MajorH
Member
Post suggestions here for specific night combat rules (coding logic) needed in TacOps.
Yes, you would need to consider other forms of night vision equipment except thermals:Not sure what you need Major H, but isn't there Night Vision Goggles capabilities in TacOps5?
Basically correct as we are reverse engineering the smoke routine.There was a suggestion some time ago for illumination rounds. I'm not a programer but I think it would be hard.....who knows it may be a piece of cake.
Mortars, artillery, 40mm grenade launchers etc are the launchers.
Logic.
User selects aim point. Developer determines the deflection routine appropriate for each weapon which determines the actual "impact" location.
For an appropriate distance from that 'impact' point units may be visable. In my thinking it should not be 100% of daytime vision range say maybe 70%. I've not read much on the subject and have no real experience so I can't say what is 'should' be.
Yes, but the Israelis had only binoculars for their commanders. The Syrians had IR sights on their tanks.Infrared searchlights have a similar problem. Anyone with an imager will see that searchlight sticking out like a sore thumb.
But those infared searchlights were heavily used in the arab israeli wars as I recall.
H
Good point. I don't remember reading that part.Yes, but the Israelis had only binoculars for their commanders. The Syrians had IR sights on their tanks.
I simplish solution will be sorta easy maybe like using the smoke code reversed.A unit inside the illumination pattern will have a harder time spotting non-illuminated targets outside the pattern. The bright light will interfere with their normal night vision.
1, 2 & 3 - I'm interested in hearing your logic. In the absence of any night vision system, your first three items are all using the same technology, the Mark I eyeball. It isn't clear to me why you are treating them differently.Another issue you have to consider is the effect of different types of illumination.
Normal flares would improve visibility downrange, while destroying the night vision of the enemy caught in their radius. The effect would be somewhat as follows:
1--AFVs would have no effect
2--vehicles (with windscreens) would lose partial night vision
3--infantry would lose night vision
4--helos would be visible and would go evasive if orders allowed
5--units in wooded terrain would lose less night vision
6--units hit with a flare would experience some level of suppression, as drivers cannot see effectively, and infantry would dive for cover. However, vehicles caught in flares would end the turn in defilade if they stopped moving..
I'm not so sure about these two. IR searchlights and flares operate in the near infrared band close to the frequency of visible red light. That technology is essentially unchanged from WWII. In addition, 2nd/3rd generation image intensifier [aka "starlight scopes" and 1970's era tank "passive sights"] can sense some near infrared wavelengths although not as well as a custom IR weapon sight. 1st generation image intensifiers were subject to image blooming from IR or any other light source in their field of view. 2nd/3rd generation image intensifiers had protection circuits that reduced blooming and returned to full sensitivity almost as soon as you panned the scope away from the excess light source.Other flare types, such as WP, IR searchlights, and other would have these effects:
1--Infantry with thermal sights (AT weapons), would lose accuracy in firing, reflecting the spoofing of their thermal imagers
2--AFVs would experience both a loss of mobility, possibly suppression, and a loss of vision range, due to their higher reliance on thermal imaging to acquire targets at night.
1, 2 & 3 - I'm interested in hearing your logic. In the absence of any night vision system, your first three items are all using the same technology, the Mark I eyeball. It isn't clear to me why you are treating them differently.
4 - an interesting option. You are treating illumination as hostile fire.
6 - True but very tricky. I can see multiple scenarios depending on whether the unit and it's target are both illuminated or only one or the other is illuminated.
I'm not so sure about these two. IR searchlights and flares operate in the near infrared band close to the frequency of visible red light. That technology is essentially unchanged from WWII. In addition, 2nd/3rd generation image intensifier [aka "starlight scopes" and 1970's era tank "passive sights"] can sense some near infrared wavelengths although not as well as a custom IR weapon sight. 1st generation image intensifiers were subject to image blooming from IR or any other light source in their field of view. 2nd/3rd generation image intensifiers had protection circuits that reduced blooming and returned to full sensitivity almost as soon as you panned the scope away from the excess light source.
Thermal sights operate in the far infrared just above millimeter waves [Apache Longbow] and microwaves [radar]. A thermal sight produces an electronic output from a scanned sensor that only responds to a narrow range of wavelengths. There is no image focusing so there is no image blooming. Thermal imagers are also functionally different from image intensifiers and don't benefit from artificial illumination.