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(a) the ratio of real seconds to in-game seconds
(b) the ratio of in-game seconds to in-game action (e.g. movement speed)
Right now (B) is largely fixed and everything is tied to the evolution of the in-game clock. So if we change (A) then what you're asking for doesn't happen, because it's the same simulation just ran faster or slower.
We can scale (A) trivially right now, with some limitation of the upper bound, e.g. if 10x turned into 100x then some movement code wouldn't properly consider frame movement deltas that effectively teleport through walls.
(B) is possible, but I think would require a bit more consideration as ideally it would be implemented such that the ratio (A) does not remain invariant, otherwise it's sort of the same problem with technically pushing the limits of how much AI can be simulated per real time step. We'll keep it mind I suppose; sliders for each would be pretty neat :)
Thanks for the consideration on this one.
I am refering to option A. Time flowing slower would allow for more time / actions ingame such as plane taxiing takes 10 ingame minutes rather than 20, pax movement and so on.
As for B, I believe that ingame actions are pretty okay, pax walk at acceptable rate as well as plane movement.
I would love to have option A :) the second one would be just a bonus. Correct me if I am wrong, option A would also be less complicated as opposed to B.
Keep up the great work ;)