Don't worry, I have bigger things to be too serious about.MagicBuzz wrote: Take it easy
I don't know, but I think that you kinda expect seconds to run faster when you push 'fast forward'. And about the 'CPU overloading slows seconds' issue, that's a tough one, since you cannot use system seconds. However, the fluctuation is there with ticks or any other unit that has any sort of connection to ticks or any other in-game time measurements as well.MagicBuzz wrote: The only proposition that I think is quite acceptable is using "real time second", as it isn't day_length setting dependent. But it can be fluctuating with the game, when the CPU start to be overloaded (or simply when you hit the "fast speed" button). Then a player could wonder why the game just stops using the same time as it was set. Because of this, I'm not sure it's a good idea to use this unit.
I can assure you, though, that I've seen more than a few commercial games in which a second took longer than a real one(sometimes much longer) with heavy CPU load. Even in a few racing games I think it happened. And with those you keep seeing the time flowing. So maybe it's not such a great issue. It is a feature that warns the user that he is cooking his CPU.
Well, I think you misunderstood me back when I proposed base-days as a unit and went on to explain how days stretch with day length. That's why I opened the timetable issue in the first placeMagicBuzz wrote: Another idea (IMHO), but not realy easy to understand, is the "base_day" unit. This corresponds to 74 ticks (or one day in normal speed), and by exemple 1/10 day when day_length is set to 10. But the player can easily confuse it with the game day, and won't understand why a train is late when the timetable is set to 10 "base days" while the vehicule only took 3 days to do the trip.
What I just thought with base-days (they could be called something different in-game, so they are not confused with days. Let's call them BuzzMagics, or Bm for the purposes of this single post so that you can see the detachment from days ) is that they are just as daylength-independent as ticks, and, for example if someone is used to timetabling in days, timetables would not change scale for that person. Plus, I think 74 ticks (1 Bm) is the only usable time unit being seen measured in the original game.
It can not be seen anywhere in the game... how about putting a small line like "16 Bm = 1 day" into the corner of the timetable window for daylength 16? That would put everything into perspective. And it's not hard to calculate also, since it is a stored value