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altitdue and time acccelleration?


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are there technical limitaions/reasons for having time acceleration limits while in orbit?  I understand the problems/glitches that can happen with time acceleratoin.  But when your sitting in orbit waiting for a hohmann trasfer thats' 2 days away and you can only time accel 10x or 100x and it's faster to bump your orbit higher just so you can accel faster seem kind of silly

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Because the game has to  constantly detect if your ship has entered the atmosphere and drop you out of warp if it has. The higher your warp rate the less reliable that detection becomes. And extremely high warp you could warp straight through not only the atmosphere but the whole solid planet before the game could realise "oh snap, he just did a Han Solo".

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6 hours ago, Temstar said:

Because the game has to  constantly detect if your ship has entered the atmosphere and drop you out of warp if it has. The higher your warp rate the less reliable that detection becomes. And extremely high warp you could warp straight through not only the atmosphere but the whole solid planet before the game could realise "oh snap, he just did a Han Solo".

This is still very easy to do in the stock game.  Just get into a highly eccentric orbit around kerbin with your apoapsis around minmus and turn on max timewarp at apoapsis.  In addition, there are several  mods that allow any timewarping anywhere.

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6 hours ago, Temstar said:

Because the game has to  constantly detect if your ship has entered the atmosphere and drop you out of warp if it has. The higher your warp rate the less reliable that detection becomes. And extremely high warp you could warp straight through not only the atmosphere but the whole solid planet before the game could realise "oh snap, he just did a Han Solo".

That makes no sense. If you are on rails (ie, non physics timewarp) and your Pe isn't in the atmosphere when you start the timewarp, there is no need to check it constantly - you can't fire your engines so your Pe will never dip into the atmosphere

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39 minutes ago, juanml82 said:

That makes no sense. If you are on rails (ie, non physics timewarp) and your Pe isn't in the atmosphere when you start the timewarp, there is no need to check it constantly - you can't fire your engines so your Pe will never dip into the atmosphere

It's not true, what if you change SoI and get a gravitational slingshot?

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14 hours ago, Perotis said:

are there technical limitaions/reasons for having time acceleration limits while in orbit?  I understand the problems/glitches that can happen with time acceleratoin.  But when your sitting in orbit waiting for a hohmann trasfer thats' 2 days away and you can only time accel 10x or 100x and it's faster to bump your orbit higher just so you can accel faster seem kind of silly

Just timewarp on a different craft. Or in the KSC

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This is definitely an issue for me too hehe. Kind of stupid that you launch into orbit, set a maneuver node, and then have to go back to KSC to time warp forward to get really close to it and risk overshooting. 

On one hand, if you can do maximum timewarp at any time in KSC or with another craft, regardless of where all your crafts are, then why wouldn't you also be able to do it when piloting that specific craft, since it's all on rails anyway right?

On the other hand, crafts entering and exiting atmospheres and SOIs during this have a very high chance of experiencing a kraken attack.

Seems to me like time warp should only be limited when you are about to enter (or are in) an atmostphere, or if you have an SOI change. Being in low orbit around Gilly and not being able to go faster is super annoying!

 

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