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Author Topic: Time Compression Mod for all game versions  (Read 10141 times)

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flyer138

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Re: Time Compression Mod for all game versions
« Reply #12 on: May 09, 2016, 04:38:44 PM »

I wonder why the original programmers limited time compression to 8x max when it is relatively easy to increase it to a much higher amount thanks to Mike. Maybe Mike is simply a better programmer than the original developers or hardware was a limiting factor.

Remembering some reviews of Pacific Fighters, it was one major flaw that missions took so long with 8x time compression and developers seemed unable to do anything against it. Later on, they invented the 'blackened screen' time acceleration which is only a little faster than the 8x time compression.

To cut a long story short, did anyone notice some odd behavior or errors after higher accelerations?

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max_thehitman

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Re: Time Compression Mod for all game versions
« Reply #13 on: May 09, 2016, 09:43:35 PM »



WOW... that was FAST !   8)   Cool gizmo!

Thank you Storebror.

By the way - I dig the way you wrote the credits list  ;D  Best Ever !



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Epervier

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Re: Time Compression Mod for all game versions
« Reply #14 on: May 13, 2016, 06:57:10 PM »

French Rebels 4.09 !
Our files have the extension "_ru".
Do not be surprised if you see the data in Russian. It's "normal" !  :D

Small bug in the display in the case "TimeDivider 8" !
We review the same standard display "TimeDivider 4" .
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greybeard

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Re: Time Compression Mod for all game versions
« Reply #15 on: May 14, 2016, 12:53:44 AM »

Epervier,

thanks for the hints.
Indeed, I thought both could be tolerated, given the use I make of the mod (testing purpose only). Nevertheless, a fix would be appreciated. :D
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Mick

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Re: Time Compression Mod for all game versions
« Reply #16 on: May 14, 2016, 01:18:04 AM »

Very useful mod, thanks.
Back at the time of CFS3 time compression had a nice feature, when you got in contact with other AC (as far as I remember both enemy or friendly alike) the game got out of time compression, very useful for long sortie
It could be possible to have something like that in IL2?

... I believe this is already the case, and has always been, at least when you come close to the enemy ...  ;)
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OberstDanjeje

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Re: Time Compression Mod for all game versions
« Reply #17 on: May 14, 2016, 01:21:11 AM »

Very useful mod, thanks.
Back at the time of CFS3 time compression had a nice feature, when you got in contact with other AC (as far as I remember both enemy or friendly alike) the game got out of time compression, very useful for long sortie
It could be possible to have something like that in IL2?

... I believe this is already the case, and has always been, at least when you come close to the enemy ...  ;)

Really?
somehow I missed it  :-[
To be honest I don't even remember the last time I have played to IL2, many years a go :(
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greybeard

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Re: Time Compression Mod for all game versions
« Reply #18 on: June 10, 2016, 05:45:46 AM »

Hi Mike!

It looks I'm unable to have this mod working on my system! :(

I just dropped it inside my Mods folder (running 4.09m+UP2.01), and I see on the HUD the multiplying factors up to 256x, but, actually, it seems still no more than 8x are got. Why? Well, I played a mission on the vast Burma Lower map, requiring 69 minutes for player to reach target (according to DGen log), so at 256x they should have been reduced to less than one minute, right? A dozen of seconds. Instead, it required several minutes to reach target.

Moreover, I tried measuring time on the minimap, required by icon to cross it. Well, both with 8x and 256x I got the same (more or less) 40 seconds! ::(

What I'm doing wrong?
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SAS~Storebror

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Re: Time Compression Mod for all game versions
« Reply #19 on: June 10, 2016, 08:03:16 AM »

The actual speed you can get depends on the speed your computer can run the game.
Every single calculation step has to finish within 30ms, otherwise the game will throttle down the speed again.
When you run the game at 8x speed, your CPU must be able to perform 8 steps within these 30ms and at 16x speed 16 steps respectively.

Some PCs can do that, others can't.
There's no way to avoid this limit because once the CPU would not be able to perform it's calculation in time anymore, the whole gameplay (and with it, all track playback) would go out of sync and weird things would start to happen.

You can see that your PC reached it's limits when lines like this appear in your log:
Code: [Select]
Time overflow (<xxx>): tickLen <yy>
Best regards - Mike
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greybeard

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Re: Time Compression Mod for all game versions
« Reply #20 on: June 10, 2016, 09:19:07 AM »

The actual speed you can get depends on the speed your computer can run the game.
...
You can see that your PC reached it's limits when lines like this appear in your log:
Code: [Select]
Time overflow (<xxx>): tickLen <yy>

True! Here follows what I get:



All right! At least i got the chance to slow down to 1/32! :)

Thanks for explanation. Cheers,
GB
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SAS~Storebror

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Re: Time Compression Mod for all game versions
« Reply #21 on: June 10, 2016, 10:09:58 AM »

Ah yes, didn't see the "speed" overflow warning for some time.
Actually the value following "speed" in the "Time overflow" message should tell you the factor applied to the time compression.
For instance you changed from 8x to 16x and the "speed" is 0.65789473, then the actual time compression applied is 16*0.65789473 = 10.5x.

Best regards - Mike
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Epervier

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Re: Time Compression Mod for all game versions
« Reply #22 on: June 10, 2016, 11:12:02 AM »

Very interesting !  o_O
Thank you for the information !  :)
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