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Compatibility
DareMightyThingsJPL edited this page Sep 20, 2025
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The following mods are supported by TrueThust:
- FarFutureTechnologies
- NearFuturePropulsion
- SillyPhotonDrives
- Squad (stock ion engine)
- SterlingSystems
- SupplementaryElectricEngines
Due to the anemic thrust of some engines, it'll be very hard to use them. Fortunately, there are mods that are very helpful. Problem is that most of them have a trade-off.
A mod that allows engines to function in timewarp. Also adds persistant holding of ship's direction in timewarp.
- Pros: Easiest to use. Simply activate an engine and timewarp. The supplementary mod PersistentThrustNavigator allows for the effective plotting of trajectories for low-thrust propulsion systems. Very hands on, though.
- Cons: No longer under active development. NearFuturePropulsion's VASIMR and PITs drain more energy than they should. ElectricCharge can completely drain before reaching a given timewarp, thus causing electric engines to shut off and timewarp to stop. Reundevouzing becomes unbearable due to an issue which I don't fully understand where you randomly cannot timewarp at all when within another controllable vessel's physics range.
Adds a window that can increase the maximum in-game physicswarp, as well as timewarp.
- Pros: Lack of issues and reliable.
- Cons: Large and/or high TWR craft are prone to both breaking, wobbling and kraken attacks, especially at higher physicswarp. Due to these issues your craft may waste delta-v (I'd say pack 5% extra surplus as a contingency for this)
Seems to be an update of PersistentThrust for modern KSP. I'll try it when I get the time.
- Pros: Update when I get the time to test it.
- Cons: Unlike BetterTimeWarpContinued, there is not 'universal patch' that automatically patches all engines to have the WarpThrust module. As such, you'll have to configure engines yourself.