[General] network = Animation # IMPORTANT! eventInterArrivalTime is in simulation time, while eventProcessingTime is in real time. # Please keep the animation speed slider at 1.0! - Unless you explicitly test speed scaling. [Config Smooth] description = No-op events only **.animator.eventInterArrivalTime = 1s **.animator.eventProcessingTime = 0s [Config RegularJerks] description = A small skip every second. **.animator.eventInterArrivalTime = 1s **.animator.eventProcessingTime = 0.1s [Config RegularLongJerks] description = Siginificant jerks, but simTime should keep up. **.animator.eventInterArrivalTime = 1s **.animator.eventProcessingTime = 0.8s [Config RegularShortJerks] description = Smaller skips, more often, simTime should still (barely) keep up. **.animator.eventInterArrivalTime = 0.1s **.animator.eventProcessingTime = uniform(0.09s, 0.095s) [Config OverloadedSlow] description = SimTime can't progresss faster than half real time, animation can't be smoother than 10 fps. **.animator.eventInterArrivalTime = 0.1s **.animator.eventProcessingTime = uniform(0.15s, 0.25s) [Config OverloadedFast] description = Same as above, but the framerate shouldn't drop so much. **.animator.eventInterArrivalTime = 0.01s **.animator.eventProcessingTime = uniform(0.015s, 0.025s) [Config ShortHoldInEvent] description = There is a short hold after each processed event. **.animator.eventInterArrivalTime = 1s **.animator.handleMessageHoldTime = 0.5s [Config ShortHoldInRefreshDisplay] description = There is a short hold after refreshDisplay calls, with 1 in a 100 chance. **.animator.eventInterArrivalTime = 1s **.animator.refreshDisplayHoldTime = intuniform(0, 100) == 0 ? 0.5s : 0s