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  #1  
Old 05-01-2015, 11:25 AM
unkated unkated is offline
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Default Quickie 3D distance appoximations

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Originally Posted by Medic View Post
but before I do that, I'll give you the altitude bands that turn the air combat in to 3D.


The table essentially cross references the altitude and horizontal range for actual firing range.

No, I did not use 3D-geometry for calculating the exact ranges, but if someone wants to do that, be my guest.
A quick rule of thumb for 3D range (we use it for Fighting Wings, WW2 aerial combat):

Take the horizontal and vertical ranges, and add half of the smaller to the larger. Doesn't matter which is larger (hypotenuse is a hypotenuse).

For example, range to a helicopter 3000 m away and 2000 m up is treated as 4000m (3000 + 2000/2).

(The math answer is 3605.551 m).

And if that same helicopter closes to almost overhead... 300 m away and the same 2000 m up is treated as 2150 m (300/2 + 2000) = 2150

(the math answer is 2022.375 m)

It's an approximation, but it's within 10-12% accurate, which isn't bad for something you can do in your head.

Uncle Ted
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Old 05-01-2015, 03:35 PM
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Quote:
Originally Posted by unkated View Post
A quick rule of thumb for 3D range (we use it for Fighting Wings, WW2 aerial combat):

Take the horizontal and vertical ranges, and add half of the smaller to the larger. Doesn't matter which is larger (hypotenuse is a hypotenuse).

For example, range to a helicopter 3000 m away and 2000 m up is treated as 4000m (3000 + 2000/2).

(The math answer is 3605.551 m).

And if that same helicopter closes to almost overhead... 300 m away and the same 2000 m up is treated as 2150 m (300/2 + 2000) = 2150

(the math answer is 2022.375 m)

It's an approximation, but it's within 10-12% accurate, which isn't bad for something you can do in your head.

Uncle Ted
This would indeed streamline the rules and drop the need for a conversion table. It would also remove several altitude bands, effectively leaving NOE, Low, Medium and High, I suppose.

Thank you for the idea. I was clearly approaching this in a far too complex manner.
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Old 05-01-2015, 08:19 PM
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As requested by Medic, I've merged his thread TW2k13 with the Reflex vehicle stats thread.
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Old 05-02-2015, 12:05 AM
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Thank you.
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Old 05-03-2015, 08:20 AM
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Default Extreme cold

While the Reflex has rules for extreme weather, people wanting even more accurate rules for extremely cold weather (like nuclear winter) might enjoy this. This is work in progress so suggestions are taken.

Extreme hot and hot weather clothes protect down to +10 degrees centigrade, mild down to +0, cold down to -20 and extreme cold to -35. Weather one grade worse without proper shelter causes the character to get chilly and sleeping properly will be impossible. Inactivity counts as light work, meaning just being does not increase fatigue but won't decrease it either. Weather two grades or more beyond the threshold causes all activity without shelter to be heavy work in terms of fatigue and character accumulates fatigue twice as fast as he normally would (that is, heavy work causes fatigue every 30 minutes).

Upon reaching critical fatigue, the character becomes malignantly hypothermic, causin him to lose consciousness. Unless someone intervenes and brings the character in to a shelter and begins a slow warming up of the character, the character will perish due to the basic functions of the body failing. To warm up a malignantly hypothermic character properly requires a Medicine (COG, TN+2 or TN if character had Intensive Care qualification). Failure causes the character to enter shock and requires resuscitation to keep the character among the living.

Clothing can be layered, however. Two sets of hot weather clothing work as mild, two mild as cold and a set of mild and cold weather clothing as extreme cold weather clothing, but cause a -2 to any check requiring physical action due to stiff joints.

Extreme hot weather rules coming up, once I figure them out. Any comments?
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Last edited by Medic; 05-03-2015 at 08:28 AM. Reason: Added rules for layered clothing.
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Old 05-03-2015, 09:12 PM
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Quote:
Originally Posted by Medic View Post
While the Reflex has rules for extreme weather, people wanting even more accurate rules for extremely cold weather (like nuclear winter) might enjoy this. This is work in progress so suggestions are taken.

Extreme hot and hot weather clothes protect down to +10 degrees centigrade, mild down to +0, cold down to -20 and extreme cold to -35. Weather one grade worse without proper shelter causes the character to get chilly and sleeping properly will be impossible. Inactivity counts as light work, meaning just being does not increase fatigue but won't decrease it either. Weather two grades or more beyond the threshold causes all activity without shelter to be heavy work in terms of fatigue and character accumulates fatigue twice as fast as he normally would (that is, heavy work causes fatigue every 30 minutes).

