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About TataLup

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    Petty Officer
  • Birthday 02/10/1953
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  1. TataLup

    0.8.0 PTS - Bugs

    On the web page : "Fixed an issue in the autopilot settings, due to which the ship began to move in reverse" That puzzles me, as when I noticed it, I was happy my ship (and bots as well) did not remain beached when the autopilot failed to take in consideration the extended circle radius of a ship at high speed. I was very surprised my CV did not reach the end of the path I've created until I saw the above in the web article. It was a good thing, it allowed me to design "YAMATO" movements in a lateral zig-zag path ! As soon as the way-point(s) behind the ship was reached - in reverse - the ship resumed going forward. Now to "un-beach" the CV, you have to quit the squad and stay with the CV for all the reverse steering time, as opposed to just click a way-point behind and a bit lateral, then add the path to intended destination avoiding to ask for more than 90 deg turns. All in map mode, in 3 sec, then return to flying the squad.
  2. TataLup

    0.8.0 PTS - Bugs

    I've read all posts and as nobody mentions it, maybe this is not a bug, but a feature... (?) In my game the american CV (all) do not have an aim dispersion mechanic. As opposed to IJN ones (all), which converge their aim when slowing and flying a straight path. The divergent launch seems an heritage of the old USA TB squads, but they had 7 planes attack formation then ! Now with only 4 planes, the run is only 1 torpedo effective even when launching at the very limit of the aiming distance. BTW the arming distance (500 m) is barely visible in clear sky, but with flak or sun glare, you fly blind. The distance indicator above the reticle cannot keep up: trying to use it as drop indicator in intense flak, when the indicator was only down to 1 km, I was already above the targeted ship.
  3. I am completely lost in the test server forum structure. I could not find a topic about it in english. So I hope it is the right place to put it. The issue is that with a limited time to act on a large variety of ship & commanders setup, I feel I waste precious testing time and I am not sure I set the right features in the intent of developers to be tested. My suggestion would be that for particular testing reasons the inventory we dispose during the test to be preset with the configuration the developers feel the need to test ( as ship upgrade modules mounted, captain skills maybe even flags, camos and consumables preset and enabled). This way we players will be relieved from a dull repetitive operation almost every battle (as we change ship both in tiers and classes) and developers will get tested what they need to be tested. A win-win. It would be a tedious half a day for a person to do the presets, but what alpha testers are for, then ? :D
  4. TataLup

    Legendary buff or nerf ?

    Totally pointless from your part ! Try learn to read and understand what you read. The emphasis is the wrong use of "upgrade" therm, not the unique /legendary naming of it. How can be such a bad thing happening to a ship be named "Upgrade" ? As for using it you should not speak until you try it, under the menace of being forced to use it forever. Anyways the question was about the misleading arithmetic ! An 80% worsening of a 6 second parameter needs a particular mode of calculation to reach 30 seconds. IMO not explicitly naming it was not fair in my opinion. I don't have the wealth of youtube contributors to experiment. The doubloons and credit loss is stinging for me.
  5. TataLup


    @ScienceWoona & pra3y Thanks for supportive posts! I do have HSF eye in intense white on the filters tab, and I just discovered that intense ( lit) is...disabled :D
  6. TataLup


    So, I have Yamato, I had the camo, it says we will keep it.... I don't have it anymore where is the lie ? The lie is in the filter toggle button ! When the eye is lit..it means disabled ! LOL
  7. Hello again :) I am a bit puzzled. I understood people asked for "Flags" and " Camo" costs added, you complied, and it would make me very happy too... ...if only this information would be accurately be recorded somewhere. As it is now I get"Total costs" as 1123600 and "net income" as -827880. credits in some games as I use camos and flags which seem very expensive by their recorded costs. Except I don't ever buy those on credits. I buy them from Arsenal or I win them as missions/collections/campaigns prizes. I think the only correct figure is on the end-battle panel and I don't think it is recorded in the replay file too. Although the discrepancies don't rise often at this level, they exist in almost every battle. I'd suggest, if this cannot be fixed easily, to simply discard those confusing columns altogether. It is true that one can hide them manually, but I find it reasonable to use "show all columns" for myself, and if it happened I did not notice the smaller discrepancies, I got totally shocked when summing them and saw the total for a period in the xlsx file.
  8. TataLup

    Legendary buff or nerf ?

