Hex size confusion

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Pascal_slith
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Hex size confusion

Post by Pascal_slith »

Given the mix-ups in some of the numbers in the database (e.g. some aircraft have max speed and cruise speed in knots, many in mph), is the hex size in WitP 60 NAUTICAL MILES or 60 STATUTE MILES?
So much WitP and so little time to play.... :-(

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Herrbear
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RE: Hex size confusion

Post by Herrbear »

ORIGINAL: Pascal

Given the mix-ups in some of the numbers in the database (e.g. some aircraft have max speed and cruise speed in knots, many in mph), is the hex size in WitP 60 NAUTICAL MILES or 60 STATUTE MILES?



I am not exactly sure but I believe it is in statute miles. Contrary to the what the editor manual says, all the figures for speed and range on aircraft is in miles and not knots.

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Pascal_slith
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RE: Hex size confusion

Post by Pascal_slith »

So what's the answer? And is it correct to indicate the maximum speed of the ships in knots? Does the game program correctly make the relation between knots and statute miles if the latter is the case for hex size?
So much WitP and so little time to play.... :-(

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Joel Billings
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RE: Hex size confusion

Post by Joel Billings »

I am not 100% sure about this, but I think when the map was first created, although it was planned to be set up in nautical miles, it was actually set up in statute miles. Due to issues with the flat map versus round world, I think I was unable to determine for sure what was done by the artists. Although this was several years ago, I recall thinking that although the map was probably done in statute miles, that it was ok for the ships to be in knots due to the inherent distance distortions on the map and the normal friction of war (ships rarely move in a direct line at rated speeds for a 24 hour period - zigzag anyone?). If the aircraft are rated in statute miles based on what you have determined from looking at sources, I'd go with that. I'm usually one that is precise about things, but came to realize on WitP that there was no way to get it perfect given the limitations of the system we were dealing with. Making a game, even a military simulation, is as much art as it is science. When I spoke with Mike Wood about this, he reminded me that speeds and ranges of aircraft depended much on the altitude being flown at, the weapons load out of the aircraft, the weather, and probably many other factors. Given the scale of this game, their's going to be abstraction and simplification, so what's usually important is to stay consistent from one weapon to another as much as the sources allow while getting the desired "feel".
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