Upon reaching critical fatigue, the character becomes malignantly hypothermic, causin him to lose consciousness. Unless someone intervenes and brings the character in to a shelter and begins a slow warming up of the character, the character will perish due to the basic functions of the body failing. To warm up a malignantly hypothermic character properly requires a Medicine (COG, TN+2 or TN if character had Intensive Care qualification). Failure causes the character to enter shock and requires resuscitation to keep the character among the living.

Clothing can be layered, however. Two sets of hot weather clothing work as mild, two mild as cold and a set of mild and cold weather clothing as extreme cold weather clothing, but cause a -2 to any check requiring physical action due to stiff joints.

Extreme hot weather rules coming up, once I figure them out. Any comments?
What would be the effect of extreme cold on weapons? Also can you do one for high altitude fighting. I am looking to have some battles in the Alp regions.
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  #7  
Old 05-03-2015, 10:09 PM
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I would raise the maintenance requirements for a weapon in cold and extreme cold to two- and threefold respectively. It's even worse if the weather changes rapidly - I've seen the Finnish assault rifle freeze over so badly, even the famous AK-style action failed as the whole mechanics had frozen shut. Then again, the wepon had been fired the day before and to ease the cleaning, the weapon had been oiled with gun grease. If a extremely cold weather, a remedy for this ailment is to use lamp petrol for lubrication rather than oil.

As for the high altitude - I'll have to do some research.
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  #8  
Old 05-05-2015, 07:52 PM
swaghauler swaghauler is offline
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Originally Posted by Cdnwolf View Post
What would be the effect of extreme cold on weapons? Also can you do one for high altitude fighting. I am looking to have some battles in the Alp regions.
In addition to what I posted before; You must consider range effects based on altitude. The thin air will allow an increase in range with most long arms (pistol ammo will not have an appreciable effect in 2013 range band rules). In version 2.2, you should allow 2 meters for pistols, 5 meters for SMGs and shotguns, and 10 meters for rifles. It is for this reason that most world's record shots are at altitude.

Vehicles will suffer a loss of top speed and acceleration above 10K feet. For every 1000 feet in elevation (starting at 10k ft) reduce the vehicle's acceleration and top speed by 10%. Two stroke motors (sorry all you Harley Riders and my fellow truckers) are particularly vulnerable due to the engine needing to compress the fuel for proper ignition. My Pete was breathing really hard when I crossed the Rockies and I was only at about 5500 feet.

You must also consider what happens to the human body at altitudes above 10k feet. The air is so thin at this altitude that you should add 1 level of Fatigue for anyone not acclimated to this altitude. If your fighting in Peru; remember that above 14K feet, you must add another level of Fatigue for anyone not acclimated to the altitude. Above 14K, you are in the "Danger Zone." Prolonged exposure to altitudes above 14k feet can result in all kinds of cardiac and respiratory problems. The UV radiation at this altitude is also very potent. If your fighting on K2; Altitudes above 20K are known as "The Death Zone." You are literally dying from O2 starvation. Every day you are above 20K feet without bottled O2 to breath, make a roll verses your CON. A failed roll equals the loss of 1 point of CON. The difficulty of this roll should be based on your level of exertion. When your CON hits 0, YOU DIE.
Acclimation takes about 2 weeks of exposure to the altitude in question. You cannot acclimate to 20K+ foot altitudes.

Last edited by swaghauler; 05-05-2015 at 07:58 PM.
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  #9  
Old 05-07-2015, 01:27 PM
unkated unkated is offline
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Default Cold Warring Effects...

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Originally Posted by Cdnwolf View Post
What would be the effect of extreme cold on weapons? Also can you do one for high altitude fighting. I am looking to have some battles in the Alp regions.
Not quite. An insignificant difference, perhaps, but I think you'll find the operational characteristics of the M-16 indicate that a bullet will decelerate as much as 40 feet per second per second faster in these climate conditions. It's denser air, you know.

- David Jones, Ice Station Zebra (1968) (re/Arctic combat). Of course, high altitude will counter that.

Slightly higher chance of malfunction due to the cold, especially with weapons with moving parts or springs (like automatic weapons). OTOH, weapons prone to overheating do so less often...
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air combat, expanded medical rules, tw2013 weapons, tw2k13


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