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Old 12-04-22, 02:01 PM   #5
propbeanie
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Part of that "accuracy" has to do with time-of-day, "base time" and the fps the game is doing. The mod config and the Save folder's data all influence that "sky" accuracy. Front Runner had that base time thread a while back, and it still holds true for the game. But any little bit of "bad data" in the Save folder, which can happen in so many ways, and the time-of-day in the game gets out of sync. Another aspect of that is that the devs used the MS DirectX 9 library "timers".

We included time zone lines on the NavMap in FotRSU so that the player is better able to determine the local time-of-day for such "navigational" purposes (including moon cycles for night attacks). It would be really nice if the game was able to have a clock that tracked local time, as well as base time. If "time" tracks true in the game, the night sky is relatively accurate, though the brighter and lighter, larger and smaller stars are tough to discern as compared to real life. Since the sky in the game is a squished dome, there is some distortion that is readily apparent at certain times of the day, expecially when it comes to the sun's setting and rising, in that the "angle of attach" is quite steep near the horizon, but does stay relatively close, all things considered between that and the "Mercator" of the NavMap. They actually did a reasonably good job in that area of the simulation for what the set-up of the "world" actually is in the game.
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