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Time of launch in 0.14


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Hello,

Is there any way to change the time of launch in 0.14?

In previous versions we always had the same daytime launch, but since persistency in 0.14, it seems to be connected to the system time. Can you somehow change or \'reset\' the scenario time/date (like in Orbiter)?

So right now, when I run KSP in the evening I always get a nighttime launch.

I guess it is one of the parameters in the saves folder (SFS files). However, is there any way to change this from within KSP?

Sorry if this is an obvious question, but I couldn\'t find it in the forum or readme file.

Best regards,

Prince Akeem

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1. back persistent.sfs up before you try this.

2. I\'m too scared to try anything of this nature

3. I could also be very wrong

In persistent.sfs (KSP>>show package contents>>saves>>persistent.sfs, for me [MAC] at least), is a line called UT=… I assume this is universal time. The rotational period of Kerbin is 6 hours, so day to night is three hours. If you bump up UT by 10000, that should work. However,

THIS WILL PROBABLY KILL YOUR SAVE FILE

But you wanted to know what parameter it\'d be in persistent.sfs, and that\'s my guess! :D

EDIT: I did try, and KSP didn\'t crash, but I don\'t think it liked what I did. ;P

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Thanks for the answers!

Regarding the timewrap; I tried that too and thought it didn\'t work anymore.

However as of v0.14 (and 0.14.1), there seems to be a delay before any controls become active at launch. At least on the Mac version.

Sometimes before launch,you also hear a louder wind noise for about 5 seconds or so, during this time you cannot control the spacecraft or timewrap. Guess I should report this as a bug..

Anyway, I see there is no option to change the launch time in KSP before launch. I understand it\'s a bit like the nature of the current persistency, but something like Orbiter\'s scenario system may be a good source of inspiration for a future version :)

I\'ll use timewrap as needed for now, and also play around with the SFS files.

regards,

Akeem

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Be aware that timewarp on pad will sometimes make your rocket unflyable. The bug has been around for a few versions.

I filed a bug report with ways to reproduce in the experimentals forum, hope it helps.

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The delay before the controls start working is deliberate-before it was introduced, the terrain around the space centre was still being generated while the ship was being launched, and the extra load sometimes caused the physics engine to freak out.

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The delay before the controls start working is deliberate-before it was introduced, the terrain around the space centre was still being generated while the ship was being launched, and the extra load sometimes caused the physics engine to freak out.

Thanks for pointing that out.

It\'s a bit off-topic here, but today I finally managed to safely return to the earth after a successful moonlanding!

Last few months I\'ve landed on the moon multiple times, but never managed to get back on earth (not enough fuel). Today I finally created a new, relatively simple launcher. Designed a new lander, and developed a more efficient method to get into orbit and get to the moon each time. I just had to get used to the KSP atmosphere because it behaves so different than Orbiter (or real world).

When I finally landed on the moon with enough fuel to get back, I accidentally pressed space on the surface (jettisonned the legs & decoupled) and stranded....

Then I launched an identical mission, and managed to land only a few hundred meters away from the stranded lander on the moon. Kinda like the real Apollo 12 landing near Surveyor 3. (BTW, after I landed, it seemed that the modules of the standed lander from my previous mission disappeared? Is this normal in 0.14.1 ?)

This time I did return to earth and safely splashed down in the ocean! Just a good feeling :)

regards,

Akeem

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Easy solution I use to the un flyable craft, is to warp the time, start the flight, abort it.. and start a new launch from the VBA, now you are at the time you want to launch and you have full control.

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