Dogface Posted September 15, 2013 Share Posted September 15, 2013 I have played a lot of games with Time Acceleration (Warp), and most have one button that kills ALL time acceleration. Rather than tapping furiously on the "decrease time warp" button when you are about to overshoot your destination. I think a single button that kills all time acceleration would be a welcome addition to KSP. ty Link to comment Share on other sites More sharing options...
Fiddlestyx Posted September 15, 2013 Share Posted September 15, 2013 I think they should just make it (optional) so all time warp stops automatically ~30sec-1min out from an incoming maneuver node. Link to comment Share on other sites More sharing options...
Captain Sierra Posted September 15, 2013 Share Posted September 15, 2013 I think they should just make it (optional) so all time warp stops automatically ~30sec-1min out from an incoming maneuver node.MechJeb's Warp helper and Kerbal Alarm Clock. Something like KAC may get integrated stock later on down the road.I second the master timewarp kill button. Link to comment Share on other sites More sharing options...
karolus10 Posted September 15, 2013 Share Posted September 15, 2013 Maybe just made active pause button feature - 0x acceleration, but game still working ? Link to comment Share on other sites More sharing options...
Captain Sierra Posted September 15, 2013 Share Posted September 15, 2013 Maybe just made active pause button feature - 0x acceleration, but game still working ?That's even better than time warp killing, time stop. Next step: Reverse time warp! To help save your a** when you overwarp! Link to comment Share on other sites More sharing options...
ferram4 Posted September 16, 2013 Share Posted September 16, 2013 (edited) There already is a button that ramps down to 1x timewarp. Go to the top left where the timewarp icons are and click on the one furthest to the left and watch as you suddenly slow down to real-time from accelerated time. All timewarp options can be selected by clicking on the proper acceleration arrow. It's one of those features that most people aren't aware of.I don't know how a "stop time" button would work out; if it functioned in-atmosphere it would remove some of the urgency of trying to figure out how to get Kerbals to survive an out-of-control craft, while out-of-atmosphere functionality doesn't seem justified since there is (usually) plenty of time to plan while in orbit. Edited September 16, 2013 by ferram4 Link to comment Share on other sites More sharing options...
Cashen Posted September 16, 2013 Share Posted September 16, 2013 There is already a "stop time" button. It's called hitting Escape and pausing the game. But I see what you mean, pausing the game but still being able to move the camera/switch to map view/etc. Link to comment Share on other sites More sharing options...
Xiphos Posted September 16, 2013 Share Posted September 16, 2013 You can also click the left most green arrow at the top left of the screen to go from full warp to 1x. Link to comment Share on other sites More sharing options...
Dogface Posted September 16, 2013 Author Share Posted September 16, 2013 There already is a button that ramps down to 1x timewarp. Go to the top left where the timewarp icons are and click on the one furthest to the left and watch as you suddenly slow down to real-time from accelerated time. All timewarp options can be selected by clicking on the proper acceleration arrow. It's one of those features that most people aren't aware of.Cool, I did not know about clicking on the warp indicator. Still, I use the keyboard to increase warp, I would like a key to kill all time warp. I could map it next to my increase and decrease keys. Link to comment Share on other sites More sharing options...
Apollo13 Posted September 16, 2013 Share Posted September 16, 2013 Kerbal Alarm Clock is what you really want. Link to comment Share on other sites More sharing options...
Dh4mp1r Posted September 17, 2013 Share Posted September 17, 2013 there's a quick throttle kill, could we get a quick increase too? "x" kills it, could "z" increase it by 25% each push? Link to comment Share on other sites More sharing options...
Dunbaratu Posted September 17, 2013 Share Posted September 17, 2013 The existence of the kerbal alarm clock doesn't change the fact that an instant drop to minimum time warp (1x) is a good thing to have. They already do it for the throttle, where you can throttle back gently with CTRL or throttle all the way down at once with "X", and for the same reasons that that is useful, so too would be an instant "throttle down" for time warp. Link to comment Share on other sites More sharing options...
