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Re: True LOS - Realistic Battlefield Distances

Posted: Fri Aug 02, 2019 7:46 am
by Davinci
No. He occupies as many pixels as is his original drawn size times the scale modifier in unitpack. He's like a house. His size doesn't change when UnitPerYard is changed.
Ten Four! Thanks!

I think that I follow most of this.

But, if changing the ( 30 ) to ( 60 ) slowed down My Computer, Now I'm on a quest to see if lowering that number provides a few more FPS.

davinci

Re: True LOS - Realistic Battlefield Distances

Posted: Fri Aug 02, 2019 8:24 am
by RebBugler
But, if changing the ( 30 ) to ( 60 ) slowed down My Computer, Now I'm on a quest to see if lowering that number provides a few more FPS.

davinci
I predict so, but it will also shorten engagement ranges and such, and compress your formations to shorter distances between rows and columns. The movement speeds will also slow down.

Still, modding will equalize most of this stuff, just a matter of how much modding your willing to go through to re-establish your norms, for the sake of gaining a few FPS rates. If I know you, you'll at least give it a shot. :)

Re: True LOS - Realistic Battlefield Distances

Posted: Fri Aug 02, 2019 8:58 am
by Davinci
Still, modding will equalize most of this stuff, just a matter of how much modding your willing to go through to re-establish your norms, for the sake of gaining a few FPS rates. If I know you, you'll at least give it a shot. :)
Yes, already On it.

I am just dropping it ( 2 ) at a time, and then readjusting the formations from there. So I am now at ( 26 ).

*** So, How is Your Project going?

Running into any major problems?

davinci

Re: True LOS - Realistic Battlefield Distances

Posted: Fri Aug 02, 2019 1:54 pm
by RebBugler
*** So, How is Your Project going?

Running into any major problems?

davinci
Ha, finding enough errors with formations to merit an update soon. Thought I had included all the stock formations with B&F but I missed some, so they didn't get converted for this mod.

No major issues as of yet that I've seen, and none reported, however, no positive reports either.

I think that this mod has nice replay value for folks that want to replay their favorite scenarios or sandbox setups with 'New Rules of Engagement', that is, experiencing 'True Battle Distances'. Regardless of popularity, this mod is a step toward SR1 play. Time, enthusiasm, and gained know-how will determine whether I take that leap.

Re: True LOS - Realistic Battlefield Distances

Posted: Fri Aug 02, 2019 7:54 pm
by Davinci
This mod is a step toward SR1 play. Time, enthusiasm, and gained know-how will determine whether I take that leap.
I was under the impression that the whole purpose of UnitsPerYard was to stack units on top of each other, or another way of saying that this One-Soldier is really Ten-Soldiers.

So, if this is designed for "Single \ SR1" Soldiers - Why isn't the UnitsPerYard=1?

There is Only One Unit in that particular yard of space.

This has to be the most confusing part of Modding that I remember, I just can't see what everyone else is seeing.

davinci

Re: True LOS - Realistic Battlefield Distances

Posted: Sat Aug 03, 2019 1:17 am
by RebBugler
This mod is a step toward SR1 play. Time, enthusiasm, and gained know-how will determine whether I take that leap.
I was under the impression that the whole purpose of UnitsPerYard was to stack units on top of each other, or another way of saying that this One-Soldier is really Ten-Soldiers.

So, if this is designed for "Single \ SR1" Soldiers - Why isn't the UnitsPerYard=1?

There is Only One Unit in that particular yard of space.

This has to be the most confusing part of Modding that I remember, I just can't see what everyone else is seeing.

davinci
UnitsPerYard represents the number of pixels per yard, not sprites.

UnitsPerYard=62, as established with this mod, expands the scaled (stock) value of UnitsPerYard=30 so that battle distances are now equivalent to true distances. So, now when you see two opposing units engaged at 150 yards you will see, or imagine, a football field and a half between them. Not a half football field distance as with stock scaling. This expansion to true distances is key to moving on towards SR1 play.

The next step will be by enlarging the present select (2.5 mile) stock maps to true battlefield distances. I've got ideas on how to establish true battlefield distances on an expanded map but will reserve them for a new thread along with lots of beginning map making questions.

Hopefully you'll understand this concept better then and can assist this quest. Regardless, I know you'll be on top of my map design questions, as it's just in your nature to lend a helping hand. This forum is quite fortunate to have a Davinci. :)

Re: True LOS - Realistic Battlefield Distances

Posted: Sat Aug 03, 2019 4:35 am
by Davinci
UnitsPerYard represents the number of pixels per yard, not sprites.
Thanks, Now I'm starting to Understand that better!

I probably need to get the coordinates of "Said Unit" using the ( 30 ).

And then get the coordinates of that same unit by using the value of ( 60 ), to really see what is happening.

This should change the coordinates, correct?

Or am I once again walking down the wrong path!

davinci

Re: True LOS - Realistic Battlefield Distances

Posted: Sat Aug 03, 2019 11:23 am
by Jolly
Looking forward to any progress on this RB. I'm following this with real interest as to what can be achieved.

Thanks,

David(jolly)

Re: True LOS - Realistic Battlefield Distances

Posted: Sat Aug 03, 2019 11:20 pm
by RebBugler
I probably need to get the coordinates of "Said Unit" using the ( 30 ).

And then get the coordinates of that same unit by using the value of ( 60 ), to really see what is happening.

This should change the coordinates, correct?

Or am I once again walking down the wrong path!

davinci
I'm guessing no, since this is a virtual map resizing, not a physical one.

Re: True LOS - Realistic Battlefield Distances

Posted: Sun Aug 04, 2019 1:12 am
by Davinci
I'm guessing no, since this is a virtual map resizing, not a physical one.
And "You" are Absolutely Correct!

This is the darn-est Mystery, I just can't seem to figure out!

davinci