anonym_gCiyicUsNYGl Players 464 posts Report post #1 Posted December 30, 2015 can this bug be fixed? 4 Share this post Link to post Share on other sites
Reaper171 Beta Tester 177 posts 3,208 battles Report post #2 Posted December 30, 2015 lol kidding me right? this isnt navyfield where you can have 90* angles, some islands you can shoot over with certain guns deal with it. Share this post Link to post Share on other sites
praetor_jax Beta Tester 1,266 posts 4,216 battles Report post #3 Posted December 30, 2015 lol kidding me right? this isnt navyfield where you can have 90* angles, some islands you can shoot over with certain guns deal with it. No, since i think the patch before the last one the guns sometimes dont adjust like they should. So instead of shooting well over the island the guns will just fire flat as if you had no target oocked at all. And its really annoying. 1 Share this post Link to post Share on other sites
DeletedUser Players 0 posts Report post #4 Posted December 30, 2015 You're right - this worked better in the past. Now you only need to stray only 1-2 "scale marks" from the target and the guns shoot into the isle instead of lobbing over it at the enemy... Share this post Link to post Share on other sites
shulzidar Beta Tester 438 posts 3,506 battles Report post #5 Posted December 30, 2015 Yeah. it's quite anoying... Also if you unzoom on that exact same situation your viewpoint suddenly gets much lower like "glued" to the waterline instead of the regular possition. You can reproduce this bug 100% of the time by trying to shoot on Two Brothers channel from any of the entrances, even with a clear line of sight of the water on the other side the range selected by your crew is like half-way. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #6 Posted December 30, 2015 Well if you throw enough excrement at a wall eventually some will stick TS actually found a topic where I agree on, it does happen more often than before. Share this post Link to post Share on other sites
ammattimies Beta Tester 450 posts 5,507 battles Report post #7 Posted December 30, 2015 The UI should be letting the user know where the guns are aimed at so they can refrain from firing until they manage to aim the guns at the locked target again, instead of Isla Nublar which keeps getting pounded! As far as I can tell, there's no way to know if you're aiming at your locked target or that good old Isla Nublar currently. If a target is locked - the guns must be aimed at the target until the target lock disengages. Others agree on this? It's like 50-50 chance atm to hit Isla Nublar for no reason when your target is behind something, by my gut feeling... Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #8 Posted December 30, 2015 Well if you throw enough excrement at a wall eventually some will stick TS actually found a topic where I agree on, it does happen more often than before. I have noticed that in replays the reticle jumps around. So far the jumps have corresponded with where the shells will land. If the reticule drops down (it is quite obvious) then the guns aim at the island, and if it stays on target, well then they fly over. It might just be happy coincidence, but so far it fits. Previously it didn't, or rather I was more unsure about it. That implies that the targeting system is off in a sense. It is supposed to fire at the target, as we all know from when we target the wrong ship and the shells fly at a strange range. So clearly that system gets thrown off by islands blocking line of sight (as smoke doesn't have this problem, nor is it a problem in spotter plane mode). It has long been a problem, but I think it is about time it gets some recognition. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #9 Posted December 30, 2015 I notice it with the reticle jumping when changing zoom levels at times ( this coincides with the sight not snapping on a target behind an island ), but I was pretty unsure how widespread it is. I also am using quite a lot of mods and since this is a recent patch my own particular behavior might as well be caused by a faulty mod. Share this post Link to post Share on other sites
