speed units
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broomfighter
speed units
does anyone know what the MinSpeed/MidSpeed/MaxSpeed units translate into in kph?
I'm trying to make some accurate starfighters
I'm trying to make some accurate starfighters
- trainmaster611
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RE: speed units
Here's what you do. Open up ZE and use the tape measure to measure the length of a capital ship. Then copy the values of the speeds in the ODF file. Then open up the game and time how long it takes to get from one end of the capital ship to the other (the same distance as the tape measure). It doesn't have to be exact. Then you will have the number of seconds and the number of meters. Then use this formula:
t = time for fighter
d = distance fighter traveled
x = Something in kilometers (this is the thing you are looking for)
h = hours (this will be one)
You know all the variables except x. You plug in the numbers, cross multiply, divide, and you get the value of x. X will be a distance in km and since its divided by h, its going to be distance (km) over one hour. So it should end up looking like 3000km/h. Tell me if that doesn't make sense. 
Someone will need to check my logic though. I'm not in a very math mood right now
t = time for fighter
d = distance fighter traveled
x = Something in kilometers (this is the thing you are looking for)
h = hours (this will be one)
Code: Select all
d/t=x/hSomeone will need to check my logic though. I'm not in a very math mood right now
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Qdin
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now WHY would he do that, Trainmaster..? 
He asked because sometimes it's important to give in and listen to other's instead of just doing it himself.
Besides, isn't that just completely logic anyways? IF he had a way to measure how far his fighter had traveled, he would've used that to get the answer. But what should he measure in?
Okay... So we've got 2/3 Capital Ship and 5/6 of a fighter
So how far is that?
See the point? I know MajinRevan kknows, so send him a PM
He asked because sometimes it's important to give in and listen to other's instead of just doing it himself.
Besides, isn't that just completely logic anyways? IF he had a way to measure how far his fighter had traveled, he would've used that to get the answer. But what should he measure in?
Okay... So we've got 2/3 Capital Ship and 5/6 of a fighter
So how far is that?
See the point? I know MajinRevan kknows, so send him a PM
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MercuryNoodles
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Qdin
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MercuryNoodles
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You're right. Actually, I thought you got lost in the math, but I see you were talking about scale, now. Be concise!
I knew the scale could possibly be off, but what else could one do when starting from scratch, short of rescaling the entire game and recalibrating everything?
If MajinRevan already figured things out, then that's great. It'd speed things along quite a bit. Then again, how did he figure it out, if we dont know anything about the scale of things in-game?
If MajinRevan already figured things out, then that's great. It'd speed things along quite a bit. Then again, how did he figure it out, if we dont know anything about the scale of things in-game?
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Qdin
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RC-1290
The biggest issue is that the scaling in game is very bad. On everything. The AT-TE should, for example, be faster, but that's becouse it's actually too small in game and when you speed it up, the animations make it all look weird. So if you don't want to remake a lot of stuff, you should stick to hovering and flying vehicles.
---
Talking about incorrect speed, the troopers are walking way too fast as well. Wich is done on purpose to make sure it game doesn't get boring becouse the traveltime is too long. But becouse the troopers walk so fast, everything in the game seems smaller. To compensate that, mappers need to make oversized walkways and doors. At the same time, a lot of things are made smaller, for wich I can't really come up with a reason exept that bigger models might cause more lag(?). And in space maybe becouse of the traveltime.
---
Talking about incorrect speed, the troopers are walking way too fast as well. Wich is done on purpose to make sure it game doesn't get boring becouse the traveltime is too long. But becouse the troopers walk so fast, everything in the game seems smaller. To compensate that, mappers need to make oversized walkways and doors. At the same time, a lot of things are made smaller, for wich I can't really come up with a reason exept that bigger models might cause more lag(?). And in space maybe becouse of the traveltime.
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Syth
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You can always 'guestimate'. Considering average speed of a unit is 7 (and that that speed is too fast) probally a more acurate speed is 5. Then consider that an average person probally goes about 1 meter-per-second.
So, you could guestimate that BFs speed is measured around 1/2mps to 1/5mps. It might even be feet per second. Thats just me though, Majin probally has a more acurate rate.
So, you could guestimate that BFs speed is measured around 1/2mps to 1/5mps. It might even be feet per second. Thats just me though, Majin probally has a more acurate rate.
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broomfighter
thanks, everyone, for your help on this
as a beginning modder and a new gt member you're a tone of help
i have another problem
how do i put my modded ships into the map?
talk about running before you can walk, eh? lol
i thought i had made changes, but i was wrong
i know, i know
read the docs
i did, just none of the mapping ones, because of ZE
I've (now) searched up and down the documentation for this, and haven't found anything besides how to put in custom infantry, which i had already read
as a beginning modder and a new gt member you're a tone of help
i have another problem
how do i put my modded ships into the map?
talk about running before you can walk, eh? lol
i thought i had made changes, but i was wrong
i know, i know
read the docs
i did, just none of the mapping ones, because of ZE
I've (now) searched up and down the documentation for this, and haven't found anything besides how to put in custom infantry, which i had already read
- phazon_elite
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Off Topic: Bah, I hate that word, "guestimate".Syth wrote:You can always 'guestimate'
On Topic: If anyone wants to edit unit speeds, open up com_inf_default in data_***\Common\odfs (*** is the 3-letter name for your map).
I think the unit speeds are fine because I like the game how it is in that sense. Not necessarily some other features of the game (like the dang auto turrets still there in space after frigate deaths, gah!)
- EP-000782
- trainmaster611
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@Qdin: Ever heard of the ZE tapemeasure? 
Now regarding your new question, you have to open the ODF file of the vehicle and change the numbers and codes, etc. Then you go to the LUA file and make this line in front of your modded side:

Now regarding your new question, you have to open the ODF file of the vehicle and change the numbers and codes, etc. Then you go to the LUA file and make this line in front of your modded side:
Adding that dc is VERY importantReadDataFile("dc:SIDE\\rep.lvl",
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Qdin
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broomfighter
i did what you said with the dc and all but i wasn't able to make a change
heres my lua
heres my lua
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile(“dc:SIDE\\all.lvl”,
"all_fly_awing")
ReadDataFile("SIDE\\all.lvl”,
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")
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MercuryNoodles
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I think I know the problem there. You're loading the stock sides, and calling for a modified stock side at once. The stock side is given precedence over the modified one when they call for the same thing. Construct a brand new side (use new names), or remove the stock all side and use your modded all.lvl only.
- trainmaster611
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No! not a brand new side! that would take forever!
The problem you made is that you created a new ALL side with dc: in front of it. You just needed to add the dc: in front of the exsisting ALL line. Oh and make sure you delete the first ALL line that you created and add the A wing line to the original ALL set of classes. I hope we're not confusing you 
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t551
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