Posted by: sublight
« on: December 22, 2015, 09:02:22 PM »Movement phase does not included system body motion. System bodies move as part of the construction cycle update.
The way I understand it the game save update and a few elapsed-time dependent events such as damage control checks are only performed at the end of a time increment. Sub-pulses are a movement-phase/order-completion/detection-change check step that may trigger an interrupt for a shorter than planned time increment.
If so the only difference between running a long interval with 5-second sub-pulses vs 5-second increment is that 5-second increment offers the player a little extra fine control in issuing orders but runs a tiny bit slower from the extra database write cycles.
I assume that "within each time increment" is correct. I know sub-pulses are always used for everything other than 5-second increments when the auto-sub-pulse interval is set, but I don't know what happens when a time interval equal to or shorter than the selected sub-pulse is used.
Weapon firing events cause interrupts independent of the sub-pulse. A long time interval with a long sub-pulse will not cause friendly or opposing weapons to delay firing.
The way I understand it the game save update and a few elapsed-time dependent events such as damage control checks are only performed at the end of a time increment. Sub-pulses are a movement-phase/order-completion/detection-change check step that may trigger an interrupt for a shorter than planned time increment.
If so the only difference between running a long interval with 5-second sub-pulses vs 5-second increment is that 5-second increment offers the player a little extra fine control in issuing orders but runs a tiny bit slower from the extra database write cycles.
I assume that "within each time increment" is correct. I know sub-pulses are always used for everything other than 5-second increments when the auto-sub-pulse interval is set, but I don't know what happens when a time interval equal to or shorter than the selected sub-pulse is used.
Weapon firing events cause interrupts independent of the sub-pulse. A long time interval with a long sub-pulse will not cause friendly or opposing weapons to delay firing.