View Full Version : Vision-Yet Not IR
Turret
March 30th, 2014, 06:47 AM
I suppose giving vehicles and infantry vision ratings may add to the realism.
Cupolas, periscopes, and binoculars, I mean. Even infantry might be impossible to spot, beyond a certain range, I suppose, yet could see AFV's.
What do you think?
Turret
March 30th, 2014, 09:23 AM
By the way, even tanks can have different optics. Different models, that is.
Griefbringer
March 30th, 2014, 02:05 PM
For shooting purposes, optics etc. are largely represented by the fire control and range finder attributes.
scorpio_rocks
March 30th, 2014, 03:40 PM
I think you will find that all this is already built into the game with the base code, spotting modifier, experience, fire control, range finder attributes, etc.
Turret
March 30th, 2014, 10:02 PM
Apparently Elephants had only periscopes, and not a cupola, unlike many tanks, for example. In my opinion, the modelling of spotting/vision is not good enough, and could be improved.
DRG
March 30th, 2014, 11:16 PM
I see..... interesting. Now I know you have no absolutely no clue how this will work or you wouldn't have suggested it but I'll give you the opportunity to explain how " giving vehicles and infantry vision ratings . " is going to "add to the realism " when the ONLY affect increasing vision has in the game is to make units see further in the dark. Vision ratings have no effect when the visibility is greater than the vision rating and "spotting" has nothing to do with "vision" except when the vision rating is higher than the visibility and even then the only affect is the unit can see up to the limit of the vision rating so it " spot's" what it can see
Don
Turret
March 31st, 2014, 04:03 AM
A STANDARDISED rating, from which to give and remove vision from, may give more room to work with.
Turret
March 31st, 2014, 04:06 AM
A STANDARDISED rating, from which to give and remove vision from, may give more room to work with.
That is, give all units vision, a rating from which the vision rating may be removed, or applied, according to what was the case historically, and realistically.
DRG
March 31st, 2014, 06:44 AM
.......which would require the entire code the handles vision be rewritten and a combined total of 48,444 vision entries for every unit in both games to be re-worked for something that would have bugger all real impact on gameplay........ so no.....this is not going to happen. But the entire idea is flawed as the visibility in the game varies so giving each unit a base vision that a positive or negative could be applied would not work
Don
Mobhack
March 31st, 2014, 08:09 AM
In any case - most WW2 (and before) units have a night vision default base value already, and that is ZERO (0). In MBT, there are more, but infra-red and thermal imaging etc kit is rather rare in WW2. So they are already set at what was "realistic and historic" for 1930 to 1946.
(Unless you have some strange idea of your own as to what constitutes a night sight?)
Andy
Turret
March 31st, 2014, 08:39 AM
I could agree with much of what you say, but raising vision to a proper value, say 10 or 20, may give room for more detail in what could be given good vision, and what could be given poor.
It might be simple if one has the right programs. I wouldn't know. You guys are the experts.
:evil:
DRG
March 31st, 2014, 08:46 AM
PLEASE start thinking through your "ideas"........ OK lets just say we did raise vision to a "proper" value of 10. That means that no matter what the visibility is set to that unit can see ten hexes so if the game visibility is 2....... that means it's a moonless night that "normal eyballs" can only see 100 meters....... how is 10..... that's 500 meters.... "proper" under those conditions?
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