Starwaster Posted September 17, 2013 Share Posted September 17, 2013 The existence of the kerbal alarm clock doesn't change the fact that an instant drop to minimum time warp (1x) is a good thing to have. They already do it for the throttle, where you can throttle back gently with CTRL or throttle all the way down at once with "X", and for the same reasons that that is useful, so too would be an instant "throttle down" for time warp.Bad things happen when time acceleration drops from high levels to 1x.Physics sort of things.Crossing the streams sort of things. Link to comment Share on other sites More sharing options...
vexx32 Posted September 17, 2013 Share Posted September 17, 2013 An instant drop to realtime does tend to be glitchy. Not entirely sure why -- perhaps something in how it tries to hand over control to the physics too quickly, before everything's properly initialised, or something... Link to comment Share on other sites More sharing options...
ZenithRising Posted September 17, 2013 Share Posted September 17, 2013 I would love this feature, just like the throttle kill button. Link to comment Share on other sites More sharing options...
Dunbaratu Posted September 17, 2013 Share Posted September 17, 2013 Bad things happen when time acceleration drops from high levels to 1x.Physics sort of things.Crossing the streams sort of things.I could believe that in physics warp but even in on-rails warp? How? Link to comment Share on other sites More sharing options...
vexx32 Posted September 17, 2013 Share Posted September 17, 2013 Not sure. It has caused a lot of problems in the past, and as far as we were ever aware, it was definitely an issue with the stock game, not a mod interfering. Link to comment Share on other sites More sharing options...
Starwaster Posted September 17, 2013 Share Posted September 17, 2013 I could believe that in physics warp but even in on-rails warp? How?Probably because of floating point errors carrying over when the ship has to physicalize. That's just speculation though. I don't know why it happens for sure Link to comment Share on other sites More sharing options...
Dooz Posted September 17, 2013 Share Posted September 17, 2013 I would like to see this because i am tired of missing nodes Link to comment Share on other sites More sharing options...
99TheCreator Posted September 17, 2013 Share Posted September 17, 2013 Cant they just pause the game while it gives all control back to the physics engine? Link to comment Share on other sites More sharing options...
Starwaster Posted September 17, 2013 Share Posted September 17, 2013 I would like to see this because i am tired of missing nodesGet Kerbal Alarm Clock.Missing nodes will be a thing of the past.I hesitated a while before downloading it.I hesitated even longer before actually installing it because ... actually I'm not even sure why. I think I thought that it seemed cool but that it wouldn't really work that great and I was reluctant to actually try it out.I can't imagine now that there was actually a time that I didn't have KAC and can't imagine playing without it. You won't miss a node ever again. You can be at full time acceleration and it will slow time down or if you choose it will even pause the game. (have to choose which when you set the alarm). And it steps it down gradually to ensure that you don't get hit by the physics bugs that we just talked about. In fact, you can even configure it to set certain alarms automagically, like SOI changes. Link to comment Share on other sites More sharing options...
FastMINI42 Posted September 17, 2013 Share Posted September 17, 2013 Something related I would like to see is the time warp value being displayed anytime you hit any key besides , or . There's been a few times where I've come to a maneuver node, tried to throttle up and nothing happens. Try again, nothing. Try a couple more times, nothing. Thinking that KSP has gone into some weird locked up state and visions of the Space Kraken eating my saved game usually panics me enough that I don't think about time warp for a few precious seconds. It's usually a good indicator that I've been playing too long and should quit for the night I keep hearing about KAC... I think I'm going to have to try it. Link to comment Share on other sites More sharing options...
boomerdog2000 Posted September 17, 2013 Share Posted September 17, 2013 Haven't you guys noticed that the game has to run back through all the lower multipliers as well?It doesn't just from 10X to 50X. It seems like an instant stop could break some of the physics Link to comment Share on other sites More sharing options...
softweir Posted September 17, 2013 Share Posted September 17, 2013 ^ ^ ^ Indeed - it's the reason the incremental / decremental warp was put in! Things were quite unstable before then. Link to comment Share on other sites More sharing options...
klarish Posted September 18, 2013 Share Posted September 18, 2013 I like your idea! Often, when I'm trying to get into Mun's orbit, on 100000 time warp, I do an INSANE Overshoot.-klarish Link to comment Share on other sites More sharing options...
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