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[1.12.x] BetterTimeWarpContinued - Customizable Time Warp, and Lossless Physics Warp


linuxgurugamer

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About the Readme.md. It says:
 

Quote

Instructions

You can access the UI in one of two ways, either by clicking the B button on the toolbar, or , in the flight scene, clicking the down button at the top, right next to the clock (in 1.2.2, it is right now on top of the probe-control icon, will be fixed)

Once the UI is opened,

and that's it ...

I just wonder what's next ... :D

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I have a problem with this mod. It causes my maneuver nodes to function incorrectly. When I create a maneuver node, the delta-v requirements slowly go up. This topic shows what I am talking about. To reproduce:

Start a new save. Turn on Lossless Physics in the settings of this mod. Make a vessel for orbiting. Sometime during ascent through the atmosphere, use physics warp for a while. Finish establishing an orbit. Create a maneuver node. Watch as its delta-v requirements go up. 

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@pydudeIf you read a page or two back you'd learn the reason :)

It's a "feature" of loseless physics setting. It's an 'experimental' function after all.

I suspect however that even without this option physics engine gets confused (albeit on a much smaller, manageable scale) and looses some accuracy.

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Trying to slow down under 0.5x bends the rocket and detaches the "launch stability enchancers"

I'm getting the old target speed bug, when under 5km distance to the target: when time accelerating - the target gets closer, when not - it gets away no matter the speed changes you make, basically rendezvous are impossible.

installed with ckan.

 

Edited by gendalf
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On 7/11/2017 at 10:16 PM, gendalf said:

Trying to slow down under 0.5x bends the rocket and detaches the "launch stability enchancers"

I'm getting the old target speed bug, when under 5km distance to the target: when time accelerating - the target gets closer, when not - it gets away no matter the speed changes you make, basically rendezvous are impossible.

installed with ckan.

 

What version of KSP, and a log file, please

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On 6/30/2017 at 0:38 PM, pydude said:

I have a problem with this mod. It causes my maneuver nodes to function incorrectly. When I create a maneuver node, the delta-v requirements slowly go up. This topic shows what I am talking about. To reproduce:

Start a new save. Turn on Lossless Physics in the settings of this mod. Make a vessel for orbiting. Sometime during ascent through the atmosphere, use physics warp for a while. Finish establishing an orbit. Create a maneuver node. Watch as its delta-v requirements go up. 

I'm having the same issue myself. Spent a half hour trying to set up an Apollo style Mun intercept I should have been able to do blindfolded and asleep with one arm tied behind my back, and eventually my poor kerbals expired from lack of life support after a dozen failed intercepts.

It's not just the nodes that are having problems though, orbits actually change too. If I burn for the Mun and get a 60 km periapsis (as an example), as soon as I stop burning the periapsis starts dropping as though I'm still in Kerbin's atmosphere. Within about 10 seconds it had dropped to 57 km, though it froze once I time warped and remained stable after I entered the Mun's SOI. At that point my trajectory outside Mun's SOI started changing instead.

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LGG has already confirmed that using lossless physics is very experimental. You'll need to restart KSP after using it to get properly working nodes. 

@linuxgurugamer are you planning to look into this issue and fix loseless option? It would be great to have it working. 

Edited by Raphaello
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On 30.6.2017 at 10:38 PM, pydude said:

I have a problem with this mod. It causes my maneuver nodes to function incorrectly. When I create a maneuver node, the delta-v requirements slowly go up. This topic shows what I am talking about. To reproduce:

i dont have bettertimewarpcontinued installed and i see this problem from time to time
i think its a stok problem exaggerated by this mod

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