#Remove timewarp altitude limits
1 messages · Page 1 of 1 (latest)
Oh yeah Bop and Gilly are atrocious with their limits, everywhere else is fine (atleast imo) thanks to our changes
we did already increase the limits a bit and the feature does make sense to e.g. make sure that when you time warp while you're returning from the Mun to Kerbin, you won't just warp right through the atmosphere (which happened all the time in KSP1), but I think that it would be nice to add a way to circumvent it
for example, if you could ctrl+,/. or ctrl+click the warp buttons
except warping through the atmosphere still happens if you warp quick enough
and that would completely bypass the limits
buh
I guess there isn't really a good way to fix that
Hell you can warp through bodies aswell if you're warping at fast speeds
I would start at looking if the system is broken in some cases, or just is too slow at its job 
each tick you'd have to integrate over the trajectory to figure out if it might dip into the atmosphere or the CB on that tick
which would slow time warp down a lot
it'd be nice if it was based on the height of your periapsis instead of your current altitude like it is in KSP1
since the game knows you are going to either hit the atmosphere (and therefore should timewarp slower) or won't (where timewarp doesn't matter)
Hm, you raise a pretty good point there, but being able to warp extremely fast in orbit might cause issues when e.g you encounter a moon
it would also be great to warp faster to docking windows (typically docking two ships in low kerbin orbit)
well, it knows that at some point it will, but it doesn't know if it will happen in the current frame
since the current frame can span 1 cm or 1 Gm
depending on your speed and time warp level