Pulse Timing (Full Version)

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montanaza -> Pulse Timing (9/25/2013 8:00:23 PM)

Anyone have an idea how pulse timing works?

IS it like frames per second, or actions per second? Seems like close to 1 is better. Is it a database query measurement?

Totally confused!




Primarchx -> RE: Pulse Timing (9/25/2013 8:16:10 PM)

As I recall the game does something like slice 1 second of game time into 10 segments (at 1:1) where it moves the game along. The Pulse tells you how long it takes to finish those operations. At higher compressions there are actually fewer segments (maybe 1 per second or higher), which leads to lower pulse times in many circumstances.

An cycle-efficient way to run the game might be to run at high compression (1:5/15/30sec) and then slow down to real time for 'high definition' moments like combat res.




montanaza -> RE: Pulse Timing (9/25/2013 8:19:40 PM)

Got you. Thanks primarchx




Showtime 100_MatrixForum -> RE: Pulse Timing (9/25/2013 9:40:29 PM)

Do some events cause the game to pause/switch to a lower time compression? I'd like this, especially if I can configure it so that some events do and some events don't.




Primarchx -> RE: Pulse Timing (9/25/2013 9:44:36 PM)

Yes, there's options for the Message Log that can pause the game when certain activities occur (a new detection, attack, etc) as you wish.




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