A little lightning going through my mind (
) about fuel consumption when a vehicle don't move, maybe you already think to that :
is it feasable to add a "Stop engine" command for the vehicles, like this you're don't obligated to move out the crew.
At the moment, if the Crew is on the vehicle, the vehicle is idling and using fuel. The fuel usage will be very low... The intent is not have vehicles run of of fuel while idling... but based on fuel consumption when units are moving, fighting, etc. I'm likely to not use a true idle consumption.
Perhaps, Idling only uses about 10% of the amount as Driving and Fighting.Let's examine the Fuel Consumption Aspect.
Technical Data on US M4 Sherman TankOk... now we need to Scale all of this data and define new Scaled Values.
DISTANCEA 'Scaled' Square Km is about the same as a 21 x 21 size map, 1008 m. This means each side is 21 Squares. 1 Square is 16 x 16 tiles. A tile is 3 meters x 3 meters. So 1 Square is 48 meters x 48 meters.To put this into a Scaled Perspective... A sight range of 32 equals
48 meters and a Square is 48 x 48 meters. So basically
, if Sight = 32, your unit can see 1 Square. 48 meters in the game is 16 tiles. So those are the current Scaled Differentials for distance. We cannot use the 193 km range in this scale. The Sherman could cross a 21 x21 map 193 times before it is out of fuel. We must scale the Operational Range.A kilometer = 1000 meters. In BK, a meter = 1 Square or 16 tiles. So lets calculate the Scale Multiplier. 1000/48 = 20.8, I'll use .20 or 20% for the Distance Multiplier.So lets look at the Operational Range of 193 km again applying the multiplier: 193 x .20 = 38. So now the Sherman can cross a 21 x 21 map 38 times before running out of fuel... again, depending on the terrain. Consider: 21 squares x 16 tiles = 336 tiles. Does this seem high?
Distance Multiplier = .20Fuel ConsumptionOk... we know that the Real Life Average Consumption
is about 3.4 liters per kilometer. Since we know that 38 is the Scaled Operational Range, we can now calculate the Scaled Fuel Capacity.
Consumption l/km X Scaled Operational Range =
Scaled Fuel Capacity
3.4 x 38 = 130 liters.
So our Sherman Tank carries 130 liters of fuel in the game.Now we have worked out several parts of key data we will need for our Fuel Function
So, the best way to answer the question at this moment is, you will need to refill your tank before you cover 38 scale meters or use 130 scale liters of fuel.
Ok... I know... that is a 'duh' answer...
So... Read below...
SPEED
There is not a standardized ratio on vehicle speeds in the game... meaning a scaled speed versus real life speed. This has been an issue on many models over the years. Some models move too fast while others move too slow.
In GEN II, I plan to resolve this issue and use a Multiplier on all models: Real Life Speed x
(xM)
I'm running some test to determine if we need to use Actual Time or Blitzkrieg Scaled Time to Calculate Speed. So far, using a Scaled Time does not make much sense to me. So I'm leaning toward Real Time. Remember, we have already Scaled the Distance, so that is also going to affect Speed and Time. I don't see a reason to Scale Time as a factor.
Let's imagine a track that is 1000 meters or 1 kilometer long. Given that the real life speed of the Sherman Tank is about 39 km/h (24 mph), it takes about 1.5 minute (92.3 Seconds) to travel the distance of the track.
** Now that I have the time it takes to travel 1000 meters or 1 kilometer, we can calculate how long it will take to go through your fuel.
First we need to calculate our speed based on
Meters per Minute.
1000 x (39/60) = 650 Meters per Minute
Note: We use 1000 meters as our overall distance times (the real life speed divided by 60).
We now know that the Sherman is traveling 650 Meters per Minute.* Now let's convert 38 kilometers to Meters = 38 x 1000 = 38000
* Now let's divide 38000 meters by 650 (meters per minute) to get the time the fuel will last:
38000 / 650 =
58.5 game minutes.
So does this mean your fuel will last about an hour? Nope... not unless we work out the Scaled Speed for our Sherman. Depending on the BK Speed, it might takes less time, or could take longer. Everything comes down to the BK correct speed now.
In theory... if we want to be accurate... you should be able to drive and fight for about an hour before you run out of fuel.
Now this is not how long it would take in real life. Remember, we Scaled the Distance, using our Distance Multiplier value of .20, which works out to be 1/5th. So in real life it will take 4.97 hours, almost 5 times longer.
So we need to work out the BK Scale of the Time to Distance Ratio so we can calculate the Speed Multiplier. Remember, our goal is to have the Sherman travel 1000 scale meters in about 1.5 minute (92 Seconds).On the map, we can lay out a 1000 meter track easily. As mentioned, a 21 x 21 Sized map is about 1000 meters Square. I'd like to have a little extra room so lets make our map 22 x 22; each side is 1056 meters in game scale.
We can calculate the 1000 meter distance with the Grid on. Each one of those little Squares on the Grid is a Tile and is 3 Meters x 3 Meters Square in Game Scale. Count 16 of these Tiles in a straight line, and you have the distance of 1 Square or 48 meters. Remember, If our Sight is set to 32 , that is also 48 meters. So when we move the Sherman on the track, it can see 48 meters down the track.
To cover 1000 meters, we will need to use 333.33 of these tiles, or right at 21 Squares. 21 Squares is actually 1008 scale meters and covers 336 tiles; 21 squares x 16 tiles x 3 meters = 1008 meters.
Now that we have the map scale, we know how many tiles we need to use on our track; 333.33. Mark the start point and lay down an asphalt road down the length of our 22 x 22 map (in a straight line of course).
From the Start point, place a marker every 16 tiles... this is 48 meters. I usually use the little Stone Mile Markers in the game, but you can use any terrain object.
We can calculate time/distance with these markers.
When you have 21 Squares defined, count back 3 tiles and place the end point. Our track is now 333 tiles or 999 meters. You can fudge about one third of the 334th tile to round it up to 1000 meters.
OK... let's recap for a second. We know it takes about 1.5 minute (92.3 Seconds) for the Real Sherman to travel 1000 meters. The trick right now is figuring out the BK Speed that we need so the Sherman takes about 1.5 minute to travel down our track. This is perhaps trial and error and does require a little testing. But once we have the BK Speed, we can calculate the Multiplier.
IN BK, the Sherman Tank is given several different Speed values. NIVAL used 13.97 and 14.5. My models use 14.5. Various MODs and Add-ons have used various values. There has never been a good study on the Scale Speeds, although I know Herr Kodax did some research not long ago. I've conducted research over the years, but did not use most of the data presented here. But since we have most of the other Scales defined, it seems to be a good idea to work on this.
So......
And now the kicker... Depending on how the Alpha 1 Testers score the Fuel Function... the final Formulas and Multipliers may actually be different from this Illustration.
Doesn't an hour seem way too long in a game to have fuel to burn?