![]() |
|
#1
|
|||
|
|||
![]()
I guess it would be more precise to say "Where you hide inside clouds there may be bright blue sky for others and vice versa". If the cloud pattern is generated locally and randomly by each client, a 1/10 cloud coverage is very likely to differ from client to client to the pattern of:
OOXOO OOOOO vs. OOOOO OXOOO Your chance of being visible is 10 to 1 in this case. When the cloud cover is 5/10, you have, on the contrary, a 50% chance that both you and your enemy see a cloud at the same spot. Although you can never be sure that hiding in clouds works online, it might work with increasing chance as there are more clouds on the sky. Just a speculation. |
#2
|
|||
|
|||
![]()
Couple things.
Clouds are actual objects tied to the map itself. Server must enable Clouds in the Misc. Difficulty section (and client should as well). And server should have typeclouds=1 in their conf.ini Code:
TypeClouds=0 - standard clouds TypeClouds=1 - improved quality clouds I've noticed that I can have simple clouds on when others can have the more comprehensive clouds in the same game. |
#3
|
||||
|
||||
![]() Quote:
__________________
Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
#4
|
|||
|
|||
![]()
You should also add the possibility that You hide in a cloud where your Enemy sees blue sky, but his cloud (X) is blocking his line of sight to the pattern of
OYXEO |
#5
|
||||
|
||||
![]() Quote:
Yet until people who can see in the game code will explain, we probably can just theorise. Or to experiment online to gather practical evidence. I''m going to look through my old track records to check how adversaries reacted when I have been in the clouds.
__________________
Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
#6
|
|||
|
|||
![]()
Sure, my explanation is pure maths. I don't even know whether clouds are static or move with the wind, and whether they are generated at once on mission start, or dynamically in run-time.
|
#7
|
|||
|
|||
![]()
Um.
They are static objects tied to the map. (Did no one read my post above?) |
#8
|
|||
|
|||
![]()
I did. It seems clear that clouds are generated on a "one cloud / one tile" basis according to the CloudType (density) and CloudHeight properties specified by the mission designer. What is not clear is how and when they are created and why they are not synchronized online. TypeClouds only affects their visual appearance, not their density or exact position.
|
![]() |
Thread Tools | |
Display Modes | |
|
|