Any way to accurately measure distance in the GECK?
I am fine tuning weapon ballistics, and in order to properly dial in my Mildot scope and bullet drop I need to find a reasonably flat area 300 yards long to use as a range.
Would also appreciate any suggestions on good locations to site my range.
The game uses the same scale as Oblivion... so 128 units is 6 feet, or 64 units is 1 yard. 300 yards is 19200 units. 19200 units is roughly 4 and a half cells wide. This is where the problem exists...
By default, the game only acknowledges the area within a 3 cell radius around the player as being active. Or, with the player being in cell X, only the O cells would be active and thus registered as having anything other than LOD terrain. Things located in the @ cells don't truely exist yet.
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You can change this within your .ini to change the active area from a 5x5 grid to the 9x9 grid you would need in order to have the entire 300 yard distance around the player active (and thus existing). But this can cause some significant memory and framerate issues. As for seeing a target within this area, you have another problem. By default the maximum fade distance is about 6000 units away from the player in any direction. This is the maximum distance that any actor will be visible on the horizon. Although this too can be adjusted within the .ini, you have even more significant performance issues as you are now rendering far more objects than previously. Additionally, none of the vanilla scopes can zoom in far enough to distinguish a target 15000 units away as it's not really magnifying the distant object, but instead is just making the rendered image larger.
Even if you could find a reasonably flat, non-obstructed area the degree to which you would need to adjust how the game works in order to replicate the values would be just too far beyond what anyone would probably be using, especially when you consider that NPCs within the loaded area have a tendency to run to their death if there are any hostiles within that area.
In short, accuracy and realism might be great, but you would need to both create a situation which doesn't exist, and then calibrate your weapon around that situation that doesn't exist so that it can be used in a situation which will never happen in normal play. For all intents and purposes, anything on a scale larger than 100 yards (6400 units) away is just impractical, and most fired projectiles will show almost no drop in such a short distance.