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This project forked from happyfaceindustries/bettertimewarp

16.0 3.0 5.0 8.35 MB

A Kerbal Space Program mod that enables customized time warping

License: Other

C# 99.69% Batchfile 0.31%

bettertimewarpcontinued's Introduction

#Better Time Warp

Forum thread: http://forum.kerbalspaceprogram.com/index.php?/topic/154935-*

BetterTimeWarp is a mod for Kerbal Space Program that enables customized time warping.

To install:

  1. Merge GameData folder with the one in your KSP folder
  2. Done!

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,ย 

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bettertimewarpcontinued's Issues

Engines stop making sound after some time.

I noticed that, with this mod installed, the engines on my rocket ship stop producing sound after some time. I don't exactly know what causes but I think it happens after performing a time warp with my engines off or loading a save. I'm not sure though. I need to relaunch my game to make the bug go away temporarily.

What I do know however, is that this phenomenon doesn't happen without this mod installed. I also have Waterfall installed so it may be a compatibility problem with it if Waterfall messes with engine sounds.

I'll do some testing on my side and I would really like this to be fixed if it's a problem with BetterTimeWarpContinued because I like this mod a lot but find the previously described issue to be a major drawback which prevents me from using it.

Maneuver drift

Problem description
copied from
http://forum.kerbalspaceprogram.com/index.php?/topic/160894-close-approach-and-maneuver-drift/

All the problems occurred with engines / RCS disbled.

During warp the problems stopped, when warp is leaved, they continue to nag me.

Maneuver-drifting:
When I setup a maneuver, for example to do a Hohmann transfer to Mun, without touching the maneuver-node, the delta-v for the maneuver begins to increase, the maneuver indicator begins to drift away. After 1 minute over 2000m/s are displayed.

Closest approach drifting
I`ve setup an intercept with Duna from Kerbol orbit (just leaved Kerbins SOI). After a few seconds, the intercept switched to closest approach, which increased very fast so several million meter.

<1x timewarp abnormal behaviour

<1x timewarp will make orbit params change quickly for no reason. idk why, and this orbit change applies in timewarp where no force should exist.

Incompatibility with Stock Visual Terrain mod

Not sure where to post a bug/issue, but I discovered one.
I did a bunch of experimentation, and it seems like Better Time Warp and Stock Visual Terrain (with its dependencies, of course) together will, without fail, either crash or softlock the game. When one is installed without the other, the game runs without any errors. After a crash, Kopernicus will throw this error message:

Kopernicus was not able to load the custom planetary system due to an exception in the loading process. Loading your savegame is NOT recommended, because the missing planets could corrupt it and delete your progress.
Please contact the planet pack author or the Kopernicus team about the issue and send them a valid bugreport, including your KSP.log, your ModuleManager.ConfigCache file and the folder Logs/Kopernicus/ from your KSP root directory

The forums post of Better Time Warp doesn't seem to have this incompatibility listed, so I assume it wasn't known.
I have attached my logs in case they're needed.
Logs.zip

Disable button in-game

Any chance you could add an option in the settings cfg file to disable the button in game? It takes up valuable real estate and at least for me, it's only something I use once in an entire game. Or maybe have it appear only when viewing the KSC.

Time Warps being reverted and changed after game restart

I've been having an issue for the past few days now where my last chosen time warp (aka before I exit the game) will get reset to:

10

100

1,000

10,000

100,000

1,000,000

6,000,000

And then my standing warp which was previously those sequence of numbers (and which is also uneditable without going into the cfg file) will turn into:

5

10

50

100

1,000

10,000

100,000

This bug is really starting to be annoying to me, especially because I have tried some fixes in the cfg and I have also uninstalled and reinstalled the mod, but it is still broken. I have to reset my time warp values every time I play a new ksp session, which is annoying. I also haven't encountered this bug previously, only on this RSS/RO install. Can someone (preferably linx?) help? My logs are below:

Player.log:

https://drive.google.com/file/d/1iT_ircIlwl5S69vFUtJfXwYtAgSU50RN/view?usp=share_link

KSP.log:

https://drive.google.com/file/d/15rVxrGOEBac0jL09lCFmAtO8MrOvmc74/view?usp=share_link

(this is a repost from the ksp forums)

Not working

I can't see this in the tooltip or near the warp HUD, it is not even in the loaded assemblies in Alt+F12 menu. Using it in KSP 1.4.4 with MechJeb, KerbalEngineer, TransferWindowPlanner and PreciseManeuver. Is this normal?

