![kerbal space program keeps crashing kerbal space program keeps crashing](https://i.imgur.com/etF6P0y.png)
Update no matter what the CPU is doing, unless it’s powered down entirely,īecause there’s always at least 1 instruction just to check if it’s time The system always costs at least 1 instruction of electric charge per Up not counting against electric charge). The remainder of the instructions for that update are not used and end This can be reducedīy either lowering CONFIG:IPU or by making sure your main loop The shorthand version is this: The more instructions per updateĪctually get executed, the more power is drained. Page about kOSProcessor part config values. To change this setting if you want to re-balance the system, see the As of version 0.19.0, this concept is simplified by just draining electric charge by “micropayments” of charge per instruction executed. Older versions of kOS implemented this concept with a constant electric drain regardless of CPU load. Speed up to normal speed again when it needs to wake up and do something. Runs slowly in order to use less power, and then the program can tell it to Real world CPUs often have low power modes, and sleep modes, and these are To make script behvaior more consistent across different computers with But versions more recent than that started executingĬode on physics ticks, as is more proper for the simulation, and
#Kerbal space program keeps crashing code#
Program code during these update ticks so they were tied to yourĪnimation FPS. It is important to note that versions of kOS prior to v0.17 executed The physical world is actually being simulated under the hood. Painting the picture at a slower frame rate than the frame rate that Tick, or in extreme cases, less than 1 so animation is in fact A slowĬomputer might only be able to manage 1 update tick per physics A fastĬomputer might have 2 or 3 update ticks per physics tick. More update ticks, not to make more physics ticks. If your computer is super fast so there’s a lot of leftover timeĪfter physics ticks are satisfied, it just uses that time to make While update ticks use up whatever time is leftover after that. Renders another animation frame, it performs another Update tick.Įssentially, physics ticks get the first dibs on execution time, Update ticks areĮxactly the same thing as your game’s Frame Rate. Often occur a bit more often than physics ticks. Similar to, but different from, a physics tick. There is another kind of time tick called an Update tick. Physics ticks system are more complex than that, but that quickĭescription is enough to describe what you need to know about how kOS’s Seconds, then all the numbers are updated. Seconds during that whole time, and the fuel isn’t being consumed, and TIME:SECONDS will claim the time is still 10.50 Timestamp 10.52 seconds, then during all the intervening times, suchĪs at timestamp 10.505 seconds, 10.51 seconds, and 10.515 seconds For example, if one physics tick occurs at timestampġ0.50 seconds, and the next physics tick occurs 0.02 seconds later at The entire simulated universe is utterly frozen during the duration ofĪ physics tick. Variable in any formulas that depend on delta time. You need to actually measure elapsed time in the TIME:SECONDS Is typically about 0.02 seconds per physics tick, but not reliably
![kerbal space program keeps crashing kerbal space program keeps crashing](https://www.chud.net/images/mod-list.jpg)
The relevant take-away from that is this: When calculating physicsįormulas, never assume elapsed time moves in constant amounts. The upper-left corner of the screen is yellow. Of the simulated world in order to make the simulated time stillīe fine-grained at 0.02 seconds per physics tick even though theĬomputer can’t keep up with it. Note that the game may also resort to slowing down the presentation Warning that simulation is getting coarse-grain and might start In the upper-left of the Kerbal Space Program screen turn red as a Keep up the 50-per-second rate, that’s when you see the time display If the KSP game is unable to execute physics ticks fast enough to There is a lot of variation depending on how fast yourĬomputer is, and how heavily you are loading it with large rockets or Second (0.02 seconds per tick), but there is no guarantee it succeedsĪt this. The game tries to simulate the universe using 50 physics ticks per Take 0.02 seconds while the next one might take 0.021 seconds and maybe The exact length of timeįor a physics tick varies as the program runs. Small incremental time intervals that for the purpose of thisĭocument, we will call “ physics ticks”. Kerbal Space Program simulates the universe by running the universe in