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Found 28 results

  1. Préambule Les commandes clavier indiquées sont celles de l’interface par défaut avec les contrôles alternatifs de la souris (à partir de la version 6.3 du jeu) BGS Indique le bouton gauche de la souris (l’usuel) BDS Indique le bouton droit de la souris (l’autre) Ce texte ne fait qu’exposer les possibilités de l’interface déplacements/ordres des unités de porte-avions. Il n’indique pas les « moves » possibles. L’interface Vue normale L’aire de jeu est la vue d’au-dessus affichée en début de bataille, tous les ordres y sont possibles. Carte tactique La carte tactique (obtenue par « M »), tous les ordres y sont possibles. Minimap Seuls les ordres de déplacement sont possibles sur la minimap Barre d'unités La barre d’unités est présente quel que soit l’interface Sélection d'une seule unité Au clavier Appui simple sur la touche numérique définie pour l’unité. Bouton souris Sur l’aire de jeu ou la carte tactique : BGS sur l’unité Sur la barre d’unité : BGS (ou BDS) sur l’icône de l’unité Box Définir une box autour de l’unité à sélectionner Sélection de plusieurs unités Clavier Appui simple sur le contrôle de la première unité puis maj appui sur le contrôle de la ou les suivantes. Ex : <3> <maj 4> <maj 5> Bouton souris BGS sur l’icône de la première unité puis maj BGS sur l’icône de la ou les suivantes ou BGS sur la première unité puis maj BGS sur la ou les suivantes Box unique Tracer une box autour des unités à sélectionner Le porte-avions lui-même ne peut pas être sélectionné par une box. Multibox (méthode des pgm) Tracer une première box autour de la ou des premières unités Tracer une seconde (troisième…) box avec maj autour de la ou des unités suivantes Ramener la vue sur une unité Clavier Appui double « rapide » sur la touche correspondant à l’unité Bouton souris Double BGS sur l’icône de l’unité Minimap Ce n’est pas une action sur une unité, mais BGS sur la minimap proche ou sur l’unité est une équivalence. Suivre une unité Conserver la touche d’une unité appuyée ou garder l'icône "cliquée" permet de suivre l’unité (elle reste centrée sur l’écran qui défile) Ordres Les ordres possibles sont : déplacement, attaque, retour, escorte Tous les ordres peuvent être cumulés avec une limite de 5 ordres, les ordres peuvent être cumulés sur une seule sélection (sélection, ordre, maj ordre, maj ordre…), ou sur plusieurs sélections (sélection ordre, sélection maj ordre …) Les ordres sont effectués par le BDS. Déplacement des unités Décollage des escadrilles Sélection de la ou des unités, puis touche F Sélection de la ou des unités, puis ordre de déplacement Sélection de l’unité puis BGS sur la flèche de décollage au-dessus de l’icône de l’unité (une fois en vol l’escadrille va rester en « escorte du CV ») Il est possible d'annuler le décollage d'une unité (en attente donc), par BDS sur l'icone de l'unité. Il est possible de donner l'ordre de décollage sur l'écran d'attente de la partie (ex : [2][F]), les avions décolleront immédiatement en mode escorte du CV. Déplacement simple BDS sur la destination (vue normale, carte tactique, ou minimap) Déplacement composé BDS sur le premier point, maj BDS sur le suivant, etc Les points peuvent être modifiés (drag BGS) sur la vue normale et la carte tactique Escorte Une escadrille (ou une sélection) peut être affecté en escorte de toute unité du jeu (une autre escadrille, une escadrille alliée, le CV, un navire allié. Ce n’est pas une escorte de défense, une escadrille de chasseurs ne va pas attaquer automatiquement dans ce mode. La commande est BDS sur l’unité à accompagner (les unités concernées sont alors signalées par un triangle de flèches). Retour des escadrilles Les escadrilles retournent automatiquement au porte-avions lorsqu’elles n’ont plus de munition, mais il est possible de forcer le retour. Touche F (Concerne toutes les unités sélectionnées) BGS sur la flèche de retour au-dessus de l’icône de l’unité (ne concerne que l’unité en question) Le retour peut être ajouté par maj F à un ou une série d’ordres (et cela sera le dernier de la série) Attaques Attaque automatique : BDS, puis définition de l’angle d’attaque par drag BGS sur la poignée d’angle. Attaque manuelle : Alt BDS. Vidéo d'illustration Avec à peu près toutes les possibilités utilisées Note un peu technique : WoWs utilise une gestion clavier qui lui est particulière, les utilitaires claviers un peu usuels sont inopérants. Il n'a pas été possible d'utiliser un overlay clavier qui montre en temps réel les touches et boutons utilisés, ce qui est fait au clavier est un peu difficile à percevoir. Ce qui manque : une manière de sélectionner toutes les unités d'un même type (fait par ctrl BGS dans certains jeux)
