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Speed

The top travel speed of an object type, the launch speed of a weapon's projectile, or the travel ceiling every jumpjet unit shares.

Object top speed

Specification — Object top speed
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0Zero is immobile. Every stock type that moves sets the key.

The figure is a percentage, not a distance. It is clamped to the range 0 to 100 and then scaled onto the engine’s internal 0-to-255 speed scale, so Speed=100 is the fastest any type can be given, Speed=50 stores 128, and a figure above 100 is no faster than 100.

What the scaled figure means is the ground the object covers in one game frame, before the things that scale it: the house’s combined ground speed bias, the veteran speed ability, a limpet drone clamped to a vehicle, the terrain under it, the throttle its locomotor is holding it at, and any speed bias a crate has given it. A vehicle carrying the flag in capture-the-flag travels at half the result.

rules.ini
[HARV]
Speed=5 ; stores 12 of 255

Projectile launch speed

Specification — Projectile launch speed
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
speed
When omitted
0

The figure is scaled exactly as an object’s top speed is: clamped to the range 0 to 100, mapped onto the internal 0-to-255 scale, and with -1 read as a missing key rather than as a value. It is the cruising speed a homing projectile works up to from a launch speed of 1, and the launch speed of an unguided one, capped there at half the distance to the target.

Jumpjet travel ceiling

Specification — Jumpjet travel ceiling
Applies to
global rules
File
rules.ini
Section
[JumpjetControls]
Value
integer
When omitted
30

The jumpjet locomotor keeps a speed counter of its own and slides the unit that many leptons along its facing every game frame. This figure is the ceiling that counter is clamped to, so it is the top travel rate every jumpjet in the game shares: at the engine default of 30, a little under two cells a second. Acceleration decides how quickly the counter reaches it.

A unit’s own Speed= does not move a jumpjet. What the locomotor hands the unit instead is a throttle — the counter divided by this figure — which leaves the type’s speed rating to the places that read a moving object’s rate second hand, such as another object leading its shot at one.

The slower bands the locomotor drops to as it arrives are fractions of this figure: three tenths within one cell of the destination and one half within two, with the counter zeroed outright inside the last 20 leptons. Those proportions hold whatever the ceiling is set to.