XWVM is slower to travel distances compared to the original
Videos to help illustrate:
https://1drv.ms/v/s!AoEpIrw6LOkUi4Nb_sq62iZpm7U75A https://1drv.ms/v/s!AoEpIrw6LOkUi4Na6xA6GkWGB16vRw
The original processes a frame ever 32ms which is why its quicker than XWVM. It may seem minor but it can certainly impact a lot of things such as distance, AI, etc
Comments (6)
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reporter Some other things that may need to be checked:
- Shield/laser recharge tick rates
- Warhead lock time
- AI Thinking Time
- Possibly hyperspace too
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- changed status to resolved
Work towards fixing issue
#295: XWVM is slower to travel distances compared to the original→ <<cset 17cb471967aa>>
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- changed status to open
Correction: 1 Simulation (or MissionTime) seconds equals 960 ms realtime. 1 Clock second equals 944 ms realtime.
The clock counts down faster than the actual MissionTime. Arrival (and messages) triggers and delays only take MissionTime into consideration. Mission time limits (like Historical missions and proving grounds) take ClockTime into consideration. Message timestamps in the message log should display ClockTimes.
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As RandomStarfighter figured out, X-wing has some kind of math bug that causes ship (and probably projectiles) movement be boosted by a factor of 1.02541.
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Fixed: Issue
#295: XWVM is slower to travel distances compared to the original→ <<cset d03fff50cc43>>
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Time pass needs to be multiplied times this constant
At the same time, pitch, yaw, roll values needs to stop being multiplied by it to compensate for this.