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 Gen Torp Delay 
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Unread post Gen Torp Delay
Enter delay mode (0 to 1) [0] : 1

When GenTorp Delay Mode is set to CONSTANT, this setting specifies the delay for
launching a Genesis Torpedo.

Default setting is 1 s <-- 1 Second

Enter Delay Time in Milliseconds (2 to 5,000) [2] : <-- Minimum I can select is 2 Seconds
So if I select 1 then 2s is the minimum, but it says 1 is the default. I tested and it there is a delay, but there appears to be a discrepancy in the minimum/default since I can't even use 1s :)

Delay mode 0 seems to be working fine.

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T0yman (Permanently Retired since 2012)
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Mon Sep 19, 2011 6:45 pm
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Unread post Re: Gen Torp Delay
T0yman wrote:
Enter delay mode (0 to 1) [0] : 1

When GenTorp Delay Mode is set to CONSTANT, this setting specifies the delay for
launching a Genesis Torpedo.

Default setting is 1 s <-- 1 Second

Enter Delay Time in Milliseconds (2 to 5,000) [2] : <-- Minimum I can select is 2 Seconds
So if I select 1 then 2s is the minimum, but it says 1 is the default. I tested and it there is a delay, but there appears to be a discrepancy in the minimum/default since I can't even use 1s :)

Delay mode 0 seems to be working fine.



All of these delay settings were done by JP and Sing. Seems the tedit setting choices need to be simplified.

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Mon Sep 19, 2011 7:04 pm
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Unread post Re: Gen Torp Delay
Yea I am just wondering if JP made a typo on the minimum vs default since 1s delay can't be selected.

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T0yman (Permanently Retired since 2012)
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Mon Sep 19, 2011 7:07 pm
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Unread post Re: Gen Torp Delay
T0yman wrote:
Yea I am just wondering if JP made a typo on the minimum vs default since 1s delay can't be selected.


Default is 1 second. The data entry field is milliseconds.

(2 ms to 5000 ms) = (2ms to 5 seconds)
1000 ms = 1 second (default setting)
2ms = .002 seconds (lowest setting)


Mon Sep 19, 2011 8:50 pm
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Unread post Re: Gen Torp Delay
Big D wrote:
T0yman wrote:
Yea I am just wondering if JP made a typo on the minimum vs default since 1s delay can't be selected.


Default is 1 second. The data entry field is milliseconds.

(2 ms to 5000 ms) = (2ms to 5 seconds)
1000 ms = 1 second (default setting)
2ms = .002 seconds (lowest setting)

Ah ok I was reading it incorrectly my mistake....whoops!
But when I was testing in theory 2ms should be pretty much seemless but it creates enough of a delay you can't send a macro or burst to build, so need to edit scripts to compensate for it.
Oh well thanks, you forced me to reread what I thought I read the first time..... :lol:

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T0yman (Permanently Retired since 2012)
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Tue Sep 20, 2011 7:11 am
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Unread post Re: Gen Torp Delay
T0yman wrote:
Big D wrote:
T0yman wrote:
Yea I am just wondering if JP made a typo on the minimum vs default since 1s delay can't be selected.


Default is 1 second. The data entry field is milliseconds.

(2 ms to 5000 ms) = (2ms to 5 seconds)
1000 ms = 1 second (default setting)
2ms = .002 seconds (lowest setting)

Ah ok I was reading it incorrectly my mistake....whoops!
But when I was testing in theory 2ms should be pretty much seemless but it creates enough of a delay you can't send a macro or burst to build, so need to edit scripts to compensate for it.
Oh well thanks, you forced me to reread what I thought I read the first time..... :lol:



Really. Now that my be a problem. You shouldn't even be able to tell that theres a 2ms delay. Were you using spaces? I would say that he's messed up on the timings or it's another settings being used in conjunction with this that's causing the problem.


Tue Sep 20, 2011 2:56 pm
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Unread post Re: Gen Torp Delay
Just wrote a quick script to test timing of building 5 planets
5s = 5:57:58 PM 5:58:24 PM - 26 seconds
4s = 6:00:20 PM 6:00:41 PM - 21 seconds
3s = 5:56:56 PM 5:57:13 PM - 17 seconds
2s = 6:01:24 PM 6:01:35 PM - 11 seconds
1s = 6:02:14 PM 6:02:20 PM - 6 seconds
500ms = 6:03:05 PM 6:03:09 PM - 4 seconds
250ms = 6:03:51 PM 6:03:54 PM - 3 seconds
2ms = 6:04:30 PM 6:04:31 PM - 1 second
No Delay = 6:05:01 PM 6:05:02 PM - 1 second

Seems close enough, I was bursting 5 planets using 2 simple timers to record start and stop. I was NOT aborting any messages either. Last night I could not get a burst to work with a 2ms planet delay and a 75ms latency but today it is working fine.... -shrug-
Sorry for raising an issue due to my lack of reading comprehension. :shock:
Simple script I used:
# Planet Building Tester
echo ANSI_15 "*Amount of planets to build!"
getconsoleinput $planets
add $planets 1
setvar $p 1
setvar $time1 TIME
:top
while ($p < $planets)
send "u y n"
waitfor "What do you want to name this planet?"
send $p " - Planets *"
add $p 1
end
setvar $time2 TIME
waitfor "Command [TL"
echo "*" $time1 " " $time2
halt

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Tue Sep 20, 2011 6:17 pm
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Unread post Re: Gen Torp Delay
There are a few possible delays that are showing up when you use 2 ms. There's the actual delay itself, also the latency emulation delay that might be triggered here for some reason, as well as some TCP/IP delays that sometimes show up when a block of data is first being sent. It may be that having any delay causes enough of a gap that one packet goes out and the next is held slightly, or TWGS clears its buffer and then holds the next block until the end of the latency emulation delay.

I can measure the actual in-game delay to verify that it's the 2 ms as specified, but what delays actually occur between the game and the client are harder to track.

I'm curious if other 2ms delays are behaving more as expected. There could certainly be an issue with the ping emulation, but it should effect any short delay, not just Gen Torp.

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Wed Sep 21, 2011 4:38 pm
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