the Center of Mass, the most central point regardless of the mass, the active "control from here" module or even something else entirely), but it seems like this center point is not really aligned with the orbit line center (let's say it's 10m below the orbit point for example). This 10m offset therefore becomes the new center of the orbit when I switch from real time into warp mode. Therefore, as I switch, the game recalculates my orbit 10m below from where it actually was, causing bigger changes far away on my orbit. Maybe if the Devs had/could implement a system in which the game takes my orbital values (AP / PE values) before I start the Warp and put them back in after the warp is done this problem would be fixed; instead of recalculating it as the warp is finished.
-
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.
- 7 replies
-
- life support
- calculating
-
(and 2 more)
Tagged with:
-
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.
-
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.
- 10 replies
-
- 1
-
- time
- philosophy
-
(and 1 more)
Tagged with:
-
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
- 1 reply
-
- time
- time scale
-
(and 1 more)
Tagged with:
-
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!
-
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!
-
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.
-
I am trying to go to eve. I get out of kerbins sphere of influence with constant velocity (~3000m/s) towards eve. Then if I do time warp. After just 5 minutes, i find my craft out of kerbol system. And it shows "On escape trajectory out of the sun." If decrease time wrap it moves very slow. With full time wrap, it moves fast then suddenly shows it out of kerbol system. Is it a bug or I am doing something wrong? It happens all the time.
-
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.)
-
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!
-
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!
-
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.
-
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!
-
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!
-
What Would You Do With A Time Machine? please no NSFW stuff
-
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.
- 1 reply
-
- career
- consequences
-
(and 1 more)
Tagged with:
-
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!