![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Captain
![]() |
![]()
Thanks for the further information. I've long been aware of the effect, but only lately had proof of it as it were; what was new to me was the observation that stop-watch use for one of the causes of it. It seems to me that it is a bug, because time is fundamental to everything we do in multi-boat games and it's very common for players to employ external clocks and timers.
If it's unavoidable or unfixable for other reasons, then we need better provision of the tools related to the dilating time data. For example count-down timers, and perhaps a wrist-watch view where the time can be read that is slaved to the ships clock, so that players no longer feel the need to use external timers etc. 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. |
![]() |
![]() |
![]() |
#2 | ||
Watch
![]() Join Date: May 2021
Posts: 20
Downloads: 19
Uploads: 0
|
![]() Quote:
Quote:
__________________
/Fox🦊 |
||
![]() |
![]() |
![]() |
#3 | |
Captain
![]() |
![]() Quote:
We'll have to wait for the end of the beta to know what's what here, but my instinct is that wp time and rl time need their relative values and rates resynched at a much greater frequency than is currently the case, if it resynching at all currently, which I doubt. |
|
![]() |
![]() |
![]() |
|
|