Suggestion for smoke and thermal sight.
Posted: Wed Nov 13, 2019 1:00 pm
fb.asp?m=4651214
This has been discussed before, but I repeat again because I think this issue is related with historical accuracy.
Before I begin, I wish to make sure about this: Some smoke has no ability to block thermal, even though it burns.
https://youtu.be/QlJ6-huJwb8
Especially for cold war era, there were no thermal-blocking smoke. I'm talking about artillery / mortar smoke ammunition and vehicle / infantry smoke grenade. Not engine room smoke generator.
White phosphorus smoke has some influence on the transmissivity of IR and near-IR spectrum. However, white phosphorus very rapidly reacts in the air + moisture, it really burns fast, and the effect of IR-blocking quickly diminishes. That is why WP is not a good material to block thermal sight. Instead, using its rapid reaction speed, WP can generate good amount of smoke quickly, this is why WP smoke can be used as a way to signal. But again, WP is not a good TI blocking material.
Instead, RP is really good material to influence on IR spectrum for longer duration because it burns slow. Thermal-blocking smokes mix RP with chaff-like material, small aluminum and magnesium chips, aerosol, other metal particles, and etc. However, those thermal blocking smoke grenade was only possible after the end of the cold war.
As I wrote in my original smoke post in the link above, most of 'conventional' smoke munition from artillery is HC which has no ability to block thermal or whatsoever, no matter how thick the HC smoke field is deployed. However, for some reason, in current version of AB, all smokes has some ability to block smoke, which does not physically make sense and not historically accurate. Vetikka says all smoke has some degree of TI blocking if it burns, but I guess that should be corrected.
In previous post, I suggested to describe the various types of smokes and their effect. However, it seems that suggestion is not adopted.
Then, I guess current AB game's smoke should not influence on thermal sight, as they are HC smokes. Its effect on thermal sight should be very minimal. In reality, there were no things like TI smoke during cold war. The closest 'real' smoke to mimic TI smoke would be WP smoke, but WP smoke should induce some damage to infantry. But current smoke munition of artillery and smoke grenade does not damage any infantry, yet they are able to influence on thermal sight. I think this is unfair and not accurate at all.
If it is WP smoke, then it can slightly influence the thermal sight, and it should have a chance to damage infantry and burn trees and structure.
If it is HC smoke, then it should not have a chance to influence thermal sight no matter how thick it is, yet it is safe to infantry, houses and trees.
You cannot mix two of them and cherry pick properties to create something unrealistic and call TI smoke. I can imagine such "TI smoke" came from simplification but I wish AB depicts the smoke - thermal sight relation more accurately and clearly. Because IMO thermal sight can be regarded as technological advantage to change the tide of game, and in AB it is more or less not that efficient when compared to real.
Plus, effect of WP can be used as suppress or clear infantry in AB. As effect of WP quickly diminishes in the air, the time window for WP to damage infantry, buildings and trees should be short. This can be modeled as some chance to burn infantry, buildings and trees inside smoke.
If AB introduce chemical weapons in the future, mix of WP and chemical will be a perfect tool to 'clear out' the entire block. But MOPP should be modeled too.
This has been discussed before, but I repeat again because I think this issue is related with historical accuracy.
Before I begin, I wish to make sure about this: Some smoke has no ability to block thermal, even though it burns.
https://youtu.be/QlJ6-huJwb8
Especially for cold war era, there were no thermal-blocking smoke. I'm talking about artillery / mortar smoke ammunition and vehicle / infantry smoke grenade. Not engine room smoke generator.
White phosphorus smoke has some influence on the transmissivity of IR and near-IR spectrum. However, white phosphorus very rapidly reacts in the air + moisture, it really burns fast, and the effect of IR-blocking quickly diminishes. That is why WP is not a good material to block thermal sight. Instead, using its rapid reaction speed, WP can generate good amount of smoke quickly, this is why WP smoke can be used as a way to signal. But again, WP is not a good TI blocking material.
Instead, RP is really good material to influence on IR spectrum for longer duration because it burns slow. Thermal-blocking smokes mix RP with chaff-like material, small aluminum and magnesium chips, aerosol, other metal particles, and etc. However, those thermal blocking smoke grenade was only possible after the end of the cold war.
As I wrote in my original smoke post in the link above, most of 'conventional' smoke munition from artillery is HC which has no ability to block thermal or whatsoever, no matter how thick the HC smoke field is deployed. However, for some reason, in current version of AB, all smokes has some ability to block smoke, which does not physically make sense and not historically accurate. Vetikka says all smoke has some degree of TI blocking if it burns, but I guess that should be corrected.
In previous post, I suggested to describe the various types of smokes and their effect. However, it seems that suggestion is not adopted.
Then, I guess current AB game's smoke should not influence on thermal sight, as they are HC smokes. Its effect on thermal sight should be very minimal. In reality, there were no things like TI smoke during cold war. The closest 'real' smoke to mimic TI smoke would be WP smoke, but WP smoke should induce some damage to infantry. But current smoke munition of artillery and smoke grenade does not damage any infantry, yet they are able to influence on thermal sight. I think this is unfair and not accurate at all.
If it is WP smoke, then it can slightly influence the thermal sight, and it should have a chance to damage infantry and burn trees and structure.
If it is HC smoke, then it should not have a chance to influence thermal sight no matter how thick it is, yet it is safe to infantry, houses and trees.
You cannot mix two of them and cherry pick properties to create something unrealistic and call TI smoke. I can imagine such "TI smoke" came from simplification but I wish AB depicts the smoke - thermal sight relation more accurately and clearly. Because IMO thermal sight can be regarded as technological advantage to change the tide of game, and in AB it is more or less not that efficient when compared to real.
Plus, effect of WP can be used as suppress or clear infantry in AB. As effect of WP quickly diminishes in the air, the time window for WP to damage infantry, buildings and trees should be short. This can be modeled as some chance to burn infantry, buildings and trees inside smoke.
If AB introduce chemical weapons in the future, mix of WP and chemical will be a perfect tool to 'clear out' the entire block. But MOPP should be modeled too.