Difference between revisions of "Time warp/ja"
Kspjptrans (talk | contribs) (Created page with "thumb|3 green arrows indicate 10× non physical time warp '''Time warp''' allows the player to speed up in-game time, e.g. during long low-thrust burns or int...") |
Kspjptrans (talk | contribs) |
||
Line 1: | Line 1: | ||
− | [[File:MET.png|thumb| | + | [[File:MET.png|thumb|矢印3つで10倍速non physical time warpを表している。]] |
− | '''Time | + | '''Time WARP'''(ワープ)はゲーム内時間を加速させる機能で、低推力長時間燃焼や惑星間移動などで現実での所要時間を短縮させることができる。[[w:Mission Elapsed Time|MET]](ミッション経過時間)の上に表示された矢印の数が進行中のワープ係数を表している。デフォルトでは、{{Key press|.}}キーと{{Key press|,}}キーでワープ係数の増減が変更できる。ワープ係数の変更時には画面中央上部に操作結果が文字で表示される。 |
== Physical time warp == | == Physical time warp == |
Revision as of 11:55, 20 September 2014
Time WARP(ワープ)はゲーム内時間を加速させる機能で、低推力長時間燃焼や惑星間移動などで現実での所要時間を短縮させることができる。MET(ミッション経過時間)の上に表示された矢印の数が進行中のワープ係数を表している。デフォルトでは、.キーと,キーでワープ係数の増減が変更できる。ワープ係数の変更時には画面中央上部に操作結果が文字で表示される。
Physical time warp
Physical time warp tries to apply physics to the loaded crafts, i.e. forces such as drag and thrust are calculated. When running at normal (1x) in-game time, it can be accessed anytime by pressing Mod+. As this is very complex and consequently puts a heavy strain on the CPU, it allows only four different warp speeds: 1× (default), 2×, 3× and 4×. It is not recommended to use physical time warp on planes that rely on jerking or twitchy motions to fly.
Warning: Physical time warp can lead to inaccuracies in the physics calculation, possibly damaging the vessel. This is especially true for high warp speeds and complex vessels with many parts.
Non-physical time warp
時間加速中 | 最低高度 |
---|---|
1× | どこでも |
5× | 70 000 m Expression error: Unrecognized punctuation character "[". |
10× | 70 000 m Expression error: Unrecognized punctuation character "[". |
50× | 70 000 m Expression error: Unrecognized punctuation character "[". |
100× | 120 000 m Expression error: Unrecognized punctuation character "[". |
1 000× | 240 000 m Expression error: Unrecognized punctuation character "[". |
10 000× | 480 000 m Expression error: Unrecognized punctuation character "[". |
100 000× | 600 000 m Expression error: Unrecognized punctuation character "[". |
Non-physical time warp stops all physical calculations except for gravity and collision. It allows warp speeds up to 100 000×. and cannot be applied as long as the vessel is subject to any forces other than gravity. Therefore non-physical time warp is unavailable as long as any of the following situations apply:
- The craft is within an atmosphere (unless it is landed and has come to a complete stop)
- The craft is throttled up, even if there is no engine active or attached
- A part provides torque, like the SAS
- The craft is moving over a surface, e.g. a rolling rover
The following speed factors are available: 1× (default), 5×, 10×, 50×, 100×, 1 000×, 10 000× and 100 000×. However, in order to access high factors the craft requires a certain distance to the orbited body. Every celestial body has its own reference frame which defines the altitude at which the various speeds become available. As an example, Kerbin's reference frames are shown to the right.
One side effect of non-physical time warp is that upon its activation a ship will instantly stop rotating, as all parts are frozen relative to the vessel's reference frame. As a result of this, any joints that were bent when entering non-physical time warp will stay bent during warp, and will spring back violently when leaving time warp (sometimes leading to rapid unplanned disassembly).
There are celestial bodies like the Mun which allow time warping when it is colliding with the surface. Usually the time warp gets reset to 1× when the craft is near the surface.
Another hazard of especially high time warps is that the craft travels so fast close to a body, that the game doesn't recognize it and doesn't reduce the time warp. As the orbital velocity is at the highest level when at periapsis, the craft is also moving fast by itself causing to move even faster with time warp. This could lead to skipping through the atmosphere without an atmospheric entry or getting an unintentional gravity assist.
Comparison of the time warp levels
The following table gives the real time required for each entry.
Time warp factor | Kerbin day | Kerbin year | To Alpha Centauri (4.3 ly) from Earth at light speed | Earth day |
---|---|---|---|---|
1× | 6 h | 106 d 12 h 32 m 25 s | 1603 d | 24 h |
2× | 3 h | 53 d 6 h 16 m 12.5 s | 801 d 16 h 33 m | 12 h |
3× | 2 h | 35 d 12 h 10 m 48.33 s | 534 d 11 h 2 m | 8 h |
4× | 1 h 30 m | 26 d 15 h 8 m 6.25 s | 400 d 20 h 16 m | 6 h |
5× | 1 h 12 m | 21 d 7 h 18 m 29 s | 320 d 16 h 13 m | 4 h 48 m |
10× | 36 m | 10 d 15 h 39 m 14.5 s | 160 d 8 h 6 m | 2 h 24 m |
50× | 7 m 12 s | 2 d 3 h 7 m 50.9 s | 32 d 1 h 37 m 17.75 s | 28 m 48 s |
100× | 3 m 36 s | 1 d 1 h 33 m 55.45 s | 16 d 48 m 38.87 s | 14 m 28 s |
1 000× | 21.6 s | 2 h 33 m 23.55 s | 1 d 14 h 28 m 51.89 s | 1 m 26.4 s |
10 000× | 2.16 s | 15 m 20.35 s | 3 h 50 m 53.19 s | 8.64 s |
100 000× | 0.216 s | 1 m 32.04 s | 23 m 5.319 s | 0.864 s |