Time warp/ja

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< Time warp
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矢印3つで10倍速non physical time warpを表している。

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の4段階表示

Physical time warp(物理時間ワープ)では推力や空気抵抗などの物理演算要素を機体に作用させる早さを表している。等倍速(1x)の状態でMod+.キーを押すことで、いつでも加速させることが出来る。物理演算は非常に複雑な計算が行われておりCPUに多大な負荷がかかることから、ワープ係数は1×(等倍速)、2×、3×、4×の4段階のみである。また航空機の場合は機体の振動や進路急変を引き起こすので推奨されない。

警告: Physical time warpは物理演算が不正確になりやすく、機体の分解につながることがある。特に複雑な演算が要求される大型機ほど頻発する。

Non-physical time warp

時間加速中 最低高度
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.

タイムワープ係数と早さの比較

以下の表は各項目の所要時間とタイムワープした場合の現実所要時間を示している。

タイムワープ係数 Kerbin日 Kerbin年 アルファケンタウルス星(4.3光年)の光が
地球に到達するまでの所要時間
地球日
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