Logbooks: Difference between revisions
From Rise: The Vieneo Province
(Created page with "== Logbook & Time Tracking System Update == === Overview === Rise has transitioned to a new unified time and experience tracking system designed to be more accurate, extensible, and profession-agnostic across aviation, ground vehicles, and future gameplay systems. As part of this update, several legacy time categories have been retired in favor of clearer and more honest abstractions. --- === Removed Legacy Time Buckets === The following legacy counters are being ful...") |
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As part of this update, several legacy time categories have been retired in favor of clearer and more honest abstractions. | As part of this update, several legacy time categories have been retired in favor of clearer and more honest abstractions. | ||
=== Removed Legacy Time Buckets === | === Removed Legacy Time Buckets === | ||
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'''Important:''' The old '''TotalHours''' value was a computed column derived from the sum of the above mutually exclusive vehicle time buckets. It did not represent total connected playtime and did not include time spent between legs, inside buildings, or idle. | '''Important:''' The old '''TotalHours''' value was a computed column derived from the sum of the above mutually exclusive vehicle time buckets. It did not represent total connected playtime and did not include time spent between legs, inside buildings, or idle. | ||
=== Legacy Experience Preservation === | === Legacy Experience Preservation === | ||
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This ensures that no player loses progress while avoiding retroactive assumptions about data that was never recorded. | This ensures that no player loses progress while avoiding retroactive assumptions about data that was never recorded. | ||
=== New Time Concepts === | === New Time Concepts === | ||
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* Operational experience | * Operational experience | ||
==== Operational Time (Going Forward) ==== | ==== Operational Time (Going Forward) ==== | ||
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Time spent parked, idle, docked, or logged out does not count as operational time. | Time spent parked, idle, docked, or logged out does not count as operational time. | ||
=== Why This Change Was Made === | === Why This Change Was Made === | ||
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* Works consistently across aviation, trucking, and spaceflight | * Works consistently across aviation, trucking, and spaceflight | ||
* Is resistant to exploits and telemetry jitter | * Is resistant to exploits and telemetry jitter | ||
* Provides a clean foundation for future systems (fatigue, ratings, currency of experience, contracts) | * Provides a clean foundation for future systems (fatigue, ratings, training, currency of experience, contracts) | ||
Most importantly, it preserves player trust by being explicit about what time means and what it does not. | Most importantly, it preserves player trust by being explicit about what time means and what it does not. | ||
=== Summary === | === Summary === | ||
Revision as of 20:16, 23 January 2026
Logbook & Time Tracking System Update
Overview
Rise has transitioned to a new unified time and experience tracking system designed to be more accurate, extensible, and profession-agnostic across aviation, ground vehicles, and future gameplay systems.
As part of this update, several legacy time categories have been retired in favor of clearer and more honest abstractions.
Removed Legacy Time Buckets
The following legacy counters are being fully deprecated and will no longer be tracked going forward:
- Aerospace / Aircraft / Ground Vehicle time
- Pilot vs Passenger time
- Simulator vs Non-Simulator time
- Odometer-based total distance
- The previous meaning of TotalHours
Important: The old TotalHours value was a computed column derived from the sum of the above mutually exclusive vehicle time buckets. It did not represent total connected playtime and did not include time spent between legs, inside buildings, or idle.
Legacy Experience Preservation
All previously earned experience from the retired systems is preserved as:
legacyExperience
- This value is frozen and will never decrease
- It permanently contributes to a player’s total experience
- It is intentionally opaque and not broken down by vehicle type or operating conditions
This ensures that no player loses progress while avoiding retroactive assumptions about data that was never recorded.
New Time Concepts
Total Play Time
totalPlayHours (formerly TotalHours) now represents:
- Total time the player is connected to the game
- Includes:
- Time between legs
- Time inside buildings
- Idle time
- Non-operational activities
This is a playtime metric, not an experience metric.
It is not used for:
- Skill progression
- Ratings
- Certifications
- Operational experience
Operational Time (Going Forward)
Operational time is now tracked only while the player is actively operating a vehicle, including:
- Flying
- Driving
- Taxiing
- Orbital maneuvering
- Surface movement under power
Operational time:
- Is credited in discrete 0.1-hour (6-minute) intervals
- Only counts if meaningful movement occurred during the interval
- Feeds experience, progression, and future certifications
- Will support granular breakdowns (eg night, IMC, orbital) moving forward
Time spent parked, idle, docked, or logged out does not count as operational time.
Why This Change Was Made
This new model:
- Separates playtime from experience-relevant activity
- Avoids inventing artificial vehicle types or backfilled conditions
- Works consistently across aviation, trucking, and spaceflight
- Is resistant to exploits and telemetry jitter
- Provides a clean foundation for future systems (fatigue, ratings, training, currency of experience, contracts)
Most importantly, it preserves player trust by being explicit about what time means and what it does not.
Summary
- Old vehicle-specific time buckets are removed
- All prior progress is preserved as legacyExperience
- totalPlayHours now reflects total connected playtime
- Experience going forward is based on operational time only
- The system is now simpler, more honest, and future-proof