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Author Topic: Time and Motion Analysis  (Read 700 times)

Jake

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Time and Motion Analysis
« on: September 29, 2010, 12:21:59 pm »

Does anyone have the faintest idea to calculate the FPS rate that would offer a direct one-to-one correlation with real time? It'd be a useful trick for modding in fictional creatures from other works whose maximum running speed is known in detail.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
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ZhangC1459

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Re: Time and Motion Analysis
« Reply #1 on: September 29, 2010, 01:00:56 pm »

Well, it's frames per second... assuming each "tile" is 10 feet or a yard or something (choose a measurement, we're not picky), you can make it run x tiles in one frame.

The only problem is your FPS will change.  usually downwards.

Eugenitor

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Re: Time and Motion Analysis
« Reply #2 on: September 29, 2010, 01:05:02 pm »

The thing is that there's no sprinting in this game. Everything moves at the same rate, whether hauling light objects or scared out of its wits. If you take [SPEED:1000] to be about 10 mph (16 kph) or so, you can make calculations based on that. Remember, lower is faster.
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puke

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Re: Time and Motion Analysis
« Reply #3 on: September 29, 2010, 06:47:59 pm »

The thing is that there's no sprinting in this game. Everything moves at the same rate, whether hauling light objects or scared out of its wits. If you take [SPEED:1000] to be about 10 mph (16 kph) or so, you can make calculations based on that. Remember, lower is faster.

while you're right that there is no sprinting or different mode of movement beyond crawling/standing, there are some things that change speeed.  hauling heavy objects (or wearing lots of armor) definitly slows things down, and some creatures have naturally faster speed.  speed is also improved or hindered by physical attributes, which can be different between creatures of the same type.
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