Visibility % Stat. Something that has been bugging me for years

lol so random xD

Once said to a guy, ‘I bet everyone asks if you get asked if you play basketball right?’

Strv 103 and the t-64 are roughly the same dimensions, silhouette is bigger for the Strv103 but more “natural” because it has no turret. They have 72% and 73% visibility which I guess it’s ok

It’s wider, but shorter in both height and length, which is a regular issue of the S-Tank btw, it had difficulties crossing trenches and ditches.

The hull is essentially the same dimension but taller, I just compared side by side in the test driver.
I also followed around a leopard 2a4 with the AMX-32 and the AMX is a bit taller but smaller hull.
The leopard 2a4 having 94% visibility when the 2k has 88% also makes no sense, considering the 20mm turret above

LOL. The level of understanding of how network games work here…

You can have a dedicated server that doesn’t run simulation but is just a meeting point for clients.

You can also can have a dedicated server running on LAN, and you can be a client-server on LAN, but what I said is anything but that.

There are games that give up the dedicated server authority of running the simulation for various reasons, for example destiny did that partially to make sure players have smooth experience while transmitting only stuff required to confirm/validate damage and loot drops and not stuff that is critical for player and enemy movement that costs in terms of bandwidth. That’s a PVE game though, but it seems like WT has similar approach - you can have a high ping and still hit moving targets perfectly - that’s because you’re sending the info of how it looked on your client and server just validates if that’s plausible. The effect of that is sometimes when you peak out of cover, get back, and after you’re fully covered you get killed by a shot that went past you, and you see a killcam that shows you out of the cover - this happens because server accepted the shot from a guy that had high ping and he didn’t get the memo that you’re already in cover.

Jesus… I know that server replay exists. My point is that you can (or at least should be able to) verify what was loaded in your game locally by checking the local replay and using free view to move around and see what vehicles were in your relevance region and which werent. And fun fact - it’s not only the stuff that is in the view that you had, but you will also see tanks that were behind you from your team if they were in the network relevancy range. And note that it seems that sounds also matter, so when a vehicle is behind the wall, but close enough that you should hear it, it’ll also be visible in your local replay even when you didn’t see it, but it was behind the building for you. That’s because it’s relevant for your client to know about this vehicle and that’s why checking local replay in theory shows you what information your client had. The problem is that there seems to be some tinkering with those kill outcomes that may be corrected afterwards and land in your local replay because the server decided that it’s the outcome of the shot (you get this data for the killcam anyway, so it make sense from this point of view), but this means the client replay is not 100% trustworthy of what you actually had seen locally in your game.

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Probably because it’s very small, and isn’t a major factor in height.

I’ll give the T-62 a chance, the Strv 103 in the diagram isn’t showing it full UFP, so call it 500MM high, then you have the lower hull, which is roughly 600mm, and then the tracks, which adds another 300-400mm of height. But an unknown fact on the Strv 103, is the fact the H/N suspension can be completely lowered, and could crawl at low speeds, to decease its shillouette, but couldn’t go too fast or the tracks would fall off the rollers, same with steering too fast, they had to employ a type of steering called polygon steering to keep from the inside-of-the-corner track from falling off at high speeds. Also, the speed in game is completely wrong top speed wise.

lol.

Some tanks with hydraulic suspension can get lower than t-72 but still get a much higher visibility. I guess that would only work if it was a dynamic stat. Clutter or terrain still matters but the low visibility stat on top that is a huge boost for flanking

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Do you actually understand what dedicated server means ?

Alright, I had assumed it was meant in hostility due to your previous statements. My bad on that.

You get what you give.

stop, yer killin’ me.

oh, so you’re an idiot that can’t read, because too much information will blow up his head? Yeah…

Ironic.

Yeah, copy the internet meme thinking you are cool when you didn’t understand that this doesn’t work here in this direction when you’re the one that doesn’t have any idea how the networking works…

Can you guys go to the off-topic section?

Because those same people come to the forum to voice their opinions regarding the game that I enjoy.

And how are arcade player opinions invalid, given the majority of people play AB.

Like, the majority of WT’s playerbase plays AB.

I find that incredibly hard to believe. Whenever i try and give arcade a shot, i never get to queue into a match, similar to if i try and queue naval. Also the player counter in the server tab is far less than whenever i queue for a normal rb match that almost always queues instantly

There is no need for believing anything. A bit over a year ago, a forum member did investigate the gamemode popularity.

This is done by the number of games according to the replay system weighted by the average length of the matches. So it should be fairly representative.
There was an issue with air sim replays at the time so you would have to ignore Air SB, we should look at the most popular 4 modes anyway: AAB ARB GAB and GRB.

Of these modes Ground RB is by far the least popular, even though the forum suggests otherwise.
Air RB and Air AB are pretty much the same and share second place, both being played at least twice as much as Ground RB.
And the winner, for the most popular gamemode, by far, is Ground AB.

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[Citation Provided]™

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That makes sense, the majority of the player base are casuals that mostly play arcade air or ground and never stepped into the forums. Seeing the ground RB players as one of the most vocal is no surprise due to the problems of that gamemode.

When I play a game where everything goes smoothly, I never engage in forums. Warthunder on the other hand, here we are…