Map scale question
#1

Does anyone know what is the scaled used on the maps?

I am trying to test the real bomb blast radius (max blast, critical distance and total obliteration) but it will be awful to find out that the squares are not 1:1.

Any light on this matter will be gladly appreciated.


Oh I swear I saw some mod with a scale but I can't find it, can anyone also point me to the right place.

Big Grin
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#2

The only map that I know of that is 1:1 scale is the 352 Cross Channel map. There may be others but, that is the only I'm certain about.
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#3

On ALL maps, every object is reproduced at the same scale, and the bomb blast should be too. I think that the Stock maps all have geographical features at the same scale as the objects (i.e. are entirely 1:1), but some mod maps may 'shrink' the large-scale geography - Canon's Channel maps for instance, and no doubt others. This should have no effect whatsoever on weapon effectiveness, aircraft performance, or anything else.
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#4

So I will be on the safe side no matter what map I chose, right?

Just wondering about that, do not want to test the files in any given map, just to find out later that everything is screwed.

Thankx mates!
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#5

I think that the scale on maps can vary considerably.

Usually maps are expected to be in 1/1 or 100% scale, but this depends on how the original satellite data is computed in Microdem, which is something that happens way way at the beginning of a map making process.

When you make a dem file, which is a Microdem native file type that contains height data and such things, you can choose to enter a pixel radius. The standard is given as choosing 1 pixel to equal 50m and that corresponds to what is considered 1/1 or 100% scale maps in Il-2.

Most maps, but not all are made to that scale.

Often, if a map maker wishes to encompass a large surface area, maps will be made to a smaller scale. Not only is there the risk of Il-2 not being able to load a huge sized map, but Microdem itself is sometimes temperamental concerning memory usage and will also refuse to make dem files of large surface areas.

To get around this, a map maker can choose to make the map smaller - for instance by entering 1 pixel to equal 60m or 75m or whatever they wish. Then you will get maps that are less than 100% in size, but 80%, 50%, 75% or whatever.

Conversely you can also make larger scaled maps by entering lower values for the pixel scale: for instance 1 pixel equaling 25m. Then you will have a 200% map.

I´ve made a few of these because in some instances mountain ranges look better in 200%.

So, to get back to the question, not all maps are 100%. You´ll have to try and find out if other scales were used when making the maps. Most map makers will give the scale.
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#6

stormende Wrote:So I will be on the safe side no matter what map I chose, right?

Just wondering about that, do not want to test the files in any given map, just to find out later that everything is screwed.

Thankx mates!

Yes, you are safe. The in game grid does not change. Regardless if the geography on the map is to scale or not, using the in game grid to set object distance is always the same.

BB
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#7

I did my first test using the Okinawa map (I think), and for the first time I could see a 1000lbs bomb performing the way it should be!

Big Grin

I will extend the test to other maps and see if there are no variables.

Will keep you updated, thanks to all of you for your kindness.
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#8

I have another question for you guys.

Does anyone know if there is a table stating the hitpoints of each stationary object in the game?

I can't find it and even if my tests are giving good results, I am still a lil bit confused. It seems that Oleg programmed the bomb parameters using the MKS system but for some reason the radius of the blast is given in feet so I would also like to know if the game engine was created by oleg or someone else outside 1C.
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#9

stormende Wrote:I have another question for you guys.

Does anyone know if there is a table stating the hitpoints of each stationary object in the game?

I can't find it and even if my tests are giving good results, I am still a lil bit confused. It seems that Oleg programmed the bomb parameters using the MKS system but for some reason the radius of the blast is given in feet so I would also like to know if the game engine was created by oleg or someone else outside 1C.

It is in Static.ini Document which contains all Characteristics of house objects.The Thickness is in Metres so: 1.0= 1 Metre.

Example of Thickness From Static.ini .

[buildings.House$Reichstag]
Title Reichstag
MeshLive 3do/Buildings/Germany/Reichstag/live.sim
MeshDead 3do/Buildings/Germany/Reichstag/live.sim // ok - no damage
Body RockBig
Panzer 9.96-9.96 Metres Thick.
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#10

Verhängnis Wrote:
stormende Wrote:I have another question for you guys.

Does anyone know if there is a table stating the hitpoints of each stationary object in the game?

I can't find it and even if my tests are giving good results, I am still a lil bit confused. It seems that Oleg programmed the bomb parameters using the MKS system but for some reason the radius of the blast is given in feet so I would also like to know if the game engine was created by oleg or someone else outside 1C.

It is in Static.ini Document which contains all Characteristics of house objects.The Thickness is in Metres so: 1.0= 1 Metre.

Example of Thickness From Static.ini .

[buildings.House$Reichstag]
Title Reichstag
MeshLive 3do/Buildings/Germany/Reichstag/live.sim
MeshDead 3do/Buildings/Germany/Reichstag/live.sim // ok - no damage
Body RockBig
Panzer 9.96-9.96 Metres Thick.


Awesome!

Thankx a lot man!

Big Grin
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