XWVM is slower to travel distances compared to the original

Issue #295 resolved
Justagai created an issue

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)

  1. David Esparza Guerrero

    Time pass needs to be multiplied times this constant

        const float realtimeMult = 1.0484775f;
    

    At the same time, pitch, yaw, roll values needs to stop being multiplied by it to compensate for this.

  2. Justagai reporter

    Some other things that may need to be checked:

    • Shield/laser recharge tick rates
    • Warhead lock time
    • AI Thinking Time
    • Possibly hyperspace too
  3. David Esparza Guerrero
    • 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.

  4. David Esparza Guerrero

    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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