speed units

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broomfighter

speed units

Post by broomfighter »

does anyone know what the MinSpeed/MidSpeed/MaxSpeed units translate into in kph?
I'm trying to make some accurate starfighters
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RE: speed units

Post by trainmaster611 »

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)

Code: Select all

d/t=x/h
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. :P

Someone will need to check my logic though. I'm not in a very math mood right now :roll:
broomfighter

Post by broomfighter »

that would be dandy
but unfortunately ZE crashes when i open it so i cant do that
SymbolS

Post by SymbolS »

lmfao, i'm not even gonna bother trying to do that...
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Post by Qdin »

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 :roll:

So how far is that? :roll:

See the point? I know MajinRevan kknows, so send him a PM :)
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Post by MercuryNoodles »

Well, an ISD is 1.6 km long, stem to stern. That could be used as an easy way to measure distance. Then, use the math to figure out how much distance is travelled over time, and that formula trainmaster provided should translate that to kph.
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Post by Qdin »

Not necessarily, as we don't know if it's using the same measurements in-game as it it 'in real life' :roll:

gotta love rolling eyes btw :P

I still think you shuold make Majin aware of this topic as he likes to edit speeds AND be accurate :roll:
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Post by MercuryNoodles »

You're right. Actually, I thought you got lost in the math, but I see you were talking about scale, now. Be concise! :P 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? :P
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Post by Qdin »

He did because he read it from some docs, and/or got it from Fred who probably is the most reliable source we've got :wink: I'm sure they must've based the speed on something when they developed the game :lol:
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Post by 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.
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Post by Syth »

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. :roll:
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Post by 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
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Post by phazon_elite »

Syth wrote:You can always 'guestimate'
Off Topic: Bah, I hate that word, "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
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Post by trainmaster611 »

@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:
ReadDataFile("dc:SIDE\\rep.lvl",
Adding that dc is VERY important :o
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Post by Qdin »

indeed it is - and it's dc:

:P

And I haven't heard of that, as I'm never working in ZE xD

Oh tell me more grand master of the big baddy trainzzz.
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Post by broomfighter »

i did what you said with the dc and all but i wasn't able to make a change
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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Post by MercuryNoodles »

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.
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Post by broomfighter »

Oh okay thanks!
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Post by trainmaster611 »

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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Post by t551 »

Trainmaster, using your method is the most inefficient way to do what he's trying to do. You give people that advice, and then everybody hate some newbie's map because it's 500 mb to download. You need to make a new side, unless you're changing EVERYTHING about the side.
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