there are 44 units, finished five stats for each units and collected more data (e.g. penetration)
gd = (($armor_min * 0.25 + $armor_max * 0.75) / 12 + $speed / $lowest_speed + 2 + $low_profile + $sloped) * 0.75 + $lxf_gd * 0.25
thanks for the hint. now the min($fuel / $move)=9.2 (m22 locust) and max($fuel / $move)=37.9 (ft-17), avg($fuel / $move)=15.4
Code: Select all
*N=terrain, base-entrench, initiative-cap, supply-factor, allow-bridge, avoid-mech-landing
[terrain-data]
0=clear, 0, 99, %0, 0, 0
1=building, 2, 2, %0, 0, 0
2=facility, 1, 99, %0, 0, 0
3=forest, 2, 3, %0, 0, 0
4=scrub, 1, 4, %0, 0, 0
5=hill, 1, 4, %0, 0, 0
6=mountain, 1, 2, %0, 0, 0
7=sand, 0, 99, %0, 0, 0
8=swamp, 0, 2, %0, 1, 0
9=ocean, 0, 2, %0, 0, 0
10=river, 0, 3, %0, 1, 0
11=fortification, 4, 4, %0, 0, 0
12=port, 1, 3, %0, 0, 0
13=stream, 0, 99, %0, 1, 0
14=escarpment, 0, 1, %0, 0, 0
15=impassable, 0, 2, %0, 0, 0
16=rough, 1, 5, %0, 0, 0
17=rubble, 3, 4, %0, 0, 0
18=shallow, 0, 2, %0, 1, 0
* Cost to enter terrain, each movement method and ground condition (dry/frozen/mud)
* Clr,Town,AirP,Frst,Scrb,Hill,Mntn,Sand,Swmp,Ocen, Riv,Fort,Port,Strm,Esca,ImRi,Roug, Rub,Shal
[terrain-cost]
#0 *Heavy
@0 dry = 002, 002, 002, 004, 003, 004, 255, 002, 255, 255, 255, 002, 002, 004, 255, 255, 004, 005, 255
@1 frozen= 003, 002, 002, 005, 004, 005, 255, 002, 006, 255, 004, 002, 002, 003, 255, 255, 005, 006, 255
@2 mud = 006, 003, 003, 254, 006, 006, 255, 002, 255, 255, 255, 003, 003, 006, 255, 255, 006, 254, 255
#1 *Track
@0 dry = 002, 002, 002, 005, 004, 004, 254, 002, 006, 255, 254, 002, 002, 003, 255, 255, 004, 005, 255
@1 frozen= 003, 002, 002, 006, 005, 005, 254, 002, 005, 255, 004, 002, 002, 003, 255, 255, 005, 006, 255
@2 mud = 005, 003, 003, 254, 006, 006, 255, 002, 255, 255, 255, 003, 003, 005, 255, 255, 006, 254, 255
#2 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#3 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#4 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#5 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#6 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#7 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#8 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#9 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#10 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#11 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#12 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#13 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
#14 *(NU)
@0 dry = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
* Roads/Rails modifiers to enter terrain, each movement method and ground condition (dry/frozen/mud)
* Hvy, Trk,(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU),(NU)
[roads-cost]
@0 dry = 001, 001, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 001, 001, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 002, 002, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
[rails-cost]
@0 dry = 002, 002, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@1 frozen= 002, 002, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
@2 mud = 003, 003, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255
first of all, gup battlefields are smaller, one hex is 200-500mm wide, so at least x4 multiplier would be reasonable. of course, fuel can't be larger than 254, so it's impossible
secondly: tanks in most efiles have 3 =< move =< 7, which is absolutely unrealistic. even a mouse was faster than infantry. at the same time, the movement cost =1 for clear in most efiles, which is also unrealistic. so i decided to use a more or less complicated formula, which gives move=15 for pz iii j, move=16 for pz iv d, move = 14 for tiger b, move = 17 for panther g and move = 6 for maus, but movement cost=1 is available for roads only, clear costs 2 movement points, etc. there are minor differences between heavy and track methods (e.g. tiger can't cross "dry" river w/o bridge or enter a swamp hex), but the point is that average tanks can move 7-9 hexes on clear w/o roads, while low speed tanks like maus only three hexes, otoh fast speed locust 11 hexes