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Found 4 results

  1. Rekre4tor

    Desync, movement delay

    Hello, my ping in game still shows values between 30ms and 50ms, but some things in game are delayed for me like the ping is much higher. I see all enemy ships delayed for cca 2-3 seconds. When I hit back of enemy ship, shell just go through it, and hits the water. As well when I shoot too forward, I dont hit water but the "invisible" ship. I belive this happens because of irregularities between my computer and server. This occur also when I am turning my ship. I set my rudder for some side, but the ship starts to turn after 2-3 seconds, even when the rudder is already sloped. This really affects my gameplay, for example long range firing (or firing small and fast tragets) or avoiding shells by wiggling. Its impossible to hit a destroyer. Other online games works fine (as well as other WG products) without any conncetion problems, so why I have them in this game? I attach PingPlotter report.
  2. Silvir

    Ship controls

    So having started playing today i have noticed something that is bugging me quite a bit. Turret controls. 1: the aim is a bit iffy forcing me to change zoom a lot and at times fire each turret at a time to make sure i actually hit where the cross-hair is aiming. Parts of it getting used to but the whole zoom in and out just so that the turrets will aim correctly is a bit weird or is that intended??? 2:This is my main concern!! - Rear, Front and side turrets. Does anyone know why there isn't an option to divide controls between these.?? I have many times ended up with ships firing at me from different directions but i can't properly divide my firepower or properly plan my movement, because all turrets are trying to aim where i am looking this is very VERY frustrating!!! Loving the game so far though. and has there been topics about this before...Is there any information on the turret controls??
  3. andrija_kaser_1

    Hits under the magazine

    Alright so yesterday i decided to do experiments with several warships in training area. I choose a battleship for testing and several bots that were bbs,dds,ac, etc. I wanted to check if there is any chance of causing 'quick detonation' under their turret. I was actually surprised that magazine hits did not result in detonation, but rather darker hull color and heavy damage. I never got a citadel or caused a detonation. So why does that happen very rarely? Shouldnt it be 0 hp and destruction of the entire vessel?
  4. RAHJAILARI

    Naval Guns Dispersion Pattern

    Hi all, just a thought that came to mind and I did check to see if it was valid. It seems to me that the naval guns dispersion pattern (the oval target area with which guns hit or miss the target) is way off reality and actually results in rather ridiculous naval battle tactics, which in actuality would have resulted in disaster. What I mean is, that as in the Battle of Denmark straight, when Bismark demolished Hood, the result was BECAUSE Hood was heading towards Bismarck head-on thus making it easier to hit (citadel hits), had Hood been sideways towards Bismarck, the hits would have been fewer and she might have survived the combat (though perhaps badly damaged). In actuality, naval guns dispersion is narrower sideways and bigger rangewise (this is precisely why "finding the range" was such a big deal in naval battles). This makes sense, when you think of ships tossing and listing while on sea, the guns pointing sideways would not necessarily change much due to ship movement, but they would be severely affected by pitching and rolling, which would affect the range of shot mostly. This is why I find it quite ridiculous seeing BB's in a battle trying to "angle" their ships nose first in order to get shot to deflect off armor and to lessen the number of hits (and succeeding), when exactly the opposite should actually be true. Therefore the Vertical and Horizontal dispersion patterns in the game should actually be adjusted 90 degrees for them to be anywhere near correct. It also stands to reason, that since BB's width is usually somewhere in 30-50 meter range depending, their length of 160-250 should actually make for a much easier target. I included some links, which better illustrate the matter: https://defense-and-freedom.blogspot.co.uk/2015_12_01_archive.html (scroll down a bit and you'll see the chart). and http://fas.org/man/dod-101/sys/land/docs/fm6-40-ch3.htm These are both excerpts from actual artillery studies and I just feel that doing it "the wrong way" feels awkward and absurd and somewhat deducts from the game-playing experience. It also leads to the BB players not firing full broadsides, as was the accepted and recommended BB practice at the time, instead strangely "wiggling" around trying to get ships "angled" which just ain't right... Any thoughts? Any hope of getting this "fixed"?
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