While taking a look at the impressive EGNX airport in heavy weather my FPS dropped to below 17 FPS and I realized that rotating the nacelles did take a very long time.
After some more investigation I found for a 90 degree rotation …
- 17 FPS … results in 40 sec
- 30 FPS … results in 24 sec
- 60 FPS … results in 12 sec
Since the real Osprey is rated at 12 seconds it feels like the "sim speed" is tied to a fixed 60 FPS assumption and (maybe) the rotation angle is a fixed number per frame (=event - loop cycle). This makes quick (vector trust) reactions very hard in low FPS situations.
Perhaps there is a way to make the "rotation angle per frame" dependent on "time since last rotation event" (if it is the result of a continuous "button press")
… so instead of the "fixed delta angle per frame" move to a "delta angle per delta time"
- Miltech Simulations @MiltechSimulations
Frame per second = times per second all variables and animations are recalculated. Meaning, all simvars, animations, LVars, etc. are calculated once per frame. Hence, absolutely everything on the sim is tied to FPS.