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Anax7

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Everything posted by Anax7

  1. Torpedo spread only looks wider because it's seen from a different perspective. Technically it's the same. You can make the camera look the same as the old one by going into the settings and adjusting camera height accordingly.
  2. This new camera adjustment along with the implementation of real waves from last year, for me are one of the most beautiful upgrades the game has ever had. They are also complementary as watching the waves now is really enjoyable due to the camera being lower. I was waiting for those since day one. I believe the main reason as to why the camera was initially situated higher on the ship, was to be able to provide a more clear view ahead as the distances of naval combat tend to be pretty long. But since the player always had binoculars this wasn't ever really relevant. The sacrifice to that was the "secret" satisfaction that 3rd person games offer, in comparison to the 1st person games, that noone really wants to admit! It is the connection that one feels when looking at their character (ship in this case) which resembles the connection with characters we feel when watching movies. Imagine a movie where you never get to see how the protagonist looks like :) So now that the camera is adjusted, everything seems to be in place. There's descent view ahead, the ship is now clearly in view, the rocking of the waves is in view and the ship model does not clutter with the interface. A big issue that comes now is that this adjustment happened after a lot of years since release and the people are now used to the old camera (I never ever was!) but I don't blame them, thats how our brain works. In the end the devs were kind enough to include a manual height adjustment, in game settings, for players wanting the old camera style, so I don't really understand why there are so many negative coments here. The only difficult part in this implementation really is for the devs to adjust the height (handle) in every ship so that the user adjustment in settings would bring the camera to just about the same height in different ships. What I'm saying is that when the camera is adjusted to a vlaue e.g. -4 for a destroyer then when entering the battle with a cruiser that adjustment might seem a bit off, maybe a bit too high or too low. One solution for this would be to have an individual setting for each ship that the player can define but I'm sure the devs won't like this idea too much! The other solution would be for the devs to adjust the camera "handle" or initial position of camera for each ship so that an "aesthetically common" result could be achieved. I leave a big THANK YOU to the team that they are steadily making the game better over the years, really happy with that one, Regards
  3. So happy to see this being implemented in game! I have tested it in version 11.7 (Public Test), the new camera looks amazing! Also the camera heigh and FoV adjustment are pretty handy.
  4. Hi, is it possible to adjust the camera height in-game? I would like the camera to be closer to the sea than it currently is. I have searched in the camerasConsumer.xml for any such value but I didn't find anything appropriate. Thanks
  5. Thank's Smeggo but that's not what I'm looking for. It seems it gets the ship more into view but it does that at the expense of increasing the FoV (Field of View).
  6. Maybe the devs can give us an editable "handle" inside the camerasConsumer.xml?
  7. I have used the in-game free camera to approximate how the external view is in WoWs Legends vs PC version. What do you think, which one is better? I'm trying to make a mod for this, if anyone can help out or make any suggestions check this thread in the mod section:
  8. Anax7

    Physics Flags Please

    Now that you mention it... you are absolutely right! So much misunderstanding coming from a simple word swap!
  9. Anax7

    Physics Flags Please

    Physics flag.
  10. Anax7

    WoWs Legends Style External Camera

    Actually this topic references only the external camera view. The binocular view is not affected.
  11. Just a little showcase of what I'm trying to achieve. This is just an "emulation" using the free camera on a replay:
  12. Anax7

    WoWs Legends Style External Camera

    Yet another camera adjustment video with the Lightning battling with the enemy and... the waves! Such a camera perspective is a lot more imersive especially with the new realistic waves of 10.10. It's understandable though that the current elevated camera might give a more tactical point of view. The ideal thing of course would be to have the option to have both. I'm doing my best fiddling with the .xml camera settings in order to create a mod, but don't have a result yet. I wish some dev could give me some more information.
  13. Anax7

