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Bug #18768

Resource production/consumption not consistent with warp factor

Added by Squelch almost 6 years ago. Updated almost 6 years ago.

Status:
Not a Bug
Severity:
Low
Assignee:
-
Category:
Physics
Target version:
-
Start date:
05/01/2018
% Done:

0%

Version:
Platform:
Windows
Expansion:
Core Game
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

Observation:
I've noticed this for some time and have only taken it for granted as an exploit, but if you have a refueling operation going on that normally consumes more electricity than you produce at 1x speed, increasing warp to 1000x causes your electric to fill to capacity instead of running out so your drills keep on running. This is what we take advantage of. Now the bad news. Jumping to warp 10000x only increases fuel production by about 2 to 4 times rather than by 10 as expected. Ore also filled up all of a sudden at this level where as in all the smaller ones, conversion occurred faster than ore production. The actual amount depends on how much production you got going on at one time, but I took the attached ship, emptied its tanks and added extra drills that operate from the launch pad and ran these tests. I could not make it to the top speeds before Mono-propellant (MP) filled up so I started over at 1x for new data once MP was all filled. The way the free electric recharge can be taken advantage of if you don't have an Engineer on board (this test was with a 5 star) is that you can get up to high warp, then jump to the tracking station and operate any other ships you need to work with. This will cause the same calculations to be used while you are away.

Expected result:
Ships that lose electricity at 1x should continue to do so at all warp speeds and each warp increase in time should be consistent with the rate of production or consumption over time.

Related Issues:
I have noticed similar issues with wind drag under physics warp (2x - 4x) as well where a ship seems to slow down more at 1x than under warp. This would require another test to document values, but it can be observed easily.

Attachments:
  1. A spreadsheet (.xlsx file) with the data I have collected
  2. The ship I used
  3. A Comma Separated Value (.csv) file for anyone weary about importing Excel documents, or who can't use them. It doesn't contain any formulas, only calculated results.
Test data.xlsx (9.56 KB) Test data.xlsx [email protected] jclovis3, 05/01/2018 04:07 AM
Eve Shuttle ready to launch.craft (855 KB) Eve Shuttle ready to launch.craft [email protected] jclovis3, 05/01/2018 04:07 AM
Test data.csv (667 Bytes) Test data.csv [email protected] jclovis3, 05/01/2018 04:11 AM
Missing ore that is full.png (1.13 MB) Missing ore that is full.png Additionally, at high warp levels, the converters can't even access a full tank of ore in some cases. jclovis3, 05/01/2018 07:37 AM
35926

History

#2 Updated by Squelch almost 6 years ago

  • Project changed from KSP Expansion Packs to Kerbal Space Program
  • Category changed from Physics to Physics

Restoring report after an admin hiccup.

#3 Updated by diomedea almost 6 years ago

  • Status changed from New to Investigating
  • % Done changed from 0 to 20

#5 Updated by TriggerAu almost 6 years ago

  • Status changed from Investigating to Not a Bug
  • % Done changed from 20 to 0

We've had this checked and it is by design - it was specifically added to prevent overrunning of battery power in a single tick. After 100x timewarp (configurable via ResourceDefaults.cfg) it will scale back EC consumption to prevent exhausting batteries in a single tick.

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