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March 27th, 2011, 11:20 PM
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Private
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Join Date: Dec 2010
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Illuminating artillery rounds
Hi
I've been looking for "illuminating round" using the forum search but it didn't show any hits.
Maybe someone have commented on this particular before in the forum.
Does SPMBT support any kind of illuminating rounds (mortar, arty, naval, aircraft dropped, etc.)
If it doesn't, is it feasible to consider development of something alike for future patches?
thanks
Patricio
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March 28th, 2011, 02:11 AM
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Corporal
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Re: Illuminating artillery rounds
Hi Patric,
No, neither WinSPMBT or WinSPWW2 has illuminating rounds of any sort.
Regards,
Warwick
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March 28th, 2011, 04:46 AM
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First Lieutenant
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Re: Illuminating artillery rounds
And i would guess that it's not in the plans...
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March 28th, 2011, 09:23 AM
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Major
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Re: Illuminating artillery rounds
There's no real weather or lighting conditions modeled in the game iirc. You can replicate low light/visibility situations by using the visibility setting but thats about it.
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March 29th, 2011, 12:12 PM
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Lieutenant General
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Re: Illuminating artillery rounds
Quote:
Originally Posted by Patric
If it doesn't, is it feasible to consider development of something alike for future patches?
Patricio
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I cannot speak for Andy & Don, but I have programed computers for a living and have some idea how incredibly difficult something like this would be to add to the game.
A) Would have to add a new field to the entire data base for the illumination ammo type so it could be added to the ammo loadout.
B) Obviously the illumination radius would vary, a 152mm artillery round would illuminate a much larger radius then a 60mm mortar. So code for this would have to be created/added.
C) Every existing OOB and scenario would have to be updated to add illum ammo.
D) Artificial Intelligence would have to be created/added to allow the computer to use illum ammo.
Those are just 4 complications I thought of off the top of my head. There are at least a dozen others that would have to be delt with.
As iCaMpWiThAWP said, "I would guess that it's not in the plans".
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March 29th, 2011, 10:20 PM
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Re: Illuminating artillery rounds
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April 9th, 2011, 12:35 PM
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Corporal
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Re: Illuminating artillery rounds
Suhiir is correct. It's a coding issue. In night scenarios that historically have illumination capabilities, I increase the visibility to 600 or so meters to simulate the use of flares or starshells.
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April 9th, 2011, 03:24 PM
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First Lieutenant
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Re: Illuminating artillery rounds
Quote:
Originally Posted by RazGator
Suhiir is correct. It's a coding issue. In night scenarios that historically have illumination capabilities, I increase the visibility to 600 or so meters to simulate the use of flares or starshells.
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What is the visibility settings you use when night fighting?
i tend to play between 2 and 10, not sure if that's anywhere near reality, i find it hard to believe i could see things 500meters into the dark, living in a city doesn't help much with that...
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April 9th, 2011, 03:36 PM
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Second Lieutenant
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Re: Illuminating artillery rounds
Quote:
Originally Posted by iCaMpWiThAWP
Quote:
Originally Posted by RazGator
Suhiir is correct. It's a coding issue. In night scenarios that historically have illumination capabilities, I increase the visibility to 600 or so meters to simulate the use of flares or starshells.
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What is the visibility settings you use when night fighting?
i tend to play between 2 and 10, not sure if that's anywhere near reality, i find it hard to believe i could see things 500meters into the dark, living in a city doesn't help much with that...
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Yeah, 2 hexes are the minimum vision in the game concept, since 1 hex won't do it right (adjacent fires/contact). Sure this excludes the application of NV devices. Edit: but in some "extremely serious" situations, 1 hex is required.
But don't forget that you can also reduce some preferences settings like Searching, Rout/Rally, Hitting, etc. When fighting in the night I would reduce those to 70 or even 60 to compensate for that 2 hexes bottleneck.
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April 10th, 2011, 03:06 AM
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Major
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Re: Illuminating artillery rounds
Quote:
Originally Posted by iCaMpWiThAWP
What is the visibility settings you use when night fighting? i tend to play between 2 and 10, not sure if that's anywhere near reality, i find it hard to believe i could see things 500meters into the dark, living in a city doesn't help much with that...
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I believe I have posted this in another thread BUT I tend to use the information here;
http://www.combat-campaigns.com/ai_user_cc/
Scroll down to the WEATHER AND VISIBILITY section.
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