Wait we can be banned for head tracking?
Maybe.
Using Youtubes caption translate on the video above, it sounds like maybe its not OpenTrack or the like that is against the rules but rather them tripping something with the anti-cheat with it passing data to the game?
Would be good if possible to get some confirmation that software like AiTrack and OpenTrack or any other software used in relation to headtracking/VR within gamemodes like ASB are against the rules or not.
well
author of that video used AITrack with some another program(not opentrack from what i understood)
hardsim(another guy) used TrackIr
Hmm… Defiently need a confirmation its all okay to use then.
I would assume so, seeing that there’s even head tracking related controls in the setup:
Also, all VR headsets rely on headtracking solutions. But, AntiCheat can always stumble over such software, even if it’s not trigger any response usually. AC for example block my VR software from starting maybe one out of 20 client starts.
Account of that player was banned for playing with cheats. Headtracking software is allowed and will not result in getting banned - at worst anticheat might prevent 3rd party library from loading of which you will be notified at the game launch. If that is the case you may report such issues on CBR or directly to support.
well, theres trouble - a lot of reports created, part of them not answered, another part is with just standart answer like “forwarded to devolopers”.
That is quite important problem - that is like banning mouse or keyboard and still not fixed.
But thanks for answer!
Well, if I’m not wrong, you can send a PM to a technical moderator and ask them. Though I’d recommend not to bomb them :P
https://forum.warthunder.com/g/Technical%20Moderators
Thank you.
The response is greatly appreciated and a giant relief
Worth a try, please support if you can
I don’t know if it will help but it’s worth a try.
Is there any guide or resource with detailed information about enemy AI units in different maps/different tiers? For example:
- Overall nationality of enemy AI aircraft (German/Soviet/British)
- Specific aircraft model of different types of AI aircraft (airfield defense aircraft, attackers, bombers, escorts, surveillance)
- Performance of such aircraft (like top speed)
- Spawn altitudes of aircraft
- Models of vehicles in map arrow ground battles for both offensive and defensive battles (tanks, light vehilces, AT guns, SPAA) and for convoys.
*Ship models
It would be incredible useful and help avoid situations where your plane lacks the performance to catch up to certain bots or to avoid ID errors with them (e.g. on maps where blue team faces Western/NATO bots and red team faces Soviet bots, for example).
Started my first match today to grind the event. Some F-15E players just wouldn’t let anyone else get a kill, they’d rather bail out than let you have it, while spamming AIM-120s every chance they got to score one for themselves. Super frustrating.
Man, if the “J-out gives the nearby player the kill” thing actually worked, that’d be nice.
Unfortunately I don’t think it exists (at least not to my knowledge). However, it could be very interesting to make a spreadsheet/document with this information. If I have a little time in the coming weeks, I might look into it.
Unfortunately, this data will not necessarily be very useful, as the aircraft flight models are greatly simplified, which causes situations where B-57s or Il-28s go at more than Mach 1 or bots end up at several kilometers of altitude.
Or if they fly intentionally into the ground rather than getting killed, the closest opponent should get a maneuver kill.
Same goes for crashing while fighting the enemy, after all for some jets like the F-84F that’s often the only way they can get kills.
Did get a maneuver kill against a Lightning in an F-84F yesterday…after trashing 2 Sidewinders launched at me and surviving for 5 minutes after 2 Starfighters, one Jaguar and that aforementioned Lightning tried to kill me. Got an Assist on the Jag…helping out our Mig-21S.
@Mathll And let’s not forget the infamous Supersonic F-86 and the Supersonic Harrier.
@sigma_zero-psn Well if you are german in 7.0-8.0 or 7.3-8.3 and the enemy AI is british, good luck making any intercepts. The Canberras are very, very hard to intercept speed-wise, even for fully Spaded 262s including the C-1 and C-2, and the Swifts? Straight up impossible, even for the german Sea Hawk.
The Me-163 could technically, maybe do it, but it hasn’t got the range.
Also AI AA in both tiers and the 9.0-1.0 range often outmatches the weaponry available to kill it.
