THE Hunter_i86?
yep, we agree
Tanks fail to render in at 4 km without a TGP for me. It’s so annoying to guide manual missiles because of that
I’ve seen mentions before that it is apparently an engine limitation but I am not convinced since you can stabilise a lock on the ground from beyond 20km if you do so outside of targeting pod view
I’ve not seen gaijin say engine limitations, just hearsay from others discussing this. Which is why I’m not convinced (as well as the fact that you can lock beyond 20km with out of pod view).
He could have said absolutely anything and i would have agreed without questions
I couldn’t agree more. However one thing that needs to be kept in mind is that at 20km the view that we get through the TGP is already pretty random at times. What I mean is: tanks not rendering, tanks phasing through the ground, tanks seemingly defying the laws of physics by flying or stopping instantly. They would also need to fix that.
You are right! Very unfair for example because pantsir… All nations have about 10km+ anti air but the pantsir 20km… And all planes will get nerf RWR aaa so more difficult to fight against it. I think the best is first rate the 20 km scale higher.
Meanwhile Israel with 2-5km max (aspect / target dependent).
I agree with you 20km STAB pod is wierd
100% agree we need the 20km stabilisation limit removed and render distances increased appropriately otherwise its impossible to employ these weapons appropriately in a live match. Side note while im thinking of it - should also just remove the visibility/spotting mechanics entirely - giving things literal invisibility is idiotic when low visibility vehicles already have their smaller visual cross sections making them naturally harder to spot. If you are looking at something it should be rendered full stop - then its up to your ability to discern if a target is there.
My guess is that vehicles have a lower update rate the further they are from the player for performance reasons - there was never any reason to have continual position/model updates eating performance in the past as you’d never see it. Same as when you use a guided munition on a ground vehicle and use the F2 camera to watch it guide itself in but the target vehicle isn’t rendering.
Now, with more modern optics and weapons I would guess this needs to be reworked. Assuming I’m right. Could be that changing this has larger performance ramifications for the game.
You’re right! Unbalanced tech trees and br system… I mean it as hypocrisy…
If introduced properly it should only increase the update rate of vehicles that are visible and near the field of view through the TGP. There would probably need to be an equation made that would connect the rate of updates to the range from them and the magnification at which they are being viewed. It would probably look something like this R - being rate of updates, d - distance, M - magnification: R = M/d. Of course upper and lower bounds could be applied to the update rate, as well as multipliers to change how changes in distance and magnification affect the rate of updates. That way if the magnification increases the rate of updates increases, as the distance decreases the rate of updates goes up too. This way it wouldn’t really hinder performance outside of the TGP, while the performance loss would be minimal and the visibility gain maximal.
I have no idea how the game is coded and how the rate of updates changes so this could not work in WT at all, if it even works this way
it will. not long ago I think, 2-3years? gaijin extend the render distance to 20km, before that, only about 12km I think, and it did influence a lot
Are we gon get more range on the TGP’s soon?
I’ve been going nuts trying to figure out why my GROM-2s have been flying off to who knows where. Thank you for this post. Hope they get it sorted soon.
GPS munitions should be limited only by guidance time and energy
Fix when?
well, at least we can circumvent this by selecting CCRP via the Map.
They increased it to 30,000m, it is better than doing nothing :)