EsaTuunanen Beta Tester 3,552 posts 8,863 battles Report post #10 Posted December 30, 2015 I notice it with the reticle jumping when changing zoom levels at times ( this coincides with the sight not snapping on a target behind an island ), but I was pretty unsure how widespread it is. I also am using quite a lot of mods and since this is a recent patch my own particular behavior might as well be caused by a faulty mod. I have the feeling that since 0.5.2 target lock is more reluctant to switch from previous target/lock to new target in crosshairs. Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #11 Posted December 30, 2015 (edited) I notice it with the reticle jumping when changing zoom levels at times ( this coincides with the sight not snapping on a target behind an island ), but I was pretty unsure how widespread it is. I also am using quite a lot of mods and since this is a recent patch my own particular behavior might as well be caused by a faulty mod. The jumping sight is a modrelated issue afaik. Not sure what, but I had a similar issue where the overhead jumped around as I moved my sight. I had to do another reinstall of the mods (I had other issues as well, so it was VERY needed). That fixed that issue (one remains, but it is only a minor nameplate related issue). No, what I meant is that if you watch a replay you can clearly see when the sight is disconnected from a target behind an island. If you shoot when that happens, the shells land where the sight jumps to. In essence it shows that the targeting algorithm somehow goes from where it is supposed to be, to where the sight is pointed at the time of firing. And it is annoying because we don't really know when it does that. Edited December 30, 2015 by Unintentional_submarine Share this post Link to post Share on other sites
[RN] indycar Alpha Tester 921 posts Report post #12 Posted December 30, 2015 The jumping sight is a modrelated issue afaik. Not sure what, but I had a similar issue where the overhead jumped around as I moved my sight. I had to do another reinstall of the mods (I had other issues as well, so it was VERY needed). That fixed that issue (one remains, but it is only a minor nameplate related issue). No, what I meant is that if you watch a replay you can clearly see when the sight is disconnected from a target behind an island. If you shoot when that happens, the shells land where the sight jumps to. In essence it shows that the targeting algorithm somehow goes from where it is supposed to be, to where the sight is pointed at the time of firing. And it is annoying because we don't really know when it does that. no mods and jumping aim... its the bloddy game engine which is the same as in WoT. magnetic ground/buildings anyone that played tanks would remember that. and WG said they cant fix that Share this post Link to post Share on other sites
shulzidar Beta Tester 438 posts 3,506 battles Report post #13 Posted December 30, 2015 The jumping sight is a modrelated issue afaik. Not sure what, but I had a similar issue where the overhead jumped around as I moved my sight. I had to do another reinstall of the mods (I had other issues as well, so it was VERY needed). That fixed that issue (one remains, but it is only a minor nameplate related issue). Same, no mods installed and I don't see the reticle "jump"... The shots just land short as if they were aimed directly at the obstacle. Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #14 Posted December 30, 2015 (edited) no mods and jumping aim... its the bloddy game engine which is the same as in WoT. magnetic ground/buildings anyone that played tanks would remember that. and WG said they cant fix that Ok, let me get it straight, you watch games in replays and don't see the reticule jump when the target is behind islands? If it is regular play, then obviously I don't see it jump either, if I did then I could avoid the issue to a better degree. This should showcase what I mean. It is much more pronounced in frequency now, and it appears to correspond with the short drops, at least at this time. The video is from a prior patch so doesn't matter in that sense, it is just for showing what I mean. If it doesn't work, then look at 6:27. The point the reticule jumps to matches perfectly with where 'short' shells would have landed in such a case. Edited December 30, 2015 by Unintentional_submarine Share this post Link to post Share on other sites
[BW-UK] ShockPirat Beta Tester 814 posts 27,533 battles Report post #15 Posted December 30, 2015 Once I actually had shells from the same salvo go different ways. One turret's went over the island and another into it. That just blew my mind :/ I was in a NC if I remember right. It's pretty obvious aiming algorithms aren't working right in such cases. I hope WG manages to fix it. Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #16 Posted December 31, 2015 Once I actually had shells from the same salvo go different ways. One turret's went over the island and another into it. That just blew my mind :/ I was in a NC if I remember right. It's pretty obvious aiming algorithms aren't working right in such cases. I hope WG manages to fix it. Yup, have had that a few times as well. Share this post Link to post Share on other sites
