[EL] Technical Information - Velocities and Distances

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Vice
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[EL] Technical Information - Velocities and Distances

Post by Vice »

Here is an overview of the velocity and distance factors used in the game, which are all metric based. Most values are in meters, however velocities use decimeter values for higher precision while in-sector coordinates use decameter values so they are more manageable in the navigation console. Here is the overview:

Velocity = Decimeters (meters X 10) for higher precision, so 1000 indicated is 100 meters per second
In-Sector Coordinates = Decameters (meters / 10) so 100 coordinate units (CU) equals 1000 meters
Navigation Marker Range = Meters (so 1000 meters indicated range = 100 decameters coordinate distance)
Target MFD and Indicator Ranges = Meters
Radar/Sensor Ranges = Meters

The 1/10 decameter values are used for in-sector coordinates (nav map) to help keep things a little more manageable for manual entry and visual reference, rather than have to sort through million level values. The 10X decimeter values are used for velocities for higher precision.

If you would prefer to have the velocity indicators display M/S (meters per second) only, rather than the higher precision decimeter value, you can place the attached file in the custom \hud folder (which you'll need to create if it isn't already present). Displayed velocity values will then be 1/10 their original value.
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speedfactor.txt
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Re: [EL] Technical Information - Velocities and Distances

Post by Marvin »

For those explorers who like to cruise around a sector or three without using their hyper-drive, you can use 36.2 in the speedfactor.txt file. Your readout will then be in relation to in-sectors per hour (the distance across a sector is 200,000 in-sectors ... so, for example, if your speed readout using 36.2 is 50000, then it should take you about 4 hours to cross from one sector to another).

P.S. Before making this conversion, you might want to first make note of how fast your ship goes, decimeter-wise, under each factor of the IDS multiplier ... else, you might find your ship burning up as you enter a planet's atmosphere.
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