![]() ![]() Note that in Low Kerbin Orbit, when using 'hyper-warp' you may sometimes find your Semi-Major axis changing without any force on your vessel. I think this has something to do with the interaction between the coordinate systems and floating point issues that I am not smart enough to figure out right now. Please add issues or enhancement requests to the issue tracker on GitHub! It's small enough that usually it is not a problem when you are applying thrust to your vehicle.Īlso, there seems to be a problem with some engine sounds after using hyper warp. The seven letters at the top of the window allow you to switch operation modes between details, quick warp, warp-to, rails editor, keybindings, slow-mo, and hyper warp. In the Space Center and Tracking Station, hyper warp and slow-mo are not available. ![]() Pictures of the GUI are in each spoiler below. The slow motion menu gives you the ability to slow down time, or completely pause time and step forward frame by frame. By default, the slider slows down both the game speed and the physics delta, resulting in a smooth slow motion. Note that this will change how the physics of your vessel behaves, joints will stiffen and become more rigid (the opposite of what happens in phys-warp). ![]() This can sometimes cause problems with launch clamps or clipped parts, so beware. If you flip on the "lock physics delta" option, time will slow down, but the physics calculations won't change, so parts will appear to stutter and motion will be choppy. This allows you to see how your ship behaves at a much slower pace, so you can determine what might be going wrong. It is also very useful because even with high part counts where your computer is struggling with physics calculations, your frame-rate will NOT be slowed, so you can maintain full control of your camera, parts on your ship, and anything else. You can have up to 8 extra physics warp rates.The pause button freezes physics, and allows you to step forward one physics frame at a time, for even more precise control. Have fun!Įxtra_physics_2 = 10 // extra_physics_3, etc. Here's a basic example of the config entries: WarpEverywherePlusĮxtra_warp_2 = 8000000 // extra_warp_3, extra_warp_4, etc. You can delete the "WarpEverywherePlus.cfg" file, and a canned template (default) settings file will be created for you. If you have any other mods, you already have MM in your GameData folder.Ĭopy "WarpEverywherePlus.dll" and "WarpEverywherePlus.cfg" to "(KSP install folder)\GameData\WarpEverywherePlus", so the file structure looks like this: \Kerbal Space Program\GameData\WarpEverywherePlus\Įverything about WarpEverywherePlus is controlled by the settings (text) file "WarpEverywherePlus.cfg". Like all Kerbal Space Program system-level mods, the free ModuleManager loads the DLL. To help you decide which mod you should use, here is a helpful comparison table -) It would be easy for this mod to overwrite the stock levels instead (so you could create your own unique set of warps),īut appending speeds worked well for the classic WarpEverywhere, plus the stock list is pretty good, so 5thHorseman's fundamental design continues here. So the time jumps will cycle through first the stock ones, and then the ones you designated. Recompiled it against the most recent KSP and dotNET (tested on KSP 1.8 - 1.12, and probably works for earlier ones too.)Īdding new warp levels in the config file will append them to the existing stock list, which is how the original WarpEverywhere worked.Customize the warp levels via a text config file.The goal of this mod is to refresh the original WarpEverywhere with extra new features: (who got it from "WarpUnlocker", who got it from "TimeControl", etc), all credit goes to his design!Īnother great warp implementation is "BetterTimeWarp", now adopted by (of course) LinuxGuruGamerīoth of those useful mods will work great for you, as alternatives. WarpEverywherePlus lets you add up to 8 new Time Warp levels, and up to 8 new Physics Warp levels. 1.1: First Release (started at 1.1 since the original "WarpEverywhere" froze at 1.0 back in 2018).1.2: Made default values more reasonable for stock game Recompiled for KSP 1.11 and dotNET 4.7.2.1.3: Recompiled against KSP 1.12 Added some extra debug log tracking details for troubleshooting.Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) ![]()
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