madflava13
Posts: 1530
Joined: 2/7/2001 From: Alexandria, VA Status: offline
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First off, the "loud" hex grid under the F6 key is intended only to show where units may move - thus the color coding. I only use it to specifically place subs and mining ops. If you want a "quiet" hex grid, before you load up the scenario, go under the options and select "show hexes" - this puts in a nice black grid that stays under everything.... As for the weather, its not possible to do what you want, and will be even more impossible in WiTP. Weather in the area changed hourly - thats why sometimes you have "clear skies" but strikes don't get off - squalls, storms, etc. came up that quickly. At Coral Sea, for example, Zuikaku survived much damage because of a sudden storm she ducked into as the SBDs were attacking. UV simulates this. There were no common "fronts" or weather patterns in this region, thus it would be impossible to depict weather with any degree of accuracy. The system in place models what historically happened. Yes, in real life sometimes TFs got left hanging because they thought they would have LBA support, but the field was socked in suddenly. To model what you want in UV and WiTP would require a Cray supercomputer. Honestly, thats what the weather people use to do exactly what you are asking for.
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"The Paraguayan Air Force's request for spraying subsidies was not as Paraguayan as it were..."
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