Author Topic: GV- far distance visibility  (Read 240 times)

Offline Janov

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GV- far distance visibility
« on: August 26, 2004, 08:19:11 AM »
Not necessarily a bug, but still something that needs to be fixed:
GVs can hide under trees. If a guy in a plane chooses a short-distance visibility setting to improve framerate, trees are not displayed at great distance, and GVs are also not displayed at great distance. So far so good. But I noticed this:

If I am in a plane at maximum visibility setting there is still a limiting distance at which trees are drawn (as it should be). But GVs that are outside this limiting distance will still show up as little black dots. This is a gameplay issue, as it will allow a defending plane over an airfield to see GVs spawning at a faraway point. Now all the plane needs to do is to fly over the general area the dot was observed in, and do a thorough search. It KNOWS something must be there.

From a gameplay point of view the balance is still tipped way too much towards aircraft. A single guy in a IL2 or Hurry can thwart any number of GVs attacking a base. It takes SEVERAL hits even from an Ostwind to kill an IL2, and even then, he will be back in 2 minutes, while it takes the GV up to 20 mins to reach the field or town. If the IL2 driver is smart, he will disable all other GVs before attacking the AAA-vehicles, thereby stopping any GV-assault in its "tracks". Friendly aircover is not the answer, either, because no aircover will be able to consistently engage the ground-attack-aircraft when facing a neverending cloud of La7s and N1ks upping from the attacked field.

Offline Darkish

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GV- far distance visibility
« Reply #1 on: August 27, 2004, 06:43:39 AM »
Yep - I only noticed this on the OzKansas map soley because frame rates caused me to drop the ground detail slider to ~ 1.5 miles.  However, I still like to see ack guns so the min object size and level of detail are set at 80% plus.  This, as you said, has the side effect of drawing tank dots beyond the range of the ground clutter.