john connor
Member
You have the manual? See page 16 and on.
What are the changes to visibility parameters?SITREP 1 Dec 23017 (copied from Steam)
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- Converted all maps to use revised Visibility modifiers
What's a "Buchan" Pionier? A name? A description? Sorry, but I don't get it. And what's the change?
- Changed estab for German Buchan Pioniere units in Westwall Clearing the West Bank and Counterstroke in the Swamp scenarios
- Geo Implementation for importing GIS elevation data. Still a work in progress
What's a "Buchan" Pionier? A name? A description? Sorry, but I don't get it. And what's the change?
From the Description:What are the changes to visibility parameters?
Do they cater for the existence of special purpose recon and artillery observation vechicles (with "long" range scopes for recon and/or scissor scopes as range finder for arty obs), as used by the Germans, for instance?
Do they cater for (superior) German (eg. Tiger II, Panther, Jagdtiger, Flak 8,8 cm) or (halfway decent) Russian (eg. IS-2, some TDs - like ISUs) clarity and range of tank optics?
In the World War II era, ambient lighting has a greater impact on spotting units than the quality of the optics used to do the sighting.
Where lighting is adequate to spot an object, optics improve the ability to discern the exact nature of what is spotted.
I always have my binoculars available when I walk in the woods.
I spot wildlife by scanning for a shape, color, or movement that is an anomaly for the surroundings. When I encounter one, I focus my binoculars to identify the object and use the zoom to identify what the object is doing. They're useless at night, and limited by fog, mist, snow, and rainy conditions.
Were gun batteries able to put enough ad hoc smoke on the ground to obscure or enough flares in the air to illuminate a multi-kilometer front?
You raise good points regarding visibility and smoke and night time illumination.
What I'd be more interested in seeing is less abstraction in the communications for the units. There was a technological advantage in some forces based on the allocation of radio technology, and though radio communication equipment is accounted for in the Estabs, there is no advantage derived by having radios distributed in one force when opposing another force that lacks the same communications equipment.
I'm thinking in term of orders delay, and not only for the armored vehicles.What disadvantages do you have in mind?
Like say the fact that in certain French tank units only every 4th tank had a radio? Or the initial Russian T-34 tank production batch, where radios were in short supply (and obviously expensive), so that only the Coy commander received a radio for his command tank?
Some nations (sometimes even changing from theater to theater) and commanders deployed their tanks differently, say they split their forces (maybe even into platoons), while others commited Coys or even Bns as a whole.
In Africa, the Germans held back the Pz.IV's with the long barreled guns, as they used them to rectify situations, cover crippled Pz.III's or take over the fight where the Pz. III's couldn't penetrate British tanks (say a Matilda), initially.
EDIT: So, you can imagine how such forces suffered, if they were split and if they only had 1 or 2 tanks equipped with a radio, such groups were not able to cooperate well during a given battle/encounter.
The game does not allow for splitting, and it does not render communication deficits/problems, either.
EDIT: So, early historical tank coys where only every 4th or even the just the command tank was equipped with a radio cannot be simulated, if - in the game - you cannot breakdown the Coy body, and if radio equipment failure/absence is not rendered. The player has to commit the company as a whole.
While this reduces the possibilities for manoeuvre and flanking for the human player, it is what it is, right now. Still, radio failure/absence could be abstracted and incorporated in the game. The knowledge about the radio equipment allocation should then persuade the designer of the estabs/scenario to cater for the effects of the absence of high volumes of communication equipment, though. For instance, cohesion and effectiveness of such Coy could (and should) be reduced (as a permanent negative modifier, imho), so that the player cannot "pamper" or "pimp" a unit's coh./eff. values by letting it rest for say 6 days in a row. The morale, combat power, stubborness etc. may still be high, but if a lack of communication (equipment) and "teamplay" (as a result of missing radios) is present, such unit cannot cooperate and perform effectively.
What i would like to see is rather the actual "physical" effect. Tanks with damaged radio equipement, recon elements (small scout cars) with close range radio equipment cannot report their own positions during deep thrusts, nor report sightings to higher echelons, unless spotted by friendly units or unless they reach friendly lines.
In 1944, the Russians performed massive pushes, with daily pushes of 30-80 kilometers. The collapse of the German Army Group Center resulted in a territorial gain of 600 kilometers, until offensive operations were halted. During the daily pushes, fast units temporarily disappeared from the Army's or Front's "radar", until the respective unit trains and infantry elements had caught up. Same with the airborne landings in Normandy. Eisenhower did not have too many infos about the paras' progress, as Allied shipping, that could have picked up short range radio calls from the paras, had not reached the French coast, yet.
Very few units were able to send in reports, some even used the Resistance's or Allied spies' long range radios.
Thing is, the human player is pretty much both, an operational commander and a Coy commander, as he sees each and everything, whereas a historical para commander or a fast unit commander remained "blind" until the point where radio messages, field telephone calls, teletype pamphlets and motorbike messenger notes started to pour in, unless he was with the spearhead of the division/corps/army, or with its main force.
I think there would be a way to simulate at least half of the feelings/situations an operational airborne commander had to go through:
For para drops, airborne units on the ground could be set to be visible after landing and while they are still reorg'ing, and then set to be invisible once they start to march towards their objectives. The Coys would then only be visible (permanently) again upon first enemy contact. The units would also have to follow a script routine that would let them follow a predefined (fastest, covered, etc) path to the objective.
That would be very thrilling and simulate at least half of the operational airborne commander's dilemma (not being able to influence events, until radio contact or messenger contact has been re-established. The British paras in Arnhem had difficulties to reach the supreme command, as a vital amount of their radios had the wrong parts (chrystals? tubes?), iirc. They were cut off from long range communition, initially.
Interesting, so it's in there already. But then units with a lack of such equipment don't get a penalty? A lack of equipment should cause the cohesion to be lowered. No?Re comms effects on orders delay. That is already built in in that motorised units get a beneficial modifier on the amount of orders dealy to reflect the fact that they had a much better allocation of radios.
OK I just rechecked the code inside GetForceProcessOrderDuration(). It reads as:
pf motorisedMod = pf(1.0);
pf motorisedRatio = forceValues->GetMotorisedRatio();
if( motorisedRatio < pf(1.0) )
{
motorisedMod = FPCommonAI::GetValueInRange( motorisedRatio,
pf(1.0),
pf(1.25),
kHighIsBad );
}
In other words, non-motorised units are penalised and motorised units are not. Non-mot units without any vehicles will pay a +25% penalty and this will be tapered down as the amount of vehicles rises.