Difference between revisions of "Time warp"
m (→Non-physical time warp: +buffer between table and text;) |
m (+note from infiniglider; +note that there are warps into collisions possible;) |
||
Line 3: | Line 3: | ||
== Physical time warp == | == 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 "[[Modifier|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×. | + | 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 "[[Modifier|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 [[plane]]s that rely on jerking or twitchy motions to fly. |
− | '''Warning:''' Physical time warp can lead to inaccuracies in the physics calculation, possibly damaging | + | '''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 == | == Non-physical time warp == | ||
Line 17: | Line 17: | ||
One side effect of non-physical time warp is that upon its activation a ship will instantly stop rotating. | One side effect of non-physical time warp is that upon its activation a ship will instantly stop rotating. | ||
+ | |||
+ | 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. |
Revision as of 23:57, 11 October 2013
Time warping allows the player to speed up in-game time, e.g. during long low-thrust burns or interplanetary transfers. The arrows above the MET show the active warp factor. By default, the time warp can be increased and decreased with the "." and "," keys, respectively. On changing the factor the new warp factor is shown near the center of the screen.
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
Time warp | Minimum Altitude |
---|---|
1× | Any |
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.
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.