## A one-time forced termination of the user's “timewarp” when the distance to the target will be less than the braking distance in 2 minutes.
This will require a calculation based on the approach speed, the braking distance, and the distance to the surface of the nearest celestial body
Or, alternatively, the ability to timewarp to a specific point on the maneuver screen that user placed. (But this would require the ability to determine the distance to the nearest celestial body by process of setting that exact warp-point; I don’t yet know if such a feature actually exists in current game release, so, sorry.)
Different, creative options for alternative ways to develop the idea(This should'll exclude what I wrote before now):
1. Allow the user to perform the calculation themselves and therefore specify the exact (in-game) time during which the user will be in timewarp they want. Just in the same way as they can chose the time before manoeuvering on the actual manoeuvrer screen.
Or a slightly lazier approach:
2. If the user wants to go have a cup of tea: they enter N minutes in a pop-up window the duration they wish to spend drinking tea, — and after confirmation, the system calculates the time acceleration needed to reach the braking distance point within N minutes of real time, and then just starts the optimal time acceleration itself.
I’d be more inclined toward option 1 as general, but somehow combined with option 2 for minor improvements.
And that's why:
If we do indeed forcing player's timewarp to stop, only by the game calculations: We have a huge risk to make that event annoying for the players, especially if it somehow got a glitchy calls to stop the time warp. Imagine you can't activate timewarp and you should travel the real 20 days because of a bug.
And option 2 implemented instead of option 1 would broke the vibe of calculation challenge.
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## About warp:
I'd like if user can warp to the destination star system on a timewarp they want, with x1 by default, it's a good sci-fi opportunity to show the user how the real visual travelling even faster than the speed of light is indeed slow, without forcing them to wait the whole warp-travelling in 1x time. Unused field for real valuable visual effects. It can pretend to look just like the Space Engine software, but we use only in-game features to draw, and timewarp instead of a spaceship's speed scaling. And the creative option 2. - would fit there just perfect, beautiful loading screen while you took a break to have some tea or rest from the game
Key note: the real warp animation wasn't any changed since 2014...