Leave Vietnam era aircraft out of this. Gen 3 shouldnt have to fight gen 4. 12.7 - 13.3 sounds better after moving the F18A, Mirage 2000 s4/s5, f14 A up to 12.7.
When i first began warthunder 5 years ago that was a mechanic. Unfortunately people abused it by creating multiple accounts to spawn on an air field then join with their main account on the opposing team. They would fly close enough to the airfield to get credit for each kill then crash each plane on the deck. There were multiple variations of this zombie type game play that people like morvran can probably describe aswell.
Couple people may have done that once or twice, but as the alt account usually operated a very slow reserve aircraft that would take ages to cross the map, it was more common for the main account to strafe/bomb the alt account at their spawn point (airfield defences were totally ineffective v jets back then)… perhaps this abuse of regular kills means regular kills should get no reward, coz, you know, someone might abuse it?
Talking of regular kills, they’ve nerfed the rewards there haven’t they? Recently you could still get up to 600 points for a player kill (although very much subject to Gaijin’s random reward theft), but now it seems to be 450 points, based on my recent kills and other peoples’ rewards when I’ve had chance to check. Less than the points for bombing one base (assuming a ‘one base’ bomb load), although not so much difference in RP/SL due to the diminishing-returns-on-points system.
Based on Report on how scores, SL, and RP rewards are calculated
Nothing has changed.
1 kill without BR correction is worth 450 points (Severe damage is worth 80% of it, remaining 20% rewarded when they die without outside help. If confirming severe damage, it’s worth 40% of it).
However, most kills involve dealing some degree of critical damage (worth 150 point). This means sum total for a critical hit-based kill that nobody has inflicted severe damage upon (total engine kill, total control surface kill, blackened horiszontal stabilizer, more than 50% of the wings) is 600 points.
As a consequence, killing someone through pilot snipes/fire cooking the pilot/them bailing out while damaged/crashing while damaged without a critical hit is only worth 450 points.
Of course, this depends on what you mean by “nerfed the rewards for kills” in terms of date. Not since January 2024 at the very least.
I realized that WTRTI’s Aileron% feature allows for an objective demonstration of the difference between movement tab’s “Roll sensitivity” (which most recognize acts as a damping/filter instead) and axis sensitivty (set directly under the axis definition or under mousejoystick tab).
As we can see on this graph, setting axis sensitivity under mousejoystick header and and leaving it at 100% makes no difference in how long it takes for ailerons to deflect fully (landed P-38G without any trim). Returning to 0 is technically faster than to 100/-100% because I have a key that resets my virtual stick to center. Testing was done with STANDARD Mousejoy, 100% aileleron, 100% screensize, 0% deadzone.
Now, what if we instead look at setting it to roll sensitivity directly?
If you wonder why your plane wobbles like crazy (you pull nose onto target, and you seem to keep pitching up, which you compensate by pitching down and cue oscillation), this might be it if the text-based explanation on damping and filtering did not make sense.
Now, “What does the axis sensitivity do then?”
For mousejoy, it seems to, at first intention cause the mouse itself to move much faster as if you increased your DPI.
It has no effects beyond this.
Non-linearity does not appear to affect mousejoy inputs (moved my cursor to edge of gunsight, got same% roll at 4 and 1 non-linearities alike).
However, instead it looks like the “Aileron%” under mousejoy corresponds to maximum deflection (at 50% aileron, I can only get max 50%/-50% roll according to WTRTI.)
Further observation: Decreasing screensize significantly reduces mousejoy cursor sensitivity, making it feel very sluggish. Larger screensize increases cursor sensitivty.
Mouse joystick cursor screen place determines height of the cursor window. At 100% screen place and 0% size, it’s all the way down at your flight stick/yoke. This might be quite convenient for reducing screen-blocking/blindspots when using mousejoy but you can’t see your instruments as well (it conveniently seems to be right where your Turn & Slip indicator sits in most planes.)
Deadzone behaves as expected, it seems to offset the location of 50% aileron deflection by a centimeter or so on my screen (inside of the armoured glass frame to outside of it.)