Anth Posted March 6, 2023 Share Posted March 6, 2023 KSP2 Version: 0.1.0.0.20892 Operating System: Windows 10 CPU+GPU+RAM: i9 9900K+3070ti+32GB Mods used: None Expected Behavior: Whenever KSP determines that x4 time warp is necessary it should be physics warp just like a planet with an atmosphere. Observed Behavior: First it's in standard unlocked timewarp When it gets closer to the ground but still a fair way up it will drop to 4x Timewarp (non responsive to controls) When it gets much closer to the ground it will change to physics warp (4x) From the ground: Its physics warp from the ground up to a certain altitude and then It changes to time warp but maintains a lock at 4x Until it gets high enough and locks to full timewarp Video Evidence: This shows what happens from the ground on the Mun. https://youtu.be/MVMaa7iuK2s First it starts with the 4x physics warp and becomes unresponsive (changes to timewarp) at 3300m (sealevel) maintaining 4x Conclusion: I definitely would have expected this to be physics warp all the way up to timewarp being fully unlocked but its not. Link to comment Share on other sites More sharing options...
Draradech Posted March 7, 2023 Share Posted March 7, 2023 (edited) I also noticed this and assumed it wasn't a bug but intended behaviour. I agree that the game changing warp-type without any indication to the user is very confusing. In general, we need more control over when to warp on-rails and when to phys-warp, and an indicator as to which warp-type is active. There are use cases for phys-warp in orbit (re-orienting a very heavy ship for example), which is currently not possible at all. Edited March 7, 2023 by Draradech Link to comment Share on other sites More sharing options...
CiberX15 Posted March 7, 2023 Share Posted March 7, 2023 4 hours ago, Draradech said: In general, we need more control over when to warp on-rails and when to phys-warp, and an indicator as to which warp-type is active. There are use cases for phys-warp in orbit (re-orienting a very heavy ship for example), which is currently not possible at all. Fully agree. KSP 1 had a feature where you could hold the alt key and then use the time warp keys to force the game into phys-warp on demand, and I very frequently used that feature to maneuver my bulky orbital carriers around. Link to comment Share on other sites More sharing options...
Anth Posted March 7, 2023 Author Share Posted March 7, 2023 2 hours ago, CiberX15 said: Fully agree. KSP 1 had a feature where you could hold the alt key and then use the time warp keys to force the game into phys-warp on demand, and I very frequently used that feature to maneuver my bulky orbital carriers around. Yes .Alt Period would force Physwarp in KSP1. I would like that back. As for this bug report I want the craft to be able to follow the retrograde marker down to the ground from whenever KSP2 forces me to 4x timewarp which timewarp can't do. 6 hours ago, Draradech said: I also noticed this and assumed it wasn't a bug but intended behaviour. I agree that the game changing warp-type without any indication to the user is very confusing. Physics warp works from the moment the player hits an atmosphere. Thats why I think it's a bug the way its behaving for a planet without an atmosphere. Link to comment Share on other sites More sharing options...
CiberX15 Posted March 12, 2023 Share Posted March 12, 2023 On 3/7/2023 at 2:00 PM, Anth12 said: As for this bug report I want the craft to be able to follow the retrograde marker down to the ground from whenever KSP2 forces me to 4x timewarp which timewarp can't do. I forget if I posted this to the forms or to the devs support email directly, but I had had a suggestion to allow ship rotation during non-physics time warp. Basically the idea was that you couldn't actively steer, but you could set the SAS to retrograde and the craft would keep the retrograde heading while in warp (assuming the ship had the resources to do so. Electricity, monoprop etc.). Optimally you could even click the nav-ball to set custom heading targets for the SAS as well, in addition to the built in targets. I think this would solve your issue too since the ship would be pointing whichever way you wanted it to when exiting non-physics time warp. Link to comment Share on other sites More sharing options...
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