AgedDave and I were playing on Vassal and we both crashed into ourselves on opening maneuvers that normally wouldn't happen on a table. We were in formation, and our back line on a bank smashed into the front line. We attribute it to when you set up your board on vassal instead of on a table, the nubs are so big that you don't actually get to the front and back lines. Do you guys ignore the nubs on vassal in order to get your ships lined up? What if a nub is hanging over the front or back line?
Vassal Nubs Cause Crashes?
I believe I heard someone say that the nubs are proportionally too large on vassal. I think for competitive play they are ignored for collisions & setup/placement.
Edited by JFunkConfirmed: we don't count. UBS for movement on Vassal.
ok. so I can put my ships flush with the back line and flush with the front line. If I do that, then I can actually execute maneuvers like I would on the table (ie: banks).
That works. Both of us made a move that crashed and we were kinda quiet and then said, "this can't be right...."
Remember that on the tabletop the movement guides (nubs) count as part of the ship during set-up. They cannot be off the back of the mat or extending beyond the Range 1 line.
Nubs on vassal: they're big enough to help line up the templates when you need to (during ship to ship collision backtracking, for example), this is often done at zoom levels that would make a real sized one too small.
When nubs from 2 ships are kinda colliding, you gotta guesstimate how they'd bump into each other. It's very imprecise. But so is the tabletop, about this and many other issues. Some people have asked for as close as possible simulated nubs, but it's a hard task. Who will do it? I've asked and not one person has stepped to the plate. At this scale of a small ship's square base being 113 pixels wide, an error in the nubs by 1-2 pixels could have dire consequences. Even if you spend multiple hours doing your best, someone will invariably complain about it not being perfect.
Remember that on the tabletop the movement guides (nubs) count as part of the ship during set-up. They cannot be off the back of the mat or extending beyond the Range 1 line.
what page is this written?
I always thought it was open for interpretation.
Remember that on the tabletop the movement guides (nubs) count as part of the ship during set-up. They cannot be off the back of the mat or extending beyond the Range 1 line.
what page is this written?
I always thought it was open for interpretation.
Rulebook page 4 leaves no room for interpretation:
To place a ship, its owner lays the range ruler straight out from his edge of the play area and places the ship anywhere that is entirely within the Range 1 section, facing any direction (see setup diagram on page 5).
And there is the FAQ:
Movement Guides
Movement guides on ship bases are considered part of the ship’s base for every part of the game except measuring Range between ships.
I've asked and not one person has stepped to the plate. At this scale of a small ship's square base being 113 pixels wide, an error in the nubs by 1-2 pixels could have dire consequences.
113 pixels for 40 mm means the 3 mm nubs have a diameter of 8.475 pixels.
I guess you need to change the scale of the entire module. Like 120 pixels for a 40 mm base and 9 pixels for the nubs. Which means you need to change all the graphics.
I thought this thread was how "noobs" crashed their games when loosing
I've asked and not one person has stepped to the plate. At this scale of a small ship's square base being 113 pixels wide, an error in the nubs by 1-2 pixels could have dire consequences.
113 pixels for 40 mm means the 3 mm nubs have a diameter of 8.475 pixels.
I guess you need to change the scale of the entire module. Like 120 pixels for a 40 mm base and 9 pixels for the nubs. Which means you need to change all the graphics.
Right. I'll get right on this.
Sometime before 2020.
I don't intend to do it either.
On second thought, if anyone ever starts, do not use the scale I suggested above. The radius of a nub has to be a natural number of pixels.
I don't intend to do it either.
On second thought, if anyone ever starts, do not use the scale I suggested above. The radius of a nub has to be a natural number of pixels.
If you do this, you condemn a whole host of other measurements (small ship side, large ship side, range 1 length, etc) to non-integer values. You can't win with a pixel graphic system, some compromise is inevitable.
You don't realize the amount of work to redo all the graphics, do you? How long do you think it would take?
You don't realize the amount of work to redo all the graphics, do you? How long do you think it would take?
I guess FOR-EV-ER, because it works as a
nearly
perfect substitution for the TT game as it is right now.
It has a level of precision that will never be seen on the table; so what if there are a few minor imperfections.
See, that's the funny thing about this. It's got a microscopic ability to determine if you crash or not, and yet setting the ships on the board can't be done in the same way as the tabletop (the nubs are too big) or you crash....