  2. I really appreciate the Karma and reporting system in WOWS. But I would like it to become more important as a way to improve playing mentality. I would like each player to see their Karma number in their Dock screen so that they are firstly aware that it exists. Moreover, depending on how high or low a players Karma is, the number could for example be coloured accordingly or a different aura / graphic /pin could be seen next to the players name (hopefully something punishing the eye of bad karma players). Surelly it will help as an incentive for people to play better, think more in a team manner, stop being %^&^& and AFK. Yes, system will be abused by salty players, angry people etc. but they will get over it. The caring players out there willl surely appreciate it. I admit it, I check on my Karma after every game. And when my karma drops I think of my game and try to identify my mistakes to avoid them in the future. Rarely, rage wins and the ocassional "idiot" is used, but I don't usually get bad Karma for it. In my experience by following the karma after each game, bad karma is mostly coming from salty oponents killed by you or from teamates thinking you stole their kill. Also : I have been reporting afk ships on both sides for quite some time now but it seems that AFK's are present in almost every game lately !!! Can you please WG put this reporting system into use ? Fair seas !
  3. Andaba yo navegando con mi nagato cuando de repente se me queda la camara bloqueada... pero puedo seguir controlando el barco, ha sido una sensación extraña ver alejarse al nagato. Seguía pudiendo disprara las armas (oía el sonido al menos), pero toda la interfaz pareca haberse quedado paralizada, excepto el mapa y los avisos de muertes. Ese nagato que se ve al fondo soy yo :'(
  4. It's that time of the month again, where I arbitrarily think that I should write myself another essay instead of doing something actually beneficial for my professional life! Yay! Artist Page: http://www.pixiv.net/member_illust.php?id=5192176 Carriers are the most decisive ship in the game. Player skill can be entirely compromised in half the team, but as long as the carrier captain is of sufficient skill they could still pull through. Likewise, a mostly competent team could be brought down by a bad carrier player. The skill of the carrier players are extremely important for just about any game, often deciding the outcome of the battle which is why carrier players train so long and hard to combat their single largest enemy: the crappy carrier interface. It should be noted that the changes that I am discussing here have nothing to do with the performance of carriers in the game. This thread is not about making carriers more powerful in any way (though I might start another long thread made if nothing interesting happens in Warships) but making them less irritating to use. Mechanics such as ships and planes being able to spot each other over mountains and high smoke screens are also issues, but would probably be best addressed in its own thread. A quick retrospective on carriers: The promised carrier overhaul has yet to come. It was promised this year, but I would sooner believe it when Donald J. Trump tells me that liberal professors are smuggling Apache helicopters, napalm, and Hilary's rancid [segment omitted] into our water supplies to turn our goldfishes gay before I trust a WG developer announcing a sunrise outside of official patch notes. The track record of War Gaming doesn't exactly imbue me with great optimism is what I'm saying. WG is probably working on carriers to some degree, but trusting WG devs to balance out carriers without guidance is like expecting a pre-neolithic humanoid to spontaneously compose a manual on constructing and maintaining a interplanetary warp network. This, combined with the fact that the devs of WoWS would probably have to sustain third degree burns over their entire body before they'd listen to me when we tell them that they're burning down their house if the RDF debacle is anything to go by, does not imbue me with much faith. It won't be surprising that War Gaming would attempt to court more carrier players by straight up buffing the alpha damage, plane performance, or flight control modules. This is something that is, for the most part, unneeded. I