A full simulated hour per real second — comfortably below
MAX_HOURS_PER_SECOND (6x headroom) so a fast orbiter still reads as
smooth motion at the default speed, not just at rest, while still
advancing slow bodies (a planet, a distant moon) at a genuinely
visible pace. Replaces the previous default of a full simulated DAY
per second (24 h/s): that value predates MAX_HOURS_PER_SECOND and now
sits ABOVE the new max entirely — see MAX_HOURS_PER_SECOND's own
comment for why a day/second was never actually smooth for this
engine's fastest real orbiters (the ISS, Phobos) in the first place.
A full simulated hour per real second — comfortably below MAX_HOURS_PER_SECOND (6x headroom) so a fast orbiter still reads as smooth motion at the default speed, not just at rest, while still advancing slow bodies (a planet, a distant moon) at a genuinely visible pace. Replaces the previous default of a full simulated DAY per second (24 h/s): that value predates MAX_HOURS_PER_SECOND and now sits ABOVE the new max entirely — see MAX_HOURS_PER_SECOND's own comment for why a day/second was never actually smooth for this engine's fastest real orbiters (the ISS, Phobos) in the first place.