[REQ] Better Acceleration

Discussion in 'Mod Discussions' started by squishypon3, October 27, 2014.

  1. squishypon3

    squishypon3 Post Master General

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    Even an acceleration of 10 - 40 doesn't seem to take too long to get to top speed. Which is weird because bots have an acceleration of either 360 or 720, can't remember, but why such a high number considering it doesn't seem to effect speed as much as I think it should. :p
    Last edited: October 27, 2014
  2. Raevn

    Raevn Moderator Alumni

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    Acceleration is meters per second per second. A tank has a max speed of 10m/s, and an acceleration of 90m/s/s, so it would reach max speed in 2 sim ticks. A dox as you has has 720m/s/s acceleration, with 20m/s top speed. Seems a bit overkill, as that's easily 1 tick.

    If you want visible acceleration, it should be at or below the top speed of the unit.
    squishypon3 and igncom1 like this.
  3. squishypon3

    squishypon3 Post Master General

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    Oh is that so? Thanks, finally it can be realistic. :p

    I'm making a TA-like mod with 2 metal per basic extractor, so ta economy, and tanks having high top speeds, slow acceleration, etc...

    Also I wanted to ask since you're here, how do you plan on making TA how it should be in PA considering the lathes in TA worked completely differently. =P
  4. Raevn

    Raevn Moderator Alumni

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    Even if I can't get it working exactly the same, I don't think it'll be a game-breaking difference. It will just be a matter or working out what the right energy value is for factories and construction units, keeping as close as possible to the original ratios.
  5. squishypon3

    squishypon3 Post Master General

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    The issue for me is in O:TA the ratios change depending on what's being built, the commander uses less metal a second when building a metal extractor than when building a factory. I just tried to get a decent medium of 20 or 40 I can't remember at the moment. Bot fab being at 10 metal a second, Tank at 14 or so, etc..

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