# Vehicle Movement and general scale

**URL:** <https://discourse.cataclysmdda.org/t/vehicle-movement-and-general-scale/5709>\
**Category:** The Toolbox\
**Created:** [April 2, 2014, 9:41pm UTC](https://discourse.cataclysmdda.org/t/vehicle-movement-and-general-scale/5709 "2014-04-02T21:41:28Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Dotdotdot](https://avatars.discourse-cdn.com/v4/letter/d/96bed5/32.png) [@Dotdotdot](https://discourse.cataclysmdda.org/u/Dotdotdot)\
**Post date:** [April 2, 2014, 9:41pm UTC](https://discourse.cataclysmdda.org/t/vehicle-movement-and-general-scale/5709/1 "2014-04-02T21:41:28Z")

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I’ve been trying to adjust the scale of my game to something where one square is around 5 ft. by 5 ft. It’s not really for the sake of realism per se, but it’s just something that bugs me. I also know very little about C++ and can’t really do anything without a template from which to work.

Still, I’ve managed to bump up movement speed by lowering base move costs and terrain costs, and I liked the result. I figured out how to do the same for vehicles, at least speed-wise, by adjusting the following in map.cpp:

```auto

```

The problem is that the game shifts the vehicle a set amount when you wait. So if I significantly decrease that modifier from say 500 to 100, a vehicle at 9 mph would go at say 5 or 6 tiles a turn instead of 1 tile per turn. This makes maneuvering a vehicle highly problematic, especially in city streets and when playing with a 3x spawn rate.

What I want to do now is make it so that I can increase the cruise speed in smaller increments. Like Instead 9 mph -\> 19 mph -\> 29 mph and so on, it would go at say 2 -\> 4 -\> 6 or in even smaller increments. I’ve tried playing around with the code that draws the speedometer but that just breaks the speedometer.

Thanks in advance.

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**Author:** ![BevapDin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/bevapdin/32/228_2.png) [@BevapDin](https://discourse.cataclysmdda.org/u/BevapDin)\
**Post date:** [April 2, 2014, 10:18pm UTC](https://discourse.cataclysmdda.org/t/vehicle-movement-and-general-scale/5709/2 "2014-04-02T22:18:20Z")

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Seems you might want to change thr\_amount in game::pldrive to something like 2 \* 1000.

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**Author:** ![Dotdotdot](https://avatars.discourse-cdn.com/v4/letter/d/96bed5/32.png) [@Dotdotdot](https://discourse.cataclysmdda.org/u/Dotdotdot)\
**Post date:** [April 2, 2014, 10:26pm UTC](https://discourse.cataclysmdda.org/t/vehicle-movement-and-general-scale/5709/3 "2014-04-02T22:26:23Z")

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That did it.

Thank you so much!

Next question: I noticed the turning angle is directly below the code for thrust. Would it be possible make sharp turn function? Like, if I held shift + direction, I’d turn 30 or 45 degrees?

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**Author:** ![BevapDin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/bevapdin/32/228_2.png) [@BevapDin](https://discourse.cataclysmdda.org/u/BevapDin)\
**Post date:** [April 3, 2014, 10:19am UTC](https://discourse.cataclysmdda.org/t/vehicle-movement-and-general-scale/5709/4 "2014-04-03T10:19:18Z")

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Make a new action like “ACTION\_MOVE\_E\_SHARP”, copy the case for ACTION\_MOVE\_E in game::handle\_action and adjust the first parameter to pldrive. Making a new action involves some more things, like adding a name and id to it, look into action.cpp/action.h and search for ACTION\_MOVE\_E.

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**Author:** ![Dotdotdot](https://avatars.discourse-cdn.com/v4/letter/d/96bed5/32.png) [@Dotdotdot](https://discourse.cataclysmdda.org/u/Dotdotdot)\
**Post date:** [April 3, 2014, 4:48pm UTC](https://discourse.cataclysmdda.org/t/vehicle-movement-and-general-scale/5709/5 "2014-04-03T16:48:37Z")

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Gotcha. I’ll try that out. Thank you so much.
