Simulations behaves differently at *10 speed
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Simulations behaves differently at *10 speed
Basically what the title said when i run a scene at *10 speed things Flip out and go wrong but at normal spped they are all good
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niffirg1 - Posts: 376
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Re: Simulations behaves differently at *10 speed
niffirg1 wrote:Basically what the title said when i run a scene at *10 speed things Flip out and go wrong but at normal spped they are all good
This is because you are making things happen ten times as fast, but your computer is unable to calculate the collisions/scripts fast enough in order to maintain stability.
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Fujitsu - Posts: 328
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Re: Simulations behaves differently at *10 speed
no it happens because it is still scanning for collisions at Hz per second(real time second) if you want it to work at these speeds then you need to open the console with the button next to the 1 key, then type sim.frequency = 1000 because it is running at 10 times speed so it needs 10 times the number of collision checks per second 

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Re: Simulations behaves differently at *10 speed
that won't change stuff with lasers - laser pens update at your monitor's refresh rate... which doesn't change when you change sim frequency or speed.
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RA2lover - Posts: 607
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Re: Simulations behaves differently at *10 speed
thebeech wrote:no it happens because it is still scanning for collisions at Hz per second(real time second) if you want it to work at these speeds then you need to open the console with the button next to the 1 key, then type sim.frequency = 1000 because it is running at 10 times speed so it needs 10 times the number of collision checks per second
That's pretty much what I said.
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Fujitsu - Posts: 328
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Re: Simulations behaves differently at *10 speed
Fujitsu wrote:thebeech wrote:no it happens because it is still scanning for collisions at Hz per second(real time second) if you want it to work at these speeds then you need to open the console with the button next to the 1 key, then type sim.frequency = 1000 because it is running at 10 times speed so it needs 10 times the number of collision checks per second
That's pretty much what I said.
his explanation is more thorough, though
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Conundrumer - Posts: 344
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Re: Simulations behaves differently at *10 speed
Because this gives the computer more time to calculate each frame more accurately. This is approximation based physics, so more time = more accuracy = better simulation.
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Dakta - Posts: 417
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Re: Simulations behaves differently at *10 speed
No it doesn't. If the computer doesn't have enough time to calculate each frame accurately, it lags until it does.
The reason it is approximate is because Emil decided it should so it's more interactive at higher sim speeds.
The reason it is approximate is because Emil decided it should so it's more interactive at higher sim speeds.
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Re: Simulations behaves differently at *10 speed
Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.
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guyboy - Posts: 80
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Re: Simulations behaves differently at *10 speed
guyboy wrote:Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.
but they only behave different if you have thyme codes in the oncollide or onlaserhit. otherwise it will be calculated the same with lags and without. (or am i wrong?)
ah and btw thyme scripts can create lags

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KarateBrot - Posts: 825
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Re: Simulations behaves differently at *10 speed
guyboy wrote:Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.
I do believe you have forgotten than the vast majority of the simulation runs via thyme scripts, so the physics are coded in thyme too.
Please excuse my posts. I am extremely stupid.
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cdh473 - Posts: 817
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Re: Simulations behaves differently at *10 speed
cdh473 wrote:guyboy wrote:Another problem is that Thyme scripts don't create lag, so a scene with thyme will act completely differently depending on sim speed.
I do believe you have forgotten than the vast majority of the simulation runs via thyme scripts, so the physics are coded in thyme too.
sure? i thought the physics were coded in c++ and only some addons were made in thyme. thyme seems to be a bit too primitive to do such accurate and complicated simulations.

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KarateBrot - Posts: 825
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Re: Simulations behaves differently at *10 speed
yeah, the physics arent thyme. the objects, however, are
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