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 How Many Seconds in "3s" 
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Joined: Mon Apr 06, 2009 9:41 am
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Post How Many Seconds in "3s"
When you call for a drop ship and the delivery countdown shows up, how many real life seconds go by within each CC second?


Mon May 04, 2009 1:04 pm
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Post Re: How Many Seconds in "3s"
One to one, I have a pretty decent computer.


Mon May 04, 2009 1:05 pm
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Post Re: How Many Seconds in "3s"
Entirely dependent on framerate. Typically the timescale sticks to 1 (if you have ctrl+o enabled) but you can set it to higher or slower.


Mon May 04, 2009 2:17 pm
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Post Re: How Many Seconds in "3s"
Hah, yeah, mine's about 1-4 or 5. When I was first playing the game, it was about right, though. Not really sure what's up with that.


Mon May 04, 2009 5:32 pm
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Post Re: How Many Seconds in "3s"
Yeah, it might be better to go with something that's not quantized and presumably seconds, when it's not consistently seconds.
A more visual or symbolic display would be better. Or maybe a percentage.

Also being able to set the delivery delay for specific crafts via .ini modifications would be great.
Something like
DeliveryDelay = 3000 // Milliseconds


Mon May 04, 2009 10:06 pm
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Post Re: How Many Seconds in "3s"
I could think of three things, in addition to per-craft arrival time, that would be kinda cool, and perhaps easy for Data.

1. Random drop time multiplier, perhaps a map-defined variance like LifeVariation.
2. Drop time multiplier per map, to mimic adverse atmospheric conditions or something.
3. Per-craft map drop time multiplier multiplier, for droppods that wouldn't be affected much by adverse atmospheric conditions.

I don't know how Data made the delay, so perhaps all of these would be wastefully difficult.


Mon May 04, 2009 10:22 pm
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Post Re: How Many Seconds in "3s"
Drop delay changing was on his todo list a while back, and if we have access to that we can do all of the above with Lua.


Mon May 04, 2009 11:45 pm
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Post Re: How Many Seconds in "3s"
Azukki wrote:
Yeah, it might be better to go with something that's not quantized and presumably seconds, when it's not consistently seconds.
A more visual or symbolic display would be better. Or maybe a percentage.

Also being able to set the delivery delay for specific crafts via .ini modifications would be great.
Something like
DeliveryDelay = 3000 // Milliseconds


Hm, I don't think I made this thread clear enough. I'm not supposing that a CC second is actually longer than a real life second. I was asking how close the two were for most people as a discussion of laggy gameplay.


Tue May 05, 2009 12:42 am
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Post Re: How Many Seconds in "3s"
Yeah, but I was just digressing a little.

I'm usually playing at 3/4 speed on average.

1/3 speed on my laptop or at max res.


Tue May 05, 2009 1:07 am
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Post Re: How Many Seconds in "3s"
About 70 fps with nothing going on (at 1440x900) and still about .90 timescale with massive action going on.

Wheeeeeeee.

FPS caps at 250 on 640x480, also.


Tue May 05, 2009 2:30 pm
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Post Re: How Many Seconds in "3s"
Grif wrote:
About 70 fps with nothing going on (at 1440x900) and still about .90 timescale with massive action going on.

Wheeeeeeee.

FPS caps at 250 on 640x480, also.


My FPS caps is going at 500 to 1000 at 640x480, it switches from 500 to 1000 all the time.


Tue May 05, 2009 6:07 pm
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Post Re: How Many Seconds in "3s"
I removed a few mods and its running much faster.
Is this just in my head? Why would that matter?


Tue May 05, 2009 10:13 pm
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Post Re: How Many Seconds in "3s"
Less RAM taken up by mods, more RAM available for Cortex without dipping into virtual memory. Virtual memory is slow, thus using less of it is faster.


Tue May 05, 2009 10:16 pm
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Post Re: How Many Seconds in "3s"
war_man333 wrote:
My FPS caps is going at 500 to 1000 at 640x480, it switches from 500 to 1000 all the time.


With or without Ctrl + O?


Wed May 06, 2009 12:21 am
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Post Re: How Many Seconds in "3s"
Wouldn't having Ctrl+O off lock it to pretty close to 1:1 by just skipping frames?


Wed May 06, 2009 9:39 am
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