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#Ksp timecontrol mod#
The only mod officially tested is Kopernicus.
Any planet adding mod may or may not work.Hullcam will get broken if the "Cam Zoom fix" option is on, turn it off to restore proper functionality for hullcams.This is supposed to be fixed in the latest version of KAC, but I've not tested it yet. Kerbal Alarm Clock will cause problems when it stops warps from very high rates.A lot of stock GUI elements and controls slow down/pause with the time rate (not really fixable).Switching locked/unlocked modes at low warp can cause parts to explode.
Hyper Warp kills the altimeter, it comes back after a bit, or you can quicksave/quickload. Suppress Results Dialog option can cause buggy camera and control stuff. Warp GUI arrows go screwy with additional warp levels. I think this is due to an issue with crossing SOI's, will fix ASAP. KSC can become unresponsive sometimes. MOD+T shows/hides the TimeControl windows, if you don't want to use Toolbar. The "Current" option updates appropriately when moving around in the tracking station. The rails editor as described above is accessible in the Tracking Station and at the KSC screen. A computer that struggles to get 30 fps won't be able to keep the FPS when the load gets high no matter what it does, and whether your computer is CPU or GPU limited also can have a large effect. Also note that results per computer may be drastically different. The main idea of it is that it can adjust on the fly to changing conditions without the typical FPS spikes and drops, so you can for example fly around in orbit at good FPS, and then when you approach your station, it will automatically account for the higher load and slow down time a bit while you dock, or have it automatically adjust the speed as your massive lifter drops off stages keeping you at the best speed without having to deal with terrible fps. Second, play around with what kind of minimum FPS you can stand, trying to set it too high will just end up making everything take ages. Also, note that you should give a margin for error, if you run at 60 fps, set it to 50-55, as 60 will just confuse it. You shouldn't set it above that because it will just slam you down to 1/64x trying to boost your FPS hopelessly. First off, determine what kind of FPS your computer gets with a very small craft. Usage is fairly straight forward, but performance is highly dependent on your computer. Also provided in the hyper warp window is a throttle slider, so you can precisely control your throttle even when the standard throttle response is sped up. If you like, have it pause when it finishes so you can AFK while it goes and not worry about missing anything. You can either manually control when hyper warp is active, or you can set it to warp for a period of time, which is particularly useful for long burns with ION engines. If you know your ship can hold together in phys-warp, you can reduce the accuracy to attain better speeds and FPS. The second slider sets the minimum accuracy, from 1 to 1/4. The first slider sets the maximum attempted speed - note that it is unlikely that you will be able to attain that speed unless you have a very powerful computer or a very small craft. This has a myriad of uses, like speeding up launches or burns (especially with lower TWR craft), flying planes around the world, running kerbals long distances, etc. :D Is anyone planning to do a similar mission? Let me know.įingers crossed that everything is going according to plan.The hyper warp menu gives you the ability to speed up time without sacrificing physics accuracy like phys-warp does. Hecs - II just entered the deep space hibernation phase and now I just have to wait ~ 3200 years until the probe is in the SOI of the Antares system.
It has ~ 12000 Δv in total (only stock parts) and I used two gravity assists on Eve and Jool. I've built a Hecs - II space probe and managed it to get an encounter with Antares. Today I started a long journey to visit the Antares star system: