
Can we get more integral gain added to it? If feels like:

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Eta depends on available resources and build power.CarRepairer wrote:they will drain the same amount of resources no matter what they are building at any time.
I said in my example that we assume your income is hovering at a general number. For energy income the biggest variation would be windpower, but ideally you have energy in storage so it's irrelevant. For metal, reclaim levels could vary, but like I said for simplicity I am not taking that into account in my example. As for buildpower, I'm responding to the OP and assuming a constant number of builders are building something and why that ETA would vacillate in some mods but not in CA.SirMaverick wrote:Eta depends on available resources and build power.CarRepairer wrote:they will drain the same amount of resources no matter what they are building at any time.
The only simplification I made is no reclaim. The other factors should be commonplace. Energy should always be in excess and metal stalled.JohannesH wrote:Except that theres no real reason the ETA wouldn't stutter in CA. Way to go making simplified examples about CA gameplay that actually dont work in real, non-simplified game.
You say stutter which implies a stuttering of the exact seconds. The OP didn't seem like he was talking about seconds stuttering we see even in CA, but rather something like ETA 10 minutes, 3 minute, 5 minutes, 8 minutes, 2 minutes.SirMaverick wrote:CarRepairer, the stutter is not a caused by the mod, it's caused by the engine. You get your income every second (every 30 seconds). The ETA is calculated more than once each second.
Simple example: income +5, drain -10 (steady values, m only, you excess everything else). So you stall. At the beginning of each second you have metal and builder build at full speed. Half a second later you have 0 resources. You can't build. The ETA is updated more then once per second (depending on current resources) -> you see different numbers.
In this simple example with steady resources you see stutter. Even in CA.
Correct. It is very difficult to get accurate ETA's when things are changing unpredictably.Argh wrote:Oh, sure. You can get a number that's more likely to be like Reality by using 10-second slices to compose the average, and only bothering to collect new data every SlowUpdate or so, but it's still going to be wildly inaccurate a lot of the time, simply because Spring's econ means that things can suddenly take a lot less / more time. At best, it'd be a lagging indicator of events that have already happened.
Try it, then see what happens to the ETA when you start doing transients that change the scope a lot, like having a shield generator recharge or firing Bert / Tim, or when you suck up a lot of M.
Noob. Why would you excess buildpower constantly, and why would you always be in this "optimal" situation even if you strive for it. Your mexes never get killed, your cons never do anything but build, your overdrived e is a constant, and yes you never reclaim? CoolCarRepairer wrote:The only simplification I made is no reclaim. The other factors should be commonplace. Energy should always be in excess and metal stalled.JohannesH wrote:Except that theres no real reason the ETA wouldn't stutter in CA. Way to go making simplified examples about CA gameplay that actually dont work in real, non-simplified game.