From: Dusty town, somewhere inside central valley of CA
Since we don't have WP as such in the game, I assume that we're talking about Thermal Imaging (TI) smoke from smoke shells. This type of smoke has a different icon, and you can see 'TI' in the terrain info box, for example 'OBSCURANTS (99 TI)'.
In the unit specs window, you can see the 'Obscurants' value for every weapon. This negative number tells how much smoke/dust it can negate. First all standard smoke/dust is negated, and then TI smoke is negated, but 50% less efficiently.
So, it always depends on the case: Does the weapon have the night vision and TI capability, and how much standard/TI smoke/dust there is when the LOS is calculated.
Thank you, I will check this out when I go home today.
Yes it has been discussed, but there's no clear plan how this should be simulated. I think it's not a good idea to make all smoke shells kill infantry and burn terrain?
How about developing various models for smokes in the future? Instead of just "TI smoke", how about applying "HC smoke", "WP smoke", and "RP smoke"? And in the future, something like "RP + aerosol + metal particle smoke" can be included, which fully blocks IR and interfere MMW in some degree.
From my readings:
1) HC smoke is the most widely applied mechanism for most of smoke shell and smoke nades. It is cheap and safe, but no ability to block IR or MMW at all.
2) WP smoke is capable of blocking IR in limited degree. Problem of WP is it violently reacts in the air, burn very quickly in high intensity. This makes WP good weapon, and good smoking material to engage the smoke filed in relatively short time. But because it burns quick, ability to interfere IR diminishes too quickly.
3) RP smoke is very good to block IR, and it burns slower but steadily when compared to WP. That makes RP ideal IR-blocking material. RP is toxic, but less toxic than WP.
4) These days, more complicated soft-kill systems like RP with aerosol and metal particles and etc...are used, to ensure the blocking of wide range of radiations.
For cold war, I guess #4 would not be possible (but if you make the system available, people will make a mod for it). As far as I know, majority of artillery smokes were #1 and #2 during cold war.
When smoke is deployed, how about putting some random number, so that HC or WP randomly appears on the tile-in-effect? As far as I know, artillery smoke in SB Pro is something similar, but this depends on scenario designer.
Or, it would be possible to regard "normal smoke" as "HC smoke" which is safe but no ability to harm structure or people and cannot block IR.
Regarding WP and its damage, how about introduce chance based system? Give WP a small chance to damage infantry in the tile-in-effect, and a small chance to burn wood or structure in the tile. Also, it would be good to give some "lethal time" of WP from the moment when it is deployed. Many reports says artillery-delivered WP is dangerous enough to damage people and structure, but I'm not sure how much and how long. This needs some literature search.
Then, it would be possible to distinguish and clarify "WP smoke" from "normal smoke" (HC + WP or HC only), which shots "WP" shells only. Add "launch WP smoke", then this can offer the effect of "something similar to weaker version of napalm" + "concealment" + "slight IR interference".
Then it could model more realistic smoke field.
< Message edited by exsonic01 -- 6/26/2019 6:26:39 PM >