[_UKW_] TycBrum Players 387 posts 8,680 battles Report post #17 Posted December 31, 2015 can this bug be fixed? i have also noticed this lately, very annoying ! Share this post Link to post Share on other sites
waxx25 Players 1,296 posts 11,488 battles Report post #18 Posted December 31, 2015 This patch is very annoying when you have 30sec reload. Maybe WG just doesn't know about it, can't be hard to fix this Share this post Link to post Share on other sites
[TUD1] Captain_Edwards Beta Tester 1,182 posts Report post #19 Posted December 31, 2015 I have the feeling that since 0.5.2 target lock is more reluctant to switch from previous target/lock to new target in crosshairs. Indeed it is, you are correct. I had multiple matches last night where ships courses overlapped but the cursor actually refused to change until I clicked it. As for the other stuffs mentioned; Aimsights "jumping around" is something I also have which seems to affect my crosshair UI. Some games my shots are long on the crosshairs, others thay are short. Its like the centerpoint is out. Share this post Link to post Share on other sites
[KOKOS] MaxxyNL [KOKOS] Beta Tester, Players 3,418 posts 11,878 battles Report post #20 Posted December 31, 2015 Well if you throw enough excrement at a wall eventually some will stick This quote sounds very familiar. 2 Share this post Link to post Share on other sites
[TUD1] Captain_Edwards Beta Tester 1,182 posts Report post #21 Posted December 31, 2015 Well in checking today I have to say, something is totally whack with the aim on my Warspite. Some ships I shoot at and everything is fine, I shoot at another and not one of my shots are on target. And not from "normal" RNG. I aim high a fraction on some and my salvo is still far short, others I aim short and my shots go way over. I think it might be something to do with the spotter plane when its run out affecting the main guns afterwards. Share this post Link to post Share on other sites
[SLOTH] txtspeak Players 3,041 posts 5,653 battles Report post #22 Posted December 31, 2015 This quote sounds very familiar. jingles Share this post Link to post Share on other sites
ammattimies Beta Tester 450 posts 5,507 battles Report post #23 Posted December 31, 2015 (edited) Well in checking today I have to say, something is totally whack with the aim on my Warspite. Some ships I shoot at and everything is fine, I shoot at another and not one of my shots are on target. And not from "normal" RNG. I aim high a fraction on some and my salvo is still far short, others I aim short and my shots go way over. I think it might be something to do with the spotter plane when its run out affecting the main guns afterwards. Do this in the Warspite thread under Ships section if you like but we were discussing a real problem in the aiming system here :p EDIT: Well, maybe some sideline on your post is relevant, I don't know. After serious displays of incompetence by you in other threads, it's so hard to take stuff seriously anymore Sorry I'll add to my earlier post the comment, from World of Tanks there was an invaluable tool for me, the server reticle to display better where the server is aiming your guns at. That would be so useful. EDIT: Or maybe it exists but I don't know how to activate it ? If someone knows, please educate me. Edited December 31, 2015 by ammattimies Share this post Link to post Share on other sites
[TUD1] Captain_Edwards Beta Tester 1,182 posts Report post #24 Posted December 31, 2015 Excuse me but who the hell are you to judge? Calling someone who you barely know incompetent just shows you have a bad attitude and adding sorry and emotes doesn't change that. I did further testing on the shooting and appears to be an issue with the zooming levels on some of the SWF format crosshairs in Aslains mod as far as I can tell. I swapped out to my own custom PNG crosshairs with default zoom levels and its fine again. Got 5 citadels last match and several normal penetrations. Pretty much a standard game for me. The spotter plane changing the zoom likely highlights a glitch somewhere. I talked to other players in game and they have had the same thing with the sights "jumping" around. In point of fact Unintentional Submarine was in a match with me last night and spoke of the issue and he wasn't in Warspite. Share this post Link to post Share on other sites
ammattimies Beta Tester 450 posts 5,507 battles Report post #25 Posted December 31, 2015 Problem OP described has nothing to do with the Warspite, the spotter plane or modifications or zoom levels for that matter afaik, as suggested is earlier posts. But good, continue your testings with your own SWFs and Aslains and whatnot if you like I guess all this is making the topic hotter and raising more attention. Share this post Link to post Share on other sites