Aces High Bulletin Board
Help and Support Forums => Aces High Bug Reports => Topic started by: Chilli on July 17, 2017, 03:15:05 PM
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Made several missions yesterday. I noticed the timer would jump at a very rapid pace. Say, I set a timer for 10 minutes, it would launch in less than 3 ( estimated).
I hardly had time to spam for joiners :uhoh Basically, I don't see how the tool will be able to used by anyone not used to posting missions, and capable of constantly editing it.
Good news: I was able to get as many as 3 (including myself) in a mission with close to 40 Rooks online. Bad news: It took me at least 3 attempts and about 20 edits to do so, and even then the mission launched prematurely.
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Isn't it tied to game time...which runs faster than real time?
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If it is, that is new. Ran loads of missions in AH2, and never had that experience. I wouldn't mind the connection, but in such a case the planner should have a clock (not the one in the tower either). As it is now, I couldn't guess when the mission would actually launch. Bad news for planning needed to get the reluctant few to join.
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Didn't the clock in AH2 run in realtime? The multiplier is probably set the way it is so the brief nighttime comes around more than once a day.
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Makes sense to me Imadot. It still makes the planner timer an issue. I would hope that same multiplier could be used to calibrate the mission timer to reflect realtime. :pray
Now that I think about that, it seems the multiplier would be more likely a number closer to x 12 than x 3.
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I thought it was tied to the AH clock...that way any who wanted to join but were otherwise engaged could watch the time and make the mission on time..
to be fair I haven't tried to set a mission in AH3 but was sure it used to put in a launch time associated with the clock (AH)
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I would actually appreciate it being set back to how it used to be in AH2 so people have sufficient and accurate notice, and time to join.
I've come real close to stretching the launch time waaaaaaaaaaaaaaayyyy out, and breaking out the timer on my smartphone.
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I understood that it was double time. Put a mission for "20minutes" away on the mission editor, it's 10minutes real time. put it for 5 mintues, and the mission will launch after 2.5minutes real time.
Is this variable based on the arena time settings? Pretty certain I've only ever experienced it as a 2:1 ratio for In-game time to real time.
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Is this variable based on the arena time settings? Pretty certain I've only ever experienced it as a 2:1 ratio for In-game time to real time.
When the time is set, either with the dot command or the clipboard, you also set the multiplier. So, .time 13 20 50 would set the time to 1:20pm and would run at 50x real-time.
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When the time is set, either with the dot command or the clipboard, you also set the multiplier. So, .time 13 20 50 would set the time to 1:20pm and would run at 50x real-time.
Ok, so in the custom arenas it might be considerably different than in the Melee Arena (Main Arena) eh? Good to know. :salute
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When the time is set, either with the dot command or the clipboard, you also set the multiplier. So, .time 13 20 50 would set the time to 1:20pm and would run at 50x real-time.
Good to know, I thought default setting was twice as fast as real time, I don't remember there being an option for changing the mission count down to launch 🕒, for setting it at differing ratios....
ImADot, you might want to post this in that similar thread that Slipknot posted in the help and training section, to give more clarification, Sir....
TC
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I hope it was clear that I'm talking about setting the arena time, not setting the mission launch time.
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For a moment there I had hopes there was a DT command that could help.
Is a BUG?
Definitely hampers its use. If there is a way to help determine the actual variable, I will be glad to test, but hopefully HTC will find it fixable as they have in the past with other bugs.
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Ooops, meant to say, "dot command". See what you did there Imadot? :D
Thndregg and I have had the closest experience of the kind. Even when timer was set at 10 minutes, it seemed to launch in seconds. I really hope this is an easy fix. I don't know how much it would advance its use, but would be a deggone huge step in making it player friendly.
I thought it was tied to the AH clock...that way any who wanted to join but were otherwise engaged could watch the time and make the mission on time..
to be fair I haven't tried to set a mission in AH3 but was sure it used to put in a launch time associated with the clock (AH)
In order to see the clock, you will have to set in the tower (unless there is a "dot" command to give that information). So, not very useful.
