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Old December 4th, 2006, 07:10 PM

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Default Re: Distance Increments?

Don't even try to make sense of the numbers. It'll break your head. Example: a frigate moving at 12 KM/s will, in reality, cross a LS in 25,000 seconds or about 7 HOURS. In SE5, that takes less than a second.
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Old December 4th, 2006, 07:41 PM
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Default Re: Distance Increments?

I personally treat the ranges in combat as Km.
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Old December 4th, 2006, 07:48 PM

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Default Re: Distance Increments?

Which means that a CSM fired from a laucher heavier than most current navy ships has less range than the missiles those ships carry..
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Old December 4th, 2006, 08:17 PM
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Default Re: Distance Increments?

The max the combat map can be set at is 5000 I believe. Now I took a ship of known speed (8km/s) and entered the combat area with another ship (in the simulator). I timed how long it took for the ship to travel from one side of the map to the other in a straight line. Yes I am nuts and yes I do have massive amounts of patience. It took20:97:655 but lets just say 20 minutes and 18 seconds or 1,218 seconds. Now using the old formula we get:

d=8*1218 which works out to 9,744 units. Far too short of a light second.

Did I do this right? Where is Fyron when you need him?
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Old December 4th, 2006, 11:03 PM
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Default Re: Distance Increments?

Still is is useful information...that is about 1/30th of a LS.

Yeah I know trying to wrap your mind around the scale is confusing...yet it would see that would be a smart place to start making a game from. If you are going to use real measurments, then you should at least make sure they make sense across the board. If your using hexes, or units then use them. Once you quantify them, then your in a pickle...Now if we could actually change them in mainstrings.txt that would be even better...
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Old December 4th, 2006, 11:11 PM
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Default Re: Distance Increments?

Well the first problem I see is that the combat is run on squares and the system is run on hexes. Unfortunately I think you are shooting for a level of realism that SE5 just can’t deliver. For my purposes I use these terms:

1 square in the combat map is 1ls (light second).
1 hex on the system map is 1lm (light minute).

Obviously this has its flaws, but as I said SE5 just can’t offer that up. Another trick you might try is to determine the scale of the combat map the best you can; you might find something I didn’t, and then adjust the system map to better match your needs. Finally while you are pondering all of this keep in mind that weapons won’t fire on system map so any scale over combat is for all practical purposes useless for the player. Just the modder as we try to lay out the systems.
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Old December 5th, 2006, 02:56 AM
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Default Re: Distance Increments?

Sometimes I don’t understand why I want to do things the hardest way. I ran the distance test again and here is what I did. I sent the ships to opposite corners, aimed the weapons, and then checked the info screen to see what it said the distance was. Results:

9,499.79 km with each ship at its closest point to the edge of a 5000.0 combat map which meant there were 12 squares from each ship to the retreat line. This is in lines with the result I had which included these 24 squares.

Now light travels at 299,792,458 km/s so that means our combat map is 9,499.79 / 299,792,458 = 3.16878885592E-5. In terms us non-scientific just wanna play the game freaks can understand it’s about 9,499.79km or 5,902.8958383 miles. Ok Kana enough of this my head hurts now!
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Old December 5th, 2006, 03:01 PM
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Default Re: Distance Increments?

Actually light travels at 299,792,458 METERS/sec. Which is 299,792.456 KM/sec. For all intensive purposes thats about 300,000 KM/sec = 1 Light Second.

So basically the combat map is 9,499.79/299,792.458 = 0.031687 = 3.1687 percent of a Light Second.

So the combat map is a max of approximately 9,500KM across. I assume the map is square. So that is 90,250,000 KM of combat area. Ok now my head is starting to hurt. I'm going to assume that each system hex is 10,000 km in size. 1 Million KM of area.

So basically the weapon ranges need to be in KM to match the speeds of movement which are in KM/sec, which match the combat time which is in minutes and seconds. So has anyone changed anything in mainstrings.txt to change the combat range descriptor to KM? Or are most of you just ignoring that it says LS, and think of it as KM?

Well this all actually helps me for both of my mods, I just now have to figure out how I want to implement the information.
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Old December 5th, 2006, 03:19 PM
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Default Re: Distance Increments?

So that was 299,792_point_458! That web site was so hard to read! Um, MainStrings.txt! Well I suppose I need to setup a Knowledge Base for that next before I forget what I have already done. The MainStrings.txt seems to be the hidden key to unlocking everything you can do in SE5. I’m surprised no one else has modded it. Wow I really am pioneering some new ground here aren’t here?

Since I won’t be setting up that KB till later here is what I will add. I have managed to change text but you cannot delete any lines. Even if you renumber to close the gap up when you start SE5 it will complain the lines are missing and stop running. You can rename items but if they start up with a blue box as in the main startup screen you need to replace any text you remove with a place holder or the box will move to sit on the one above it. For example let’s say you want to remove the option for no warp points. You will need to delete the text then place something there (I placed “No Longer Used”) so the box that was no warp points won’t move up and sit on the box above it. You will be able to change the text to say km/s instead of ls. Just make sure it is not a descriptor for a formula, which I am not aware of any that use ls. Also if you need to know what formula descriptors you can use (an example of what I am calling a descriptor would be Get_Empire_Tech_Level) just look in the MainString.txt. It won’t tell you how to use it or which files it can be used in but so far every descriptor I have pulled from there works after figuring out how to plug the info in. Just remember that all of the descriptors listed there have had the capital letter removed and you will need to replace it. In other words using the same example I just gave Get_Empire_Tech_Level appears in MainStrings.txt as get_empire_tech_level. So you would need to replace the letters G, E, T, and L with the capitalized version. I will post all this more clearly (I hope) later today or tonight.
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