suppose that when all you have is a hammer, everything ends up looking like a nail and when all you listen to is your statistical analytic you might think that numbers are the only thing that would fix carriers. The largest issue with carriers isn't the direct performance, though match making can screw over the middle tier carriers rather often. The interface and controls for the carriers is one of the largest if not the largest problem with carriers right now and buffing carrier alpha damage is like Nintendo trying to boost Wii sales by introducing exclusive gore, horror, and porn titles into their repertoire. In order to bring the team victory, carriers need to perform the correct role at the correct points and perform those roles well. It becomes a very large issue when a carrier player gets interrupted by performing those roles not by good play on the enemy team but by the game just refusing to cooperate with the player. This issue is persisting. Many changes have been made to the interface of the surface vessels in order to make the game more pleasant and convenient for them to play. The carrier interface, as far as I know, is as bad right now as it was in the early game stages and in many ways worse as the introduction of the circle of no return and large plane turning circles makes it extremely annoying to pull off attacks against fast targets when the planes would rather fly in a straight line for a little longer, turn away, then spinning back to try to attack a target whose crew has sailed or flew on, reached their destination, and is already building a family with three children (the youngest of which is a mostly mute cook) and an inheritance that would be attracting the attentions of a psychotic yet quirky thieving count when their parents ultimately die in a fire "accident". The issues that arises from the carrier's interface is numerous: Redundant Controls Insufficient Vital Information Cluttered Interface Annoying Camera Tilt Terrible Minimap Feedback The issues with the carrier interface is numerous, as are the ways that they can be fixed. Each topic can probably be used to start a topic all on its own, but for now I want to keep everything in one place so I can give suggestions for improving the game interface all at once. These are the interface changes that I would like to see that would, in my opinion, do much to close the massive gap between skilled and poor carrier players. In the current meta carrier combat isn't comparable to a duel with swords or guns between two opponents of skill. It's more like a switchboard operating contest when all of the buttons are labelled in Mandarin and the manual is written in Braille. Improvements Section With that over with, let's get to the crux of the article. I created a few slides to go with the radical interface changes to help players visualize the improvements I am suggesting. Locked Camera Angles Improved Interface Improved Interface II Improved Minimap Redundant controls That is all for now, I think. I might have to edit this article later. This one took a lot longer than I thought it would. I will (not) be awaiting the indignant complaints from the whiner brigade below saying how carrier population should be cut down as much as possible and that the interface should be made as unpleasant and unusable as imaginable despite the fact that almost every single problem with carriers in the game right now are being caused by those issues. Best regards.
  5. Hallo mein Infacer is mitten im gefecht auf die größe geschrumpft. Wie krieg ich das wieder görßer bzw normal?
  6. Witam wszystkich. Dziś zacząłem przygodę z WoWs... no prawie zacząłem ponieważ tak się grać po prostu nie da. Wygląda mi to ja błąd interfejsu. Generalnie WOT działa normalnie, w WoWs sypie się własnie wyżej wspomniany interfejs. Przeswituje mi do widoku ostatni widziany ekran typu lista graczy, pomoc itp. Zasłania zupełnie widok poza pewnymi kątami kamery przy nieruchomej myszce. Próbowałem różnych ustawień graficznych. Kiedy wyłączę if (Ctrl + G), da się grać tyle o ile, strzelając bez celownika. Mój sprzęt nie jest niestety najnowocześniejszy. To i5 2500K, 8gb ddr3 (1333MHz), Radeon HD4850 z najnowszymi sterownikami.
  7. Maybe, just maybe a new way of thinking is required.... since the release of the RN cruisers with AP only shells, it got me thinking - What if; Before you go into battle ALL SHIPS had to choose either AP or HE as the ONLY ammo load out they could take - - NO MORE SWITCHING in battle just 1 type selected in port.
