View Full Version : Converting MPH/KPH/KnPH to Game Scale
AnotherSkip
May 4th, '09, 02:30 PM
So what are the conversions for MPH/KPH/KnPH to Game Scale?
I thik I just need the rule if you post where it is unlikely I have the ref.
BoloOfEarth
May 4th, '09, 02:34 PM
It depends a lot upon the character's or vehicle's SPD.
If you divide MPH by 0.3727272, you get the number of hexes per Turn. So 60 MPH / 0.3727272 = 160.97 inches per Turn, or about 40 inches per Phase if going at SPD 4.
Edsel
May 4th, '09, 02:39 PM
By the Book:
First, figure out how many total inches the character moves in a Turn. (in other words, multiply the max non -combat movement velocity by the character's SPD).
Multiply that by 5 to determine the inches moved per minute.
Multiply that my 60 to determin inches moved per hour.
There are 804.5" in a mile and 500" in a kilometer.
Oruncrest
May 4th, '09, 02:40 PM
MPH to hexes/turn: Multiply MPH × 8/3
KPH to hexes/turn: Multiply KPH × 5/3
and assuming that KnPH is Knots per hour...
KnPH to hexes/turn: Multiply KnPH × 3.09
Hope that helps...
Edsel
May 4th, '09, 02:59 PM
If you have a use for such a thing here is an easy to use Excel 2000 spread sheet.
Just enter the inches moved per phase, the SPD and the non-combat multiple. It will give you speed in MPH, Km/h, Knots, Mach and C. For both combat and non-combat speeds.
The spreadsheet is protected just to prevent accidental erasure of the formulas. There is no password required.
AnotherSkip
May 4th, '09, 03:38 PM
thanks for the info guys, Oruncrest has the correct answer as building from real world vehicles to game models is the need.
I guess I should have said that.
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