I wonder how to made it work in RCT1, 2 and 3 then if i remember correctly we had a actual day cycle where people would leave the park during closing hours. Unless im mistaken and it just looked that way. Maybe an option of choice to give us which time cycle we like to use, as in 1 the way it is now and an option 2 use a real time scale where guests actually leave the park during closing hours. No idea if that is possible though
I never played any of the RCT games so I don't know how it worked. From googling a bit just now, it appears that the day/night cycle was introduced in RCT3 and that time acceleration only happened via mods. I can't find how the light cycle synced with the passage of gametime.
Time in PC is really confusing because it keeps track of both real time and game time, and different parts of the game give you data in 1 or the other. And the day/night cycle has nothing to do with either.
Things measured and reported in real time:
* durations of rides
* speeds and accelerations of rides
* queue waiting times
* length of time peeps have been in the park
* ride inspection interval and time since a ride was last inspected
* the time of day corresponding to the current ambient light level of the day/night cycle
* IOW, all the peep- and ride-level stuff
Things measured and reported in game time:
* all monthly park, ride, and shop stats (income, profit, loss, number of customers, etc.)
* number of years the park and each ride have been open
* the promotion frequency of staff (available once per game month of employment)
* IOW, basically all the managerial stuff
Real time and game time tie together as follows (assuming 1x time acceleration):
* 1 game year = 8 game months (1 Mar to 31 Oct) = 96 real minutes = 8 game day/night cycles
* 1 game month = 12 real minutes = 1 game day/night cycle.
* 1 game day is NOT a constant amount of real time because 1 month is always 1 day/night cycle and the 8 months of the game year have 5 with 31 days and 3 with 30 days. So 1 game day is either 0.4 or 0.39 real minutes = 24 or 23.4 seconds.
NOTE: This leads to the interesting observation that the game calendar (what day it is) moves faster than the game clock (what time of day it is): [wacky]
* 1 "hour" on the time of day (light level, position of the sun in the sky) = 12 real minutes / 24 = 30 real seconds.
* 30 real seconds ~= 3/4 of a game day on the calendar or (conceptually) 18 hours of the game calendar.