Pulse Timing

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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montanaza
Posts: 42
Joined: Sun Jan 06, 2013 6:45 pm

Pulse Timing

Post by montanaza »

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!
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Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: Pulse Timing

Post by Primarchx »

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
Posts: 42
Joined: Sun Jan 06, 2013 6:45 pm

RE: Pulse Timing

Post by montanaza »

Got you. Thanks primarchx
Showtime 100_MatrixForum
Posts: 30
Joined: Wed Sep 25, 2013 11:47 am

RE: Pulse Timing

Post by Showtime 100_MatrixForum »

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.
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Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: Pulse Timing

Post by Primarchx »

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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