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Yoshi_EU

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Everything posted by Yoshi_EU

  1. Yoshi_EU

    0.5.7 Patch Notes

    "Artillery Plotting Room Modification 2 (-7% to maximum dispersion of main battery shells): the bonus has been increased to -16% to maximum dispersion of main battery shells. This upgrade will be available only for US battleships" So US BBs will have the best accuarcy now since they are the only one the recive that upgrade, they also have the best range.... WUT? Basiclly screw one of the only 2 advantages the JPN bbs had (accuarcy and movability) or http://i.imgur.com/L5Xsg4y.png US BBs have now best AA. best range, best accuracy, best front armor (except yamato)+ best secondaries on to tier 8) just wtf....
  2. I am quite happy, that finally some attention is going towards the smoke mechanics, together with SA, after my post. It would be great, to get a statement of a developer on this, whether it is intended or not, or how they are planning to rework those mechanics in the "near" future. Any Q&A comeing up in the RU forums in the near future? Or I heard some Dev on the RU forums are quite talk active, any1 know somebody to contact? Anyway, if you know anything about this (@ST) keep us up to date (I dont want to search in the russian forums for undocumented changes again...)
  3. I can totally agree with the solution, any news in that regard would be great.
  4. Basically which one of these is it ;) If its nr3, it could explain why sticking your nose out, detects you ;)
  5. At this point my question comes up, is the detection mesh based, dot based or circle based? So is the center of the ship thats causing the detection, or is it an area arround the center or is it the hole mesh of the ship? Thats basically my question ^^
  6. You are right, I had nothing to compare it to, Ill just did a quick test, but basically the result is the same as in your video, smoke distance, the deploying conditions are the same.... Smoke Test1: The only difference is, that it is not creating new smoke, when you are still inside a cloud.
  7. wow, calm down a little, smoke is still being deployed under the same rules that are there since CTB. Don't make a conspiracy out of this, we wanna stay professional (I dont want a mod having to delete some post / close this topic) Now if you take a look on my last video (https://youtu.be/mYLxgA93678) you can clearly see that server and client do not match their position in smoke and detection. So the smoke is on a different position on the client, as it seems to be on the sever... to be precise, the smoke circle is behind (server side) the Postion, where you see it on your client. Unfortunately though, the server calculates the detection of your ship. That means if you are still in smoke on your screen, you already left it from the servers point of view, thus he marks you as detected. If you now keep on moving, your client will notice (~1 game tick later) that you left the smoke, so he deploys the next puff. Now again, you are in the center of the smoke, both client side and server side, so the server marks you as undetected, but due to the 3s delay, you will be visible to the enemy for another 3s, without your SA going on), on this point the process repeats itself. This is descirbed in this image (as it is now): https://frm-wows-eu.wgcdn.co/wows_forum_eu/monthly_05_2016/post-528306913-0-97607500-1464609138.png It was before like that, just that you leave out step 4). Step 4 is the one, that should not be there.... Its probably some kind of latency problem...
  8. New Smoke puffs are only created: if your distance to smoke puff is > radius smoke puff. that means as long as you are in the range of the first smoke cloud, you wont create a new one.
  9. Here the replay of my first testing season, just with Smoke boundaries enabled:
  10. Aslians modpack "v5.6.1.03 (03-06-2016):- fixed zeiss zooms- added Smoke boundaries mod " You need me to do some recreations with the mod on?
  11. Commanders! We are pleased to announce the long-awaited start of the fourth season ranked fights. From June 3 to July 18 ranking fights will be open to all players who have reached the 11th level of your account. This means that you left a half months to prove himself, to beat his own record, and earn as many awards as possible. Time to win! The basic principle Advantage Ranked fights that you can fight with equal opponents and win prizes. Battles are conducted in the "7 on 7" on the ships of certain levels. For winning you get the stars, required to increase rank. When lesions are usually the stars burn out, but you can avoid this, if you will take the first place in the number of "pure" experience in their team. The latter - an important innovation of the fourth season. In short, to play at a high rank with serious opponents, it is necessary to win, and if you lose, it is worthy. Rangi, league, stars In the fourth season of the rank ladder has 22 rank, which in turn are divided into five leagues: third league: grades 22-16; Second League: grades 15-11; First League: Ranks 10-6; Premier League: grades 5-2; League Sea Wolves: 1 rank. The third and second league are more mild conditions for the promotion: Here there fireproof ranks (22, 21, 20, 18, 15 and 12). Each grade is required from 1 to 4 stars. Upon reaching the rank of each (from 22 th to 11 th, respectively), the player relies bonus star. The first and highest leagues need to have 5 and 6 stars on each grade, making it difficult to achieve the coveted rank of 1. However, if you succeed, you get into the league of sea wolves that will not leave until the end of the season. Ships Rank fights - is a competitive mode where each player should be about equal opportunities. That is why we have restricted the list of ships available to participate, on a level. On the 22-16 th grades fights are held at V-VI ships levels. From the 15th to the 2nd rank - on the VI-VII ships levels. Unlike past seasons, with the achievement of the 1st rank mode you will not be closed. You will be able to continue the battle rank with other members of the league of sea wolves, with ships only X level. honors One of the nicest features of ranking fights - this award. They are waiting for you at every rank. Flag signals, camouflage, premium account, loans and doubloons - all this and lots of it, you can win by fighting in the battles of rank. Learn more about what reward awaits you in a particular grade, you can learn in the game client. Running a little ahead, we say: All players who have reached the rank 2, 1000 entitled doubloons. All players that take the 1st rank, will receive 2500 doubloons, 5 000 000 loans, 100 sets of camouflage "type 5" and, of course, a special prize. Special prizes Flag of the second league Flag First League Flag Major League These flags should be familiar to the participants of the previous seasons, because you can get them only in ranked fights. They are accrued when the second, and the first major league respectively interchangeably. The flag remains with you to the end of the season. You can use it on any vehicle in any type of fighting, but now these flags appeared and practical function, which was not there before. Bonus flags leagues: -5%, -10% and -20% to the cost of repairing the ship. Another special prize - a unique flag party season. He will get all the players who have reached the 15th grade. The task is quite feasible, so go ahead, and you replenish your collection unofficial flag of the Midway Atoll. And, of course, do not forget about the "Jolly Roger" - the main award for players who have reached the 1st rank. The famous pirate flag in the game is available in two designs. The first will get to those who win the rank ladder for the first time. The second is for those who will be able to repeat this result. If your collection is already available, both Roger and once again you will achieve the 1st rank in the fourth season, a special prize will be your premium vehicle. What? This will be discussed later. Now you are ready for the fourth season fully prepared. Be sure to participate and win. Of course, if you have any questions, ask them in the comments. We will understand together!
  12. Info form the RU website: In the fourth season of the rank ladder has 22 rank, which in turn are divided into five leagues: third league: grades 22-16; Second League: grades 15-11; First League: Ranks 10-6; (will require 5 stars per rank) Premier League: grades 5-2; (will require 6 stars per rank D League Sea Wolves: 1 rank.
  13. I would assume the Flags are indicating where the Brackets will be so 1. 22-16 2. 15-11 3. 10-2 4. Rank 1 only
  14. I had a small typo, sorry, its only 3500 Doubloons, not 4000!
  15. Well you reached rank 9 last season you you received additional stars this season.
  16. The problem is that its not that simple to get perfectly to a stop on the very edge of the smoke boundaries, to display the problem. With the Tashkent I know now the timings (thats why I am always using half speed), so its quite easy to reproduce.
  17. I can reproduce it in 45% of the time in the tashkent, in other dds i have more difficulties doing so, and its more like <10%.
  18. @Admiral_noodle here you go: http://forum.worldofwarships.eu/index.php?/topic/52782-summary-sa-detection-change-smoke-detection-bug/
  19. We tested some more this evening, and it can be reproduced with Tashkent quite easily, its harder to do so with other dds though. I also have a theory where the problem comes from. Take a look on the attached image of a dd deploying smoke. So as you can see in step 5. a second smoke cloud is being deployed once the dd is far enough from the first cloud. So my assumption is that the distance between the new smoke cloud and the dd is not enough, so that is is possible for the destroyer to come to an stop outside the edge of the first cloud, without deploying a second cloud. So the destroyer is stopping basically at step 4 without creating a new cloud even though he is supposed to be still laying down smoke. So it could be a simple < > mistake in terms of : if distance(ship_tashkent.position, smoke.position) < 25 then ship_tashkent.visibillty = false; else ship_tashkent.visibillty = true; if distance(ship_tashkent.position, smoke.position) > 25 then object.create.newsmoke(ship_tashkent.position); This would create a tiny gap (in the example it would be on a distance of 25m) where the destroyer could stay, creating smoke, without actually creating smoke, and while being detected. It could also be, as Admiral_Nudel mentioned a problem with the synchronization that client side the destroyer is inside the smoke, while server side he is outside. Or it could be a mismatch of smoke range and smoke deploying range / steps. IF the smoke layer (the on screen one) is supposed to be only visible if inside smoke, I can only conclude a de-sync problem, or some major programming mistakes. Sadly the smoke mod no longer works, so its hard to confirm this, without the help of a dev.
  20. @Admiral_noodle is it possible to have this "smoke effect" overlay on your screen without being in smoke? or is it just showing if you are near smoke? or when does it start to show this smoke effect on the screen? (i mean the layer thats making the screen slightly grey / whit transparent)
  21. For the ST, I attached my replay here (from the video), its abit longer, but it should show the problems with the SA / smoke. training_20160528_210330_PRSD108-Pr-20i-Tashkent_10_NE_big_race.rar
  22. @Deckeru_MaikuOn what nation did you encountered it? I was only able to reproduce it on the russian destoyers and crusiers (Kutuzov)
  23. Here I experienced some SA in random games: So we experimented in the Training room: Test1, you can see how I am getting detected even though my smoke is depployed and covering me, I am not moving: Test2, this video speaks for itself, anther screenshot form above is attached. Working as Intended Could somebody explain this to me?!
  24. Best Moment: Tirpitz vs 2 Iowas, 1 North Carolina and 2x Des Moins on <5km? Close range brawl http://wowreplays.com/Replay/7764 Best Moment Starts 3:40 into the video, and lasts for 5min!
  25. Yoshi_EU

    Ship Balance and Model changes

    What the hell is going on the the stealth nerves? At least mention it in the change log -,- "Bonus from the Concealment Expert skill is now applied to the basic visibility of the ship similar to the camouflage modifiers and the Masking System mod.1 modernization. Previously, this bonus affected the fines to visibility, such as fire, main battery, AA defense and anti-torpedo armament."
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