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Old 03-27-07, 03:05 AM   #12
Beery
Admiral
 
Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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Did a bit more testing. A couple of weird things:

1. The time the radio clicks on and off based on the date varies wildly. I set up four stations to run on concurrent days. They switched on on the first date listed for the channel, however one of them didn't switch on until the evening. This may have been due to time compression as I was running pretty fast to get through the test faster.

2. The channels do not switch off on the second date listed for the channel, but the night BEFORE the second date listed. So if you have a station start on December 10th and finish on december 11th (i.e. 10.12.1941-11.12.1941) it will only play through December 10th.

3. With four channels set up right next to one another (i.e. 20, 21, 22, 23), if you listen to channel 20 you'll hear channels 21 and 22 as clear as a bell, but channel 23 will have a little static. This means that if a mod is used to create changeovers from Allied to Japanese control and then back again later in the war, those two changeovers (three stations) would pose no problem, but if an area changes hands three or more times the channels farther away would be difficult to hear: i.e. there will be significant static when listening to channel 24 from channel 20. Of course the player could always fine tune the station. Another issue is that we'd probably want to avoid too many channels right next to one another anyway - clicking twice to fine tune is probably okay, but if players want to get from one end of the dial to the other quickly they're gonna get grumpy if they have to click 5 times to get past a single channel.

4. Interestingly, using two or three channels next to one another (with two of them unused at any one time) makes it possible to fine tune a station as on a regular radio.
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