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Time acceleration during burn


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I read on the Kerbal wiki that due to Ion engines low TTW ratio, burns take a long time. Hence it advised to use time acceleration during burns. I would like nothing more, but when I try I'm told it's not allowed during acceleration (yesterday I had to wait for a 30 min burn). Is there around this?

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"alt-timewarp" does physics warp, which should work.

It generally isn't advisable because it can do nasty things to large craft. It should be ok with an ion-powered probe but be sure to make a savegame before you start.

Also your movement keys will cause huge changes under physics warp, so if you need to change course slightly I'd recommend coming out of physics warp first.

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19 hours ago, DD_bwest said:

my favorite time to use it is from 70km down to around 30km on re entry. after hundreds of times its goten so monotenous lol

As long as you have your parachutes set to "deploy when safe" (which is the default setting now), you can get away with using timewarp all the way down now, at least for smaller reentry craft(pod, heatshield, battery, experiment storage unit, and parachutes work fine for me).  I usually just use normal timewarp from when I jettison my last engine stage until the reentry craft hits the atmosphere, then immediately go to physics warp, stage the chutes as soon as the icon turns red, and let SAS hold retrograde all the way down until 50 meters above the surface.  For a slightly larger or less solidly built craft, you might want to come out of warp just before the parachutes open and before they fully deploy as well.

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Just now, Hodari said:

As long as you have your parachutes set to "deploy when safe" (which is the default setting now), you can get away with using timewarp all the way down now, at least for smaller reentry craft(pod, heatshield, battery, experiment storage unit, and parachutes work fine for me).  I usually just use normal timewarp from when I jettison my last engine stage until the reentry craft hits the atmosphere, then immediately go to physics warp, stage the chutes as soon as the icon turns red, and let SAS hold retrograde all the way down until 50 meters above the surface.  For a slightly larger or less solidly built craft, you might want to come out of warp just before the parachutes open and before they fully deploy as well.

yea, i usually like to watch my speeds tho and deploy to try and keep my G's to a minimum as if it actually mattered, so i turn it off for the deploy stage lol, then back on while i wait for it to touch down

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10 minutes ago, DD_bwest said:

yea, i usually like to watch my speeds tho and deploy to try and keep my G's to a minimum as if it actually mattered, so i turn it off for the deploy stage lol, then back on while i wait for it to touch down

It actually DOES matter now in some cases, especially tourist contracts if you enable the G force limits.  But I've usually been able to keep the G forces to reasonable levels just by adjusting the number of parachutes used.  You basically just want the least possible amount of chutes you can get away with while still slowing you down to a survivable speed(and you'll probably want to use the least possible amount of chutes anyway to save on weight.)

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