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Some number-crunching on map scales
Posted: 22 Dec 2005, 05:55
by Felix the Cat
Okay, so I was looking at what the relative scales of maps would be in terms of kilometers. For example, if you had a 28x28 map and you wanted one map gridsquare to be 10 meters square, how many kilometers would one side of the map be (17.92)? If you wanted a 100km square map, how many square meters does each pixel represent (9)?
Here is a small chart of my findings.
MAP SIZE (km on a side) - MAP SIZE (units) - km/unit - m/gridsquare - m/pixel
Code: Select all
140 - 28 - 5 - 78 - 9
100 - 28 - 3.571 - 55 - 6
1.792 - 28 - .064 - 1 - .125
50 - 28 - 1.786 - 28 - 3.4
14.336 - 28 - .512 - 8 - 1
20 - 28 - .714 - 11.15 - 1.39
500 - 28 - 17.857 - 279 - 35
28 - 28 - 1 - 16 - 2
10.752 - 28 - .384 - 6 - .75
17.92 - 28 - .64 - 10 - 1.25
Posted: 22 Dec 2005, 06:33
by Buggi
*smiles and nods*
Posted: 22 Dec 2005, 09:14
by Maelstrom
And what are you basing your measurments off?
Posted: 22 Dec 2005, 10:20
by Das Bruce
Use code tags to make it readable.
Posted: 23 Dec 2005, 05:23
by Felix the Cat
Maelstrom wrote:And what are you basing your measurments off?
Err, I apparently didn't explain it very well.
There are five columns there. Given that the map size is always 28, you can plug in any number for one of the columns and calculate what the others would equal by simple conversion using multiplication and division. I didn't base my measurements off of anything tangible, if that's what you're asking.
I'm basically saying something like "If the map were 140 kilometers on a side, and 28 units on a side, then it would be 78 meters per gridsquare on a side and 9 meters per pixel on a side" a whole bunch of times.
Why is this useful? Well, say I wanted to make a realistic mod (gasp!) with real-world maps on which to play. If an infantryman were 1 gridsquare, then we can calculate how big a map is on a side by figuring out how much space we want that infantryman to occupy. If we say that he occupies a space 1m by 1m, then the map would be 1.792 kilometers per side. If we say he's 6m by 6m, then the map turns out to be just over 10 km per side. If we say he's 8m by 8m (which means that each pixel is 1m by 1m), then the map is 14.3 km per side. So if I wanted to say that, in this battle, there would be 8m between infantrymen standing side by side (a reasonable assumption for battle, you don't want to bunch up), then my map area would be 14.3 km by 14.3 km. So now I can make a realistically-scaled map as well as realistically-scaled units.
Posted: 23 Dec 2005, 17:20
by Torrasque
So, it the circumference oh the earth is 40'000 km , what should be the size of the map ?
Posted: 23 Dec 2005, 19:02
by Dragon45
You also need to take into the account the total square area of the planet Empyrrean.
Dont worry about realism. Make it fun.
Posted: 23 Dec 2005, 22:07
by renrutal
Torrasque wrote:So, it the circumference oh the earth is 40'000 km , what should be the size of the map ?
Basic math classes = teh win!
Posted: 23 Dec 2005, 22:37
by Torrasque
What's the scale of a TA unit?
Posted: 23 Dec 2005, 23:24
by Mars Keeper
The Flea is about the size of a volvo.
Atleast thats the impression I got from playing the urban maps in the old TA.
Posted: 24 Dec 2005, 00:32
by Maelstrom
I thought that a Peewee was about the size of a car?
Posted: 24 Dec 2005, 01:15
by FizWizz
Jeffies are apparently monster trucks
Posted: 24 Dec 2005, 06:49
by Felix the Cat
It should be mentioned that all of this calculating is aimed at creating more realistic maps for real-world mods (AATA, WD). Some of us don't like having our tanks being the size of several small African countries if playing on "Atlantic", etc.
Once we get the ability to make scenarios (do we already have that ability? I'm clueless here...), I'd like to make one for AATA for the Ardennes campaign of 1944 (Battle of the Bulge).
Posted: 26 Dec 2005, 18:24
by Dragon45
That capability is already available through LUA scripting.