Time Acceleration Not Functioning

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ngamradt
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Time Acceleration Not Functioning

Post by ngamradt »

I am running the following version of Oolite:

1.75.3-ubuntu1

When I pause and hit the left/right arrow keys, there is no time acceleration at all. Has this feature been removed in recent releases (or changed in some way)?

I have the following AddOds:

Commies.oxp
default_Jameson_ship_is_griff_scuffed_cobra3.oxp
griff_shipset_all_in_1.oxp
System_Redux.oxp

Any feedback is greatly appreciated.
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Re: Time Acceleration Not Functioning

Post by Cody »

Hi ngamradt, and welcome aboard... try pause, then shift-f, then the arrow keys.
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Re: Time Acceleration Not Functioning

Post by Micha »

Alternatively you could be running a release configuration build.
TAF is a test/debug feature, not a game feature.

edit- in fact, I'm sure that's the case; the -ubuntu1 build is the 'official' Debian/Ubuntu packaged build and they compile Oolite as a release build, not like the test builds which we have been releasing.
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Re: Time Acceleration Not Functioning

Post by ngamradt »

Thank you for the replies. So there is no way to enable this through an AddOn or something?
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Re: Time Acceleration Not Functioning

Post by DaddyHoggy »

I still think removing TAF is a mistake - I don't believe in the Torus Drive - I've always used TAF, this way I'm on a level playing field with NPCs - if TAF goes - I definitely won't be upgrading to future versions of Oolite.
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Re: Time Acceleration Not Functioning

Post by Micha »

Not my decision.

But if TAF was to become a game feature, I think there needs to be a lot of testing done to ensure you can't warp through stuff and whatnot. Probably also have to automatically flip to "real-time" on Condition Red and suchlike.

Perhaps post MNSR, but for now I don't think it's an option.
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Re: Time Acceleration Not Functioning

Post by DaddyHoggy »

I understand - and it was Ahruman's decision before he left to dump the Torus Drive and keep TAF (after said testing) including keeping manoeuvring relative to x1 to stop the ship being twitchy at high TAFs. So I guess I'll be staying where I am then - or downloading and compiling my own debug version (and I've never seen any of the concerns you mention - the AI of the NPCs can get a bit flaky if TAF is at x16 when docking but that's all I've seen)

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Re: Time Acceleration Not Functioning

Post by JazHaz »

DaddyHoggy wrote:
the AI of the NPCs can get a bit flaky if TAF is at x16 when docking but that's all I've seen
Haven't tested this since 1.74.x, but it used to be if you got attacked by a group of pirates, you could give them the slip by bumping the TAF up to x16.
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Re: Time Acceleration Not Functioning

Post by DaddyHoggy »

JazHaz wrote:
DaddyHoggy wrote:
the AI of the NPCs can get a bit flaky if TAF is at x16 when docking but that's all I've seen
Haven't tested this since 1.74.x, but it used to be if you got attacked by a group of pirates, you could give them the slip by bumping the TAF up to x16.
My character runs away on Injectors at the first sign of trouble anyway, so I'd have not seen this (I guess this is related to the AI not being able to keep up with running at 16x its normal calculation rate)
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Re: Time Acceleration Not Functioning

Post by ngamradt »

Please let me know if I have to post this as another topic, but I am wondering if the Ubuntu build also has the shift-d (to skip docking) disabled. I added the computers to do autodocking. If I start a docking sequence with the "c" key, it works without issue, but the option to skip the sequence doesn't work. If I do a shift-d after I start the docking, nothing happens at all.
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Re: Time Acceleration Not Functioning

Post by Cody »

Instant dock is now shift+c, not shift+d.
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Re: Time Acceleration Not Functioning

Post by Kaks »

What El Viejo said! :)

Actually it's well worth having a look at the reference sheet! ( ~/GNUstep/Applications/Oolite/doc/OoliteRS.pdf in linux, I believe)

There are a few features in 1.75.3 that 1.65 veterans might well not be aware of, like mouse mode, or shift-arrow keys to cycle through all planets found via galactic chart search, and they should all be listed in there! ;)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: Time Acceleration Not Functioning

Post by Eric Walch »

Problem with TAF as game feature is that people would think that the precision would stay the same and only the game is speeded up. But Oolite already runs at max speed on most computers. Playing with TAF x16 acts the same as playing with a computer that has a 16 times lower FPS value. As stated above will AI and collision detection become much more inaccurate, and that we don't want for the game.
Slowing the game increases the precision and would be no problem, but will be a cheating feature for players during dogfights.

For Debugging its a great feature so I am pleased with the current decision and anybody that wants it can build it from source as it will stay in as code and be active when compiling in debug or testRelease mode.
Last edited by Eric Walch on Mon Nov 28, 2011 1:29 pm, edited 1 time in total.
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Re: Time Acceleration Not Functioning

Post by Cmdr. Maegil »

Eric Walch wrote:
Slowing the game increases the precision and would be no problem, but will be a cheating feature for players during dogfights.
Think of it as if the player had a military "pilots' juice" dispenser rigged to the command chair...

:idea: In-game, the fast forward could be made available with the purchase of a "stardreamer"; the slow option would only be available after buying the "Combat-Enhancing Pharmaceuticals Dispenser" either directly from the navy or in an under-the-table transaction (maybe add a mask to the HUD simulating tunnel vision, which is a side effect of both high adrenaline levels and certain pharmaceuticals).
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Re: Time Acceleration Not Functioning

Post by Zireael »

Cmdr. Maegil wrote:
Eric Walch wrote:
Slowing the game increases the precision and would be no problem, but will be a cheating feature for players during dogfights.
Think of it as if the player had a military "pilots' juice" dispenser rigged to the command chair...

:idea: In-game, the fast forward could be made available with the purchase of a "stardreamer"; the slow option would only be available after buying the "Combat-Enhancing Pharmaceuticals Dispenser" either directly from the navy or in an under-the-table transaction (maybe add a mask to the HUD simulating tunnel vision, which is a side effect of both high adrenaline levels and certain pharmaceuticals).
Love the idea. I think it has been kicked around earlier...
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