    WoWs Legends Style External Camera

    I also made a video for this, check this out:
  14. Maybe a dev can give me a hint?
  15. I have "simulated" the camera position using the free camera. Look how much better is looks with a proper height adjustment. In the corrected I have also changed the FOV a bit. Imagine how much better it will look with the new realistic waves.
  16. I have found an interesting part inside consumerCameras.xml which refers to spectator camera: <spectator> <!-- came 2.2 --> <controller>mcc3a0651:SpectatorController</controller> <defaultKey>30</defaultKey> <defaults> <fovBase>50</fovBase> </defaults> <states> <state> <key>0</key> <height> 4 </height> <radius> 4 </radius> <nearPlane>1</nearPlane> <forwardResistance>0.5</forwardResistance> <keysSensitivityCoeff> 0.5 </keysSensitivityCoeff> <pitchMin>-35</pitchMin> <pitchMax>35</pitchMax> </state> <state> <key>50</key> <height> 4 </height> <radius> 20 </radius> <nearPlane>1</nearPlane> <keysSensitivityCoeff> 0.8 </keysSensitivityCoeff> <pitchMin>-35</pitchMin> <pitchMax>35</pitchMax> </state> <state> <key>200</key> <height> 4 </height> <radius> 100 </radius> <nearPlane>10</nearPlane> <backwardResistance>5</backwardResistance> <keysSensitivityCoeff> 2.0 </keysSensitivityCoeff> <pitchMin>-60</pitchMin> <pitchMax>-10</pitchMax> </state> </states> </spectator> The parameters <height> and <radius> looked like they would do the job but changing them did not alter anything. I have changed the <fovBase> just to see if it works and it does. I assume that the three states here <key>0</key>, <key>50</key>, <key>200</key> refer to the states of zoom in the spectator mode and indeed, suring game in spectator mode (after you die) there are three zoom levels for the camera. I have also tried to move the parameters <height> and <radius>, with random values, in the <snakeTail> part where it refers to the external camera. I have also changed a few parameters there like the <fovBase> and <farModelDistance> which they do work. By the way if you are annoyed by the external camera beeing reset to full zoom out after switching from torps to guns alter the value of <farModelDistance>!! <snake_tail> <controller>mcd8e096d:SnakeTailController</controller> <defaultKey>165.0</defaultKey> <nearBinocularDistance>100.0</nearBinocularDistance> <!-- diapason [100.0, 65.0, 25.0, 12.0, 0.0]--> <farBinocularDistance>0.0</farBinocularDistance> <!-- diapason [100.0, 65.0, 25.0, 12.0, 0.0]--> <nearModelDistance>130.0</nearModelDistance> <!-- diapason [120.0 - 180.0]--> <farModelDistance>145.0</farModelDistance> <!-- diapason [120.0 - 180.0]--> <defaults> <fovBase>50</fovBase> </defaults> <barrierKey>120</barrierKey> <barrierKey>100</barrierKey> <barrierKey>65</barrierKey> <barrierKey>25</barrierKey> <barrierKey>12</barrierKey> <barrierKey>0</barrierKey> <flyThrough> <minKey>0</minKey> <maxKey>12</maxKey> </flyThrough> <flyThrough> <minKey>12</minKey> <maxKey>25</maxKey> </flyThrough> <flyThrough> <minKey>25</minKey> <maxKey>65</maxKey> </flyThrough> <flyThrough> <minKey>65</minKey> <maxKey>100</maxKey> </flyThrough> <flyThrough> <minKey>100</minKey> <maxKey>120</maxKey> </flyThrough> <states> <state> <key>0</key> <zoom>12</zoom> <smartZoomAngle> 1.0 </smartZoomAngle> <smartZoomAngleMax> 8.0 </smartZoomAngleMax> <nearPlane>2.0</nearPlane> <minPitch>-12</minPitch> <maxPitch>20</maxPitch> <forwardResistance>4</forwardResistance> </state> <state> <key>25</key> <zoom>6</zoom> <smartZoomAngle> 0.7 </smartZoomAngle> <smartZoomAngleMax> 2.0 </smartZoomAngleMax> <nearPlane>2.0</nearPlane> <minPitch>-12</minPitch> <maxPitch>20</maxPitch> </state> <state> <key>65</key> <zoom>3.5</zoom> <nearPlane>1.5</nearPlane> <minPitch>-12</minPitch> <maxPitch>20</maxPitch> </state> <state> <key>100</key> <zoom>2</zoom> <nearPlane>1.0</nearPlane> <minPitch>-12</minPitch> <maxPitch>20</maxPitch> <forwardResistance>0.2</forwardResistance> </state> <state> <key>120</key> <zoom>1.0</zoom> <minPitch>-20</minPitch> <maxPitch>30</maxPitch> <nearPlane>0.1</nearPlane> <coeffRocking>1.0</coeffRocking> <forwardResistance>0.1</forwardResistance> <backwardResistance>0.1</backwardResistance> </state> <state> <key>180</key> <zoom>1.0</zoom> <nearPlane>1.1</nearPlane> <minPitch>-45</minPitch> <maxPitch>35</maxPitch> <coeffRocking>-3</coeffRocking> <backwardResistance>0.5</backwardResistance> </state> </states> </snake_tail> Unfortunately though trying different combinations of <height> and <radius> doesn't seem to change anything. Maybe they are reset during runtime? Other than that I have messed around with pretty much all values in there without any luck.
  17. Hi again, please let me elaborate on this. I have created an illustration so the topic is better understood. In the illustration, the dotted line represents the path along which the camera is moving as it zooms in/out. In case A where it resembles the actual game, that line is quite steep where in case B witch is a desired adjustment, the path allows the camera to bring the ship more into view. It's understandable that the ship must not obscure the targets ahead so there is a sweet-spot where both the ship and the targets are comfortably in the view. This ajdustment have been clearly made in World of Warships: Legends and according to my opinion is better as it has the ship always displayed on screen and does not allow it to clutter with the interface elements. I have attached two images for comparison. Notice that both cameras aim at the horizon. Also notice how, in the PC version, the ship is completely on the edge, not fully visible, and it clutters with the interface. This is what I would like to recreate. I have searched for some possible values that might allow such an adjustment but did not find any that actually do. I have looked for height but since it is relevant to the zoom amount, it's probably not a fixed value. I have also searched for any possible angle adjustments but didn't have any luck either. It could also be presented as a ratio. If someone could point me in the right direction that would be awesome. I am willing to study and code this mod but first I would like to see if that's even possible because there is a chance that these values are hardcoded and might not be accessible at all. Thanks for reading.
  18. Anax7

    Adjust camera height

    Hi, is it possible to adjust the camera height in-game? I would like the camera to be closer to the sea than it currently is. I have searched in the camerasConsumer.xml for any such value but I didn't find anything appropriate. Thanks
  19. Anax7

    Adjust camera height

    Hi, is it possible to adjust the camera height in-game? I would like the camera to be closer to the sea than it currently is. I have searched in the camerasConsumer.xml for any such value but I didn't find anything appropriate. Thanks
  20. Anax7

    Adjust camera height

    Hi, is it possible to adjust the camera height in-game? I would like the camera to be closer to the sea than it currently is. I have searched in the camerasConsumer.xml for any such value but I didn't find anything appropriate. Thanks
  21. Anax7

    Zoom error - for the developers -

    I have found a fair solution for this in a reddit post: 1. Search for the file camerasConsumer.xml 2. Under <snake_tail> category change the value <farModelDistance> to your appropriate value. 3. Save the file and restart the game. This value is the default distance of the camera when game starts. This is the value where the camera returns when switching from torps to any shell type. Still not ideal, as the default value should be set to the last zoom lever the player has had before switching, but certaintly ends a big amount of frustration.
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