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In [[Galactic Empire]], ships can travel at impulse and warp. Warp 1 is the speed of light, which is 153.<SPAN STYLE="text-decoration:overline">846153</SPAN> (10000÷65) [[Parsec|parsecs]] per [[centock]].<ref>GEFUNCS.C lines 648-649: ptr->coord.xcoord = ptr->coord.xcoord + ((ptr->speed * sin(degtorad(ptr->heading)))/65000.0); ptr->coord.ycoord = ptr->coord.ycoord - ((ptr->speed * cos(degtorad(ptr->heading)))/65000.0);</ref> Impulse 1 is 1% of this speed, or 1.<SPAN STYLE="text-decoration:overline">538461</SPAN> parsecs per centock. Since a parsec is the smallest unit of distance in the game, and 100÷65 is a [[wikipedia:Repeating_decimal|repeating decimal]],  
In [[Galactic Empire]], ships can travel at impulse and warp. Warp 1 is the speed of light, which is 153.<SPAN STYLE="text-decoration:overline">846153</SPAN> (10000÷65) [[Parsec|parsecs]] per [[centock]]. Impulse 1 is 1% of this speed, or 1.<SPAN STYLE="text-decoration:overline">538461</SPAN> parsecs per centock.<ref>GEFUNCS.C lines 648-649: ptr->coord.xcoord = ptr->coord.xcoord + ((ptr->speed * sin(degtorad(ptr->heading)))/65000.0); ptr->coord.ycoord = ptr->coord.ycoord - ((ptr->speed * cos(degtorad(ptr->heading)))/65000.0);</ref>  
 
Since a parsec is the smallest unit of distance in the game, all speeds that are not multiples of 13 will round up and round down as necessary. For example, since impulse 50 is 76.923076 parsecs/centock, a ship traveling at impulse 50 will travel 77 parsecs almost every centock, and occasionally 76 parsecs/centock.


== Impulse ==
== Impulse ==
Main article: [[impulse]]
Main article: [[impulse]]


At impulse speed, ships are able to raise [[Shield|shields]], deploy [[Decoy|decoys]], use standard [[Phaser|phasers]], and fire (and by hit by) [[Torpedo|torpedoes]].


imp 1 = 1-2 parsecs / centock
At impulse speed, ships are able to raise [[Shield|shields]], deploy [[Decoy|decoys]], use standard [[Phaser|phasers]], and fire (and be hit by) [[Torpedo|torpedoes]].
 
 
Example speeds:
 
IMP 1 = 1-2 parsecs / centock
 
IMP 13 = 20 parsecs / centock
 
IMP 15 = 23-24 parsecs / centock
 
IMP 50 = 76-77 parsecs / centock


imp 15 = 23-24 parsecs / centock
IMP 65 = 100 parsecs / centock


imp 50 = 76-77 parsecs / centock
IMP 99 = 152-153 parsecs / centock


imp 99 = 152-153 parsecs / centock




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warp 50 = 7692-7693 parsecs / centock
warp 50 = 7692-7693 parsecs / centock
warp 65 = 10000 parsecs / centock


warp 70 (warp 4.464) = 10769-10770 parsecs / centock
warp 70 (warp 4.464) = 10769-10770 parsecs / centock


warp 75 (warp 9.464) = 11538-11539 parsecs / centock
warp 75 (warp 9.464) = 11538-11539 parsecs / centock

Revision as of 18:05, 14 March 2024

In Galactic Empire, ships can travel at impulse and warp. Warp 1 is the speed of light, which is 153.846153 (10000÷65) parsecs per centock. Impulse 1 is 1% of this speed, or 1.538461 parsecs per centock.[1]

Since a parsec is the smallest unit of distance in the game, all speeds that are not multiples of 13 will round up and round down as necessary. For example, since impulse 50 is 76.923076 parsecs/centock, a ship traveling at impulse 50 will travel 77 parsecs almost every centock, and occasionally 76 parsecs/centock.

Impulse

Main article: impulse


At impulse speed, ships are able to raise shields, deploy decoys, use standard phasers, and fire (and be hit by) torpedoes.


Example speeds:

IMP 1 = 1-2 parsecs / centock

IMP 13 = 20 parsecs / centock

IMP 15 = 23-24 parsecs / centock

IMP 50 = 76-77 parsecs / centock

IMP 65 = 100 parsecs / centock

IMP 99 = 152-153 parsecs / centock


warp 1 = 153-154 parsecs / centock

warp 3 = 461-462 parsecs / centock


warp 5 = 769-770 parsecs / centock

warp 8 = 1230-1231 parsecs / centock

warp 10 = 1538-1539 parsecs / centock

warp 20 = 3076-3077 parsecs / centock

warp 50 = 7692-7693 parsecs / centock

warp 65 = 10000 parsecs / centock

warp 70 (warp 4.464) = 10769-10770 parsecs / centock

warp 75 (warp 9.464) = 11538-11539 parsecs / centock

  1. GEFUNCS.C lines 648-649: ptr->coord.xcoord = ptr->coord.xcoord + ((ptr->speed * sin(degtorad(ptr->heading)))/65000.0); ptr->coord.ycoord = ptr->coord.ycoord - ((ptr->speed * cos(degtorad(ptr->heading)))/65000.0);