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[1.0.2] WarpUnlocker v1 (faster time warp, no altitude restrictions)


acerola

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WarpUnlocker does two much requested features.

First, it removes the altitude requirements for the non-physical time warp.

Second, it adds two new warp factors: 1,000,000 and 10,000,000.

It does not, however, allow you to non-physical time warp in atmosphere or when throttled up.

License: public domain.

Source code: included in the package.

Download (original version): https://www.dropbox.com/s/0pgkkhfk02g3vn3/WarpUnlocker_v1.zip

Modifications by Alpheratz:

WarpUnlocker with no altitude limits but with regular time warp speeds: https://www.dropbox.com/s/l9w5zm8n50ufncr/warp1.zip

WarpUnlocker with altitude limits but with augmented time warp speeds: https://www.dropbox.com/s/14u3ydg0rih2z1v/warp2.zip

WarpUnlocker with half the altitude limits and regular time warp speeds (which Alpheratz uses himself): https://www.dropbox.com/s/dho7ly4lwzxutdn/warp3.zip

Source: https://www.dropbox.com/s/zjs7jp3opkcphvu/source.cs

Edited by acerola
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First, it removes the altitude requirements for the non-physical time warp. Second, it adds two new warp factors: 1,000,000 and 10,000,000.

Is there a way to get the second one without the first one? On-rails timewarp in atmosphere is pretty cheaty IMO.

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You can't on-rails warp when pressure > 0. That's hardcoded, for good reason.

Is there possibly a reason for the altitude limits of warping out of atmosphere? I'd love to use this so I don't have to wait for an hour of limited warp for a Kerbin -> Duna transfer from 100km but I'm afraid this might just be giving the Kraken an open invitation to my launch party.

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Is there possibly a reason for the altitude limits of warping out of atmosphere? I'd love to use this so I don't have to wait for an hour of limited warp for a Kerbin -> Duna transfer from 100km but I'm afraid this might just be giving the Kraken an open invitation to my launch party.

Some people said that it was due to the GPU not being able to render the planets/moons if the speed were too fast. Well, my GPU is quite old (GeForce 9800) and the game works quite well even at 10M warp in low Kerbin orbit.

I don't think that the Kraken will attack, since you are "on rails". Kraken attacks are usually related to errors in the physical simulation, which is turned off when you time warp. But save often, and give us feedback if you find any problems.

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Is there possibly a reason for the altitude limits of warping out of atmosphere? I'd love to use this so I don't have to wait for an hour of limited warp for a Kerbin -> Duna transfer from 100km but I'm afraid this might just be giving the Kraken an open invitation to my launch party.

The concern is basically thus: Imagine you have an eccentric path with an apoapsis a million kilometers away and the periapsis well within the atmosphere. If you were at full timewarp you could very possibly and easily go entirely through Kerbin in the time between frames and have no atmospheric effects. It's even more dramatic when you go under the ground.

I mean, hell, I did this just a little while ago on the stock system with an oversized, laggy ship.

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The concern is basically thus: Imagine you have an eccentric path with an apoapsis a million kilometers away and the periapsis well within the atmosphere. If you were at full timewarp you could very possibly and easily go entirely through Kerbin in the time between frames and have no atmospheric effects. It's even more dramatic when you go under the ground.

I mean, hell, I did this just a little while ago on the stock system with an oversized, laggy ship.

I've had exactly that without this plugin, had an escape from Minmus directly into Kerbin and accidentally warping through it gave me a good "wat" moment. And while this plugin has so far been good with no issues, it is a bit nauseating to have a high warp at a low orbit with the map view focused on the craft.

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  • 3 weeks later...
  • 2 weeks later...
  • 2 months later...

Hello everyone,

This is my first attempt at modding. I was having some requests myself for this very good WarpUnlocker. I looked at the source code and I modified it. I take no credit for the work, acerola sould get all the credit: I merely split his code in half.

So there it is:

WarpUnlocker with no altitude limits but with regular time warp speeds: https://www.dropbox.com/s/l9w5zm8n50ufncr/warp1.zip

WarpUnlocker with altitude limits but with augmented time warp speeds: https://www.dropbox.com/s/14u3ydg0rih2z1v/warp2.zip

WarpUnlocker with half the altitude limits and regular time warp speeds (which I use myself): https://www.dropbox.com/s/dho7ly4lwzxutdn/warp3.zip

Source: https://www.dropbox.com/s/zjs7jp3opkcphvu/source.cs

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For those wanting just warp unlocks, this plugin seems perfect. If you want some additional control over which bodies and what altitudes unlock which warp factor, check out http://forum.kerbalspaceprogram.com/threads/69363-0-23-Time-Control-3-29-14-v10-FPS-Keeper!

I don't know if that's been updated for 0.23.5 yet or if it already works. I used it to open up much faster warp around Moho for Kethane scanning.

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  • 2 weeks later...
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