ArmaDB

Syncs game time with real UTC every minute. Supports timezone offset, date, and location. Runs server-side only. Configuration via JSON file. Enables accurate 1:1 real-time progression.

Players now

2

Servers

1

Rating

92%

12 votes

Subscribers

-

1,588 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/654424D13ECFE3C0

Busiest servers running it 1 in total

All servers

Players on servers with it

daily, last 30 days

0 3 5 8 10 24 Sep 1 Oct 8 Oct 15 Oct peak 9
Average players Low to peak in each bucket

Details

Author
deathharmony09
Version
1.0.2
Size
112 KB
Licence
APL
Game version
1.3.0.170
Likes
0 / 0 dislikes
Published
2 May 2025
Updated
1 year ago
Workshop ID
654424D13ECFE3C0

Recent adoption

30 days: +3 −2 ↑0

Version history

3
  1. v1.0.2 112 KB 11 May 2025

    Fix Preview Image?

  2. v1.0.1 112 KB 2 May 2025
  3. v1.0.0 1.0 MB 2 May 2025
Description from the Workshop

The RealTimeSync mod synchronizes the in-game time and optionally the date, latitude, and longitude with the real-world UTC time and system settings. This allows for a persistent, real-time environment on your server. Features: - Synchronizes in-game time with real UTC time - Supports optional timezone offset (e.g., UTC+2) - Optionally synchronizes the current date - Optionally sets latitude and longitude based on config values Forces 24-hour day duration for 1:1 real-time progression Drift tolerance logic to avoid unnecessary time corrections Upon first launch, the following config file will be created in your profile folder: DEH_RealTimeSyncConfig.json Example content: { "timezoneOffset": 2, "syncDate": true, "latitude": 51.2562, "longitude": 7.1508, "useLongLat": true } timezoneOffset: applies an offset to UTC (e.g., 2 = UTC+2) syncDate: whether to sync the real-world date (true/false) latitude / longitude: used if useLongLat is set to true useLongLat: enables or disables manual location sync Technical Details Sync interval: every 60 seconds Time corrections only apply if drift exceeds 10 seconds The mod runs server-side only and does not affect clients directly