![]() This equates to 0 at the beginning of the scenario, 1 in April Year 1, 8 in March Year 2, and so on. monthsElapsed represents the total number of months that have elapsed.So, naturally, this counter is read-only and should never reset. This tick counter is used to synchronize clients with a server. after loading a saved game it will continue counting from where it stopped when it was saved. It is persistent after saving and loading the game, i.e. It starts at 0 and increases during gameplay (40 ticks per second, as explained above). ticksElapsed is the total number of ticks that have elapsed since the beginning of the scenario.The GameDate API is accessible via the global date object. Interestingly, a week in OpenRCT2 always lasts exactly a quarter of a month (and a fortnight lasts half of it). This equates to 6 minutes 49.6 seconds real-time per in-game month:Īs an OpenRCT2-year goes from March to October, one year lasts 2^14 * 8 = 131072 ticks, which is 54 minutes and 36.8 seconds of real-time: Note that this is completely unrelated to the framerate: If the client manages to render more than 40 frames per second, it will use the extra frames to interpolate sprite movement for a smoother look.Įvery month takes 2^14 = 16384 ticks to complete, no matter if it has 30 or 31 days. In OpenRCT2, the game logic is updated exactly 40 times per second, or every 25 milliseconds.
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