Your measure of the diagonale take the farther points in the squares which is not the way a measure tool counting squares works. When I measures the distance in a 24X10 rectangle using a virtual tabletop program that uses the 1/1.5 ratio (maptool), the result is 27 (not 29 as you say) to the real distance of 26
No, that's not right. Take a square for your origin and count 24 squares to the right, and then count ten squares up for your destination. The true distance from the centre of the origin square to the centre of the destination square is thirteen edges. But counting the D&D3 way you get 29.
I still don't see
I see.
which RPG would break using 1.5 instead of 1.41421356237309504880168872420969807856967187537694807317667973799...
which BTW is 6% approximation (ok, not exactly).
As I explained before, that approximation is only one of two source of error. The other arises out of the act of the fundamental act of counting diagonals, multiplying then by a scalar, and adding. If you used 1.4142 instead of 1.5 that would reduce the error in distances measured at 45° to less than one part in ten thousand. But there would still be an error in distances measured at 22.5°, amounting to (cos(22.5°) + 0.5 * sin(22.5°))-1.
Get out some graph paper and draw a diagram. Pick an origin square and mark the squares that are 25 squares away from it over one eighth of a circle between, say, due right and the diagonal in the rightwards-upwards direction. Observe that they approximate a straight line. Now take a pair of compasses, set it to a radius of 25 squares, and draw an arc centred at the middle of the origin square, through the same arc. Notice how the arc bulges away from the approximate line in the middle? At the end of the arc near that is near the diagonal the distance between the arc and the approximate line is only 6%. But in the middle the distance is bigger because of the curve of the arc.
Now draw a straight line segment with a ruler from the beginning to the end of the arc. That is the set of points that you would measure as being 25 squares from the origin counting diagonals by counting diagonals using a precise value for tan(45°). Notice the gap between the straight line and the arc? In the middle it is more than 11%.
Maybe you should be a little more clear on what you use (or want to use), it would make your points also clearer.
I want to use a measuring tool that reports the actual distance between end-points, for use in all sorts of contexts including things that might not be a tactical grid at all, such as strategic-scale maps, and that might not involve movement regulated by a grid, such as sensor ranges, strategic and theatre weapon and spell ranges and areas of effect, and long-distance travel.
And if you use an aircraft speed to the nearest 5 km per hour, you are indeed using false precision, because nobody can guarantee so precise a speed on any long trip. It could give you the speed to the tenth of inch, that would not be more meaningful.
As it happens I use a game system in which the unpredictable speed of long-distance travel is taken account of by the drivers' or pilot's skill roll, so I'm not using false precision after all. I want to deal with the inconsistency of performance explicitly and consciously, in the amount that is appropriate to the situation. Not to have it imposed on my willy-nilly by an inaccurate measuring tool.
Also, you have to be aware of the difference between inconsistency and bias. A measuring tool that consistently over-states distances in certain directions by highly consistent proportions is not the same thing at all as a measuring tool that reports only appropriate precision.
The problem is that if you want real precision, any value should be given as a medium value with a margin of variations.
In ForeSight vehicles are given a maximum speed and a cruising speed (which are adjusted for terrain value when that is significant), and the result of the driver's skill roll determines where the achieved speed falls in that range, at cruise speed for a bare success, and nearer to the maximum for successively better rolls.
I am not sure that there are many peoples ready to use this, just to know if the plane took 1 hour and 40 minutes instead of 1 hour and 44 minutes to go from A to B. I am certainly not.
Well, if you don't care, you don't mind my having it my way. If an 11% error doesn't matter, why are you fighting to defend it?
And I certainly run games in which it sometimes matters whether the characters travelling in their aircar take 1 hour 40 minutes or 1 hour 52 minutes to arrive somewhere. It can make the difference as to whether they get Princess Ineffabelle to the coronation ceremony with two minutes to spare or ten minutes after Black Michael is crowned king. If can make the difference as to whether they can easily get into the shelter of Mt Samar before the Emperor Bomb explodes, with twelve minutes to deal with contingencies, or whether running for the shelter of the mountain is a completely impractical
I see that you are using examples with long ranges
That's to minimise the distracting issue of rounding.
but what happens with simple moves? Do you carry the unused part of the move to the next turn.
That would depend on the rules of the game you were playing: it could work the way you suggest. But in the non-gridded games I have played, such as Basic D&D or AD&D, movement is on a "use it or lose it" basis. You can move anything up to you movement allowance before attacking, but can't carry over unused movement.
So in AD&D if you had a move of 12" (typical for a human) and were, say, 10" west of an enemy and 6" south of him you ought to be able to reach him in a turn, but counting the D&D3 way he would be 13" away and out of reach until next turn.
I don't think I am going to convince you, so, I'll leave it at that. But, for me, using a grid is a great way to regulate movements in a game, and using a ratio of 1 to 1.5 in a square is an acceptable approximation, giving a simplified and immediately understandable situation without getting bogged down with meaningless numbers.
That is something to take up with game designers. It is not a decision that Roll20 should impose on users regardless of the actual rules of the game they choose to play.
I'll add that when you are moving a token a modest distance on a grid it is easy to just count the squares without using a measuring tool. That's why those rules were written: it's to make the games easy to play when you don't have a tape measure. So if the measuring tool is not useful to people who want to play out combats on a gridded map they have an easy fallback: the counting that their rules were designed for.
On the other hand, when you need a tape measure and don't have one, there is no such easy fallback.