    Can anybody explain the reason behind changing a 6s 180° turn time to 30s by reducing rotational speed by 80% (!) not only as "upgrade" but "Legendary " ? It would have been more explicit for players NOT TO USE it by stating as " Torpedo tubes welded to deck" modification. Shame
  9. TataLup

    Public Test 0.7.8 - General Feedback

    Oh boy, you are just like the corrector that missed the error in the big title of the book ! The patch is about the scaling of the port items, modules window, chat, division & clan windows etc. to size of 4k resolution monitors. IDK how it works as I don't have one, but if implemented now it will certainly drive out/away every player which also has not. the ship carousel is restricted to 2 lines, if you are in a clan and a division you have to move their windows around all the time to make preparations for the next battle as their windows are to big and cover too much of the work area. The UI guy must be new in his trade as he made the rookie mistake between scale and resolution. Mention: I play on a 23 inch 1920x1080 display at its 1/1 resolution. Any increase of the resolution to make UI items smaller would be just plain stupid graphic resources waste since I am already at maximal physical performance.
  10. TataLup

    Cheating (again on public record )

    I waited quite amused to see the "it's not real" replys... They are usually pointing at cheat users with a keen eye on posts that reveal them and instantly spamming them with denying or even denigrating arguments. See my remark abut stupidity above... Just for the sake of the argument: if captain skill was not taken in account the show me what captain skill cuts the torpedo reload by 30 seconds as I want to use it myself !. ( the skill honest players use cuts 10% of the reload time, so the original should have been 300 seconds=5 minutes ?!?)
  11. TataLup

    Cheating (again on public record )

    Watching I arrived at mark 10: 33 and I was expecting to see the cruiser stepping over the DD ..as funny: as clearly DD has another 30+ seconds of torpedo cooldown... Surprise ! With 28 seconds left on one launcher and 34 on the other the DD LAUNCHED (!) both and annihilated the cruiser ! and he sent it to be put on Youtube ! probably counting on the low quality to mask his exploit ( no wonder the uploader Twannieboy did not noticed it) Well we have that saying : If the *edit isn't priggish then it isn't *edit enough !
  12. TataLup

    #Funtage Video Contest!

    Why here ? What to do here ? See you on the Tube !
  13. TataLup

    How to : Old version replays

    The reason for every replay working only with the full old game patch that created it is obvious to me: every patch has different data files many of them specific only to that patch. So, here is my Q : Could the WG coders take their time to create a "Master key" version able to plat any replay? The way I see it would be something like team 1 : n DEFAULT battleships +m DEFAULT Cruisers+ ... CV added if case is. Plus the full set of maps (WG has archives of them all) and what else is needed so the game does not hang loading the battle screen as it actually happens. The reason we need this is that after a while we have no means to check what happened in an older replay, and we cannot download all the needed versions to find the replay we are interested in. Concrete example: I'd have something really funny to post in the #funtage contest, but I also have 7 replays Kamikaze_Neighbors made with different game versions. Even if I'd have 200+ Gb of disk and find the seeds for all the version downloads ( which I don't), it is too much of a trouble. Instead, a version able to play the action of any replays even if not accurate as original ship shape/name/camo, even just the mini-map action It would be most appreciated. P.S. "clientVersionFromExe : 0, 6, 13, 297724 is 0.6.13.? -
  14. TataLup

    [0.7.4 PT-2] Ships rendering and visibility

    I have read almost all the posts, but I have found them all beside the point so I quit reading and I post directly my point of view - which I made clear also in the survey I participate about the patches on PT server: WG lost sight of the forest because of the trees. As I see it at some moment during the summer of 2016 some WG boss decided the reality of the game resides in the correct side the broom closed doorknob is on the ship, instead of speed at which the player view is updated. As a result, ship hulls have been re-tessellated thus increasing the number of calculations upon hit by a square factor, then every hit is affected ( in a bad arithmetical way, btw *) by quite a few RNG factors. The result of all this complications is that the LOS (line of sight) algorithm - which has to be applied to every pair of objects in the game space - completes its cycle in ? seconds. On the other hand "the data to be sent to players" buffer has a much faster cycle (it should be optimized to the average lag players experience) As a result data is sent to the clients missing altogether the objects that took longer to calculate parameters. The only solutions to the problem would be 1. faster servers (by a factor of 2 or 3 ! ) - unrealistic :( 2. simpler ships with less tessellation and simpler ballistic and hit calculations. and while there, more realistic table based RNG mitigated damage values. *Hit damage should always exist as a (MIN + random) damage. To let RNG tel you that 5 x 1 ton shells have penetrated a hull with NO DAMAGE as it is at present makes the player throw with the keyboard to the floor (as I personally witnessed.
  15. TataLup

    Matchmaker Improvements

    Improved Matchmaker ? Or improved protectionism for WG wallet-warriors ? Shouldn't the same type ships be split between the 2 teams according to WG statement about the new MM ? (that would have been 1 Asashio and 2 Bismarcks in each team) As it seems, if the 3 min are past then the MM just trashes whatever has concocted till then and goes berserk. (and I am not sure the battle was set in more than 3 min