What would be useful, is a 4 ... 3 ... 2 ... 1 minute countdown automatically spammed by the system like the one in mission arena, or at least spammed on mission channel once it has been joined.
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Within the Pickup Mission editor, does it not show "Current Time" and "Launch Time" ? I just usually watch that and tweek the launch time ahead if we are waiting for someone.
I haven't experienced the insta-launch being described, but I haven't played with the Pickup Missions in a couple of weeks... :huh
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I will check to see if a film will record the events in real time. I don't currently have screen capture other than filmviewer so I am not certain it will. At least I will try. Possibly this is the best description that I could offer HTC. I will get back with it later. :salute
I appreciate all the responses and offers to help, but the main reason to post is that gathering folks to join a mission is already and monumental task. Not knowing when your mission will launch (in realtime) just makes you look unorganized and unable to manage such a task. No one wants to wait around 10 to 15 minutes for something that is bound to fail before it gets wheels up. So, yes I knew enough to push the launch time far ahead of the current time in the editor. Even then, I expected to have 2 more minutes to get all instructions out and more pilots in before it launched.
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just watch the clock in the tower.
there is only one time.
ah2, iirc, had time skip at night, and maybe blocks of the day, i never figured it quite out. time did move so a minute was a minute, and gaps were made up with clock jumps.
possibly why missions could not be run beyond full daylight, because of AH2 time shift at night.
AH3 clock winds around like monday night sleep.
:salute
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HOW DOES ONE WATCH THE CLOCK IN THE TOWER IF:
- Player is in flight / vehicle waiting to end sortie to join
- Player is away from keyboard, expecting a launch at a precise time
- Clock hands do not move in precision manner (looks like 5 to 1 ratio)
- Player doesn't want to go stare crazy watching ticking hands.
Filmviewer experiment did not work. Clock hands do not show in the viewer at all.
It did expose another planner bug when loading a saved mission with multiple flights, all flights do not save the proper airfield after editing. :headscratch:
I do understand the differences between AH2 and AH3 timer and possibly the necessary connection to a 24 hour clock due to the constellations and duration of darkness.
ONLY an accurate predictable launch time in realtime values will help the planner or mission joiners. If that can't be done, it would be just as well (maybe preferable) to insert a slider and remove timer # values.
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This is not a bug time multiple is currently 3, AHIII works exactly like AH2 except the time multiple may be different.
HiTech
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HOW DOES ONE WATCH THE CLOCK IN THE TOWER IF:
- Player is in flight / vehicle waiting to end sortie to join
- Player is away from keyboard, expecting a launch at a precise time
- Clock hands do not move in precision manner (looks like 5 to 1 ratio)
- Player doesn't want to go stare crazy watching ticking hands.
1. All planes have clocks.
2. Learn a little math a multiply by 3.
3. Clock hands are precises.
4 See a shrink.
HiTech
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1. All planes have clocks.
2. Learn a little math a multiply by 3.
3. Clock hands are precises.
4 See a shrink.
HiTech
Removed snappy response (interpretation of number 4 maybe hit home a bit harder than it should) but really my reaction is the same
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This is not a bug time multiple is currently 3, AHIII works exactly like AH2 except the time multiple may be different.
HiTech
Nice to know. Did we need to go down to the vault and feed the dragon to gain access to this information?
LOL :rofl
It's NOT a bug, it's a feature. And we're lucky to have it eh HTC?
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Nice to know. Did we need to go down to the vault and feed the dragon to gain access to this information?
LOL :rofl
It's NOT a bug, it's a feature. And we're lucky to have it eh HTC?
No you could have found it the same way I did, look at clock, time 1 min of game time which was 20 secs.
I.E. 3 multiple.
HiTech
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Low on the priority list, but maybe have an option in the .time command or have the tower clock show current speed multiplier. If it's important enough to someone, they could ask for it in the wish list forum.
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Yep. Definitely using my own stopwatch. :rolleyes:
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Clock is 3:1
Set for 30 minutes out and announce launch in 10 minutes...