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Simutrans Extended => Simutrans-Extended paksets => Pak128.Britain-Ex => Topic started by: asaphxiix on July 18, 2013, 07:16:47 PM

Title: distance scale
Post by: asaphxiix on July 18, 2013, 07:16:47 PM
Question: Would it be detrimental to gameplay, trying to play with a different (specifically, a shorter) meters per square? What kind of phenomena are expected in terms of balancing?
Title: Re: distance scale
Post by: jamespetts on July 18, 2013, 08:56:12 PM
The current version (0.9.0) halves the previous meters per tile value from 250m in 0.8.4 to 125m in 0.9.0. (I should note that the Bridgewater-Brunel game still uses 250m/tile, as it was created using version 0.8.4).

There is no harm in people trying different values to see how things work out, but the reason that I did not set the distance scale any lower than 125m/tile is because it would then get very difficult to have long distance journeys within a reasonable map size. If it were not for that aspect of things, a lower value would be better (down to about 30-40 meters, at least, at which point the distance scale would be larger than the graphics scale, which would be odd).
Title: Re: distance scale
Post by: Carl on July 19, 2013, 07:34:23 AM
FWIW I've done some testing of a map at 20 metres per tile. The main superficial difference you notice is that the vehicles can move very slowly (largely due to acceleration/braking happening over a longer period of real-world time).
Title: Re: distance scale
Post by: asaphxiix on July 19, 2013, 01:15:07 PM
Quote from: Carl on July 19, 2013, 07:34:23 AM
FWIW I've done some testing of a map at 20 metres per tile. The main superficial difference you notice is that the vehicles can move very slowly (largely due to acceleration/braking happening over a longer period of real-world time).

so there's no substantial impact on service quality due to this slowness?
Title: Re: distance scale
Post by: Carl on July 19, 2013, 01:54:45 PM
My testing was fairly limited (sorry, should have made this clear). I've no idea how this would impact on balancing.