Difference between revisions of "Time warp"

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(Physical time warp: objects will spin with physical warp)
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[[File:MET.png|thumb|3 green arrows indicate 10× non physical time warp]]
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[[File:MET.png|thumb|The time warp indicator, shown at 10x]]
'''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 [[w:Mission Elapsed Time|MET]] show the active warp factor. By default, the time warp can be increased and decreased with the {{Key press|.}} and {{Key press|,}} keys, respectively. On changing the factor the new warp factor is shown near the center of the screen.
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'''Time warping''' is when in-game time is sped up past normal speed, usually during long low-thrust burns or interplanetary transfers. The arrows above the [[w:Mission Elapsed Time|MET]] show the active warp factor. By default, the time warp can be increased and decreased with the {{Key press|.}} and {{Key press|,}} keys, respectively. Upon changing the warp factor, the multiplication of normal time (in seconds) is shown in the top-center of the screen.
  
 
== Physical time warp ==
 
== Physical time warp ==
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'''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. [[Wobbling]] becomes more significant with physics warp turned on. It is recommended not to push physics warp to more than 2x with rocket engines running.
 
'''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. [[Wobbling]] becomes more significant with physics warp turned on. It is recommended not to push physics warp to more than 2x with rocket engines running.
  
== Non-physical time warp ==
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== Regularime warp ==
 
<div style="float: right; margin-left: 1em;">{{:Kerbin/RefFrame}}</div>
 
<div style="float: right; margin-left: 1em;">{{:Kerbin/RefFrame}}</div>
Non-physical time warp stops all physical calculations except for gravity and collision. It allows warp speeds up to 100&#8239;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:
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TTime warp stops all physical calculations except for gravity and collision. It allows warp speeds up to 100&#8239;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 within an atmosphere (unless it is landed and has come to a complete stop)
 
* The craft is [[throttle]]d up, even if there is no engine active or attached
 
* The craft is [[throttle]]d up, even if there is no engine active or attached
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The following speed factors are available: 1× (default), 5×, 10×, 50×, 100×, 1&#8239;000×, 10&#8239;000× and 100&#8239;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.
 
The following speed factors are available: 1× (default), 5×, 10×, 50×, 100×, 1&#8239;000×, 10&#8239;000× and 100&#8239;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).
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One side effect of time warp is that upon its activation, a ship will instantly stop revolving, 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, potentially violently and destructively, when leaving time warp.
 
 
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]].
 
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]].

Revision as of 15:33, 18 March 2016

The time warp indicator, shown at 10x

Time warping is when in-game time is sped up past normal speed, usually 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. Upon changing the warp factor, the multiplication of normal time (in seconds) is shown in the top-center of the screen.

Physical time warp

A loop through the four physical time warp levels

Physical time warp tries to apply physics to the loaded crafts, i.e. forces such as drag and thrust are calculated and objects will rotate. 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. Wobbling becomes more significant with physics warp turned on. It is recommended not to push physics warp to more than 2x with rocket engines running.

Regularime warp

Time warp Minimum Altitude
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 "[".

TTime 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 time warp is that upon its activation, a ship will instantly stop revolving, 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, potentially violently and destructively, when leaving time warp.

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
6 h 106 d 12 h 32 m 25 s 1603 d 24 h
3 h 53 d 6 h 16 m 12.5 s 801 d 16 h 33 m 12 h
2 h 35 d 12 h 10 m 48.33 s 534 d 11 h 2 m 8 h
1 h 30 m 26 d 15 h 8 m 6.25 s 400 d 20 h 16 m 6 h
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