Alfred -> RE: AA Question (4/6/2018 6:40:19 AM)
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ORIGINAL: Alfred Fuzzy flak ceilings are not the only fuzzy "ceilings" in the game. This however must not be read as meaning the values shown can simply be disregarded. Where fuzzyiness has been incorporated into AE it is there in order to keep players "honest". Without the fuzzyiness a player knowing that the highest ceiling of the enemy flak guns is 9800 feet could simply fly at 10k and be certain of avoiding the flak altogether. With the fuzziness there is a chance, not a particularly strong one but there nonetheless, that he will encounter some flak if he flies just above the ceiling. On the other hand the fuzziness is not a never ending piece of string so if flown at 20k, the player will not encounter any flak at that location. Terrestrial and naval flak is treated differently in the code. Aircraft attacking a terrestrial target are exposed to all relevant terrestrial flak guns in the hex. Aircraft attacking a task force are exposed only to flak guns on the approach side. Approach from starboard and the port side flak guns cannot be brought to bear on the aircraft attacking from starboard. Read my comments in this thread. http://www.matrixgames.com/forums/tm.asp?m=3100412&mpage=1&key=flak? Alfred Thanks. I'll have to revise my thinking, and planning. It's a bit odd that the big guns don't hit incoming, but it's also odd that they can fly over hexes with enormous amounts of flak or CAP completely untouched, so I guess it is what it is. [:)] Not really that odd. In AE aircraft meet neither enemy CAP nor flak overflying any hex on the ingress and egress. Combat occurs only at the destination hex itself. A task force which is not docked can, in abstract terms, be viewed as being 39.5 nautical miles away from any terrestrial flak guns and therefore very much out of range of those flak guns. Similarly the aircraft can, in abstract terms, be viewed as approaching the task force completely over water. The amount of computational power required to extend combat to all overflown hexes on the ingress and egress is huge. Not only would it necessitate a major hardware upgrade to make AE semi playable in terms of turn resolution times, the coding effort would also be enormous. Those on the forum who promise this can be easily incorporated into a PTO game like AE are just talking nonsense. Alfred
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