The idea is that instead of having a constant accuracy, each pixel on the radar map has a float value that determines how accurately the position of a unit on it will be displayed.
New tags for radar units:
RadarAccuracy (float, 0.0-1.0): How accurate this radar is at its best. 0.0 to 1.0 would vary the accuracy from "somewhere on this side of the map" to "exactly here".
RadarFalloff (int, 0-inf): Distance up to which the radar will keep its maximum accuracy, defaults to the radar's range. After that it will linearly fall off.
RadarMinAccuracy (float, 0.0-1.0): The radar's accuracy at the edge of its range.
RadarStackable (bool): If true the radar will add its accuracy to the coverage other radars provide of the area (otherwise the maximum accuracy that covers a pixel is used). Well, not add but make it 1-((1-oldaccuracy) * (1-newaccuracy)).
Jammers would have similar tags and the final accuracy for a pixel would be radaraccuracy-jammeraccuracy. That means a weak jammer wouldn't make your units disappear from the radar but would make them harder to hit.
Variable radar accuracy
Moderator: Moderators
This is true.bamb wrote:afaik real radars either see or don't see an object. If you get a return, you know the bearing pretty exactly and the distance is known from the lightspeed delay. But I'm no expert on this of course.
But real radars cant detect ground units since terrain obstacles would block it, what means that TA radars are probaly diferent from real radars...
