Naval AB aiming bugged ? Something changed

Same issue, and there’s a naval event I wanted to grind coming up too.

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One of your posts literally said SoDak.

Impossible to aim today. Guns shoot 300-400 meters offset the aiming circle.

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Hopefully fixed soon … this bug is showing as “accepted”

https://community.gaijin.net/issues/p/warthunder/i/0VRODewcR7x9

Titled: Naval Arcade automatic gun lead calculation broken for many guns

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How come this bug is still not fixed? The event starts in 2 days.

So annoying.

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it’s naval. Even if would be a 2-minute fix: no one cares.

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you don’t care.

Whether you want to deny it or not, people play and enjoy naval. There may not be a lot of us but we do exist.

I don’t think the bug report covers it yet, but the automatic gun lead calculation is also broken for all ships. This happens when you switch to the next target too quickly and fire; your first volley will land way off, but your second volley will land more accurately a couple of seconds later.

It feels unusual. This did not happen like that a few months ago.

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Akebono – Naval Arcade automatic lead correction bug

I have reported an issue with the Akebono (DE-201) in Naval Arcade Battles.

The automatic target lead correction does not properly account for the relative movement of my ship and the target ship, so the indicated aim point is incorrect and manual correction is required.

Because the Akebono is a paid Premium vehicle and this functionality does not work correctly, I initially contacted Gaijin Support regarding a refund.

Support asked me to submit a formal bug report so that QA can investigate and reproduce the issue. I have now submitted the report here:

Community Bug Reporting System (You may need to log)

I have attached video and replay evidence demonstrating the issue.

If anyone is experiencing the same problem on Akebono, please check the report and add your own confirmation/evidence there.

Thank You.

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good old spaghetti coding we know and love. and its the Lütjens for the germans

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Apparently… very obvious … Nobody at gaijin cares. I did care. i stopped

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Yes.

snailspastasmaller

All Russian BR5.3 destroyers suffer from the same problem.

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had some wierd isuse on chard mother fucker addams XD. eny way where the fuck is my submarines. does eny one knows someting ?

Accidently started an arcade battle with US 4.7 instead of 5.0. Suffice to say it was a mess…

Fletcher

  • 5" Mk 38 mount 30 - normal (‘easy aim’)
  • 40mm Bofors L60. Mk1 - normal
  • 20mm Oerlikon Mk. II - normal

Mitscher

  • 127 mm/54 Mark 18 - leading required*
  • 3-inch/50 Mk.34 - leading
  • 20mm Oerlikon Mk. II - normal

Wilkinson (Premium)

  • 127 mm/54 Mark 18 - leading
  • 3-inch/70 Mk.37 - leading

So you have a mix of aiming styles sat side by side, even on the same ship. This is bad enough for experienced players who remember the pre-‘easy aim’ years and may be able to adjust, but for a noob with potentially their first Tier II lineup and access to dailies it will kill their enthusiasm. Another nail in the coffin.

Stoopid, Stoopid.

*strangely against the air target in test mode it was fine, direct aim kills achieved with HE at various speeds and crossing angles. But once switched back to the PT boats once again lead aiming was required despite being the same gun and the same test run.

Wild to see this hasn’t been fixed right as a naval event is about to start

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It took the moderators quite a long time to finally acknowledge this bug as well.

I suppose neither the moderators nor the developers actually play the naval AB mode, so naturally they don’t have a proper test environment for ships with known issues.

Who knows when they’ll actually get around to fixing it.

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I also see problems shooting over hills or island edges. Just now the islands on the south end of Palau, but others too.

Why should the auto lead care about hills at all

Because losing Line of Sight is what’s causing the gunners to stop leading. Even if you can physically hit the target, the gunners - for some reason - just lose tracking.

indeed, I’m saying that it seems a mistake for the lead calculations to be considering terrain at all, it would seem to be quite a complex set of calculations and it doesn’t actually do anything useful even if it worked properly

The most absurd part of this bug is that it was caused by “Nuclear Thunder.”

The naval guns used as anti-aircraft weapons in Nuclear Thunder are apparently the source of the problem, and reports of this bug started appearing at almost exactly the same time as the update for that mode was released.

In other words, the developers should already know what is causing the problem.

And yet, the bug has remained unresolved for nearly an entire month, while Gaijin has apparently decided that this is the perfect time to hold a naval event.

Gaijin should probably take a moment to realize that, in the process of tweaking a mode that was apparently important enough to justify this update, they have managed to break an entire game mode.

Quite an achievement, really.

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