Update 2.45.1.50

Aircraft

  • Tornado GR.4 — a bug where text keys were displayed on the HUD in the cockpit when selecting AIM-9 missiles and BOL countermeasures has been fixed. (Report).
  • F/A-18C Early — a bug where target acquisition of any target by the targeting pod prevented seeker activation of AIM-7P missiles has been fixed. (Report).

Ground Vehicles

  • A bug that led to desynchronization of the position of moving ground vehicles has been fixed. (Report).
  • The following changes will, among other things, result in the sound on ground vehicles becoming more consistent, stable and predictable overall, in particular, it should no longer be the case that ground vehicles at distances of up to 215 meters, which are behind obstacles, do not make engine and track sounds:
    • The principle of absolute detection of enemies in ground vehicles has been changed. The "absolute detection" parameter no longer depends on the level of the vehicle crew's "Keen Vision" skill and is equal to the value that was previously the maximum for a fully upgraded “Ace” crew — 215 meters (for vehicles with the "Improved Optics" modification, this parameter is 280 meters). This parameter is responsible for the range at which information about enemy vehicles is transmitted by the server to the client, regardless of whether the player sees the vehicle or whether the terrain or objects in the location interfere with this. The change has been made for transparency — despite the fact that the parameter was described in the crew's “Keen Vision” parameters, its presence, its impact on the game, and connection with sound in cases where the vehicle is out of direct line of sight were not obvious.
    • A bug where the sound of the engine and tracks of a scouted target might sound from greater distances than the engine and tracks of a target detected in other ways has been fixed.
    • The theoretical radius of audibility of the engine and tracks of ground vehicles has been reduced from 400 to 215 meters. In fact, this did not noticeably affect audibility in combat since previously, due to volume settings, vehicles further than 215 meters could only be heard in ideal conditions (in silence) along the line of sight, while behind obstacles, vehicles could be heard at a distance of more than 215 meters only due to a bug with the increased range of sound playback for scouted targets.
    • These changes, among other things, will lead to the fact that now information about enemy ground vehicles will appear on the client either at a distance at which the sounds of the engine and tracks are just beginning to be played (with minimum volume), or even at a greater distance (in the case of vehicles with the "Improved Optics" modification), which will eliminate abruptly appearing sounds of engines and tracks of ground vehicles.
    • The ranges of the sounds of gun shots have not undergone any changes and are still always reproduced if the shot occurred within a radius of 2 kilometers.
    • A bug where enemy engine sound could disappear behind obstacles, leaving only the sound of the tracks, has been fixed.

Naval Vessels

  • A bug that caused the turrets to not adjust fire to the crosshair in Naval Arcade Battles and instead fire at the same location on the enemy ship has been fixed. (Report).
  • A bug that caused modules in the X-ray on coastal fleet vessels to sometimes disappear in test sail has been fixed. (Report).

Sounds

  • The volume of sound of a critical angle of attack has been reduced for all modifications of the F/A-18, as it could have been too frequent, hence annoying.

Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.

16 Likes

Oh wow keen vision thing

1 Like

“All this has happened before, and it will all happen again”

Does Keen Vision have an impact in Ground RB mode?

Rest sounds like a buff for light ratting vehicles :) Often their engine noise was the only chance to not get permanently swarmed and shot from behind.

gaijin killed sound cheats. sad

Curious what’s the reaction of Spookston
:)

Hopefully it remains fixed this time. Second time it’s broken and been fixed

My god such a good change to strip sound detection from what felt like an unrelated mechanic

Where exactly does it describe it?


Cause nothing there gave me the impression any of that is related to audio

19 Likes

still nothing about open reports on the CR1/2 Leo2 Abrams PUMA PzH2000 Chinese Spall Liners etc

still nothing on the radar issues damn.

2 Likes

The “absolute detection” parameter no longer depends on the level of the vehicle crew’s “Keen Vision” skill and is equal to the value that was previously the maximum for a fully upgraded “Ace” crew — 215 meters (for vehicles with the “Improved Optics” modification, this parameter is 280 meters). This parameter is responsible for the range at which information about enemy vehicles is transmitted by the server to the client, regardless of whether the player sees the vehicle or whether the terrain or objects in the location interfere with this. The change has been made for transparency — despite the fact that the parameter was described in the crew’s “Keen Vision” parameters, its presence, its impact on the game, and connection with sound in cases where the vehicle is out of direct line of sight were not obvious.

Ok so what purpose does the Keen Vision skill serve now outside of the AB mode? Given the text it seems to imply it’s merely wasted points, no?

1 Like

image
How exactly is it reproduced? within 2km there’s no such thing at the moment you still only hear the impact of the rounds not the shot being fired. This line in changelog is just not a true statement.

6 Likes

I once again have no idea what Keen Vision does.

Does it genuinely stop vehicles rendering in GRB if the skill is low enough??

4 Likes

Hopefully it doesn’t break again. I don’t think the snide comment about “keen vision did explain how it worked” was needed. Engines literally weren’t working DIRECTLY behind me. Doesn’t matter what the crew skill said. Also improved optics increases…hearing? Well as long as I can hear a massive tank 15m behind me I’m happy.

Finally, we have proof and admission that keen vision determined vehicle render range despite doubts and players claiming otherwise.

Can we please have the same treatment in air simulator battles? Absolute detection being at ace values for everyone?

8 Likes

Sad that in the change log there is no line “Removed the ability to have different sound levels for player engine vs. other player engines”

So a 2s38 just vanished and rendered in LOS roughly about 30m away from me.

Fixes brings new bugs I guess.

2 Likes

You not fixed it fully
https://community.gaijin.net/issues/p/warthunder/i/80hrjd8a0ARL

2 Likes

Wow, you managed to break naval even more. Now all my shots hit the water 500 meters in front of my ship/boat.

Constructive criticism: beta test before publishing. I would totally get fired if I pushed out code that broke production every time.

5 Likes

Not only this, but in general the Hotrnet now manages much more reliably to switch from soft lock to hard lock in TWS, which before was really very bad, with hard lock not possible most pof the times and the target disapperaing for a short time when trying to hard lock.