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War Thunder "Direct Hit - Changelog


OrsonES
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Hey Gaijin,

 

Is it possible to fix macOS freeze bug or it too hard for devs ? :facepalm:

This is a hight priority issue for macOS players because this not playable because you need to restart the game during the fight. We had 10 days without fix for this high priority issue so there is two way (as I can see) - Gaijin's devs have no competence to fix it or not working game for macOS players is not priority for Gaijin :(

 

Is there any official explanation for ignoring this problem?

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1 hour ago, Xangel said:

Hey Gaijin,

 

Is it possible to fix macOS freeze bug or it too hard for devs ? :facepalm:

This is a hight priority issue for macOS players because this not playable because you need to restart the game during the fight. We had 10 days without fix for this high priority issue so there is two way (as I can see) - Gaijin's devs have no competence to fix it or not working game for macOS players is not priority for Gaijin :(

 

Is there any official explanation for ignoring this problem?

The Devs are working on the Mac freeze/crash issue since release of 2.9.

It only affects Macs with AMD GPU.

Nvidia, Intel (only), and M1 Macs are unaffected.

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Why was the BMP3 primary weapons swapped? I don't need to laser range find for an auto cannon even when snap shooting, I need it for the abysmally slow HE. There is 0 reason to use the HE now if I can't fire the auto cannon at the same time as using the HE. 

 

Change the 30mm back to being the secondary fire, not primary.

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On 16/09/2021 at 21:28, kkang2828 said:

My feedback on the new naval fire control system mechanics

 

Pros:

  • Having target bearing calculation, or "lead indicator", makes aiming more realistic and easier.
  • Interesting possibility of differences in fire control equipment affecting gameplay for different ships and nations(it's all equal right now, but I assume that is just a placeholder).
  • More visible direction/bearing indicator at the top of the screen, making it easier to communicate with other players.
  • New turret indicators that display lots of useful information, such as the reload timer in seconds.

 

Cons:

  • Constantly scrolling for correction is still a requirement. The guns do not automatically align with the updated range. Instead, the actual gun elevation is still tied to the vertical movement of the mouse and the 'Distance correction' keybind. This is very repetitive and feels like a chore. Range/bearing calculation is also still basically instantaneous and the "Measuring/Updating range" indicator does not affect range/bearing calculation at all. On the dev-server version it was clearly intended to have the guns  automatically  align with the most recently calculated range, with correction being a controllable value that was relative to the most recently calculated range. And range/bearing calculation took some time that was displayed by the "Measuring/Updating range" indicator. It was bugged and didn't work as intended, but I liked the way it was intended to work. Why was it changed to the current live server version instead of being fixed? It's also annoying that the 'correction speed' is tied to the gun elevation speed because you can't see how much correction you are applying until the guns have finished moving. The fact that mouse vertical movement affects gun aiming range is also annoying at times when you accidentally move the mouse vertically while moving it horizontally, and you have to set the range again .
  • The new turret indicators are yet another poor copy of WoWS. You can't see where exactly each of the guns/turrets are pointed at and where the dead-zones are. This makes aiming and shooting at aerial targets and fast small boats very hard. Also it's hard to tell exactly which turret indicator is displaying information for which turret , especially for ships with lots of turrets.
  • The UI elements are scattered everywhere with turret indicators at the bottom, range being attached to the target bracket/marker, and the actual firing range and the "Measuring/Updating range" indicator in the binoculars. It is hard to see everything at once. Also the UI elements can overlap , making them unreadable.
  • The projectile drop indicator is nice for visualizing the corrections you're making, but makes aiming too easy and too unrealistic in RB . In AB, it needs some improvements.
  • Range somehow displaying immediately after target lock before the initial range measurements are finished is unrealistic and makes the "Measuring/Updating range" indicator even more useless .
  • The color of UI elements are  not ideal with bright green everywhere.

 

Suggestions:

