|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
March 20th, 2017, 04:12 PM
|
Corporal
|
|
Join Date: May 2015
Posts: 136
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Density
I understand the concept of density as related to plant growth, but in a North African battle I see clear terrain hexes with various density values. The terrain is flat, mostly level 0 to level 2. What is this telling me?
According to the doc accumulated density over 30 will block LOS but that's not happening here. Guns are seeing and shooting at ranges of 30 to 40 hexes.
|
March 20th, 2017, 04:24 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,504
Thanks: 3,972
Thanked 5,709 Times in 2,820 Posts
|
|
Re: Density
Don't you think posting the map so we could see what you are referring to would be helpful ?
Maybe even a hint as to the opponents and month and year ??
How exactly do you expect us to answer a question like that WITHOUT that added information ???
The one I just generated the density is zero except in rough terrain
|
March 20th, 2017, 04:35 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,504
Thanks: 3,972
Thanked 5,709 Times in 2,820 Posts
|
|
Re: Density
.......and if / when you do post it I need to know if you had edited it in any way
|
March 20th, 2017, 04:48 PM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,958
Thanks: 466
Thanked 1,900 Times in 1,238 Posts
|
|
Re: Density
Plus you have to remember that in higher visibility, LOS penetrates more into terrain (i.e. the effect of density is lessened) as well as smoke (smoke has density).
If the unit has night vision apparatus then it may see a bit more into smoked off terrain. Fire has a blocking effect even on Thermal Imagers (40+ vision) - sufficient fires from burning hexes or wrecks will block those eventually.
So if your map has very high visibility (a very sunny day in game terms - probably 60 and up, but I am not looking into the code for specifics) then you will be able to see a hex or so more into cover such as tree lines etc. Most likely if the visibility is low, then the opposite effect occurs as well, but I have never specifically looked at that in the code.
The density numbers therefore are not that great deal of use for players, since there is no way that we could publish the various code "rules" for density effects on LOS calculations.
|
March 20th, 2017, 05:38 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,504
Thanks: 3,972
Thanked 5,709 Times in 2,820 Posts
|
|
Re: Density
Yes, I forgot to mention smoke ( AND dust kicked up by moving vehicles) which can accumulate over time depending on the level of fighting and the visibility. None of the NA maps I test generated were in the least bit unusual in regards to density reported but a save game posted with the question would have provided the answers
Last edited by DRG; March 22nd, 2017 at 06:36 AM..
|
March 21st, 2017, 07:16 PM
|
Corporal
|
|
Join Date: May 2015
Posts: 136
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Density
I've attached the save files. PW is Billg1.
Look around especially in the SW portion of the map. No fighting in that area so no smoke.
The battle date is September, 1942.
|
March 21st, 2017, 09:57 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,504
Thanks: 3,972
Thanked 5,709 Times in 2,820 Posts
|
|
Re: Density
The only density reading I get are 10 over soft sand and 20 over rough and NOTHING in that is the least bit unusual.
|
March 24th, 2017, 05:17 PM
|
Corporal
|
|
Join Date: May 2015
Posts: 136
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Density
My apologies, I must have been seeing things -- maybe it was something in my drink.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|