Quote:
Originally Posted by Fidd
and perhaps a wrist-watch view where the time can be read that is slaved to the ships clock
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Press M, works everywhere on the boat.
Quote:
Originally Posted by Fidd
Alternatively, the game needs to use system time for every player, simply correcting that system time with the nominal in game time to generate the time on clocks etc. That would make the time information visible in game on the clocks correct for all, and self-correcting all the time? If I understand this correctly.
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This is not likely a time presentation problem but a time simulation problem. Stopwatches, and TTI are still following the in-game clock so, this has to do with simulation speed. Just syncing in-game time to system time will not solve this. The game might need a adaptive time dilatation system that works faster to catch up on lost time and slower to compensate for heavier load. Now this bug is something that probably only really exist in the beta due to the de-sync problems we have due to the excess data where one source of this is the enigma-form sending too much data to clients but there is still desync in the beta-beta which also could contribute to the dilated time.