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Showing results for tags 'timewarping'.
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Under the effects of time warp (anything higher than 1x speed) while in orbit the orbit (as denoted by readout of the apoapsis and periapsis) will not be affected while the ship is accelerating even though fuel will drain from the craft at the accelerated time rate. The orbit will instead remain 'on rails' regardless of the the vessel supposedly accelerating. If the vessel is not under time warp (time at 1x speed) acceleration functions as normal.
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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.