UI cannot be moved in-flight

No matter what I do, the UI won't move from its position on the top-left corner of the screen. Even if I minimize it, the button to do so blocks one of the CommNet icons.

Battery Scaling

I'm playing with some other mods, and my spacecraft needs a constant, large supply of power (about 240 units per second) or it will explode. On low warp settings it works alright as generation and consumption are both scaled, but at very high warps the craft explodes. I've spammed RTGs to isolate the issue and it has an excess of power normally. I think it has to do with storage; normally in a tick, 4 units are used then 4 units are produced, but at 10 million times acceleration 40 million units are used, overdrawing the batteries (see here). Because I can't put 40 million units of storage on my ship, I propose that the mod scale battery capacity in addition to consumption and generation to mitigate this issue.

CKAN lists "zero MiniAVC" as dependency

So I'm just coming over after having embarrassed myself at the KIS repo and I'm ready to do it again ;)
I'm not that savvy when it comes to mods but i try my best to make sense of everything.

So, installing Better Time Warp [further BTW] (and 3 other unrelated mods: click through blocker, minimum ambient lighting, toolbar controller) through CKAN, BTW lists "zero miniAVC" as a dependency. attempting to uninstall "zero miniAVC" through ckan thus will also uninstall BTW.
unfortunately, zero miniAVC breaks several other mods (KIS for instance) by making module manager really unhappy (can't blame it though, as it does work as designed). I now have uninstalled zero miniAVC, by removing the mod from the GameData folder manually and so far I couldn't find this breaking BTW (or any of the other mentioned mods).

I have BTW 2.3.13 installed and cached. I tried removing it from CKAN cache and downloading it again, just in case that made a difference, it didn't.

Is the dependency still up to date?

Game calculations going wrong with after using physic warp.

If at any point physics warp is activated then after the game is not able to make many useful calculations.

No more maneuver nodes (the dV of the node is constantly going up at about 25 m/s/s), no more navball marker reliance (those dance all over the place) and no more rendezvous planning (when you make encounter at low Kerbin orbit by the time you get there target will be several hundred km away).

The only way to restore ability to use those features is to completely restart the game. Going back to main menu and reloading the save does not work.

2.3.10.1 with 1.4.5+exp

Incompatibility with TAC life support

Hello!

Whenever I try to time warp above what the game allows, my kerbals die, even the ones on other ships. They die mostly because of no electricity I believe, I can avoid this issue by freezing them but this isn't really a permanent fix as I often do very long trips with frequent stops, and I can't freeze them every single time... If any logs are required feel free to ask!

1.9+ support?

I'm using KSP 1.9.1 and find out that BetterTimeWarp no longer works.

Electric power calculation goes wrong when using high time warp

The electric power calculation seems goes wrong when using time warp over 100,000x.
I put a satellite in the solar orbit,but the power was rapidly reduced often,sometimes even the cell was empty.Then the power is rising rapidly untill the cell is full.This has already led to some disastrous consequences,and only happened when I using the time warp over 100,000x.But never happened in Standard Warp mode.(My english is very poor)

Max physics delta time is locked to 0.02 on lossless warp

This setting which lets us do more physics frames per gameplay frame is now locked into 0.02. This forces the game to draw a gameplay frame on every physics frame, improving framerate but slowing physics down on slower computers. I don't see how adding more gameplay frames is relevant to lossless warp, which should ideally just calculate an adjustable amount of physics frames for one gameplay frame.

Mod not working

So this might not be the best place to put this, but on version 1.11 the mod didn't work for me and on 1.12 even after updating it and module manager it still doesn't work.

From what i can see it just seems like the mod is not being loaded for some reason and im not sure why.

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