Units of Measurement

Base Units

Time

  • Seconds (s).
  • Frames (f). There are 30 frames in a second.
  • Resource frames. There are 32 resource frames in a second.
  • Slow updates. These occur every 16 frames.

Linear

  • Elmo. Fundamental linear unit of Spring. TA scale puts an elmo at .375 meters.
  • Footprint square. This is equal to 16 elmos. Note that in Upspring or when building a unit in game you actually see two squares per side on a footprint square; this footprint square is the distance used in unit, feature, and move definitions.
  • 3do Builder unit. There are 6.4 of these per footprint unit, which comes out to 2.5 elmos.
  • COB linear unit (clu). 1 clu is 1/216 elmo. Scriptor can automatically converts to COB units based on a constant that you set (default: 2.5 elmos).
  • Map size. This appears to be 512 elmos; thus a 16x16 map is about 8192 elmos on a side.

Angular

  • Degrees.
  • COB angular unit (cau). There are 216 = 65536 cau in a circle, which means there are 182.044... cau per degree. Scriptor automatically converts to cau based on a constant that you set (default converts from degrees).
  • 1/45055 circle. Used for accuracy and sprayAngle. From the engine:
    // should also be 7fff or ffff theoretically but neither seems good
    
  • Radians (rad). There are 2 * pi radians in a circle. Used in LUA.

Derived Units

Velocity, Acceleration

  • Elmo / Second (elmo/s).
    • Weapon velocity.
  • Elmo / Second2 (elmo/s2).
    • Weapon acceleration, map gravity. "Default" gravity is 130, which, assuming the game is truly real time, and using the TA scale above, would be about 5 times Earth's gravity.
  • Elmo / Frame (elmo/f).
    • Unit velocity.
  • Elmo / Frame2 (elmo/f2)
    • Unit acceleration.
  • COB linear units / Second (clu/s).
    • COB move statement speed. Always positive even if the movement is in a negative direction.

Angular Velocity, Angular Acceleration

  • COB angular units/Second (cau/s)
    • Weapon turn rate; COB turn and spin speed. Always positive even if the movement is in a negative direction.
  • COB angular units/ Frame (cau/f).
    • Unit turn rate. (Actually uses 65535 in a circle instead of 65536, but that's not enough to matter in most cases.)
  • COB angular units/ Frame-Second (cau/(f*s))
    • COB spin acceleration. Note that COB acceleration is signed, unlike COB speed; if you want a negative spin, you need negative acceleration.