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timecontrol's Issues

Option to change UI Scale

Currently if your game resolution is higher than 1080p, the UI can appear to be very small and difficult to read any of the options available effectively and I can't see any simple way to alter the UI scale. An in-game way to change the UI scale would come in handy to fix this issue.

Store or auto-calculate context-dependent limits for physics warp.

(2nd EDIT: Have now fixed problem with the title.)

Hi! Dunno if any of this is covered by other requests (I didn't understand all the ones I read!), so I'll describe it here and see what folks say.

What I'd like to be able to do is use much higher physics warp rates than x4 when it is safe to do so. To do this safely, I either need to be able to set custom limits for myself, or have them set automatically, for how far the physics warp can be increased in different contexts.

Here are some of the limits I think might be useful:

Limits based on ship status:

  • Either limit the amount of thrust that engines can use when using high physics warp rates, OR automatically reduce physics warp rate if thrust (or acceleration) get too high. (Basically, one should be limited in proportion to the reciprocal of the othe.r)

Limits based on atmosphere, e.g.:

  • When in vacuum, allow up to x8 or x10, or even more (useful for when using ion drives!).
  • When low in Kerbin's atmosphere, limit phys warp to x3, but when above 20km allow up to x4.
  • When on Duna or in other thin atmospheres, allow x4;
    Possibly this could actually be based on atmospheric density or pressure, rather than on each planet/moon and altitude, so that it automatically scales.

Limits based on other environmental factors

  • Limit physics warp rate based on local gravity strength.
  • When closer than 1km to any surface, limit phys warp to x2.
  • When closer than 100m to any surface/object, limit phys warp to x1.

Together, these limits should enable players to use physics warp much more in the game, while being protected from catastrophes that come from the physics model losing accuracy in the most challenging physical situations.

Thanks for the mod, and keep up the good work! =:o}

Need a better camera zoom fix

Camera zoom fix is all choppy. Need a better one. Some way to decouple camera zoom from how fast game time is passing.

Additional Warp-To features

  • Warp for X Solar Days (current planet)
  • Warp to Next Sundown, Sunrise, "High Noon", "Midnight" on current planet / moon.

Additional Auto-Warp Features

  • Warp for X Solar Days (current planet)
  • Warp to current vessel AP/PE/SOI Change, Node, plus or minus X seconds
  • Warp to Next Sundown, Sunrise, "High Noon", "Midnight" on current planet / moon.
  • Move Auto-Rails Warp into its own tab, and add keybindings for these various warps

Warp doesn't slow or stop while landing, causing ship to crash!

In stock KSP, I can warp as fast as I want while making a descent towards a celestial body with full confidence that the game will slow and stop warping in time so I can safely make my descent burn before I land. However, when I have this mod installed, the game will no longer pull me out of warp while heading towards the celestial body, which ends up causing my ship and all the poor Kerbals on board end in a firey fate.

This issue can be reproduced every time I make a landing attempt and occurs whether or not I have modified the rail warp altitudes or multipliers. The only way to provent this from happening is to uninstall the mod entirely. I want to use this mod, but not being able to safely control landings is a complete dealbreaker for me. Please fix this issue.

Thanks.

Physwarp to keep physics time ratio constant

When roving, I used to use the Better Time Warp and Physical Time Ratio Viewer mods to keep the physics time ratio to about 100%. Physical Time Ratio Viewer is dead as far as I can see, and this was a fiddly process.

I'd like to request a feature that will adjust physwarp on the fly up to a maximum configured amount to try to keep the physics time ratio close to 100%.

Option to suppress debug messages

Time control is a great tool for debugging KSP mods, but the constant debug messages make it difficult to look for debug messages from other mods. It would be great to have an option in Time Control to suppress debug messages.

Strange errors sometimes when saving config file

[LOG 16:08:05.921] Launcher here(in write): False
[EXC 16:08:05.924] ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[TimeControl.TCAltitudeLimit].get_Item (Int32 index)
TimeControl.Settings.configCreateOrUpdateCustomAltitudeLimits (.ConfigNode cn)
TimeControl.Settings.configCreateOrUpdateRailsData (.ConfigNode cn)
TimeControl.Settings.buildAndSaveConfig (Boolean fullRebuild)
TimeControl.Settings.Update ()

More Key Bindings

  • Move keybindings into their own settings window, with a "K" link in top of time control window.

Add additional key bindings:

  • Hyper Warp Physics Delta Time Up / Down Keys
  • Hyper Warp at specific rate key(s). Allow multiple bindings for different rates.
  • Slow Motion at specific rate key(s). Allow multiple bindings for different rates.
  • Custom Auto Warp Key(s). Auto rails or hyper warp for user-defined # of seconds, minutes, hours, days, years. Allow multiple bindings for different rates.

Custom Kerbin Time Setup

The existing "Use Kerbin Time" button uses the built in 'kerbin time', which appears to always be 6 solar hours.

  • Add a custom DateTimeFormatter to return time for the "homeworld" - useful if the day length has been modified by a mod like Kopernicus
  • Add a setting to override the built in date time formatter with the custom one (will default to off, since Kerbin's day is 6 hours in stock)

Only save settings in scenes that it makes sense to save the settings.

Hey @westamastaflash, love your mod!

But I found out it has a minor conflict with some enhancements @boop made to @linuxgurugamer's super-helpful EditorExtensionsRedux mod.

Recent versions of EER temporarily unbind the symmetry (X) and angle snap (C) hotkeys while in the Editor, in order to take over their handling and prevent the game from performing its default actions (which were previously in a bit of a race-condition with the mod's handlers and causing flakey-feeling behavior / timing issues).

It restores them when the scene is exited.

However, it seems your mod is triggering a call to GameSettings.SaveSettings while in the Editor. That's saving the unbound settings, which causes some grief if the game crashes or is killed before the user leaves the VAB/SPH.

Any chance you could avoid triggering that when in the VAB/SPH? Since TimeControl's knobs and levers aren't available in that scene, and AFAIK the user can't adjust time delta in it, I'm hoping this is an easy tweak for you. It would sure help us out.

I noticed you don't have a KSP 1.2-compatible release of TimeControl yet; let me know if you need help setting up an EER containing these modifications under KSP 1.1.3 (you need EER 3.2.14 and my DLL that backports Boop's fixes). Or alternatively I'd be happy to test for you.

More details (including the chunk of code we're asking you to modify) are described here:

Slow-Motion Rails Warp

Slow-motion rails warp", with physics suspended, but running at 1x 1/2x, 1/4x, 1/8x real time speed.

More Settings

  • Add Logging Level choice to settings window
  • Add "Save Settings Every x seconds" to settings window

Ship engine / gear sound effects (Vessels' sound effects) are cut off after some use of hyperwarp in the session

Dropping this here since its better than just a comment on the forum thread.

After removing many mods, and stumbling upon the author's comment regarding sound vanishing with hyperwarm, I too came to the conclusion that the source of the issue ive been battling perhaps has been timewarp's hyperwarm.

Unsure EXACTLY what triggers it, but its either dying / getting an explosion or detaching a stage while hyperwarped, or simply over time, that it causes the Vessel's sound effects to simply vanish, so you hear just the air, blowing if on kerbin, and silence in space.
Music still plays, but the Ship engine, RCS and gear sound effects are gone until you restart the game.

Affecting every vessel you pilot once the bug triggers, requiring a restart to fix and hear the sound effects again.

Timecontrol mod is love, but losing sound effects is sad

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