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Can one remove the altitude restrictions on time warp?


Ninety-Three

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Two ways around it are to switch to another craft that isnt restricted and warp time from there. Or better yet, go up into a higher orbit. 120k is all it takes to warp faster than 50x

Personally i dislike LKO and find the athmosphere to close for maneuvering. Plus there's a bit of debris here and there from succesfull stress-tests around 100-250k orbits and map targeting is annoying. So i refuel in 450k orbit although some may find that too high for a space station.

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If it's Kerbin orbit I use a Rover parked outside of the VAB. When I want to push the time lapse I just switch to that vehicle and you can go as fast as you want (useful when setting up the phase angles for interplanetary missions). No worries about the Kraken then.

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If it's Kerbin orbit I use a Rover parked outside of the VAB. When I want to push the time lapse I just switch to that vehicle and you can go as fast as you want (useful when setting up the phase angles for interplanetary missions). No worries about the Kraken then.

Good idea! will do this until i have my 450/500k station setup. Thanks!

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The limit only applies to the vehicle currently being controlled. All other vehicles other than the current one are operating on a more limited physics model that doesn't try to calculate all those things that tend to go wrong in the calculations when time is sped up. So to speed up the time on your low-altitude craft, go switch to another vehicle that isn't low altitude, and time warp from there, then switch back to your low-altitude craft.

The things that do not get calculated on secondary vehicles other than the current vehicle include:

- Rotational velocity (the vehicles stay frozen in their current orientation and all rotational velocity is forgotten and zeroed out, which also has the side effect of stopping wobbling, if you're looking for a cheaty way to do that).

- Atmospheric drag (This is why debris can orbit Kerbin on low orbits like 30Km without degrading and falling in. That's a bit annoying because it means to de-orbit debris you have to get it to hit the surface, not just hit atmosphere.)

- Component stresses and impacts (i.e. the ships won't break apart from wobble, or collide with other craft - they just pass through each other).

Because all these things are turned off when calculating the vehicle as a "secondary" object and not the primary one, the reasons for disallowing fast time warp at low altitude are gone when the ship isn't the primary one you're looking at right now.

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