Author Topic: Town Positions  (Read 1668 times)

Offline JimmyD3

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Town Positions
« on: September 24, 2026, 03:56:24 PM »
Trying spice things up a bit, within the limits the Terrain Editor allows, I am rotating Towns based on the Even/Odd status of the last 2 digits of Base number. Towns can be rotated in 90 deg. increments allowing for 4 positions. Attached is an example.
Kenai77
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Offline Randy1

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Re: Town Positions
« Reply #1 on: September 24, 2026, 04:07:23 PM »
Jimmy I keep meaningg  to post there are two  building side by side that do not show damage.  They may be counted as damage.  Not sure.  I will try to pin down the base and building next chance I get a chance.

Offline JimmyD3

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Re: Town Positions
« Reply #2 on: September 24, 2026, 04:23:13 PM »
Randy, if you can grab a screen shot as well. That will make it easier to fix.  :aok
Kenai77
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Offline Busher

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Re: Town Positions
« Reply #3 on: September 24, 2026, 04:25:46 PM »
I would rather that you Map Makers took the time to place a solid overcast layer of clouds above the strats at a maxiimum altitude of 10,000' AGL.
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Offline JimmyD3

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Re: Town Positions
« Reply #4 on: September 24, 2026, 04:35:33 PM »
That is certainly doable, to some degree. It needs to be done in such a way as to allow high altitude bombing but with variable cloud covers, at  variable altitudes, speeds and durations. In other words the high altitude "window" is dynamic. For that matter all cloud cover needs to be dynamic. The Cloud/Weather Editor allows for that.
Kenai77
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Offline captain1ma

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Re: Town Positions
« Reply #5 on: September 27, 2026, 01:39:55 PM »
I would rather that you Map Makers took the time to place a solid overcast layer of clouds above the strats at a maxiimum altitude of 10,000' AGL.

weather is usually done by the weather experts, not the terrain experts!