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#1
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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 |
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#2
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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) |
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#3
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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.
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#4
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Um.
They are static objects tied to the map. (Did no one read my post above?) |
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#5
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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.
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#6
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Hi,
Here are some screenshots (10). Me (idefix44) and my mate (crapouillot) played online several missions via HyperLobby. The host is the stock Dedicated Server 4.13.3m. The clients are the stock IL2 1946 4.13.3m. We used TeamSpeak to synchronise the screenshots and the result is that we have the same clouds... |
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#7
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1. Someone who've seen the code said there's no synchronization between clients.
2. Your evidence seems to support the opposite. 3. I don't fly online, just tried to explain what's on. 4. I'll watch with attention whatever this discussion will evolve to. |
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#8
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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) |
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