Comments (8)
I'd suggest that the foot crank instead operate when the player or NPC is in either the same square or an adjacent square, in order to simulate, for instance, a recumbent bicycle.
from cataclysm-dda.
If you're modelling a recumbent bicycle, the player/seat/crank are still in
the same square, our resolution for tiles isn't high enough to make a
distinction there.
More importantly that breaks the real purpose of requiring them to be in
the same square, which is only letting the player operate one crank. We'd
need another layer of code to ensure that 1-to-1 relationship is enforced.
from cataclysm-dda.
Is there anywhere that the tile resolution is explicitly defined? I'd been assuming a meter per side, but I take it that it's intended for the tiles to be larger than that.
from cataclysm-dda.
There's intentionally no specific sizing for a square, it's pretty much
impossible for it to be consistent with the constraint of uniform sized
tiles and have a reasonable scale for sight and movement.
It's roughly a meter on a side though.
from cataclysm-dda.
Some sort of system whereby vehicle speed/acceleration is determined by the user's STR stat would be nice as well.
from cataclysm-dda.
Yep, that's been on my todo list longer than dda has existed >_<
from cataclysm-dda.
checking in. most of the requests at the top of this issue are done now, I think? Not the STR-based acceleration from later, though.
from cataclysm-dda.
Meh, I'd hate to close Kevin's cute bicycle ASCII there. D:
from cataclysm-dda.
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