NSD Login
Forums
Statistics
- Users
- 3504
- Articles
- 156
- Articles View Hits
- 1552837
Please Log in or Create an account to join the conversation.
The gallop averages 40 to 48 kilometres per hour (25 to 30 mph). The world record for a horse galloping over a short, sprint distance is 88 kilometres per hour (55 mph). Besides these basic gaits, some horses perform a two-beat pace, instead of the trot.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: How does SOWWL scale distances/speeds? That is, do units cover a certain in-game distance faster than they would cover that distance in real life?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: What is the numerical value of this scaling factor (that is, how much faster do units move in SOW relative to real life)?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: RebBugler,
Just a point of clarification:
When you say that units cover in-game distances faster, is this due to the distances between certain features being reduced? That is, will units travel from point A to point B in-game faster than they would travel from point A to point B in real life?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: But a unit would cover 100 "in-game" yards in the same time that it would cover 100 "real" yards in real life?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Yes, but not by "halving all speeds"Buford_119 wrote: So could I achieve the "True Ground" effect by halving all speeds and halving the sprite sizes?
The "in-game" speed is not increased, the distances are doubled, so all movements from point A to B take twice as long to complete in the 'True Ground' setting.Also, doesn't the increased "in-game" speed mean that units can cover the weapons range of an average musket (150 yards) in less time than it would take in real life?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: Which file governs map distances (spacing/location of various map elements)?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: Is there a guide/instructions on how to change map sizing? I would first start with any files involving coordinates, but would appreciate any advice.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: What is governed by the “UnitsperYard” entry in each map .ini file? I see that the default value for this is 30, so would setting it to 15 achieve the “True Ground” effect in terms of travel times (but not visually)?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: Thanks for the link
I see that you determined the appropriate value of UnitsperYard to be 62 for the GB engine; does this still apply for the WL engine?
If it is still applicable, all I would have to do is change this value for all map .ini files and shrink all formations in drills.csv by half, correct?
Edit: As well as changing move speeds in unitglobal.csv
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: How would you automatically change the row/column distances for the formation locations? Is there a way to do this as with the overall formation parameters (row/column distance), or should this be done manually?
However, formations were distorted due to the increased ranges. Fortunately they were fixed by simply reducing all row and column distances by half (multiplying by 0.5). I say simply, but still a long and tedious process since all the individually altered sprite locations within each formation had to be adjusted also. The main row and column adjustments were relatively fast by applying the 0.5 formula to the row and column width columns of the Drills file.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Is there a relatively straightforward way to expand the map sizing to restore the original "Yards" distances, or would this require more in-depth work?
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Buford_119 wrote: How did you compensate for the halved distance (sometimes bringing units into engagement distance from scenario start) in your True Ground scenarios?
Please Log in or Create an account to join the conversation.