This might be due to the game's "tick speed". Maybe a 0.06s difference isn't enough for the volleys to launch in 2 different game update cycles. Although i have no idea how the game is coded so this is just a random guess.
It would most likely depend on if the client is ran on 30 or 60 fps, there would probably be a difference in shot speed under 60 fps, as 30 fps is just over the expected difference (.0333 for 30. And. 0167 for 60 fps)
I just love how there's Azur Lane for just Azur Lane and there's this madly scientific mathematical part of it just sitting on the other side xd
Tu compte très en français, félicitation à toi !
This might be due to the game's "tick speed". Maybe a 0.06s difference isn't enough for the volleys to launch in 2 different game update cycles. Although i have no idea how the game is coded so this is just a random guess.
It would most likely depend on if the client is ran on 30 or 60 fps, there would probably be a difference in shot speed under 60 fps, as 30 fps is just over the expected difference
(.0333 for 30. And. 0167 for 60 fps)
Azur lane is run on 30 FPS
@UthurRytan there is an option to enable 60fps but usually runs worse tha. 30fps on not latest and greatest phone
The amount of spreadsheets this game requires is nuts.
It's the games tick rate. You need certain amount of increments to see a difference in the gameplay.
You counted to ten but did not drop a dix neufs joke?
Ah, je ne savais pas que tu parle française
Flexing your French, I see!