Ground War distance effects
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There has been posts about the distance effects of the ground war that people are missing. I think the answer was that the effects were somehow connected to the 2d war?
In the psys.ini there is a section called distance effects and I did some test on this yesterday. These effects has active range up to 300000ft, near 50nm but if the units, let’s say 2 infantry units fighting, you won’t see the effects until you have them deagged, range about 10nm.I changed the deagg distance for the infantry units to 20nm and the effects were to be seen from that distance. So to have a more “live” ground war one would have to increase the deagg distance for some ground units.
How would a deagg distance of 25nm for the ground units effect the FPS?
I have no idea, but I am thinking that @A.S and the guys at Falcon Online might have have some? I mean, with the campaigns they host, with 30+ human in they sky there must be a lot of ground units deagged at the same time?Regards
F -
Hi, yea you probably right about the distant effects coming only with deaggregated units, that’s something that I can try to look at… regarding increasing the deaggregation distance, that’s IMHO a bad idea. I don’t think in a dedicated server game, every player deaggregates units for all the other players… I think he maybe can deaggregate for himself, I’m not sure how that works regarding the entire campaign engine though.
IMHO, if 2D war effects are missing, then we should try to fix that in the code rather than messing up the data just for that…
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How would a deagg distance of 25nm for the ground units effect the FPS?
Would have very strong effect at 0 hour of campaign at many loacations around the FLOT.
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Hi I-Hawk
I just thought that with 30+ players there must be a lot of units deagged and a increase should have a minor effect? But if it work like you said I see what you mean.What I could see in my test was that if the units weren’t deagged I could not see any ground war going on. But I didn’t test if it was the the effects in the distance effects part that were visible or if it was the “normal” effects that kicked in. I mean, some effects have a long visible range to them, up to 120000 and sometimes above that.
But with deagg distances around 60-70000, is there any purpose for the effects to have greater visible range than that?Regards
F -
I tend to hold the deagg distance to 10NM and the Booble to 20NM for GU’s in BMS.
Seems to work better for the "WAR"and Joe Player.
Remember in MP, everyone who joins is “Joe Player”.
IIRCC I had set them to 20/20 for “some” other iteration of Falcon. That may be what Molni is referring to……Dunno
That worked best for their game, not saying it would work best for BMS.
I would avoid a CODE change ATM (messy) and look real hard at the data.There are many issues there as far as GU’s are concerned.
We may want to examine how many Nodes we are “Looking Out To”… as a start.Cheers,
demer -
What is the difference between the bubble and the deagg distance?
Regards
F -
What is the difference between the bubble and the deagg distance?
Regards
FDUNNO……maybe C9 or A.S or maybe BMS will chime in to explain them…
Regards,
demer
P.S. I will try and post a Sticky in the Theaters Thread this afternoon…though I have posted this info many times B4, you are not the only one this past week who have had that ?.. sighPlease take a look here: https://www.benchmarksims.org/forum/showthread.php?20384-Player-Bubble-and-Deaggregation
and heed I-Hawks advice……some things have changed in BMS, mostly the weapons and displays as far as I can “SEE”…LOL!!! -
MAYBE this will help??
White=Joe Pilot as an entity, as in how big s/his bubble is to the game, remember once you join you become a viable entity and are added to the LIST to be deagg\reagg from it.
Yellow= How big JP’s bubble is, as in, the vehicle and it’s weapons, radar etc…Radar is detected by opfor, and has it’s own bubble, be careful.
Blue=AI Sam site and the Vehicles on it, sans their RCD.
Red=AI Sam site and its RCD+WCD+FED+ ad infinitum……bubble…see threat circles……LOL!!
Black=When\where we may “BUMP” into each other and all hell breaks loose…;)
Purple=AWACS…it “SEE’s ALL”…HAHAHA! Have fun!!!tired demer
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Lol, well, no & yes, I see in that tool that there are different setting for them (I used the editor) but why is the bubble smaller than the deagg distance? Is the bubble some label distance?
Thanks demer for answering.
Regards
F -
Lol, well, no & yes, I see in that tool that there are different setting for them (I used the editor) but why is the bubble smaller than the deagg distance? Is the bubble some label distance?
Thanks demer for answering.
Regards
FChuckle…well yes & no, for some reason the CODE and the coders\codettes expressed the math differently for the two. BUT they are one in the same.
