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Does "supersim" take the accelerated clock into account?

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Old 08-28-2009, 01:18 PM   #9
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Re: Does "supersim" take the accelerated clock into account?

Quote:
Originally Posted by Exonerated
But with 15 minute quarters, you're getting an unrealistc amount of plays. So therefore, far more offensive stats.

I get 110 plays, playing 11 mins 20 ACC clock, normally.

And about 120+ with 12 mins 25 acc clock normally.


The thing is, with the game, theres no empty time. Coz in the NFL time runs off b4 plays and stuff, and we get there instantly.
OK, that makes me think it does not take the accel clock into account.

Because ideally, if I were to supersim a game with 15 min quaters and 25 accel clock I should see similar results to when I actually play the 15 minutes quaters with accel clock on.

But I don't. I saw a much larger number of plays and points and yardage.

Which is lame, in supersim 25 seconds should dissapear from the clock every time a play starts if I have the accel clock turned on.

I need to double check when I get home.

For every single play you sim in supersim, no less than 25+ seconds should come off the clock EACH TIME a play occurs if I have accel clokc on.

You dig?
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Old 08-28-2009, 02:05 PM   #10
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Re: Does "supersim" take the accelerated clock into account?

from my experience, there is no time run-off or effective use of accelerated clock.
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Old 08-28-2009, 04:08 PM   #11
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Re: Does "supersim" take the accelerated clock into account?

In my experience, the super-sim takes off about 15 seconds per play, regardless of... anything. It takes time off after incomplete passes, players run out of bounds, etc. And it never runs nearly a full play clock off. It's weird.

It's like rather than including logic to actually take off a realistic amount of time for each play based on what happened in the play, they just said **** it take off 15 seconds each time it'll average out. It's ridiculous.
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