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How to make the game-time seem realistic(how to speed up game)?


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Full title: How to make the game-time seem realistic(how to speed up game)? - just incase the forum thought it was to long.

Hi, I'm trying play realistic in sandbox but launching a satellite into orbit then a few minutes after, a shuttle and a few hours after, a spacestation (game time) isn't realistic so is there anyway I can speed up the in-game time FAST? the regular MET clock's acceleration function isn't super fast.

I'd rather avoid mods and editing the save but will if I have to.

Edited by theh5
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You can timewarp with , and . when you're at the space centre, up to 100000x.

You can decide for yourself how much time to put between launches :) You could also try the Kerbal Construction Time mod which, well, makes things take time to build.

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eddiew, which buttons? these: , + . ? 'Cause they don't work for me...

http://wiki.kerbalspaceprogram.com/wiki/Key_bindings - you're looking for the "time warp" buttons, same as let you warp a craft up to 4x in atmosphere, or faster in vacuum. Used at the space centre, or tracking station, they have the maximum limit of 100000x.

If the standard controls really don't work, check your settings for keyboard bindings, it's possible you've got them mapped to something else; but timewarp is an absolutely standard thing in stock KSP and there's no reason it wouldn't be there somewhere :)

- - - Updated - - -

How does speeding up the time make it seem more realistic?

OP's original complaint is that he's launching vessels very quickly, i.e. within minutes of each other. A more 'real' pattern would be a launch every few weeks. Also has the advantage that the solar system spins on around you and you get more launch windows :)

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I know you don't want mods, but Kerbal Construction Time does exactly what you want - enforces time between launches.

+1 for KCT. It forces time to have meaning as you have to start thinking 3-100 days ahead about what you want to accomplish. If that Duna window opens on Y1 D217, then you need to start prepping robotic probes around day 120-150, because each one might take 3 days up to 30 days to construct.

Secondly, install Kerbal Alarm Clock (KAC) so that it is easier to manage multiple missions at once (to keep track of transfer windows, upcoming burns, etc.).

KCT for giving time meaning, KAC for helping you to manage time.

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I know you don't want mods, but Kerbal Construction Time does exactly what you want - enforces time between launches.
+1 for KCT. It forces time to have meaning as you have to start thinking 3-100 days ahead about what you want to accomplish. If that Duna window opens on Y1 D217, then you need to start prepping robotic probes around day 120-150, because each one might take 3 days up to 30 days to construct.

Secondly, install Kerbal Alarm Clock (KAC) so that it is easier to manage multiple missions at once (to keep track of transfer windows, upcoming burns, etc.).

KCT for giving time meaning, KAC for helping you to manage time.

What they said. KCT also adds research time (or at least it used to. I've barely played 0.90) so you have to wait to implement your new tech.

You're probably never going to see this in stock because the devs are dead set against anything that adds waiting to the game because they don't think time based mechanics can't be fun. Though they also said dV meters "added to the mystery of the game", but are apparently adding that now, too.

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