[WIP] Add physics calculations for vehicles. Not actually used anywhere yet.

Thanks for the catch. mm is incorrect, the comment should read "meters",
I'll update it.

6 seconds/1 meter is canonical, but I can't use those values for the
reasons I tried to explain in the comments above. 10mph = 4.4704
meters/second. With turn_time at 6 seconds, you'd drive 27 meters per turn,
or 27 tiles. 27 tiles per game turn at 10mph does not fit into the current
game setup. Walking/running speed in cataclysm has no basis in reality, and
therefore I need to fudge the values to make proper physics fit.

On Mon, Dec 29, 2014 at 4:42 PM, BevapDin <notifications@github.com> wrote:

> In src/vehicle.h
> <https://github.com/CleverRaven/Cataclysm-DDA/pull/10666#discussion-diff-22315454>
> :
>
> > @@ -22,6 +22,16 @@ float get_collision_factor(float delta_v);
> >  //How far to scatter parts from a vehicle when the part is destroyed (+/-)
> >  #define SCATTER_DISTANCE 3
> >
> > +/* These values are changed since otherwise vehicle movement (which uses
> > +   them as the base for calculating speed) becomes too fast compared
> > +   to running. With the canon values a human uses 6 seconds to run 1
> > +   meter, which is ridiculously slow. To compensate, using the values
> > +   below slows down vehicles by a factor of 18. */
> > +/* The size (width) of a single game tile in mm, 1 meter is canon */
>
> "mm" as in Millimeter? Why is it named _M, and the value 3 does not match
> either.
>
> —
> Reply to this email directly or view it on GitHub
> <https://github.com/CleverRaven/Cataclysm-DDA/pull/10666/files#r22315454>.
>



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