Mobility |
Maximum Velocity [TOP] |
The unit's top velocity it can accelerate to. TA's velocity units are pixels/frame.
Note: The reference frame rate is 30frames/s. |
Unit | MaxVelocity |
ARM AFD-S1 Peeper | 12 |
ARM AFD-J9 Hawk | 12 |
CORE AFD-J9 Vamp | 12 |
ARM ARM-SGB Tornado | 11.2 |
CORE SB-BR4 Voodoo | 11.1 |
CORE VA-8-T Fink | 11 |
... | ... |
ARM ARM-HA8 Penetrator | 0.6 |
CORE KA-L8 The Can | 0.5 |
ARM ARM-CB Invader | 0.42 |
CORE UV-2-AB Roach | 0.4 |
CORE KG-EHL Sumo | 0.34 |
Acceleration [TOP] |
The unit's rate of positive acceleration,a, when starting from a velocity less that Vmax. TA's acceleration units are pixels/frame˛. Note: The reference frame rate is 30frames/s. |
Unit | Acceleration |
ARM AFD-S1 Peeper | 0.5 |
ARM AFD-J9 Hawk | 0.45 |
CORE VA-8-T Fink | 0.4 |
ARM ARM-SGB Tornado | 0.4 |
CORE SB-BR4 Voodoo | 0.38 |
CORE AFD-J9 Vamp | 0.35 |
.. | ... |
ARM ASD-SB Millenium | 0.005 |
CORE SB-AS6 Warlord | 0.0045 |
ARM ARM-THC Bear | 0.004 |
CORE HTLA Turtle | 0.003 |
Brake Rate [TOP] |
The unit's rate of negative acceleration when starting from a velocity more than zero. |
Turn Rate [TOP] |
The rate the unit rotates. I've confirmed zwzsg's suggestion that unit turn rates are expressed in turn_rate/65536 (rev/s). I.e. a Turnrate of 65536 will give 1 rev/s. |
Footprint X [TOP] |
The horizontal length of the area occupied by the unit. 1 footprint is 16 pixels, or ˝ of a tile. The footprint size controls unit movement and weapon interactions. |
Footprint Z [TOP] |
The vertical length of the area occupied by the unit. 1 footprint is 16 pixels, or ˝ of a tile. The footprint size controls unit movement and weapon interactions. |
Maximum Water Depth [TOP] |
Where a unit can move into water, this is the maxiimum depth it can go. |
Maximum Slope [TOP] |
When navigating terrain, this is the maximum slope limit it can traverse. |
Maneuver Leash [TOP] |
Where units are set to patrol but not set to hold position, units observed within this radius will
be pursued until either unit is destroyed or the target moves beyond this distance. This also covers the case where
patrolling construction units initiate a repair on a mobile unit. Note that the flakker units are unusual in being the only units with very low ManeuverLeashLength values. |
Unit | ManeuverLeashLength |
Aircraft | 1280 |
Ships and Vechicles | 640 |
CORE KG-EHL Copperhead | 30 |
ARM ARM-MML5 Phalanx | 10 |