  • Vertical correction with mouse movement should be an option that can be turned on and off with a keybind. This would allow players to use it or not use it depending on the situation and their preferences.
  • The actual range the guns are aimed at should be displayed separately from the measured range and the (relative) correction value, as all three values have their own usefulness. I propose the name "Firing range" for this value and it would show the actual range the guns are aimed at in real time, at the speed of the gun elevation, like the range displayed below the central chevron in the current live server version(but in meters instead of kilometers). Measured range should be named "Range" and periodically updated, like on the dev server. This would make the changes below possible.
  • Range should only display after the initial range/bearing calculations are completed. Before that, it should be displayed as "- m" or something similar. It is more logical and realistic this way.
  • The vertical axis of aiming should work in 3 different modes as follows:
    • If you are not locked onto a surface target, the guns should try to follow where you aim the cursor/central chevron with your mouse and correction should be disabled . This would allow players to aim and shoot whenever and wherever they want, at the cost of accuracy. This system should also be used when you are locked on to an aerial target
    • After you lock on to a surface target and before the initial range/bearing calculations are finished, the guns should stop following the mouse in the vertical axis and "Firing range" would be set to the value it was at right before the lock-on. From there you would have to adjust the firing range only through corrections , either with the mouse and/or the keybind. This would allow players to shoot while the range/bearing is being calculated, but it would be very inconvenient, and accuracy would depend totally on the players' skill.
    • After you have finished the initial range/bearing calculations on a surface target, make the guns automatically align with the most recently calculated range, even without any input from the player. So it should be (actual range the guns are aimed at)=(firing range)=(measured range)+(correction) with measured range being periodically updated , and correction being a relative value that does not change unless you control it with a keybind and/or mouse movement. This would remove the need for constant scrolling.
    • For example, let's say your firing solution calculation time is 22 seconds, the firing solution update time is 12 seconds, and the enemy ship is at 7000m and closing(but players wouldn't know the range at this time). You're in a hurry and aim the central chevron slightly behind the target at 7300m and lock on. The firing range is set to 7300m and the camera starts following the target. You press the keybind to enable "vertical correction with mouse movement" and move the central chevron slightly in front of the target. This sets a correction value of -500m so that the firing range becomes 7300m - 500m 6800m. You open fire but the shells land far from the target. You wait, and 22 seconds after lock-on, the initial range/bearing calculations are completed and the measured range of 5000m is displayed. The firing range is automatically set to 5000m - 500m 4500m. You disable "vertical correction with mouse movement" and adjust the correction value to -300m using the keybind. The firing range is set to 5000m - 300m 4700m. After 12 seconds, the measured range is updated to 4500m. The guns are automatically set to fire at 4500m - 300m 4200m. If you change the correction value to -400m, the guns would be set to fire at 4500m - 400m 4100m.
  • Correction value should be displayed as +000m when correcting further and -000m when correcting closer. It's more intuitive that way.
  • Guns that have a caliber of 76mm and below (plus some larger caliber weapons on small boats such as the short-barrel 114mm gun on the Dark Adventurer and the 81mm mortar on several US PT boats) should simply aim where you aim the cursor/central chevron with your mouse and should not have any sort of range/bearing calculation( unless they used fire directors/rangefinders/fire control radar in real life). During WW2 in real life, such small caliber guns lacked sophisticated FCS such as fire directors and rangefinders and were individually aimed by their operators using simple direct-fire sights in most cases. With rapid-firing and automatic weapons, both the old and new in-game FCS interfere with your aiming more than it helps you, especially in RB. It is much simpler and semi-realistic to have those guns just follow where you aim. Only minor visual adjustments to the binocular reticle to match the appearance of the large caliber gun fire control system would be needed.
  • The old(pre-Direct Hit) turret indicators should be reintroduced . They should be used alongside the new indicators. Both types of turret indicators have unique advantages. The old indicators allow players to actually see where each turret is aiming and where exactly the dead-zones are. On the other hand, the new indicators display information separately for each turret, showing us more detail . Showing players the reload timer in numbers for each turret is also very useful, especially for slow-firing turrets. The two indicator systems should be combined to give players a more complete indication of their turrets' status.
  • Turrets should be given a numerical identification and the new turret indicators should use these numbers to indicate which indicator is for which turret. The US Navy numerical system should be used for all ships, because it is more generally recognizable compared to the Royal Navy ABXY system. So the turrets would be numbered fore to aft with turrets not on the centerline being assigned odd numbers on the port side and even numbers on the starboard side. The turret numbering count should be split between primary, secondary, and AA armament. Turret numbers should be shown in the X-ray view in hangar, and players would have to memorize it and/or apply the numbering system rules to figure out which turret is assigned which number. Unfortunately, putting a turret number diagram in the HUD, like in WoWS, would clog up the screen too much IMO.
  • The UI elements should be reworked and repositioned . Range and correction should be displayed only in the binocular reticle and not attached to the target. The projectile drop indicator should be removed from RB . It should be retained in AB, but it should be a larger circle that is within the game space and not on the HUD. That way, the projectile drop indicator can overlap vehicles and terrain, allowing players to see clearly whether it is on target or not.
  • The color of the various naval FCS interface elements, such as text and indicators, should be customizable , like how marker color and cursor color can be customized.
  • Combining all suggestions, the first-person view UI should look something like this:
    Reveal hidden contents

    Arcade Battles:

     

    AB.png.342485314003f419317b1eefa42c9824.

     

    I originally wanted to use the RB "lead indicator" for AB as well, which is why the image looks like this. But I have changed my opinion, and changing the image is too much work, so ignore that part. The AB "lead indicator" should remain as is on the "Direct Hit" live server.

