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Achilles
30 Mar 06, 08:13
Gentlemen,

Once the WinSPWW2 game is released I will explain you everything you need to know concerning the waypoint mechanism (as a designing power-tool).

I am confident that everyone of you will benefit a lot from the use of the waypoint mechanism.

cheers,
Pyros

Achilles
07 May 06, 10:04
Waypoint methods:

1. The basic (very simple) "three five" waypoint method,
2. The advanced "three five" waypoint method and
3. The "Pyros" detailed formula

But before I start with the description of the waypoint methods, I should first define the variables and conditions of the waypoint mechanism.


Variables

WP(n) (Waypoint Location): This means Waypoint location No(n) (for example for the first waypoint location; n=1, WP(1) )

WP_n (Waypoint Mark): The game allows for 125 waypoint marks; a waypoint mark is created when you click on the map using the waypoint tool. For example WP_5 is the fifth waypoint that you have clicked on the map.

Step: This is the distance (interval in hexes) between WP(n) and WP(n+1); in other words this is the distance between two contiguous (adjacent) waypoint locations.

Dn (Density): This is the number of waypoint marks located in a single waypoint location.

Sp (Speed): This is the speed of the vehicle as it is in the unit's data menu.

Sc (Speed Coefficient): This is a special parameter defined by the type of the vehicle (explained later).

Tc (Terrain Coefficient): This is a special parameter defined by the type of terrain (explained later).

UTc (Unified Terrain Coefficient ): This is a special parameter defined by the unified terrain model (explained later).

Uc (Unit Coefficient): This is a special parameter defined by the type of unit (explained later).

Pr (Proximity Radius): This is the distance, in which the formation will delete any existing WP mark.

Achilles
07 May 06, 10:05
Basic "Three - Five"


In order to explain you how simple is the first method, the basic "Three - Five", the only thing you need to do is to put a section of tanks (Td type: example, medium tank)) on a clear terrain and then assigning waypoint marks using this pattern:

Every five hexes distance (Step of 5) you should click three times the waypoint tool on the same hex (Dn; Density of 3)

see the the picture:

http://www.shrapnelcommunity.com/threads/uploads/414986-Three_Five_Waypoint.JPG

Achilles
09 May 06, 05:10
Advanced Technique:"Extended Leg"


The ATEL (Advanced Technique:"Extended Leg), is a method of assigning a waypoint path with very big precision (in case that the designer needs to have absolute control of the movement path of his units).
The ATEL should also be used in extremely rough (90% rough terrain) battleground.

The extended leg should be positioned at a longitude of (StL) of 4 hexes (as an extension of each normal step) with a density defined by the following formula:

DnL (Density of Leg) = Tc - 1

StL = 4


Variables

ATEL: Advanced Technique:"Extended Leg
DnL: Density of Leg
StL: Step of Leg
Tc: (Terrain Coefficient): This is a special parameter defined by the basic movement cost for each type of terrain


LIMITATIONS

1. If Tc is bigger than the Sp, then the Tc = Sp

2. For APC Class, StL = 2

http://www.shrapnelcommunity.com/threads/uploads/415037-rough_pattern.JPG

http://www.shrapnelcommunity.com/threads/uploads/415006-Hexagon_tree_basicD.JPG

Tc (Terrain Coefficient) chart (also known as Terrain Cost)

These are the very basic values for Tc on a SUMMER MAP

Road = RD
Clear = CL
Forest = FR
Rough = RG
Forest on Rough = RGF

Tracked
RD = 1
CL = 2
FR = 4
RG = 9
RGF = 11

Foot / Cavalry
RD = 2
CL = 2
FR = 3
RG = 3
RGF = 4

Wheeled
RD = 1
CL = 2 (AC) / 3 (Truck)
FR = 6 (AC) / 9 (Truck)
RG = 12 (AC) / 15 (Truck)
RGF = 16 (AC) / 21 (Truck)