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RE: NAVAL WARFARE Standard Eqp/Nqp File ?

 
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RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/20/2019 12:56:09 AM   
sPzAbt653


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quote:

The other issue with trying to model subs is that we don't have a way to model ship-board torpedoes. If you try to model them as guns, then they can bombard land targets with them.

Ah, right ... we don't want flying torpedoes with a range of 100km's hitting Washington, D.C.!

However, one of those Gun Icons will shoot at ships but won't shoot at land targets, so there is already something in TOAW that makes the distinction. Do you know what is is, or should I look into it and report back?

(in reply to Curtis Lemay)
Post #: 31
RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/20/2019 1:44:02 AM   
Curtis Lemay


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quote:

ORIGINAL: sPzAbt653

quote:

The other issue with trying to model subs is that we don't have a way to model ship-board torpedoes. If you try to model them as guns, then they can bombard land targets with them.

Ah, right ... we don't want flying torpedoes with a range of 100km's hitting Washington, D.C.!

However, one of those Gun Icons will shoot at ships but won't shoot at land targets, so there is already something in TOAW that makes the distinction. Do you know what is is, or should I look into it and report back?

It's the coastal artillery icon. I'm pretty sure that's not going to work with naval icons.

And there's also the issue that subs sometimes DO have guns, as well. Regardless, destroyers and cruisers have both guns and torpedoes.

< Message edited by Curtis Lemay -- 7/20/2019 1:46:09 AM >


_____________________________

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(in reply to sPzAbt653)
Post #: 32
RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/20/2019 1:47:51 AM   
Zovs


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So will submariners be in the next patch?

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(in reply to Curtis Lemay)
Post #: 33
RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/20/2019 2:19:37 AM   
Lobster


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Before there are submarines fix 'interdiction opportunity'. And fix the Save unit/Open unit function. And some other stuff as well.

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http://www.operationbarbarossa.net/

"Getting back to reality...I'll only go as a tourist!"

(in reply to Zovs)
Post #: 34
RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/21/2019 10:44:34 AM   
John T_MatrixForum

 

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quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: John T_MatrixForum

Exactly.
Your quote is from the Air recon section, I understands surface recon as either in a cloud and no visibility or full visibility.
25 000 meters at daytime and 10 000 meters night time.

the meteorological definitions of
fog is visibility < 1 000 meters and
haze between 1 000 and 10 000 meters
And meteorological visibility is how far away you see a easily distinguished object,
a camouflaged small vessel is another story.

So that why I say that Visibility isn't really affected by bad weather.


But it is affected, just as you've described.

Presence of clouds doesn't mean that they extend all the way to the ground. So, the 15/30% figures allow for planes to somewhat fly under the ceiling. Furthermore, air spotting doesn't just spot the ships, it can spot the wakes of those ships as well, which extend multiple times the length of the ship. And a "small" vessel is still huge compared to ground targets, with no way to hide.


Affected by an insignificant margin and all increments in what would be called good weather.

in TOAW visibility is in three steps
The Very best visibility possible - 25 000 meters
Very good visibility - 21 250 meters
Good visibility. - 17 500 meters


to quote wikipedia:
quote:


The international definition of fog is a visibility of less than 1 kilometre (3,300 ft); mist is a visibility of between 1 kilometre (0.62 mi) and 2 kilometres (1.2 mi) and haze from 2 kilometres (1.2 mi) to 5 kilometres (3.1 mi).




I think visibility should be reduced to 30% and 15% of the clear visibility.

(or have I misread the text above?)

cheers
/John
once up on a time
Conscript at the Met office
1. ASW Helo Division
Royal Swedish Navy.


(in reply to Curtis Lemay)
Post #: 35
RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/21/2019 3:17:51 PM   
Curtis Lemay


Posts: 11497
Joined: 9/17/2004
From: Houston, TX
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quote:

ORIGINAL: John T_MatrixForum

in TOAW visibility is in three steps
The Very best visibility possible - 25 000 meters
Very good visibility - 21 250 meters
Good visibility. - 17 500 meters


Not really correct. Visibility is 25km with a 15/30% chance of 0km.


quote:

to quote wikipedia:
quote:


The international definition of fog is a visibility of less than 1 kilometre (3,300 ft); mist is a visibility of between 1 kilometre (0.62 mi) and 2 kilometres (1.2 mi) and haze from 2 kilometres (1.2 mi) to 5 kilometres (3.1 mi).


I think visibility should be reduced to 30% and 15% of the clear visibility.

(or have I misread the text above?)


No. But you are misinterpreting what a "cloud" represents in game terms. They aren't always ground-level fog/mist. Their ceiling is probabilistic.

< Message edited by Curtis Lemay -- 7/21/2019 3:19:01 PM >


_____________________________

My TOAW web site:

Bob Cross's TOAW Site

(in reply to John T_MatrixForum)
Post #: 36
RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/21/2019 7:49:40 PM   
John T_MatrixForum

 

Posts: 78
Joined: 8/7/2000
From: Stockholm Sweden
Status: offline

quote:

ORIGINAL: Curtis Lemay

quote:

ORIGINAL: John T_MatrixForum

in TOAW visibility is in three steps
The Very best visibility possible - 25 000 meters
Very good visibility - 21 250 meters
Good visibility. - 17 500 meters


Not really correct. Visibility is 25km with a 15/30% chance of 0km.


OK then I'm understands the mechanism, naval spotting range for air units are the air units airborne search range,
and if the opponents vessel comes into range it is spotted with a chance of 100% , 85% or 70% depending on weather.
and we only talk air units, surface units have 25km range unless they are under a cloud where they have 0 km.

then it might not be to bad.
And this check is done once per phase, once per hex moved per unit or once per each unit within range?



quote:

ORIGINAL: Curtis Lemay

quote:

to quote wikipedia:
quote:


The international definition of fog is a visibility of less than 1 kilometre (3,300 ft); mist is a visibility of between 1 kilometre (0.62 mi) and 2 kilometres (1.2 mi) and haze from 2 kilometres (1.2 mi) to 5 kilometres (3.1 mi).


I think visibility should be reduced to 30% and 15% of the clear visibility.

(or have I misread the text above?)


No. But you are misinterpreting what a "cloud" represents in game terms. They aren't always ground-level fog/mist. Their ceiling is probabilistic.

always ground-level fog if spotter are surface ship, but not always If the spotter are an air unit, I got it right?

The major problem in TOAW is to have a model that can simulate very different scales,
and understand what has to be in-hex activity and abstracted away from the model into a pure probability.

Cheers
/John

(in reply to Curtis Lemay)
Post #: 37
RE: NAVAL WARFARE Standard Eqp/Nqp File ? - 7/21/2019 9:31:14 PM   
Curtis Lemay


Posts: 11497
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: John T_MatrixForum

And this check is done once per phase, once per hex moved per unit or once per each unit within range?


Each time the spotter moves.

quote:

always ground-level fog if spotter are surface ship, but not always If the spotter are an air unit, I got it right?


Well, conning tower level for surface ship, or coast level for ground unit.

_____________________________

My TOAW web site:

Bob Cross's TOAW Site

(in reply to John T_MatrixForum)
Post #: 38
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