Alright, we're back in business!
Sorry for any confusion on my part, certainly wasn't the intent. Mostly language barrier combined with overly technical nature of describing the problem. Kinda amusing to see how it went down when I look at it now. No hard feelings here, water under bridge as far as I am concerned. Okay enuff with the girly stuff.
In TFTDextender: when 5 SEC is selected game seemingly updates itself and clock in 1 sec increments (see end of post). With faster selections game seemingly updates in 5/10sec/1min increments (but still smoothly) and so on. Not every clock selection updates in 1 sec increments (that was wrong on my part) but just enough so everything appears to move smooth (terminator and ships).
When I talked about the smooth terminator in earlier post I was already envisioning ideal OXC implementation, not describing how it currently works, lol. Should have been more clear I guess.
Here, you made me create a video for the first time in over a decade. Thankfully it wasn't a hellish nightmare I expected. Is a bit rough (1st and only take) but should get the point across. If not I can demonstrate further, or send you my configured game package for personal private tests (dunno if TFTDextender works in Win10 though).
As for advantages of this method, I didn't want to go further before getting a green light to continue in this topic. So I just stated what I believe to be true, to seduce your imagination if you will. Here it comes now:
Functionally1) More time to react when there are 4-5 fast enemy ships flying around. Under 5 SEC in TFTDextender time goes slow, about 5 in-game secs passes in 1 real world sec. Sufficient to handle all them fast ships instead of reacting when they half-way across the continent and you're using ships that use rare/expensive fuel (noticed a trend where modders even reduce Elerium rewards by 50%). Compared to default time passage of ~5 in-game minutes in 1 sec it's quite the difference. Slowing geoscape clock currently functions the same but passage of time is annoyingly chunky AF in all other situations.
2) In 1 HOUR chunks it could happen to have enemy ship land and take off without player even noticing it, more so when slider is set further right. Recently noticed this in X-Piratez where a ship was flying so damn slow but for a long time that I couldn't afford to tail it and it could have very well have landed and took off (currently mod doesn't allow landed notification).
3) It is easier to predict where ships came from, where they're going, and send interceptors accordingly, when everything is running smoothly at let's say 1 HOUR setting.
Visually4) So much easier on the eyes. Helps with terminator position prediction to aim for that borderline night/day mission when you are rushing in with your craft from far away. Just more natural and pleasing to observe stuff in silky smooth motion. There was one more point but I forgot what it was or where it belongs...
Basically, slider left is only good for 1) but sucks for everything else, and slider right is OK-ish for everything else but sucks for 1). TFTDextender somehow compromises and makes it great in all situations (including that forgotten one). We have every conceivable modern OS feature crammed in but we have to put up with Charlie Chaplin motion to be able to react in timely fashion.
Globe (picture) update on the other hand is done based on selected increment and configured clock speed.
Maybe TFTDextender updates Globe every 5 SEC, regardless of selected increment (1 SEC clock is then only graphical)? Seems like a logical conclusion to me. Anyways my humble idea is to satisfy 1)-4) but I know jack on how to go about it.
Thanks for bearing with me through this