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Fix #251: Fix stock code that fails to limit timewarp when approaching a SOI transition #259
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-limit warp levels when approaching SOI transitions -this seems to work pretty well, but also slows down a LOT more than it really needs to; needs tuning
This works pretty well, but I want to test with alarms as well |
seems good. |
It shall be noted that this fix only works if "ORBIT_WARP_DOWN_AT_SOI" is true in Other than that, there is still the issue that the stock "stop warp on trajectory crashes into body" implementation is reliant on the configured per-body altitude limits being adequately set (including for rescaled/modded bodies) for the max time warp rate (which can be vastly higher than stock in mods). Ideally, it would nice to put together a revamp of the whole logic using sensible altitude defaults and relying on checking against the intersection UT instead of against the altitude at discrete points, which in any case is giving extremely inconsistent results in terms of at which altitude a given warp rate will be effectively engaged. |
Right...I think I'll play around with WarpEverywhere to construct a repro case and make sure your patch (or something similar) works there. |
To be clear, I think your patch is good enough. It effectively fixes the main practical issue the we ended up identifying, going though a body lying in the next SOI. The rest are likely more theoretical issues than practical ones. |
…g a SOI transition (#259) - Fix warp rate not being always limited correctly when approaching SOI transitions
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