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How to set up the Timescale?????

Posted: Fri Dec 22, 2006 11:24 am
by PaF-Daddy
Functionality - Exposed scenario timescale in scenario XML. If "iTurnsPerMonth" is found in the Scenario XML, it will override the default scale of 16 turns per month (every 4 seconds). If the timescale is greater than 60 (a new month every 15 seconds), the date display will also display the current day of the month.
How should i do that? i opened my "RRT_Scenario_07_Germany.xml" and filled in "<iTurnsPerMonth = 60>" but that did not work.

How do i set the timescale correctly up?

Kindest Regards

PaF Daddy

Posted: Fri Dec 22, 2006 12:47 pm
by PaF-Daddy
:D i worked it out by myself its simple that:

<szAuthor>Firaxis Games</szAuthor>
<iTurnsPerMonth>70</iTurnsPerMonth> <--- add this line


I add this line and you can change the timescale from 1 to .... i dont know :shock:

Kindest regards

PaF Daddy

Posted: Fri Dec 22, 2006 4:29 pm
by Gackbeard
PaF-Daddy wrote::D i worked it out by myself its simple that:

<szAuthor>Firaxis Games</szAuthor>
<iTurnsPerMonth>70</iTurnsPerMonth> <--- add this line


I add this line and you can change the timescale from 1 to .... i dont know :shock:

Kindest regards

PaF Daddy
Game turns in SMR are 250ms (so 4 game turns per second). Just divide the TurnsPerMonth number by 4, and that tells you how many seconds of real time it will take for a month to pass in the game.

Posted: Tue Dec 26, 2006 10:47 pm
by Pete
To change the time scale, do I have to change it in each senario individually?
Can someone give me the magic number that would slow the timeline down by 50%?

<iTurnsPerMonth>???</iTurnsPerMonth>

Thanks in advance.
Pete

Posted: Wed Dec 27, 2006 12:11 pm
by PaF-Daddy
The standard before the 1.1 Patch was 16 so if you want slow down the velocity to 50% use 32 for the ??

Kindest regards
PaF Daddy

Posted: Wed Dec 27, 2006 4:42 pm
by Pete
Thanks for the reply.
I'll give that a try.

Pete

Posted: Wed Dec 27, 2006 10:52 pm
by snoopy55
Pete, you can change it in every scenario or just in one and load that one, get out of it and go on the the scenario you want to play. as long as you don't go to desktop, it will stay set. Also, you cannot step out, Alt-Tab, to try a new number as it won't change till you shut the game down, except the specific one you are in and only if you go to menu and reload.

Posted: Wed Dec 27, 2006 11:14 pm
by Pete
Thanks Snoopy.
I'll probably change it in all my scenarios.
I downloaded the new big map for Germany; put it in at 32, and love it.
Takes longer for the trains to show up, but with so much to work with,you need the time.

Thanks for the help.

Pete

Posted: Wed Dec 27, 2006 11:26 pm
by snoopy55
My bro and I played around with numbers and put in 1000. Nice smooth movement, ease of setting up routes, but you're gonna need some strong coffee as a 250 mile trip takes only 6 days, only around 5 minutes. That would play for days....like RRT!!

Posted: Thu Dec 28, 2006 8:32 am
by PaF-Daddy
Lol and the new Loco arrives 2012 :shock:

Posted: Sun Feb 25, 2007 2:51 pm
by CeeBee51
Something interesting happened with a map I was working on. A more modern era of the BC Gold map. I had used the iTurnsPerMonth to slow down the passage of time and it was working though the map did CTD on occasion. I never could figure out what was causing the CTD's but if I loaded a save I could usually finish the game. Well, the CTD's became a little more frequent so I looked over the scenerio xml with notepad++ and nothing unusual, not even any syntax errors so on a whim I removed the iTurns line and loaded up the game. Well, to my surprise not a single CTD, even near the end with over 25 GP's running around all over the place. So.... is the iTurnsPerMonth code buggy? Anyone else notice problems with using it? A few CTD's here and there or more than usual? Any other buggy code a map or scenerio creator should be aware of?

Posted: Sun Feb 25, 2007 3:43 pm
by gforce
OH NO!
Bad news, still, i will not shoot the messenger CeeBee51.
in fact, i hate this game, but it keeps me trying, but i do feel me so tired, almost sick, because of...
Let's hope someone will come with an idea.
Maybe another question:
could it be that when your creating railroads with little pieces that you can also more easily run into a ctd?
I wouldn't be surpissed if those clumbsy programmers are storing too much information for each piece of track and having alot of memory leaks etc... (does someone have the same experience, laying small tracks and ctd more quickly)

Posted: Sun Feb 25, 2007 4:53 pm
by dwax
gforce

That never happened to me. I layed some real small pieces of track in the DEMO map going on top and around the mountains. never once had a crash. It looked a little strange for the train to make little turns but it worked. :)

Posted: Sun Feb 25, 2007 6:39 pm
by klemc
Hey guys,

Same problem here. Whenever I try to slow down a scenario with <iTurnsPerMonth>???</iTurnsPerMonth> I always CTD sooner or later . If I delete it from the file the game runs ok.

Regards

Posted: Sun Feb 25, 2007 7:11 pm
by CeeBee51
Are there certain magic numbers that work, or certain numbers or range of numbers that don't? Does it have to be an even number or a multiple of 4 or follow a certain rule or pattern? Or is it just a random thing and it works when it feels like it? :o