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Originally Posted by Volcano
Sorry, but computer gaming/simulation is all about numbers, abstractions, and cut offs.
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Absolutely. Couldn't be otherwise.
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With daylight visibility set to 500m (in this particular example), at 1500m the tank will begin to fade into view in the thermals, yes, where it will then start to be visible.
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Which implies that at 1501 the chance of seeing the target on thermals is 0%. Sim or real life the chance to see something at range will always reach 0% at some point.
That said one would expect that at ranges inside the cutoff that visibility would be implemented with a mathematical function reflecting an inverse relationship between distance and resolution of the target. And that is the crux of my original query as it seemed as if what was being said is that at 1501 no target and that at 1500 one sees the target with 100% resolution. I'm still not sure how target visibility, resolution if you will, works in SB whether seen thru a telescopic sight with TIS on or off.
Less distance means better resolution (inverse relationship). For example at 1500 one might see a barely visible ghostly image while at 1000 the image is more clear and at 500 or less it's a fully formed 100% functional image. The mathetical function necessary to make that happen is trivial and could be as simple as creating a lookup table. If one wanted to get a little more fancy a non linear polynomial equation based on something as simple as the square of the distance from the sighter to the sighted could be used to define the target resoluion. I imagine though that implementing the intensity/transparency or what ever else goes into the graphics part is not a trivial thing to implement and might not even be worth the effort
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The tank will not visually pop up instantly, it will fade in...
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That is exactly what one would expect...
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... - however the AI will be able to ID it at that point just like the human can. It is no different than what happens in daylight view when the vehicle gets to 500 meters in this particular instance. We are NOT talking about spotting distances here either, we are talking about absolute visibility limits, that is to say, the vehicle is not visible beyond those distances so it makes no sense for ID randomly occur "around a range above the absolute limit" like you imply.
If you have a problem with how it behaves, then do not give a visibility less than 2000 or 3000 meters.
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One would hope that target ID at range would not be a simple yes/no, on/off function. Taget identification is more difficult at range than close up.
As for randomness: - real life conditions impacting the visibility of an object (ability to ID a target and it's type) are hardly constant even in the short term. The ability to see beyond a certain range is as much a function of the variabilities inherent in the tool used as it is the shifting external environmental conditions thru which the tool must look. Both are variable. Though I imagine that in a sim like SB the variables that would need to be modeled to reflect the randomness of same would have so little impact that they could safely be ignored and not even modeled.
You answered my question Volcano in much the way I expected. Thanks.
Have a nice day.