One video, from YouTuber Zisteau, relies on two enormous concentric rings of engines for the outbound flight. Submissions began to trickle in over the weekend. Three minutes to travel 70,000 meters, or 229,659 feet. The minimum successful time? Three minutes. 6 get from the ground to the edge of space and back as fast as possible. Prolific KSP YouTuber Scott Manley issued a challenge on Sept. The lack of a proper atmospheric re-entry model has enabled the latest KSP challenge - speedruns to the edge of space. But in KSP there are no such limitations. When real spacecraft return to our Earth they have to be very careful to approach at the correct angle and the proper speed. One of those holes includes a fairly serious hazard of space travel, namely atmospheric physics as they apply to re-entry. Kerbal space program controls full power simulator#The space program simulator has an incredible physics model, one that lets you travel a solar system, dock in orbit, and create multi-staged rockets that can kill their pilots in incredibly authentic ways.īut KSP has a few holes in its systems as well, and sometimes that's where the fun lives. In Linux, if you are using a joystick to control your throttle, only part of the throttle range may be available depending on where the throttle was set when you started KSP.What keeps many players coming back to Kerbal Space Program is the complexity of the game. Solid rocket boosters do not respond to the throttle at all once activated by staging they will instantly produce 100% of their thrust (adjusted by the thrust limiter, only available in the VAB / SPH) and run continuously until their fuel is exhausted. The thrust they produce will adjust slower than the speed at which the throttle is moved and it will take extra time for them to change their power output to match its new position. Jet engines respond to the throttle, but just like real-life jets they exhibit throttle lag. Some engines, most notably the mainsail, cannot be run at 100% throttle for long periods at all. Higher throttle settings also cause the engine to overheat, which can lead to explosions if not caught in time. Liquid engines are controlled directly by the throttle in the most simple way- the higher the throttle, the more thrust they produce and the more fuel they consume. Physical time warp may be used, but at the risk of destabilizing the ship due to the loss of calculation accuracy while accelerated. If engines are firing, non-physical time warp cannot be used. When a vessel is first launched from the Launch Pad or Runway, the throttle is initially set to 50%.Īctivating non-physical time warp will automatically cut the throttle if no engines are firing. The X key will immediately cut the throttle (faster than holding down ^ Left Ctrl) conversely the Z key will immediately set the throttle to maximum. When in Intra-Vehicular Activity view, the throttle lever in the cockpit can also be used by clicking and dragging it with the mouse. The throttle can be controlled with the ⇧ Left Shift and ^ Left Ctrl keys, which will respectively increase and decrease the throttle. The throttle indicator is located to the left of the navball. The throttle may be set anywhere from 0% (or "closed", meaning that engines are inactive) to 100% (or "open", meaning that engines are producing their highest level of thrust). The throttle setting determines the demanded thrust from the engine(s) on the active stage of the craft.
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