@themadseventeen Isn’t this the case though?
What do you mean? Of course you can’t use localhost
, as it’s not a localhost anymore. You need a local IP address of your console instead of it
I also agree =)
This is what I personally used it for along side wing rip because I get very easily distracted. (skill issue)
This is the part where the whole argument gets confusing with what MAD is saying, yeah all the info is there, with personal vehicle info it can just be made simpler by trying to implement it as a “HUD extension” as opposed to a “guide” or a “visual helper”. However with enemy info/mission objectives it can very quickly become an actual benefit over other players, not an subjective feeling or whatnot.
Easiest solution to this is to cut out all the enemy information in the LH and just leave that information in the game instead IMO, but I could be wrong about that as we don’t know how the games internals are built, maybe it’s a direct connection with the LH or it could be something else.
just tested the Tac map, they realy imrpoved it comparred to a few yeasr ago
But remember when it came out, it originally allowed to also show enemies in e.g. Ground maps, along with distances?
Shortly after it became unavailable for a short while, iirc, then reappeared with much less info displayed, also because concerns about the fairness of displaying this info were raised…
I’m not sure either on the internals of the game, but there are 100% valid usecases for consuming this data. For example, the map we see in-game is actively present in the cockpit of some of the more modern jets like the F-16C and the Mirage 2000. Personally I don’t think we should be removing stuff from those if players want to be immersed in a sim-pit like experience (perhaps using an ipad or a small monitor to mimic the map in the cockpit).
It is a difficult one to balance, and hence why I think there needs to be controls around how this data is used. Disabling the map might fix this, but then something else could be done - for example, computing the perfect AoA for a ratefight using your altitude/speed/aircraft, and then giving you some sort of indicator of whether you’re close/far/right on it. The simple reality is that so long as this data is easily accessible, it can and will be abused by people who don’t go posting on forums asking for permission.
Maybe it’s time for another round of this
nah, I used it back when you had to add the Localhost 8111 permission something… for you PC/WT Assist, and also used it just once or twice back then
I’m not sure if we’re talking crossed points here. With a second monitor and the Gaijin map you don’t need to be heads-down or switch out of cockpit view. It’s right there, a quick flick of eyes or even within peripheral vision.
If the script didn’t do it as an overlay, but provided the info in a separate window on a second monitor, would it still be an issue?
but when it now also would work on console… then dint see the real issues aslong its only stuff you can allready see via the assist, but not stuff which adds something to your HUD
It’d be interesting to see if it was disabled for 3 months and see how game statistics change.
Probably not a lot, most people don’t know about this.
Considering the small use cases for this map physically in game, would it not be possible to make the same system that doesn’t rely on LH (if that is what you are saying, don’t personally know as I don’t own these planes) and is instead all processed inside the game itself? Therefor not needing to cut any good content to deter people from gaining an informational advantage?
If they remove all the enemy player info (aka x/y pos, etc) apart from the map blips from the LH map, then it could be used as normal, fixing the ability to use enemy info against them (as you are correctly stating) and allows everyone to still use the map in game as normal, or for it to process the info in LH for it to be used as an overlay like how it currently is. Or even just as a large scale map on a secondary monitor.
And if Gaijin™ ever actually add that info to the HUD with the ability to turn it off/on then applications that provide info like WTRTI would likely become obsolete baring some use cases.
Well, this won’t work for a VR player. ;-)
Which would argue against HUD’s in general…
You can show the map using localhost:8111, and this already provides the same info as the ingame map.
But - and that’s the crucial difference -not as overlay to the game view (cockpit view).
So creating a tool to show the map on a second screen would be quite redundant, I believe…
The issue is that it’s not really the same map as ingame. This map is put together from markers in your browser, this is what allows this tool to get information on where the enemies are (AFs, bases and such).
EDIT: A possible solution would be to render the map server side. I mean, it’s already rendered once (to show in game), a simple copy would be fine, if a little bit janky.
Advantages/disadvantages (e.g. sore neck) of a VR player is a topic for another time :)
So my understanding (and I could be entirely wrong here) is the underlying data is consumed to construct the map markers on the LH endpoint. Remove the data, and all the markers disappear. It looks like it hits the endpoints every 500ms or so (there are about 5 localhost endpoints it hits).
I honestly can’t think of a reasonable alternative that is still useful enough to be like the in-game map, that isn’t open to potential exploits. An image asset would never be able to refresh fast enough to be up-to-date, and an SVG or some other data-based image would still contain positional data.
The only alternative I can think of would be as I’ve mentioned before to restrict the use of the data somehow. How that could be done, well your guess is as good as mine. But as it stands right now, something like what I posted in my first post is entirely possible and likely actually exists - people just aren’t asking for permission to use it.
Anyway the tool proposed by @HALCON_1982 would have no place in game, if the current HUDs, have them,…
There is HUD Ground target/Air target Modes, and those could use the Ground/Air modes of radars in games (when both would be implemented,…)
This would be available for the likes of Modern 3rd and 4th gen aircrafts with such abilities (so from around 8.7- Etendard IVM to 12.7 Modern jets)
But that would be available if Gaijin dared to look further in Sim modes.
Hello everyone. I’m glad that a debate has been opened regarding the information offered by localhost:8111 and its application. I decided to create that HUD after a discussion with a fellow gamer after seeing a streamer using a very complex HUD with lots of data, which according to the streamer was given to him in a squadron he belonged to and had the approval of a developer as it only used data from War Thunder’s open API. My doubt was whether it was legal or not, as these are data that War Thunder offers for players to develop personal tools. However, I find it very unfair that these data can be exploited in such a way that it gives a lot of advantage to the player of air battles in simulator mode. I would like the game developers to remove the location of the objectives from localhost, so it would be a much more even game. I have been playing War Thunder for 11 years and finding out that these types of tools can be created discourages me quite a bit from continuing to play in simulator mode, because it is evident the advantage that players who have a minimum of knowledge in programming can have, without modifying any data and using only the data offered by the open API. I understand that it is legal to make tools with these data, but I also understand that it is not ethical. And ethics is what is scarce today.
here before this topic gets closed