Radar question (an dLOS question)
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- centurion-1
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- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
Just locked at the values from aa2.11
Hyper Radar Tower:
// Sight/Radar
RadarDistance=8000;
SightDistance=1274;
So in aa the radartowers works at their full LOS potential. Radar apparently not.
There is a thing I miss in the way radar is defined. I could not find a tag which descripe what elevation is used for the calculation of los. Is the top of the building used or the base?
It would be nice if the mod could define a position where the calculation shout start. I think It would be a cool feature to control this point by the player and place it over the emeny base. Then somethink like http://en.wikipedia.org/wiki/Over-the-horizon_radar could be archived. Obviously such a radar should not have LOS and had to cost a lot of energy to operate
Hyper Radar Tower:
// Sight/Radar
RadarDistance=8000;
SightDistance=1274;
So in aa the radartowers works at their full LOS potential. Radar apparently not.
There is a thing I miss in the way radar is defined. I could not find a tag which descripe what elevation is used for the calculation of los. Is the top of the building used or the base?
It would be nice if the mod could define a position where the calculation shout start. I think It would be a cool feature to control this point by the player and place it over the emeny base. Then somethink like http://en.wikipedia.org/wiki/Over-the-horizon_radar could be archived. Obviously such a radar should not have LOS and had to cost a lot of energy to operate
Really nice to get an explanation on what's going on !Yeha wrote:Los is limited by the los table size which is set to 80 currently which would give a max los of 1280, radar uses the same table but works on 4 times lower resolution so max would be 5120 there.
Could this be doubled or defined by the mod or something, since the los distance of 1280 really is rediculously low. For anything but TA style gameplay.
A little update on this topic.
The lostable size is indeed a performance issue, the cpu requirement increases quadratic with increased sightdistance and memory requirement for lostbale increases cubical. That means an tripple increase would require 9 times the cpu power for los calculations (if such sightdistance is used) and the table itself would require 27 times the memory.
Next version will have the lostable increased to 110 which will give a max sightdistance of 1760. Using a sightdistance of 1760 will allmost double the cpu usage for los calculation compared to 1280 though.
In next version you will however allso be able to set the resolution used by los calculations on a mod basis. If you want long range line of sight you can have that at the cost of precision, using the resolution currently used for radars for an example would give you a max sightdistance of 7040.
Los are cached when units are standing still, long los on buildings is free since they never move.
The lostable size is indeed a performance issue, the cpu requirement increases quadratic with increased sightdistance and memory requirement for lostbale increases cubical. That means an tripple increase would require 9 times the cpu power for los calculations (if such sightdistance is used) and the table itself would require 27 times the memory.
Next version will have the lostable increased to 110 which will give a max sightdistance of 1760. Using a sightdistance of 1760 will allmost double the cpu usage for los calculation compared to 1280 though.
In next version you will however allso be able to set the resolution used by los calculations on a mod basis. If you want long range line of sight you can have that at the cost of precision, using the resolution currently used for radars for an example would give you a max sightdistance of 7040.
Los are cached when units are standing still, long los on buildings is free since they never move.