  8. .Blackout is an interface mod for World of Warships that makes most of the backgrounds in the game completely black. ------------------------------------------------------------------------------------------------------------------------------ •The idea of this mod is to make it pleasing to play at night at complete darkness. •No bright backgrounds to torment your eyes when you play in a dark room. •Easy to read text because no interference from the background •If you have OLED monitor you save energy by having mostly dark screen. (At the moment this changes nothing in the actual battle screen) Possible future updates include fully dark port (once I know how to make ports) ------------------------------------------------------------------------------------------------------------------------------ • Following things have been changed ▼ Loading screen Login screen Black bar top of the port Tech tree Profile view and everything inside it Queue for game Map loading screens • Install instructions ▼ Unpack the "gui" folder from the .rar file into: World of Warships/res_mods/0.5.9.1 folder If you don't want all of the files you can separately select them from the "gui" Follow the guide below▼ Alternative Download from MEGA: https://mega.nz/#!p8UBGRTS!F9_YHi5NBc93bttSh7WSxmnadHetbSC8DkYPeJtYJk8 • Main download below ▼ Blackout - WoWs Interface Modification.rar
  9. Bonjour, Toutes mes excuses pour cette question sans doute très basique : Comment alterner entre la vue sniper, ou normale et la vue des obus en vol (bien pratique pour voir où ils tombent précisément) Si je tire avec le bouton du milieu de la souris, je suis bien la trajectoire, si je fais "echap" j'en sors, mais comment faire des allers/retours. merci de vos réponses et de votre indulgence. Bonnes nav'
  10. How someone describes having a fun game is a subjectiv Thing. For some its doing high damage. For some its outwiting your oponent, for some its making your Teams push posible by protecting them from harm. But Overall its about having a degree of controll over Actions and having said Actions having an Impact without having to break yourself both legs and arms in the process of arceiving it. Sucessfull High Tir Gameplay in a CV as it is is mentaly draining. The mutitasking and mapawareness required to be sucessfull is 2ed to None. Sucess and failing depend on split second decisions with planing minutes in the making. All this with working with an Interface that makes Dune Battle for Arakis Looks like 23th century VR Holo Interface. Simply saying before any Classbalace or AA Problems: If the Basic controlls are so crude that having a high Impact is the only way to Keep People playing the Overall premise as class is not very good. Luckyly after all this time WG said they will overhaul the Interface. My hope is that by making it more confortable without Dumping down gameplay more people will take up CVs again so that there is a healthy populatin across all Levels.
  11. Bonjour à toutes et à tous. J'ai finis hier de télécharger WoWS (la version MAC disponible sur le site officiel ) et après avoir lancé le jeu j'ai constaté que dans le port, je n'avais que les onglets "port" et "profil". de sorte qu'il met impossible de rechercher quoi que ce soit.De plus mon jeu plante lorsque je veux lancer les vidéo de tuto... :/ pourtant je peut me lancer sans bugs dans les batailles aléatoires. Que dois-je faire pour remedier à cela? Merci d'avance et bonne journée
  12. Hi Wargaming Wäre es möglich das ihr das Interface freigebt? Es wäre super wenn jedes Element (z.B. Verbrauchsmaterial , Minimap , Kompass , usw.) frei verschiebbar und in der Größe veränderbar wäre. Schöne Grüße
  13. The after-action report makes no sense, because the repair costs are shown, but the end sum is not less but more?
  14. I would like to have a fixed steering indicator in the normal interface, like the one that pops up everytime you manouver the ship. It could be just a small one next to the speed indicator. This would be rely helpful if it was visible at all time.
  15. When in a ship with separate Torp launchers on each side I often don't know which side is ready, which has the damaged launcher and how long does it take till the reload is complete- the reason being I'm in a fight. For survival, often enough. So any help to give my situational awareness a boost would be greatly appreciated. I would prefer the ability to read the reload time somewhere near the center of the map, I chose the aim path, but it might as well be the actual travel line (Yellow part in this case) showing me the countdown. I need this info fast without having to look at the torpedo counters below, check on the model in the lower left which launchers I'm currently trying to use and make sure it's not the side with the destroyed launcher as well (if that were the case). Trying to survive as a DD in a hostile environment is tough enough, being able to grasp such vital information fast would ease the workload immensely.
  16. I like to look at future unlocks and plan the acquisition, etc. But why can't I look at the consumables and the possible modules I could mount? Shouldn't those get me excited as well? Is there a good reason not to show these? Gib moar eye candy!
  17. This is taken from page two of the F1 help (I'm pretty sure the majority didn't even know there were multiple pages in F1, just like me). As you can see there are tiny timers next to the icons. I'm playing on a 42" screen and even I never even noticed these! Reason is of course I don't have time to search for such small details when the icons start to blink! They do so because I'm taking damage and that usually grabs all my attention. But I would deem such information vital, so please replace that small circle with a easily readable countdown instead.
  18. When mounting a flag I never get to see the actual amount saved or earned. I suggest giving the flag induced amount a separate column in the result summary, maybe even on the post-battle screen. It would also be nice to see if this flag actually got triggered in the match:
  19. In all other games the coordinates are at the left side and top. That is because as we write from left to right and top to bottom our eyes follow that same pattern to collect information. Every time i want to convey a coordinate to a divisionmate, I have to look long and hard to get my brain to untangle the information from their opposite sides. That is very impractical and serves no further purpose except for looking neatly aligned at the side and bottom of the screen. Actually it would be even better if the letters were at the top and the numbers at the side. That is the natural movement of the eye and lets me come up with a grid coordinate we all are used to: "Need help at E3!" (example) Remember this game?
