Nope, they didn’t !!
As a prop Air RB player i am wondering when you fix the spotting (=markers appear) of enemy aircraft. This forum is full with examples that parameters when enemy markers are visible are far below the promised ranges - mainly due to influences of certain weather conditions like dusk/dawn with low sun and cloud layers (even very thin layers have a massive impact) at various altitudes.
Have in mind that some of the values in your crew skill overviews are flat wrong or misleading. Example: Ai gunner firing range of aircraft with turrets - the firing range with a maxed out crew and an aced plane is way higher than the 210 meters mentioned; even one of your suggestion mods confirmed this.
I’m still waiting for an update were it says that the audio issues have been finally fixed.
But i guess i’ll just keep dreaming.
firing gun sound not reproduced within 2km radius // Gaijin.net // Issues
reported that this is clearly not the case you only hear gun firing if you can detected the player, so not always if you are within 2km radius of him. Sure you can hear the impact of the round but the gun firing sound is clearly not there.
Keen Vision makes the small little triangle showing you enemy planes on the corner of the screen apear sooner… makes tankers aware of CAS sometimes… not super crazy but good enough to be usefull.
Also it increases the render distance from, if i remember correct 2400m to 2800m… not much maps that u can even note this…
oh and the “change” is just a removal of the dynamic sound on ground completely… like it used to be 2020… xD… so after all the time we just removed the feature and went back xD
It IS FIXED now… cause they just removed the dynamic sound completely.
To my knowledge and tests…
in RB, keen vision does two things, increasing the CAS spotting distance of the Crew, that results in this small triangle at the corner of the screen that pops up if your camera is not looking into the enemy CAS direction.
and increasing the render distance, from 2400 to 2800 or smt like that… testes around a year ago on the vagina map… what the name… red desert or smt…
As of now, the Keen vision crew popup looks like this:
So yeah, those two things sound about right but the distances depends on crew skill :)
It also depend on vehicle used as MBT/Light/SPAA all have different values.
What do you mean with crew level? you mean skill level right? cause thats two seperate things.
@OrsonES some things to note as I can not submit bug reports as it keeps timing out no matter what
Some cannons in SRB shoot low - point blank it will shoot through under the vehicle almost as if the round is coming from under the vehicle firing, especially notable in sim battles. Previously issue was a “too much behind or too much ahead”.
TWS still locks ghost targets, including targets sub terrain (Tried and tested with top tier USA / GER / UK / RUS / FR) and is issue mostly noticeable in ARB
Afghan Alt History still has got floating castles, airfield and housing
Sinai has got floating rocks on the train tracks mid map
Holland still has collision issue with terrain from one angle right outside spawn on the one side where projectiles can pass through terrain
DM33 still gets absorbed by flat plate at 0-Dgeree on some light vehicles (2S38, Warrior, Fox, etc) (M1A1, AMX40, Vextra, TAM, etc all have similar issue)
APHE still seems like it has “stacking damage” against MBT, causing 35 and 40mm rounds to over perform - “Best TD is the SPAA-TD”
Aim7E/F/M, Roland 1 and Mistral still randomly goes haywire with a 30 degree off target without chaff / Flare CM in use.
Target rendering - de-rendering is still a issue sub 200m with LOS - previously it was notable at up to 600m with LOS
+++
Yes, that is what i ment, thanks for the correction, will edit the post :)
About keen vision.
These are values for spaded + aced crew and only spaded crew. I really don’t understand where to find the 215 meters value apart from the “**” note.
These values are for ground RB mode. AB mode’s values seems the same as RB.
I don’t also understand if, now, has some meaning to research “keen vision” or not.
Medium tank: Spaded + aced
Medium tank: Spaded
Light tank: spaded + aced
When is the missing ESS going to be added for the M247? I figured it would at least happen with the introduction of the M246, or after two years of the report.
I’m an absolute degenerate sound abusing rat player. It might be placebo, but I think this audio nerf is too much. I’ve been getting snuck up on from players in positions I wouldn’t have before.
Gaijin, I want the option to blast my ear drums out for any semblance of an advantage. And I’m too lazy to adapt to new metas with a 215 meter radius of audibility. Back to 400 meters!
I think you are misunderstanding this change, if you are getting “snuck up on” (i.e. not seeing the enemy) the distance of the sound is now always at the max 215m while before it depended on your crew’s average keen vision skill and would for the average player be shorter. The 400m is likely if the vehicle has already been spotted by you (or a teammate that you then get info about from the radio operator crew’s radio communication skill) so is no longer “sneaking up on you” in that sense.
Previously there was a separate line at the top that determined the distance for “absolute detection” that had a max value for spaded + aced of 215m.
Old keen vision
This created an issue where tanks could be 100m next to you and make zero sound if you hadn’t seen them (and had no levels in keen vision) and then suddenly “pop” into existence both visually and with a loud engine that made no sense that you (as a player) hadn’t heard before that. It was sort of counter intuitive for a lot of players as hearing a large tank blasting it’s engine on full speed shouldn’t depend on the skill of the crew to hear, you would likely hear it anyway.
Something i’m personally more curious about is if this value in the stat card:
effects the enemies detection values in the negative direction and if so, what is it based on?
(like the CV90’s having 100% visibility making no sense as one of the bigger selling points of them is their ability to be very hard to detect and their very silent tracks and engine, especially the MK.IV)
Yeah, probably there’s just a misunderstanding or skill issue on my part. Do we know if the keen vision, radio communication, or other detection mechanics function differently in ground sim?
Maybe in ground sim it defaulted to the old 400 meter maximum?
Regardless, this is an interesting change for players who had grown accustomed to a crew with LOS audibility distance over 215 meters. I guess you could advocate that it encourages teamplay.
If I’m understanding correctly, previously a player could quickly scan an area, and even if they didn’t see an enemy, they were reassured that the area was clear up to their LOS audibility distance. Now they’ll have to scan more often.
I think the other way around. LOS includes the fact that you actually are able to see the target, they can’t be behind a hill or house (which is still the case).
As well as these bugs:
Previously there was an issue where even if the tank was within the absolute detection it still didn’t make sound if behind a house or hill. So even with maxed ACE crew a tank could just suddenly appear 50m from you with no prior sound or warning if they came around a house corner. Now there will always be sound if they are within 215m regardless of circumstances.
About absolute detection:
To my knowledge the mechanics are still the same.
I don’t think this one will affect things as much as players think, any sound over 215m could previously only be heard under idea conditions, as in if you were sitting completely still and no ambient sounds like wind were playing and no teammates/enemies were firing machineguns/autocannons/canons. Those situations are already very rare so i don’t think there will be much difference with that change.
A nerf? This is not a nerv, its a rollback to the old system cause the new dynamic one wasnt working consistencly