Members Ssnake Posted February 24, 2008 Members Share Posted February 24, 2008 The next version of SB Pro will take into account the bumpiness value of the respective terrain on which you're traveling to model those ground variations that are too small for the terrain mesh that we're using.Unfortunately, almost all the ground types in almost all the terrain themes have the "bumpiness" slider all the way to the right at 100%. This is bad, because this is supposed to represent the most coarse type of boulder-strewn rubble field one can think of. So, all you map and scenario designers, please have a critical review of the terrain themes that you are using. To give you a comparison chart, here's a list of typical ground types and the coarseness that I would consider "reasonable". You're free to use other values, but please be aware of the consequences. High bumpiness will slow down the top speed of vehicles - especially wheeled ones - and may actually affect the quality of gunnery on the move at high speeds.Agricultural area: Up to 10%Natural meadow: Up to 30%Heath, scrub: Up to 40%, typically less thoughStony desert, detritus, bare rock, boulder fields: Up to 100%, typically maybe rather 75%Swamp, moor: up to 20%Forest ground: Up to 80%, typically rather 50% - in highly cultivated forests it may even be down to 20% (exception!)Pure sand: up to 25%, usually just 15%.However: Pure sand is a rare find in nature. Some parts of the Sahara maybe (those that are usually shown in National Geographic program). More common however isSand/clay mix: Up to 70%, typically rather 30-60%Gravel surfaces: Up to 55%, typically rather 40% or lessYou may also want to consider the hardness values, with rock and concrete at 100%, water at 2%, Swamp maybe up to 20%, and everything else in between. The water content of a soil often is an indicator of its hardness. 0 Quote Link to comment Share on other sites More sharing options...
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