Bernd,

thank you for working on this. However, I do not really understand what you mean in the last paragraph, and I thought that the way in which speed/distance/time/scale worked had been clarified before.

The actual speed of vehicles in the game should be constant no matter what the distance scale. As the distance scale increases, the time scale correspondingly decreases. So, suppose that a particular convoy going at a particular speed will always take one real life second to traverse one tile. An increase of the distance scale (from, say, 250m/tile to 500m/tile) would mean that the convoy will still take one real life second to traverse the tile, but the amount of game time that passes in one second of real time would be doubled to compensate. Likewise, if the distance scale were reduced to 125m/tile from 250m/tile, the amount of game time passing in any given real life second would halve to compensate, but the convoy would still take 1 real life second to traverse that tile at that speed.

This means that, at a distance scale of 500m/tile, the convoy would take half the number of real life seconds and half the number of tiles to accelerate to any given speed as it would at 250m/tile, but would take the same number of game seconds and the same number of game meters. Likewise, at a distance scale of 125m/tile, a convoy would take twice the number of real life seconds and twice the number of tiles to reach any given speed as it would at 250m/tile, but, again, the same number of game seconds and game meters. Indeed, I thought that this was what already *had* been implemented for acceleration - had we not discussed this before?

Braking should work in the same way: at 500m/tile, a convoy should take half as many real life seconds and half as many tiles to come to a halt from any given speed as it would at 250m/tile, and at 125m/tile the convoy should take twice as many real life seconds and twice as many tiles to stop as at 250m/tile, but, in each case, the same number of game meters and the same number of game seconds.

This is all an integral part of how the scale system works in Experimental, and it is quite fundamental to the balance. If you are not able to find a way of making the physics work in this way, I should be very grateful if you could let me know where in the physics code that you deal with the scale so that I can try to implement this myself.

Thank you again for your hard work on this.