Understanding LOS

Tech support for Battle Academy

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enric
Brigadier-General - 8.8 cm Pak 43/41
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Understanding LOS

Post by enric »

A Sherman is on a slope, he can see on the hill squares but not the adjacent ones...
In the image the Sherman has LOF to the Panzer but no to the two open ground squares in front of it between the infantry and the Panzer.(?)

Is there any document that explains how the LOS is calculated?

Image
pipfromslitherine
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Post by pipfromslitherine »

That would be a bug! :) The hill logic is painful to say the least. We try and err on the side of giving you expected LOS to things, but in this case I have no idea. Is the panzer raised up too?

Cheers

Pip
enric
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Post by enric »

Is the panzer raised up too?
The Panzer, the infantry and the two blind squares are at the same hill.
pipfromslitherine
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Post by pipfromslitherine »

Ah - well is it possible that those darkened tiles are cover tiles? Them being shrouded would seem to say so. In that case the tank cannot see into them, which is why they would not be shown to be in LOF (LOF doesn't take account of suppression fire, as that actually requires the tile to be shrouded, if that makes sense?).

Cheers

Pip
enric
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Post by enric »

is it possible that those darkened tiles are cover tiles?
They both are Open Ground (hill)
enric
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Post by enric »

And look at that, Pip.

Then Bren is in Open Ground it can see, from right to left, his adjacent slope tile, and the hill one, but not the inmediately one, but it can see the following two tiles, it seems not logical.

In the row above to this, it sees the slope tile, and the next two hills tiles, but not the next…

Image

And then why the Bren can suppress some not seen tiles and others no?

Image
Image
pipfromslitherine
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Post by pipfromslitherine »

It looks to be about right to be honest. It won't show that you can shoot into shrouded tiles (but could well allow you to suppress them). It only shows those tiles which you can see into (e.g. which have an LOS value of 1, so not out of sight, and not in cover).

I think that also makes more sense of the first image, as there are other units up on the hill?

It might be that the callback needs to be a little more detailed in terms of whether the unit can actually fire at a tile. Currently it basically only checks whether the tile is visible and whether the tile is within the max of the HE and AP ranges. So it's not handling hills in as precise a way as it probably should.

Cheers

Pip
enric
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Post by enric »

I still can understand what are the logical that makes some tiles visible and some others no.
I will try to check in different campaigns and scenarios.
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