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Modify Time Warp question


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I've been looking through the forums and haven't really found anything clear-cut. Is there a way to change the time warp to where it doesn't check for your altitude and caps you out at, for instance, max of x50 at a altitude of 120km or less? Thanks!

Me <(== newb

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Looks fairly simple to change with a plugin.

CelestialBody.timeWarpAltitudeLimits is an array of floats, I'd guess they're altitudes with the first entry corresponding to the 1x/5x barrier and subsequent entries corresponding to higher levels, with any not covered defaulting to allowing the highest warp.

You'd need to do a little experimenting but I'd guess something like:


foreach(CelestialBody aBody in FlightGlobals.bodies)
{
aBody.timeWarpAltitudeLimits = new float[0];
}

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Its something that does need looking at overall though.

I mean, I can run my rocket at up to 4x warp when its raring up in the atmosphere, but suddenly when its actually safe and much smaller out in space, I can't warp faster then 1x while throttled up? I hope that's on the look-at-list.

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I've been looking through the forums and haven't really found anything clear-cut. Is there a way to change the time warp to where it doesn't check for your altitude and caps you out at, for instance, max of x50 at a altitude of 120km or less? Thanks!

Me <(== newb

Physical time warp can rip your ship apart, be careful. Another tip is, if your in orbit, waiting years on a window to open to do your burn you can put any other vehicle on the launch pad and time warp your heart out using it, there are no limits on time warp for a ship sitting on the pad.

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To add to that, physics are not calculated for stuff you aren't controlling at the moment or which is not feasible to be interacting with what you are controlling. It also isn't if what you are controlling is perfectly stationary on the surface of a planet (easiest to notice if you do it with a parked spaceplane, which will "snap" to its default "un-physics'd build hangar form" when you reach a high enough warp).

Objects in orbit while you are not controlling them seem to just be saved as some form of "orbit data." I figured that out when I finally got around to seeing what happens if you use the "hack gravity" debug option to get something out of the atmosphere. If you look at the map while doing this, what you see is basically the orbit data you are in with that weird gravity whatnot being on. Return to space center from such an object without ending flight, then go back to that object, and you end up with a ship that is on that projected orbit with normal unhacked gravity. Put another way, the vessel's speed is increased to the point where it is now at the proper speed to be in that trajectory relative to the local planet's gravity.

Point is, as long as something is in a safe stable orbit, you don't need to worry about warping time when its not being controlled.

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Physical time warp can rip your ship apart, be careful. Another tip is, if your in orbit, waiting years on a window to open to do your burn you can put any other vehicle on the launch pad and time warp your heart out using it, there are no limits on time warp for a ship sitting on the pad.

Yep, I learned that trick, I just was wondering if there was a way to trick the game to ignore altitudes when time warping, but I understand it is probably because they don't want the physics to crap out when you are near a planet because there can't be any other forces acting on your ship when you do the time warp (not physical time warp.)

Thanks for all the replies, much appreciated!

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