![]() Ah yes, it's very rare but annoying when it occurs, we’ll look into a fix.Please fix the bug that doesn’t allow you to turn over the tank if it’s turned upside down and lies on top of the turret. For improvements like these we need some more precise examples as there’s a lot of factors involved here, often issues in this area are not reliably reproducible, so we’d appreciate any replays or recordings of issues you’ve found so we can investigate them more effectively.Damage by excessive pressure needs more calibration, and also damage of high caliber shells of ground vehicles needs to be increased. We do our best to sync them with the game render, but in a dynamic environment with huge open spaces and various client pings, it’s unfortunately impossible to maintain perfect synchronization. This issue comes from the server’s anti-cheat algorithms.Any chance to fix the bugged spotting, when vehicles are invisible for no reason? The lower a player’s ping, the less often desyncs happen, but they will still happen anyway. The shortcoming of our model is that there is the possibility of minor (and more rarely major) desyncs, as all clients see the ‘possible present’ of other players, instead of recordings of the past. The War Thunder networking model (State Sync) was chosen to be the most cheater-proof (in contrast to lag-compensation models like in CS), and, more importantly, it allows us to implement relatively realistic physical interactions. The pro however is that these desyncs usually do not affect the gameplay for all players which is important. Unfortunately in any network model, including ours, desynchronization between the server and client is sadly inevitable. ![]() Is it possible to get rid of the desync of server and client? It’s a complicated issue to solve but an important one, we’re currently working on a fix.We do! We’ll consider including an initial amount of free backups with high tier premiums in the future to incentivise players to stay in battle.Do you like the idea of giving free back-ups when purchasing top-tier Premium vehicles? RB is where vehicles should behave as authentically as possible, low mobility is just a real-world drawback these kinds of vehicles have. Do you plan to increase the mobility of heavy tanks and slow SPGs in the RB mode, like it is in the Arcade? Also for two-part ammunition, the loading process could be split into two stages, so the cycle won’t reset to the start if one part of the projectile has been prepared and the loader gets knocked out. At this stage the round is already in the breach so there’ll be no need to start the entire process over. We have a solution in mind for this one - we can try to save the reload progress after a certain percentage of the reload cycle is reached, say 80% for example. Absolutely, it’s a good point to bring up, especially for vehicles with a very long load time.Is it possible to refine the reloading mechanics, when the loader is knocked out during a gun misfire, then the reload cycle starts again? Great idea! We’ll look into how complicated this would be to implement, and if it is indeed possible we’ll aim to make them destructible and prone to catching fire as well.Is it possible to make 3D decorations physical so that they can detach from vehicles when hit? We're keenly aware of this issue though and will introduce a solution if and when we can. There are several possibilities we’re considering but they will take some time to develop. This is a big topic for players and a common talking point inside our team as well.Light vehicles might be very die-hard, being able to absorb 3-4 rounds, because fuses are unable to arm. Because of this we don’t plan on making these particular munitions overly powerful, but in regards to destroying modules and incapacitating crew in the path of the jet we are planning some changes that will make their damage more consistent. ![]() These rounds do have a very narrow post-penetration jet, and there are lots of real world examples of instances where lightly armored vehicles remained mobile and even in fighting condition after taking a hit from HEAT.
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