Quote:
Originally Posted by Neal Stevens
Quote:
Originally Posted by DJSatane
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one. 
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Don't take it wrong, they are just having some fun at my expense
Yes, devs are very aware of the Stopwatch/TDC function issue. It was pointed out in testing and I also included it in my Top Ten Patch items memo, as well as my review.
After we have time to test the 1.2 patch, we cn see what we can get fixed in the 1.3 patch, and I will push to have something added to give th elayer an approx. target speed. If you, me and the devs were in a room together discussing this, I know they would agree this is something the game needs (needed from day 1, but, well, ok…)
If nothing else, I would like to see the small button on the TDC that brings up the most excellent STEVENS stopwatch  changed so it just gives a text readout of the target speed, plus/minus 10 percent. Would that work?
For now, we will have to use the same method as in SH1: wild ass guessing
Cheers
Neal
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Thanks for your reply, I appreciate it. I am glad developers are aware how important this item is.
I am wondering why is difficult to have this working? Must be redesigned system from SH3. I always thought this manual function of getting speed esitmate by starting and stopping chronometer is estimate calculated based on actual speed of the target. My guess is that player's distance calculation and how long the interval used in chronometer would decide how accurate the speed is vs the real speed. It shouldnt be too hard to implement this. Every target has specific speed and of course this can be called upon at any time, so all we need is a function that takes in accuracy of distance the player finds using stadimeter vs real distance. Add the length of time interval used with chronometer and these 2 values should decide how accurate the speed should be. If the player is lazy with stadimeter and his distance is way off the actual distance then resulting speed should be off by some value basedon how badly the distance is off.