Technically, it’s not really Radar. We gave the ground pounders towns, EWS, AOs, etc, all in an effort to help them find each other. The air game had EWS at one point, but now it only covers bombers and then only over enemy towns.
So to solve these and other issues (e.g. map skirting) we’re looking at a system like AW/WB used for giving you a hint that there is an enemy AC in a particular area (probably 16-20km2).
The first step is setting a reasonable limit for “who gets shown”. Yes, we are departing from historical realism and not giving you radar towers to destroy or methods to avoid radar.
I spent a bunch of time getting a dev build of the client set up at home again and messing with some “don’t paint me straight away” solutions. I think the one I landed with works (you have to achieve a +/-ve climb speed and then exceed Nmph to become “radar elligible” after which it takes M seconds before you finally show up on radar)
It took me longer to set the client up than expected because I was getting really, really terrible stutters while flying. I thought “here’s my chance” and took a long look into it. I finally ttracked down the cause and a bunch of tweaks that took me from 1-2fps during stutters to 6-8fps.
Unfortunately – it doesn’t count for anything. The dev build is compiled with no compiler optimization, and my tweaks are probably all done automatically by the compiler when it builds a beta/release version with optimization.
We had Snellman’s leaving party on Friday. Much alcohol was consumed. And Snellman relinquished a lot of his. Allan has helped complete the picture the team has of Finns being really, really wussy drinkers. ;)