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Far Harbor should be about 2.755 square kilometres, about 20-30%-ish of the size of the FO4 map, which is approximately 9.90 square kilometres.
Edit - this is based on it taking 11 minutes at sprint speed to cross the main map, and sprint speed is generally realistic when measured realtime (measured versus an assumed player height of about 2 meters). However, this is realtime minutes. If you adjust those to the 30:1 compression ratio used by FO4, your character has taken 330 ingame minutes, or 5.5 ingame hours to make that run. Assuming an average human runspeed of 15 miles/hr, that means a map size of 82.5mi per side for a whopping 6,800ish square miles.
The problem is that the sprint speed makes sense in realtime (again based on the units per second you are moving), but not in relation to ingame time.
What I'm saying is that Fallout 4 basically doesn't follow our laws of physics, and it's difficult to get numbers that make sense.
To be honest I was basing this entirely off the map grid and assuming the map grid scale is the same in Far Harbor as on the main FO4 map. Entirely possible that's not true.
Yeah, but to reckon the total distance, the speed doesn't need to be realistically achievable, it just needs to be known and constant.
Since it takes 11 minutes at an assumed speed of 15mph, we are looking at a map that is 2.75mi on a side MAX.
sorry for nitpick, but when running, you aren't having a steady distance per each step you have done. Even a simple walk does not grant to have a constant distance per step.
If you don't understand me, well, find a settlement with a small slope. Build a straight path of wooden floors near that slope. Walk on it; from its start to the end. Count your steps. Then walk on a little slope uphill along the path you just have built. You will see that you get bounced back for each step you have, leading to more steps you need to perform to reach the same distance.
And going downhill "glides" your character a bit downwards.
It is just hard to find a reliable means to figure out the distance of the landscape directly in game, unless you go in the engine and use the coordinates of the world space. There are other odd things that I see people doing, such as scaling out common items (like a door...) You can do this and give a rough estimation, yet don't spend too much time on that.
So that means I should be able to shoot enemies across half the map away.
Tbh you're right that if it's only 12 minutes you can look at faster speeds. But I don't think it's logical to use the faster speeds but also scale up the distance by the time compression factor. If you see what I mean?
If those cells got loaded, then maybe. I am not sure what the engine does with a bullet that gets shot to afar. It is possible to shoot a NPC in an adjacent cell though (yank up ugridstoload to spawn npcs there as well). But past that cell? Not sure. Never tried to load more cells. I don't want to torture the engine :D
The thing is, the movement speed in game doesn't make sense if you apply the time compression - we can say the movement speed is accurate by comparing it to a known assumption like player height of ~2 meters.
The ingame movement speed makes sense with real time, but not with game time.
You use tcl make the run a hundred feet in the air, using the autorun key and sprint. No geometry in your way. Use tai and tcai to make sure no encounters happen.
Same thing, although it depends on the area. You can rebake some previs to effectively fix it, but you'd have to rebuild the entire map yourself in the CK.
If the weapon ranges were anything near realistic, yes.