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I found an issue, which stand in contradiction with SoilMod description on rain weather effect.
I have created a Google sheet which synchronize with dedicated server stats and gets precise information about rain forecast.
Now I got example of rain day:
rain start time: 08:39:45
rain end time: 13:27:38
rain duration 4:47:53
From my understating of SoilMod description:
"when raining (not hail) and at every whole hour; increase soil moisture by about 14%"
I assumed that "every whole hour" is every 60 minutes after rain start, so for rain lasting 4:47:53 there is 4 "whole" hours. So it should give 4x ~14% = ~57%
Other assumption can be "every round hour", so from 08:39:45 to 13:27:38 there is 5 "round hours" (9, 10, 11, 12, 13).
However none of above apply. What I got is following log entries: SoilMod: Weather-effect started. Type=2, day/hour:1024/9 SoilMod: Weather-effect started. Type=2, day/hour:1024/12
And in fact it produced ~29%
It looks like rain effect if calculated every 3 "round" hours, which doesn't match with description.
Reagrds.
Edit:
I have another clue, our teammates told me that they speed up time (x120) during that rain, and I supposed that SoilMod didn't fired 4 times, and was able only to calculated 2 times during that 4 in game hours.
The text was updated successfully, but these errors were encountered:
Depending on how "fast" you have set your in-game time to (or if using a speed-mod), if SoilMod's calculation is not finished - i.e. 100% done - before the next whole hour occurs, then that could be the reason for the missing moisture.
The documentation for this could be a bit better, but at that time I thought that it didn't matter, as I myself never played at more than 'x5' time-scale.
Illustration / example:
in-game time scaled to 'x60' (or something "fast")
in-game time 08:39 - rain starts
in-game time 09:00 - SoilMod starts a "weather cycle" due to 'it is raining' as it is a 'whole hour'
in-game time 10:00 - SoilMod is still processing its 09:00 "weather cycle" and have reached '35%'
in-game time 11:00 - SoilMod is still processing its 09:00 "weather cycle" and have reached '73%'
in-game time 11:46 - SoilMod finished its 09:00 "weather cycle" (~14% moisture now applied to whole 'world')
in-game time 12:00 - SoilMod starts a "weather cycle" due to 'it is raining' as it is a 'whole hour'
in-game time 13:00 - SoilMod is still processing its 12:00 "weather cycle" and have reached '40%'
in-game time 13:27 - rain stops
in-game time 14:00 - SoilMod is still processing its 12:00 "weather cycle" and have reached '82%'
in-game time 14:24 - SoilMod finished its 12:00 "weather cycle" (~14% moisture now applied to whole 'world')
Hi,
I found an issue, which stand in contradiction with SoilMod description on rain weather effect.
I have created a Google sheet which synchronize with dedicated server stats and gets precise information about rain forecast.
Now I got example of rain day:
rain start time: 08:39:45
rain end time: 13:27:38
rain duration 4:47:53
From my understating of SoilMod description:
"when raining (not hail) and at every whole hour; increase soil moisture by about 14%"
I assumed that "every whole hour" is every 60 minutes after rain start, so for rain lasting 4:47:53 there is 4 "whole" hours. So it should give 4x ~14% = ~57%
Other assumption can be "every round hour", so from 08:39:45 to 13:27:38 there is 5 "round hours" (9, 10, 11, 12, 13).
However none of above apply. What I got is following log entries:
SoilMod: Weather-effect started. Type=2, day/hour:1024/9
SoilMod: Weather-effect started. Type=2, day/hour:1024/12
And in fact it produced ~29%
It looks like rain effect if calculated every 3 "round" hours, which doesn't match with description.
Reagrds.
Edit:
I have another clue, our teammates told me that they speed up time (x120) during that rain, and I supposed that SoilMod didn't fired 4 times, and was able only to calculated 2 times during that 4 in game hours.
The text was updated successfully, but these errors were encountered: