Updated Fast forward (markdown)

zhexu14
2024-11-14 23:03:25 +11:00
parent 345813055f
commit c27df9c3bc

@@ -2,24 +2,22 @@
Fast forward is a useful feature that moves clock ahead so players don't have to wait until take-off time. Fast forward continues until it hits a defined end condition. These can be:
* first contact
* startup
* taxi time
* takeoff
* Player startup time
* Player taxi time
* Player takeoff time
* First contact
Fast forward (FF) happens when you push take-off button. You can see effects of FF when you look at mission time in `Turn` section of main GUI. Map view will also show friendly flights. You cannot change any settings after `Take off` has been pushed. If you want to make changes, you must reload game state.
## Turning Fast forward on
Fast forward can be found in Settings / Mission Generator menu. To turn on FF, select `Fast forward mission to first contact`.
## Player interruptions
It is possible that player startup time happens before first contact. If you want to startup, taxi or take-off your plane, you must select corresponding option in `Player missions interrupt fast forward`
Fast forward can be found in Settings / Mission Generator menu. To turn on FF, select one of the above listed conditions in the `Fast forward until` dropdown.
## Auto-resolve combat
If your take-off time is later than first contact, FF stops before your take-off time. If you start mission, you must wait until your take-off time. When you select `Auto-resolve combat during fast-forward (WIP)`, Liberation simulates combat and mission starts at your take-off time. Note that this system is not fully implemented yet and right now, is essentially a coin flip to determine if your in-combat aircraft survive or die. You will likely end up losing more aircraft than usual if you use this WIP feature.
If your take-off time is later than first contact, FF stops before your take-off time. If you start mission, you must wait until your take-off time. If you wish to FF beyond first contact, you can select one of the two options under the `Resolve combat when fast forwarding` dropdown:
* `Resolving combat (WIP)`, where Liberation simulates combat and mission starts at your take-off time. Note that this system is not fully implemented yet and right now, is essentially a coin flip to determine if your in-combat aircraft survive or die. You will likely end up losing more aircraft than usual if you use this WIP feature.
* `Skipping combat`, where no combat occurs and units ignore each other.
**Warning** If you have checked this option and set `Never` to `Player missions interrupt fast forward`, FF never stops.