-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Calculate step sizes #13
Comments
I’m not sure whether it’s right or not but my speed logic is based on the instruction manual they gave us where they say there are a total of 18 moves allowed per turn.
This is a variable that can be changed at the start of every turn.
The logic behind the current system is that the possible speeds for each group and their “hex speed” would be determined at the start of each turn so the d3 end doesn’t need to worry and it is super flexible..
Maybe one for discussion next week?
… On 8 Mar 2019, at 16:24, Ian Mayo ***@***.***> wrote:
I haven't had this verified yet, but I've had a go at calculating the time it takes to travel one cell at different speeds:
https://docs.google.com/spreadsheets/d/1-cpAmVd17EUoviF4f3cprWcBYMbqiJVuSc8jSHZXWDw/edit#gid=0 <https://docs.google.com/spreadsheets/d/1-cpAmVd17EUoviF4f3cprWcBYMbqiJVuSc8jSHZXWDw/edit#gid=0>
Snapshot here:
<https://user-images.githubusercontent.com/1108513/54040828-2c0aae80-41be-11e9-88db-623995af1549.png>
The time/cell row indicates how many hours it takes to travel one cell at that speed
This would mean a slight change to your map stepping logic. A player has a time allowance that he's planning for (e.g. 24 hours). Once the speed is set/changed, the entry in the time/cell row for that speed shows how much time it takes to travel one cell. So, they're either building up to the value of 24, or their consuming what's left of the 24 hour budget.
So, a ship travelling a 9 kts will take 4 hours per cell. So, given a starting budget of 24 hours, each click will consume 4 hours of that.
I don't think the d3 end needs that lookup table. It's just the speed in kts divided by the cell diameter.
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub <#13>, or mute the thread <https://github.com/notifications/unsubscribe-auth/ARwFYmsqglTPAIbVgEGxYYgaCjxtYhZDks5vUo7HgaJpZM4blrae>.
|
Again, not sure where we are here. As you can see above I'm keen to keep all these calculations away from the d3 side for extra flexibility. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
I haven't had this verified yet, but I've had a go at calculating the time it takes to travel one cell at different speeds:
https://docs.google.com/spreadsheets/d/1-cpAmVd17EUoviF4f3cprWcBYMbqiJVuSc8jSHZXWDw/edit#gid=0
Snapshot here:
![image](https://user-images.githubusercontent.com/1108513/54040828-2c0aae80-41be-11e9-88db-623995af1549.png)
The time/cell row indicates how many hours it takes to travel one cell at that speed
This would mean a slight change to your map stepping logic. A player has a time allowance that he's planning for (e.g. 24 hours). Once the speed is set/changed, the entry in the time/cell row for that speed shows how much time it takes to travel one cell. So, they're either building up to the value of 24, or their consuming what's left of the 24 hour budget.
So, a ship travelling a 9 kts will take 4 hours per cell. So, given a starting budget of 24 hours, each click will consume 4 hours of that.
I don't think the d3 end needs that lookup table. It's just the speed in kts divided by the cell diameter.
The text was updated successfully, but these errors were encountered: