Forced Time Acceleration
Posted: Thu Aug 31, 2017 11:12 am
There is an issue that ecraven discovered when trying to orbit Ceres when starting from earth and forcing x10000 time acceleration. The physics goes absolutely bonkers. Works ok on x100.
I like that the time acc automatically scales back when I am close to something to give me some reaction time, and presumably to avoid a physics engine freakout. Why do we have a force option that drastic?
While we're on the subject, I've noticed that some people out there like the idea of a nice slow run through a system to give a sense of scale, to the point where they have turned their collective noses at the idea of in-system FTL to cut down transit times. Why have x10000 at all, as this would seem to do the same thing (as well as generate unexpected game behaviour).
Ok people, let me have it! :-)
I like that the time acc automatically scales back when I am close to something to give me some reaction time, and presumably to avoid a physics engine freakout. Why do we have a force option that drastic?
While we're on the subject, I've noticed that some people out there like the idea of a nice slow run through a system to give a sense of scale, to the point where they have turned their collective noses at the idea of in-system FTL to cut down transit times. Why have x10000 at all, as this would seem to do the same thing (as well as generate unexpected game behaviour).
Ok people, let me have it! :-)