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Real time - no compression

Posted: Sat Feb 17, 2018 12:43 pm
by nukkxx5058
Just curious, are there people here playing without using the time compression at all ? And yes, wait 3 RL days if the scenario is 3 days long ?

RE: Real time - no compression

Posted: Sat Feb 17, 2018 1:24 pm
by ultradave
Use the time compression to suit what is happening in game. 1:1 or 2:1 when the &^%&%$ hits the fan, but much higher when you are just trying to cover ground. You can use selective use of the pop up windows to stop the game running at high speed, when say, a missile is launched.

Particularly with submarine based scenarios, there's a lot of dead time maneuvering, and speeding that up keeps you from doing a faceplant on the keyboard.

RE: Real time - no compression

Posted: Sat Feb 17, 2018 1:34 pm
by nukkxx5058
I'm asking because I love it at very slow pace ... close to 1:1. Or 1:2 when I need a rush ! (adding 1:2 was a brilliant move from the devs !) Yes, I must be a bit masochist :-) But I definitely love the long tense waiting before something happens, if it happens.
One question about the message log: is a "raise pop-up" order always put the game in pause ?

RE: Real time - no compression

Posted: Sat Feb 17, 2018 2:27 pm
by Randomizer
Using the Options menu you can turn off pop-up messages for most information and so will not get the automatic pause. I play in 1:1 for significant portions of most scenarios since it facilitates my own personal OODA process and I will often leave CMANO running at real time on my desktop as I do other things on the laptop.

-C

RE: Real time - no compression

Posted: Sat Feb 17, 2018 8:49 pm
by HalfLifeExpert
I sometimes let a scenario run real time and do some other work on my computer, depending on what type of scenario I am playing.

It doesn't go well for any scenario though.

RE: Real time - no compression

Posted: Sat Feb 17, 2018 9:42 pm
by dcpollay
i honestly don't play CMANO that often, but when I do, I mostly play in 1:1 time. I enjoy the suspense of waiting for something to pop up. Even in sub scenarios (and I am more of a sub guy than air warfare) I typically have it set to real time, possibly paying bills or doing something "useful" while game time passes. The suspense is part of the fun of the game to me.

RE: Real time - no compression

Posted: Mon Feb 19, 2018 1:49 am
by rmunie0613
I do the same thing often...not "always" certainly but probably half of the time.
I play rather large scenarios, and the 1:1 time makes it easier to jump to different areas and keep pace, while the higher compressions you may often lose track of one area if something is happening in another.

RE: Real time - no compression

Posted: Mon Feb 19, 2018 12:04 pm
by Primarchx
Almost never. Time compression is your friend. There's nothing romantic about watching a sub creeping along at 3kts for two days to get on station. Typically I run at 5/sec unless actively in combat. I'll pop to 15/sec for when there's really no imminent threat. Then down to 1 or 2/sec for actual fighting.

RE: Real time - no compression

Posted: Mon Feb 19, 2018 12:45 pm
by blkholsun
I virtually never play 1:1. The slowest I ever go with any regularity is 1:2, if for no other reason than to "smooth out" the animation such as it is.
As a generally impatient person, I frequently have the reverse problem: I want the simulation to run even faster for a few moments and I have time compression cranked as far as it will go but the simulation caps out.

RE: Real time - no compression

Posted: Mon Feb 19, 2018 1:48 pm
by SeaQueen
I usually only slow it down to real time when an engagement is going on or I'm adjusting my plans. Sometimes I pause it, if I need to do something complicated (which usually means I made a big mistake). Most of my scenarios last about 3-4 days, maybe a week. Playing them in real time isn't really practical.

RE: Real time - no compression

Posted: Mon Feb 19, 2018 1:57 pm
by kevinkins
I use time compression all the time to varying degrees depending on the tactical situation. Additionally, it is critical to scenario testing from a development POV.