     

    Realistic Battles:

     

    RB.png.127ddf4b7fa8755eef2a695fca45e123.

     

    The old turret indicators would not display reload. When the old turret indicators reach the center of the reticle and turn white, they would quickly fade away to prevent overlapping with the "lead indicator" and central chevron.

    Only the "lead indicator" should change color from red to green(or whatever color you have customized them to) when you aim near it. The central chevron's color should be used to indicate reload so that you can quickly check if you are ready to fire. The central chevron should be red if none of the guns aligned with it are ready to fire. It should be green if at least one gun aligned with it is ready to fire. Any more detailed information about reload is not needed here since you can check the new turret indicators above the action bar for that.

     

    Small caliber guns in RB(AB only needs enemy markers and the projectile drop indicator on top of this):

     

    Small_caliber.png.b0928fa4920609942e3887

     

    Here, the old turret indicators would display reload and/or overheat and not fade away when they reach the center.

     

  • The third-person view should display both the old and new turret indicators and the projectile drop indicator(only in AB) and the target bracket, but nothing else related to fire control(apart from the actual real-time distance to the enemy displayed in the AB markers).

  • We absolutely need a proper detailed in-game tutorial(not the completely useless ones in the game right now) for naval fire control in AB and RB, similar to the advanced tutorials for aviation. This will help so many new players who leave naval because they are frustrated with the aiming system.

  • Maybe some sort of aircraft lead indicator for ships that had high-angle anti-aircraft fire directors with such capabilities IRL such as the USN Mark 37?

  • The fall of shot bell should be much louder . Currently, it is too quiet and easily drowned out by the sounds of battle.

 

Unlike what some players think, the "lead indicator" is not an aimbot. It is only a reference point that becomes inaccurate when you or the target make course changes between firing solution update intervals. Any proper naval player should know to zigzag and change speed when under fire. If you sail in a straight line, you will be targeted and sunk very fast, no matter the type of FCS being used.

 

This suggestion isn't perfect and there could be some unforeseen issues. So it needs to be properly tested on the dev-server before being introduced on the live server, like with the overpressure damage mechanics but better.

 

So I've given this more thought and have realized that my suggestion is quite complex and will take more than a year to be implemented. We can't use the current FCS and HUD any longer and if this continues, "Direct Hit" could become the update that kills naval battles for good. But the devs won't just roll back completely to the old system and cancel their work. That's why a stop-gap solution is absolutely necessary to save naval.

 

The main gripe with the current FCS and HUD is that the vertical aiming system is very inconsistent and very annoying to use. This is due to reasons mentioned in the suggestion and because the shooting range keeps changing even when you stop "correcting" it. The old FCS's vertical aiming system for RB was much better and experienced players used the RB system even in AB due to it's accuracy and ease of use. So I propose an 'emergency' version of the naval FCS and HUD that can be implemented quickly.

 

The current turret indicator, "lead indicator", and projectile drop indicator systems would remain as is. But the vertical aiming system(in both AB and RB) should be reverted to the old RB system , with "Distance measured" and "Shooting distance with correction" displayed in the HUD. "Distance measured" should be updated automatically every few seconds and manually when you press the target lock key again, taking about one second to calculate. "Shooting distance with correction" should be set to the "Distance measured" when you initially measure the range and when you manually update the range. It should be controllable with the "Distance correction" keybind and change by a set fraction of the measured range for every input you make(i.e. every step of the scroll wheel). Mouse movement should not affect The placement of the text should be different from the old version, so that it will not overlap with the target. The HUD should look something like this:

 

Spoiler

Stop_gap.png.d1188a5ef0d1628cb14f9ee9fac

 

This should be possible to implement quickly and easily. Nothing new has to be created. The devs created the current live server FCS from the dev server FCS in a few days, so this stop-gap solution should also take only a few days to implement. 

 

Hopefully this will work well enough to keep people from abandoning naval until my suggestion can be implemented.

Edited by kkang2828
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On 17/09/2021 at 18:37, Pony51 said:

The Devs are working on the Mac freeze/crash issue since release of 2.9.

It only affects Macs with AMD GPU.

Nvidia, Intel (only), and M1 Macs are unaffected.


Hi @Pony51!


What about random, sudden and MASSIVE FPS drops on Nvidia + Intel setup? Any news about Devs working on it?
 

 

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On 07/09/2021 at 16:04, Snake509 said:

I'm a little disappointed that they haven't fixed the offset HUD and radar lock interaction with VR that's been around since IXWA Strike (yes there's a ticket).....

The radar bug in VR SIM is still not fixed. unplayable as it is now. how long can it take to fix ?!

 

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