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October 7th, 2003, 05:02 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Distances in SE IV
That is a totally relative value, and there is no set real value for it. 
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October 7th, 2003, 02:49 PM
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Captain
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Re: Distances in SE IV
In fact, if you want the system maps to be even moderately realistic, you have to assume that the squares represent a greater distance towards the edges than near the center.
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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October 7th, 2003, 03:30 PM
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Colonel
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Re: Distances in SE IV
In order to regard the squares on the system or tactical map as realistic I've felt that they could not be assumed to correspond to distances.
I think it is best to think that the X- and Y-Axis do not represent anything like an X- or Y-Axis in space, but rather various aspects of an orbit, distance and speed. We don't have to know what those aspects specifically are, because I think we'd be hard pressed to get something that fits exactly.
This would explain why 'thrust' appears to provide 'movement' and not 'acceleration'. If velocity is already figured into the sectors, then acceleration would just move you from sector to sector at a constant rate. Still, QNP makes more sense than stock propulsion.
This would also fit with the way that a one-sector asteroid collection is labeled an 'asteroid belt', as that one sector comprises a whole orbit. As well, this fits with the way that the planets do not move.
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October 7th, 2003, 04:00 PM
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Lieutenant Colonel
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Re: Distances in SE IV
If you're wondering "How far is a square?",
and other science facts,
just repeat to yourself "It's just a game -
I should really just relax."

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October 7th, 2003, 04:48 PM
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Colonel
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Re: Distances in SE IV
In this group!?!
Hah!
You make laugh-funny.
And while we're on the "We Didn't Really Ask Why?" program, allow me to add this.
Missiles don't just stop, or otherwise explode, when they reach the edge of their range. What they do is they run out of maneuvering fuel. Once that runs out, the missile is very unlikely to hit its target. In fact, it doesn't hit its target. Remember that space is very, very big. Missiles and ships are both very, very small.
Of course, that's just my opinion. I could be wrong.
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October 7th, 2003, 05:12 PM
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Colonel
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Join Date: Feb 2001
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Re: Distances in SE IV
you can turn on the distances when you are trying to open one and will tell you
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Kill em all let God sort em out
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October 7th, 2003, 06:25 PM
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Lieutenant General
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Re: Distances in SE IV
Quote:
Originally posted by mottlee:
you can turn on the distances when you are trying to open one and will tell you
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yeah, after you've built the darn thing - which sort of defeats the point of pre-planning. 10LY squares, use 2d planar geometry to find the distance. SJ posted the formula below.
or, you could run a test game with max tech, build a ship with a warp opener in one turn with the cheatcode, and use the map there to ball-park the distance. it will probably be good enough.
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