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RemoteTech delay should be in game time not real time #723
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At first glance this sounds really easy to fix, and pretty bad - any reason it's not in 0.17 punchlist anymore? |
@Dunbaratu i figured adding to the list after we went over it was the best way to not ship anytime soon. |
Okay I see what you mean, but. gaaah, if that's the way it actually works (by the wall clock and you can't time warp through it) then that's really broken. |
I should point in that as I was just playing career tonight I noticed something about this: It's only ignoring rails timewarp. It actually DOES honor physics warp. if you ALT-> to 4x, it will make the counter count down at 4 seconds per realtime second. That may be helpful at diagnosing what's wrong with it. FixedUpdate might not be getting called the same way when on rails. |
Looks like |
From Reddit.
I didn't see it listed in there, and I'm not sure if it's been addressed yet, but something that really bugs me with regards to RT integration is that when kOS is waiting for the delay to finish it uses real time as opposed to in-game time. So if you non-physical timewarp at all then suddenly everything gets out of sync and actions you queued in the RT flight computer for after a script starting will suddenly happen first (since RT works on in-game time) while kOS will still be using real-time.
Waiting a minute and a half and not being able to timewarp through it isn't fun. And that's only at Duna orbit. If I ever have to do anything manual with my Eeloo probe, it'll be awful. During testing I'd turn off RT integration to do manual commands (copying from Archive, renaming files, starting scripts, etc) then turn it back on so that kOS could actually control the ship, otherwise I'd have to wait several real minutes between every command.
http://www.reddit.com/r/Kos/comments/31amif/does_anybody_know_when_017_will_come_out/cq02l4s
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