Upcoming Games

(UTC times)


Full list
Add a game

Upcoming Events

No events to display

Every second counts!

You are here: Home > Forum > Wishlist > Features wish list > Every second counts!

Page 1 of 1

Every second counts! 20/12/2011 at 22:35 #25910
UKTrainMan
Avatar
1803 posts
Would it be possible to see seconds also shown on the clock? In the many many pictures/photos I've seen showing inside a signalbox, and on the one occasion I've been in one, they've got a clock on the wall (often digital) that shows hours, minutes and seconds. So, could we please have seconds in SimSig too?

As usual, thanks in advance for all/any replies to this.

Any views and / or opinions expressed by myself are from me personally and do not represent those of any company I either work for or am a consultant for.
Last edited: 21/12/2011 at 01:18 by UKTrainMan
Reason: adding slightly more

Log in to reply
Re: Every second counts! 20/12/2011 at 23:49 #25919
AndyG
Avatar
1842 posts
I did put it on Mantis wish list (#4665) on 25/7/2010, but guess Geoff has bigger fish to fry.
I can only help one person a day. Today's not your day. Tomorrow doesn't look too good either.
Log in to reply
The following users said thank you: UKTrainMan, sunocske
Re: Every second counts! 21/12/2011 at 08:59 #25946
GeoffM
Avatar
6376 posts
Actually probably wouldn't be hard to do. But it's time that I have a lack of right now, no pun intended.
SimSig Boss
Log in to reply
Re: Every second counts! 21/12/2011 at 09:19 #25948
Zoe
Avatar
254 posts
" said:
Actually probably wouldn't be hard to do. But it's time that I have a lack of right now, no pun intended.

Would this not result in issues with multiplayer? If the message to advance one tick is sent every second then it would be more noticeable every time there was a latency spike.

Last edited: 21/12/2011 at 09:21 by Zoe
Log in to reply
Re: Every second counts! 21/12/2011 at 10:29 #25954
Forest Pines
Avatar
525 posts
" said:

Would this not result in issues with multiplayer? If the message to advance one tick is sent every second then it would be more noticeable every time there was a latency spike.
You could argue this as a plus point - it will improve your awareness of latency spikes.

Log in to reply
Re: Every second counts! 21/12/2011 at 11:33 #25958
maxand
Avatar
1637 posts
Are we running UK or Japanese trains?
Log in to reply
Re: Every second counts! 21/12/2011 at 12:13 #25963
GeoffM
Avatar
6376 posts
" said:
" said:
Actually probably wouldn't be hard to do. But it's time that I have a lack of right now, no pun intended.

Would this not result in issues with multiplayer? If the message to advance one tick is sent every second then it would be more noticeable every time there was a latency spike.
Currently the time is sent to clients once a simulated minute, along with the simulation speed. An update is also sent if the speed changes (or is/is not paused). So the client computer knows how fast it should be going but for various reasons might not be exactly 60 seconds - maybe 59 or 61, for example, before it resynchronises with a new time update.

SimSig Boss
Log in to reply
Re: Every second counts! 21/12/2011 at 12:41 #25965
Zoe
Avatar
254 posts
" said:
Currently the time is sent to clients once a simulated minute, along with the simulation speed. An update is also sent if the speed changes (or is/is not paused). So the client computer knows how fast it should be going but for various reasons might not be exactly 60 seconds - maybe 59 or 61, for example, before it resynchronises with a new time update.

So the server doesn't authorize the client to run each simulation step then?

Last edited: 21/12/2011 at 12:43 by Zoe
Log in to reply
Re: Every second counts! 21/12/2011 at 13:59 #25970
GeoffM
Avatar
6376 posts
" said:
" said:
Currently the time is sent to clients once a simulated minute, along with the simulation speed. An update is also sent if the speed changes (or is/is not paused). So the client computer knows how fast it should be going but for various reasons might not be exactly 60 seconds - maybe 59 or 61, for example, before it resynchronises with a new time update.

So the server doesn't authorize the client to run each simulation step then?
The clients are pretty much dumb terminals, receiving updates to display, and sending commands to the server to execute.

SimSig Boss
Log in to reply
The following users said thank you: sunocske, Didcot, bfcmik