One tick equals two in-game seconds, and one second equals one in-game minute. I knew real time did not equal in-game time, but I did not know by how much. Yesterday, I ran test code to see how much time one-tick was worth in-game.
I often assumed real time equals in-game time as far as combat is concerned. Some of the item descriptions in my mods were based on assuming real time equals in-game time. May need to rethink the design of some of my creations.
Something I just realized...
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
- AssumedPseudonym
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That seems to be a common thing, actually. I get tripped up by that fairly regularly; it always startles me when the few seconds it takes to dispatch Benedict’s autons translates to several in-game minutes. It probably doesn’t help that the rate of fire on weapons is described in shots per second in-game.
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- Xephyr
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I always thought the time was a lot longer, since I heard a single playthrough is supposed to be a few years.
The space races in EP reminded me. I guess my perspective was skewed because of my fast play style.
The space races in EP reminded me. I guess my perspective was skewed because of my fast play style.
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- pixelfck
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Yeah, in-game time vs real-world time is always confusing me. So much so that I made a note for myself which reads:
~Pixelfck
I think it is on the wiki somewhere (hidden).In Transcendence, a game second is a unit of time measurement.
An actual second is equivalent to 30 ticks, which in turn is equivalent to 60 in-game seconds.
So 1 tick is 2 in-game seconds.
~Pixelfck
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This is where I've seen it:pixelfck wrote:I think it is on the wiki somewhere (hidden).
https://wiki.kronosaur.com/game/george_ ... nscendence
I think I worked out that the fastest ingame gun (at the time, the shuriken) was firing about once every 6 seconds in-universe.
But burst weapons always fire bursts because that's abstracted off the time scale.It's generally fine to go with the wibbly-wobbly style of time where we can mess with stuff, because there are some issues otherwise.
But burst weapons always fire bursts because that's abstracted off the time scale.It's generally fine to go with the wibbly-wobbly style of time where we can mess with stuff, because there are some issues otherwise.
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