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Due to accelerated time, the effects will be amplified and you may not be able to apply controls quickly enough before the craft is damaged or destroyed. This can be problematic for the particular example if the ship is travelling at a steep approach angle because it will hit the atmosphere and immediately start heating up. For example, if a craft is approaching re-entry at a high angle and time warp is at 50x, when the altitude crosses 70km, time will be passing at much greater than 4x until the slow time transition completes, usually over the course of a second or two depending on just how fast time was going. This means that for some short period, time will be travelling faster than that region normally allows. 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.Īnother hazard of especially high time warps is that when the craft transitions a time warp boundary (for example, time warp over 4x is not allowed under 70km near Kerbin), the "downshift" of time warp does not happen instantly. 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. Every celestial body has its own reference frame which defines the altitude at which the various speeds become available. Due to the complication of loading detailed surfaces, each time warp level requires either a certain distance to the orbited body or that the craft is completely still on the surface. Therefore, high-speed time warp is unavailable if the craft is moving within an atmosphere, along a surface, or throttled. It allows warp speeds up to 100 000× and cannot be applied as long as the vessel is subject to non-orbital acceleration.
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High-speed time warp stops all physical calculations except for gravity and collision. Upon changing the warp factor, the multiplication of normal time (in seconds) is shown in the top-center of the screen.
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and, keys, respectively, and can be changed to physical time warp by holding the Mod key and pressing. By default, the time warp can be increased and decreased with the. The arrows above the MET show the active warp factor. turning the normally ~180 day transfer from Kerbin to Duna into a 2½ minute wait. Time warp is the acceleration of game speed, serving to shorten the length of time it normally takes to perform a task, e.g.