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June 11th, 2002, 02:50 AM
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Second Lieutenant
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Non-integer values in data files?
I've noticed that just about every mod uses pure integer values in the data files, can't they take decimals at all?
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June 11th, 2002, 02:58 AM
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Shrapnel Fanatic
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Re: Non-integer values in data files?
No, they can not use decimals.
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June 11th, 2002, 03:58 AM
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Lieutenant Colonel
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Re: Non-integer values in data files?
"Easy" way around this: multiply all kt values by 10. Any kt value not ending in zero would be, proportionally, a decimal value.
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June 11th, 2002, 11:38 AM
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Second Lieutenant
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Re: Non-integer values in data files?
Quote:
"Easy" way around this: multiply all kt values by 10. Any kt value not ending in zero would be, proportionally, a decimal value.
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I was trying NOT to do that because I know I will horribly confuse myself. I'm talking about the engine movements and I don't really want to assign 10 movement points to the lowest tech Version. But if I can't use decimals then I suppose that is the only way to go.
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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June 11th, 2002, 07:44 PM
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General
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Re: Non-integer values in data files?
Why _not_ assign 10 movements to the slowest engine? Just make your ships require 10 times as many engines per move
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June 11th, 2002, 08:11 PM
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General
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Re: Non-integer values in data files?
Quote:
Originally posted by Ed Kolis:
Why _not_ assign 10 movements to the slowest engine? Just make your ships require 10 times as many engines per move
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Because movement points are tracked by a single byte. That means a maximum limit of 255. At 10 movement points per engine that's only 25 engines max in any size ship before you cause a range check error. If it goes higher from there it will be much less. So, you see the problem?
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