Time

I've looked around the forums, but haven't seen any comment on this, so was looking for an answer from someone who already has the game.

I remember that in Frontier (Elite II), missions had to be carefully planned before being accepted because of potential time constraints. If you had to deliver a package, or something similar in "x" days, or by a time certain, one of the problems was that time elapsed during a hyperspace jump, depending on the maximum jump distance of your hyperdrive and the distance of the target system.

If I recall correctly, a jump distance = to your max hyperspace range resulted in elapsed time of 1 week in game time. (A lesser range jump would result in a lesser amount of game time elapsed, depending on the ratio of jump distance to max jump range.)

From what I've seen so far, in order to maintain continuity in a multiplayer setting, hyperspace jumps are effectively instantaneous. Is this correct? (In other words, if a mission says you have "x" hours to complete - then that is "x" real world hours - correct?)
 
I've looked around the forums, but haven't seen any comment on this, so was looking for an answer from someone who already has the game.

I remember that in Frontier (Elite II), missions had to be carefully planned before being accepted because of potential time constraints. If you had to deliver a package, or something similar in "x" days, or by a time certain, one of the problems was that time elapsed during a hyperspace jump, depending on the maximum jump distance of your hyperdrive and the distance of the target system.

If I recall correctly, a jump distance = to your max hyperspace range resulted in elapsed time of 1 week in game time. (A lesser range jump would result in a lesser amount of game time elapsed, depending on the ratio of jump distance to max jump range.)


From what I've seen so far, in order to maintain continuity in a multiplayer setting, hyperspace jumps are effectively instantaneous. Is this correct? (In other words, if a mission says you have "x" hours to complete - then that is "x" real world hours - correct?)


I have done a couple of the trading missions when they are going to or returning from stations that I am trading between, and as far as I have seen at this time the mission time seems to be normal clock time.
So if it says you have 59 minutes to complete the mission it is 59 minutes in the real world.;)
 
Great - thanks.

That seemed to be how it was working, but wasn't sure.

If it is effectively "real time", I think it will work better in the end. The whole jump-time calculation in Frontier was a neat concept - but it also forced a lot of backwards math and would be nearly impossible to replicate in a multiplayer setting, I think.
 
I've looked around the forums, but haven't seen any comment on this, so was looking for an answer from someone who already has the game.

I remember that in Frontier (Elite II), missions had to be carefully planned before being accepted because of potential time constraints. If you had to deliver a package, or something similar in "x" days, or by a time certain, one of the problems was that time elapsed during a hyperspace jump, depending on the maximum jump distance of your hyperdrive and the distance of the target system.

If I recall correctly, a jump distance = to your max hyperspace range resulted in elapsed time of 1 week in game time. (A lesser range jump would result in a lesser amount of game time elapsed, depending on the ratio of jump distance to max jump range.)

From what I've seen so far, in order to maintain continuity in a multiplayer setting, hyperspace jumps are effectively instantaneous. Is this correct? (In other words, if a mission says you have "x" hours to complete - then that is "x" real world hours - correct?)

Correct. All times and dates in the Elite Dangerous world are based on the same date/time as now, just set in the year 3300. Be careful though if you live in a country that changes the clocks twice a year as it doesn't compensate for BST, time is always GMT only. I got caught out with this a few times in EVE too.
 
If it is effectively "real time", I think it will work better in the end. The whole jump-time calculation in Frontier was a neat concept - but it also forced a lot of backwards math and would be nearly impossible to replicate in a multiplayer setting, I think.

Don't forget that now Elite is going to be online and open to the world it has to run in real-time which means everything is linear and set at a standard pace.

This is also why you can't go back to a save file from a week last Thursday to go back to a stage when you had the special military release Viper MK VII as this would going back in time to a pre-existing state :)
 
You always have the time on your hud in your ship, time and date. And I think its set to BST. British standard time.
 
BST is British Summer Time. Which we only use during the summer (oddly enough).

In the winter we switch back to GMT. I doubt Frontier will switch time zones, the clock will stay constant (time saving in space doesn't make much sense).
 
BST is British Summer Time. Which we only use during the summer (oddly enough).

In the winter we switch back to GMT. I doubt Frontier will switch time zones, the clock will stay constant (time saving in space doesn't make much sense).

Aha didn't know that. thought it was standard time :D Ty for the headsup :)
 
BST is British Summer Time. Which we only use during the summer (oddly enough).

In the winter we switch back to GMT. I doubt Frontier will switch time zones, the clock will stay constant (time saving in space doesn't make much sense).

I think it is UTC in ED.
 
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