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View Full Version : Noise could give you away?


SCAJolly
July 1st, 2005, 08:57 AM
When there are tens and twenty of tanks rolling through a desert, the enemy sees the dust clouds. However, a Bell 47 at high altitude will remain invisible until it moves to be spotted. These aircraft give off noise, and should be heard several kilometers away.
Could be unimportant, could be horribly important. http://forum.shrapnelgames.com/images/smilies/smile.gif
I imagine something like a "E0 hears helicopter in North Center/North East/East Center/South East/South Center/South West/West Center/North West"

DRG
July 1st, 2005, 10:15 AM
The thing about battle zones is they are rarely quiet. Lot's of things going on generally. Things that go BANG for one a few of those tends to degrade your hearing somewhat.

Wind direction plays a big part in how well you hear things like Helos as well. I live near a dragstrip. When the wind is favourable to me I barely hear it. When the wind blows my way or it's still air it almost sounds like it's in my backyard.

So no, you generally wouldn't here that from kilomters away unless conditions were just right

Don

KevinRanger95
July 1st, 2005, 02:10 PM
how would you know which direction a helo would come from if you are in a wooded area or a canyon, noise reflection is a problem, and it will probably call for reworking of the game code!

troopie
July 1st, 2005, 03:00 PM
In real life, noisy units could be used to your advantage. A Trojan is a very noisy airplane. The Fireforce would send a Trojan to loiter over an area. The noise would cover the approach of the Alouettes.

troopie

PlasmaKrab
July 2nd, 2005, 08:39 AM
What about noise artillery finders? http://forum.shrapnelgames.com/images/smilies/biggrin.gif Saw that done in some games, guess the finding was more scripted than anything else, but since here we're tlking about a GOOD game I guess there could be an advantage in having artillery locators (sound, fash, radar...) or radio locators? radio jamming? prox fuze jamming??? http://forum.shrapnelgames.com/images/smilies/stupid.gif

Oh, and battlefield is a noisy place indeed, but what about scouts and other infiltrated units?

DRG
July 2nd, 2005, 08:46 AM
PlasmaKrab said:
What about noise artillery finders? http://forum.shrapnelgames.com/images/smilies/biggrin.gif Saw that done in some games, guess the finding was more scripted than anything else, but since here we're tlking about a GOOD game I guess there could be an advantage in having artillery locators (sound, fash, radar...) or radio locators? radio jamming? prox fuze jamming??? http://forum.shrapnelgames.com/images/smilies/stupid.gif
<snip>



That's why on map arty eventually shows up to the other side if it fires from one place too much. It's not just the smoke signature that's taken into account. It's all factored in. It's not necessary to micro detail things like this for them to be accurately represented in the game

Don

PlasmaKrab
July 2nd, 2005, 09:29 AM
Hello Don!

Don't take these 'mad doctor's upgrades' ramblings of mine too seriously, I know the result wouldn't be worth the workload.

I didn't know though that arty showing up in smoke puffs had all this factored in though. Now I think about it, probably at such distances the smoke alone wouldn't be visible except for a 'Almighty Eye' player. but HOW exactly are other factors built in? Weapon size, warhead size, unit size, ROF ???
You don't have to answer, I was just curious http://forum.shrapnelgames.com/images/smilies/wink.gif

What I meant mostly was that having units related to these functions could add something to the gameplay. Like, if you lose your precious counterbattery radar or flash detector, you will have to search for the enemy support the old way... I guess that not many battalion commanders get their own counterbattery radars, so that could very well stay offmap and virtual.

Regards,

Plasma

DRG
July 2nd, 2005, 10:46 AM
PlasmaKrab said:
Hello Don!

Don't take these 'mad doctor's upgrades' ramblings of mine too seriously, I know the result wouldn't be worth the workload.

I didn't know though that arty showing up in smoke puffs had all this factored in though. Now I think about it, probably at such distances the smoke alone wouldn't be visible except for a 'Almighty Eye' player. but HOW exactly are other factors built in? Weapon size, warhead size, unit size, ROF ???

Plasma



It's how long and how much you fire from a specific area. The "smoke" generated from firing is just a general representation of all the factors that would combine to make a unit like that known to the enemy

Don

SCAJolly
July 2nd, 2005, 10:54 AM
I still long for the implementation of radar vehicles in SAM batteries. a Kub/Kvadrat-battery of six or four vehicles relies on a radar vehicle (AT-T with Straight Flush). IIRC, without this radar the Kubs are as good as blind. This would make an enormous difference for missions with SEAD/ARM; To this date, all four vehicles in a battery will have to be attacked separately, and each has a good chance of avoiding the rocket if they turn off the radar. Lots of ARMs wasted.

PlasmaKrab
July 2nd, 2005, 11:10 AM
I know I shouldn't give away on him like that, but I was told by Laurent Touchard that he had an idea about implementing targetting radars in his Vietnam mod.
Don't start running around wildly, I will first ask his confirmation and the state of things by now.

Also, don't forget that some SAMs have both on-board and battery radar.