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1/2 or 1/4 second pulse time?

Posted: Mon Sep 30, 2013 7:53 pm
by SilentHunter
I bet I get flamed for this but oh well, I think I 1/2 second pulse time would be helpful. I've only been playing with tutorial 1 so far in general but it takes some skill and time to maneuver 3 f-14a tomcats at ground level through those mountains. 1 second pulse is a little fast at times

RE: 1/2 or 1/4 second pulse time?

Posted: Mon Sep 30, 2013 9:11 pm
by RoryAndersonCDT
I agree, I think a 0.1sec time acceleration (deceleration) would be cool. I could see it being tricky to implement though.

RE: 1/2 or 1/4 second pulse time?

Posted: Mon Sep 30, 2013 10:26 pm
by bgeery
Didn't I read at 1:1 time compression, the underlying calculations are already being computed at 1/10 second resolution? Seems like adding 0.1/1 compression would be trivial if that's the case.

RE: 1/2 or 1/4 second pulse time?

Posted: Wed Oct 02, 2013 4:21 am
by montanaza
also agree, an option for half-high fidelity (0.5) would be great!

:)

RE: 1/2 or 1/4 second pulse time?

Posted: Wed Oct 02, 2013 10:35 am
by Primarchx
To clarify - are people looking for a game that performs 2 pulses a second or a slo-mo where the action passes at half speed on screen?

RE: 1/2 or 1/4 second pulse time?

Posted: Wed Oct 02, 2013 11:17 am
by Dimitris
Command - "The Matrix" edition? [:)]

RE: 1/2 or 1/4 second pulse time?

Posted: Wed Oct 02, 2013 12:18 pm
by gexmex
ORIGINAL: Sunburn

Command - "The Matrix" edition? [:)]

I see what you did there! [8D] haha

RE: 1/2 or 1/4 second pulse time?

Posted: Wed Oct 02, 2013 5:09 pm
by montanaza
Two pulses per second is what I meant. So double the current lo-fi pulse rate in build 484 of 1 per second. No matrix style slow-Mo please!