Unit Detection (Full Version)

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1nutworld -> Unit Detection (12/31/2021 1:08:47 PM)

Good day all,

So here's what I have going on.

I've posted about setting up a Carrier Strike Group performing an air attack against a reported terrorist compound.

I am at scenario setup and I have gone into the side: Terrorist, and they have a couple of guard shacks, some small building (with observer), 3 tent buildings. I have gone into side edit and turned off, "building is auto-detectable" for all of those buildings.

The Terrorist side also has some mobile units, some "infantry squads", two mobile "technical" units, and a patrol squad, with a patrol mission around the area I have defined as the Terrorist compound. None of those units are currently "detected" or showing on my map at scenario start, for the Carrier strike group side.

What is happening though, is that - despite my setting all "surface buildings" to be NOT auto detectable- when I re-load the scenario for the Carrier Group Side - the Terrorist buildings are showing up on the map.

I get that it's ultimately "not a big deal"....I however want to have to "discover" their location by using recon assets, instead of them showing up as "contacts" on my map.

Do any of you scenario designers have ideas as to why this is taking place?

or how to fix the issue?

and just to clarify, I do NOT have "gods eye" active.

Thanks everyone.




TempestII -> RE: Unit Detection (12/31/2021 2:17:06 PM)

I had a similar issue but I'm not sure if it's an identical problem.
Is the knowledge of the positions of the units live or historic? IE, is there a timer counting up since the they were detected or are they still being detected by a CSG sensor?
If the detection is historic, I found using the Clone Unit feature should indirectly fix the issue. Create clones, delete the originals and ensure auto-detection is turned off before pressing Play.




1nutworld -> RE: Unit Detection (12/31/2021 2:19:02 PM)


quote:

ORIGINAL: TempestII

I had a similar issue but I'm not sure if it's an identical problem.
Is the knowledge of the positions of the units live or historic? IE, is there a timer counting up since the they were detected or are they still being detected by a CSG sensor?
If the detection is historic, I found using the Clone Unit feature should indirectly fix the issue. Create clones, delete the originals and ensure auto-detection is turned off before pressing Play.



Good idea, I guess I will give that a shot and see what happens.

Certainly worth a try. I appreciate the suggestion! [8D]




thewood1 -> RE: Unit Detection (12/31/2021 2:22:27 PM)

You can try dropping contacts also. See if they get detected again.




DWReese -> RE: Unit Detection (12/31/2021 2:22:31 PM)

I believe that all buildings, or permanent structures, are considered to essentially be "auto detected." That's like saying maps know where things are, so regardless of whether you make it not auto-detected, the game will see it otherwise. In other words, you can't hide the Empire State Building by merely marking it "not detected."

Now, your situation may be different. I've haven't played around with it enough, but I haven't found any "structures" that weren't always detected.





1nutworld -> RE: Unit Detection (12/31/2021 2:32:07 PM)


quote:

ORIGINAL: DWReese

I believe that all buildings, or permanent structures, are considered to essentially be "auto detected." That's like saying maps know where things are, so regardless of whether you make it not auto-detected, the game will see it otherwise. In other words, you can't hide the Empire State Building by merely marking it "not detected."

Now, your situation may be different. I've haven't played around with it enough, but I haven't found any "structures" that weren't always detected.




For the record, doing the "clone unit" suggestion, and then making sure "auto detectable" for each unit was turned off, then deleting the original- did indeed make all structures disappear for side "terrorist". So TempestII, it worked!




1nutworld -> RE: Unit Detection (12/31/2021 2:33:04 PM)


quote:

ORIGINAL: thewood1

You can try dropping contacts also. See if they get detected again.


I hadn't thought about trying that, so a good suggestion. Thanks!




1nutworld -> RE: Unit Detection (12/31/2021 2:42:09 PM)

quote:

ORIGINAL: DWReese

I believe that all buildings, or permanent structures, are considered to essentially be "auto detected." That's like saying maps know where things are, so regardless of whether you make it not auto-detected, the game will see it otherwise. In other words, you can't hide the Empire State Building by merely marking it "not detected."

Now, your situation may be different. I've haven't played around with it enough, but I haven't found any "structures" that weren't always detected.




As I noted in a previous post, cloning units and unchecking the "auto detect" on said cloned unit works.

But of course I understand your point specifically with something like a landmark structure like "Empire State Building" will be detected. Only makes sense, so of course it should be that way.

However, with a "terrorist camp" where the structures are tents, guard posts and small potentially temporary structures, erected within a finite timeframe, shouldn't be "auto detectable", but I understand why the game design would make MOST buildings that way.

Cheers and thanks for your comment!




thewood1 -> RE: Unit Detection (12/31/2021 3:01:13 PM)

Facilities are default auto-detect. But if you turn that off, they behave like any other unit. Just tested it with a Large AC Hanger. It defaulted to auto-detect. Turned it off and no units detected it without seeing it.

Now if you group a bunch of auto-detect units before turning off their auto-detect, I have found that the group is detected, but the individual units aren't. There is a little weirdness there. So if you want to make sure a group is undetected, make sure you turn off auto-detect before grouping them. You might have to make sure. And another tip is make sure to drop contact every time you do any of this just to make sure all contact history is erased.




TempestII -> RE: Unit Detection (12/31/2021 5:21:27 PM)

Happy days, I'm glad it worked!




thewood1 -> RE: Unit Detection (12/31/2021 7:00:17 PM)

Just to clear up some misinformation, I tested tents. I placed them and turned off auto-detect. A scenario start, a P-3 couldn't detect them from 100 nm away. Got within a few miles at low altitude and the tent was detected.




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