  20. After all them ships don't really bleed, but a bulkhead can give way. Pah! One bulkhead won't bring me down!
  21. The UI does not scale with resolution increase thus rendering anything above 1440 hard to use, meaning 4K and 5K are unusable on normal sized screens. Please add a UI scaling option.
  22. Hi I have two things to say about playing CV from the interface point of view. 1) A lot of the time when I am controling squadrons my active unit changes to the CV. t happens because I have a manner of clicking multiple times my command moves, it gives me a bit more precision when I do it like that. It is natural for the RTS players to do that, especially those who played brood war. Right now game is making CV selected unit whenever you click and drag even a little. If you try to create a box and there are no units inside, game will automatically switch your controls to the CV. That means when I for example move my TB squad, move map and issue multiple move commands I end up changing my active unit to CV (fast click + movement ends up creating very small box) and issue those commands to the CV. It takes few seconds for me to regain control and as a result I loose all my momentum and sometimes my units end up in places where they should not be. We already have button that lets you switch to CV instantly and it is right mouse button (this is also not needed shortcut), or you know... double click 1 on keyboard. Changing this so when you do not select any new units inside a select box it just doesn't change active units at all would solve it. I don't understand why would you switch to the CV in the first place. 2) Changing manual drop is unresposive. Ok situation is like that, you issue manual drop command for your 2 TB squads. You want to make slight correction because you issued that command late and you see that it will miss. If the change isn't big enough game does not register it. Your TB are still far away, and you see on the map that there is a difference in the drop, but game do not register it at all. I don't know why it is happening, maybe since it's so close game is thinking I want to change direction like you do in spread drops? Either way those two things result in CV gameplay feeling a bit (shock!) not done yet. The worst feeling you can get is when you try to fight with interface so it will do what you want. I hope I am not the only one who has problem with those two things.
  23. I hope this is the correct forum for me just to spit out my ideas about WoWs beta. I love some sounds. Really just the sound of my shell hitting a ship would make me to play this game. The same goes with torpedos. I love when those hit ribbons pop up on my screen as well. It is just like killing minions in League of Legends and seeing the gold coin icons .. I can do it all day. What I do not like are some other interface related issues. For example I would love to see damage numbers from my artillery fire even when I am not focused on target. I mean sometimes I just fire a salvo and while shells are traveling to target I am checking my surroundings or something. When I score a citadel hit while I was looking for enemy airplanes I always regret missing that big juicy damage number. Sometimes the game may give better feedback, for example when I fire HE shells from my Aoba to enemy DD and I am doing minimal damage I would like to know why - It woud be nice to see whether the shell bounced or missed and did only splash damage .. or maybe over-penetrated. Maybe even some icon that would show if the RNG damage roll was high or low. In general the feedback needs to be better. Recently I was upgrading .... Mogami I think, and I realised you steal one barrel from each turret ;) without letting me know that. Also it would be nice to have a ballistic curves of my guns to know immunity zone, or armor map of my hull to know where to aim when I meet the same class. Maybe an option to turn on more detailed and specific info on all aspects of my ship. Last thing ..but again it is about what info the game gives me - captains perks. Lets pick up Pyromania .. +4% to set fires. Is that Additive or Multiplicative? I do not care as much about the answer I just want to illustrate what info I do miss. Let the tooltip descrive it precisely .. or show me the added percentage in my ship description list. Sorry I wrote much more negative feedback then positive one but ...I guess that you would rather polish your game a bit more then bath in my adoration anyway.
  24. Post game stats. I can't find a way to see them if i die in a battle and leave game. If i miss the little note in the lower right cornor of the port screen, i just can't find a way to look at how i played the game. Make it more WoT like, where you can call back them notes, and examin the post game stats in detail from the port screen. ​Player panels. ​They should be on by default. Make them more WoT like, in the maner so that you can switch between seeing player names or ship names, tier and class or both or none. ​​ Great game by the way.
  25. Just an idea, but would it be possible to implement a chat across WG's games, so I can see and chat with my friends that are for example playing WoT while I'm at WoWs (and vice versa)?