30 miles = ~150000 feet.
So in Falcon we need a finer definition, it appears, for when we deagg an entity. The bubble is a bit more ambiguous.
The label distance was a problem that was fixed in RP5 and I think any of the derivatives after, i.e. AF,FF,maybe BMS 2.2. The label distance is based somewhat on the entity bubble distance + entity deagg, as in “When do we Write It”…… I do not fly with Labels On, other than in debug mode, so maybe some one else could answer,(believe its a GUI “Gooey” thing)
I will edit the PicPost to maybe help us.Regards’
demer -
Thanks Demer, I got confused by the numbers as I set the deagg to 150k ft as I had converted it to ~25nm and when I tried 30nm I had 180k ft, it’s a difference of 5nm or 30k ft, that’s why I asked about the difference between the inputs
Anyway, thanks again, it will help me when I do some test this weekend.
Regards
F -
Hi, yea you probably right about the distant effects coming only with deaggregated units, that’s something that I can try to look at… regarding increasing the deaggregation distance, that’s IMHO a bad idea. I don’t think in a dedicated server game, every player deaggregates units for all the other players… I think he maybe can deaggregate for himself, I’m not sure how that works regarding the entire campaign engine though.
IMHO, if 2D war effects are missing, then we should try to fix that in the code rather than messing up the data just for that…
If two players are in each others Bubble then they do share each others Ground bubble.
Have not tested it with a third player, might look at that tomorrow.
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The first player to de-agg a unit is that unit’s owner. And he is updating it’s status to everybody that needs to de-agg it from this point. I’m not sure what happens when the owner is moving out of the bubble distance while someone else is still in the bubble, but I believe ownership is transfered.
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Two questions:
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Joe Pilot fires a JASSM or a HARM – does a turn & burn 180 to avoid the incoming SA-10/SAN-6/Patriot … he seems to drag his bubble with him, giving a good chance of No Kill… shouldn’t the missile have a bubble of it’s own and assume “ownership” of the target?
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Does the Low Alt camera really work to deagg and “spot” units? If so, for how long?
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Two questions:
- Joe Pilot fires a JASSM or a HARM – does a turn & burn 180 to avoid the incoming SA-10/SAN-6/Patriot … he seems to drag his bubble with him, giving a good chance of No Kill… shouldn’t the missile have a bubble of it’s own and assume “ownership” of the target?
Yes it should
- Does the Low Alt camera really work to deagg and “spot” units? If so, for how long?
I don’t think it does but TBH I’m not even sure how it works exactly so don’t know to tell you. If it’s tracking the SPI position then bubble will not be a problem.
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I hope this gets sorted, I do miss the battles off in the distance as I fly to my target. It’s one of the things that drew me into F4 all those years ago
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I hope this gets sorted, I do miss the battles off in the distance as I fly to my target. It’s one of the things that drew me into F4 all those years ago
+1 here too
Would make war look like war.
I have posted this some years ago , can’t remember why those effects are not anymore there.
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There has been posts about the distance effects of the ground war that people are missing. I think the answer was that the effects were somehow connected to the 2d war?
In the psys.ini there is a section called distance effects and I did some test on this yesterday. These effects has active range up to 300000ft, near 50nm but if the units, let’s say 2 infantry units fighting, you won’t see the effects until you have them deagged, range about 10nm.I changed the deagg distance for the infantry units to 20nm and the effects were to be seen from that distance. So to have a more “live” ground war one would have to increase the deagg distance for some ground units.
How would a deagg distance of 25nm for the ground units effect the FPS?
I have no idea, but I am thinking that @A.S and the guys at Falcon Online might have have some? I mean, with the campaigns they host, with 30+ human in they sky there must be a lot of ground units deagged at the same time?Regards
FThose effects were definitely not tied to 2d or 3d activity, I can remember flying to the area of activity only to find nothing there or close enough to be connected.
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Those effects were definitely not tied to 2d or 3d activity, I can remember flying to the area of activity only to find nothing there or close enough to be connected.
Couldn’t the bubbles explain this? That it was the brigade that “made the effects” and not the battalions?
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Couldn’t the bubbles explain this? That it was the brigade that “made the effects” and not the battalions?
Yes possibly, and that was my thought also but never explored it enough to be opinionated, That was 12+ years ago.
I don’t know weather brigade would have a bubble.