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Maritime for bug fix - Whats wrong with Destroyers is in this Video


maxxim
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all tested/filmed in 1.31.1.255 offline mode today

Found Rain does not come down slanted at 40knots with Destroyer (works ok on planes and ground units though)

We have a Physics simulation with lifeboats doing 40 knots, not ripping off.

The front and rear torps tubes are not synchronized to both be able to fire on same angles.. front tube must be swung way out..

Rear torps fire too soon (shallow angle off bow) and pass thru body of ship, and left right sides dont even match on degree angles.

Torpedos can explode along side the ship.

Bow wake graphics are extremely choppy and loose looking..

In the first frame of the video- you can see the instrument with the bubble indicator listing all the way over... but the ship isnt listing..

didnt have time for a full damage model, torpedo shooting test.. check back later for another movie.

NKVzV5SX2eg

Edited by maxxim
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  • 2 weeks later...

Added to other list of boat issues. Is there anything specific that wants to get fixed and not just dumped into a bunch of other tickets? Anything major?

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I don't think it is as much of a bug fix as it is a need for something to do n the navy... how about Resupply convoys that we can attack and destroy, or a few more naval units so there is some variety and the opportunity to use those big destroyer guns. I hope i am not the only one who feels that our navy battles are lacking. Please consider this my plea to make a navy worthy of WWIIonline :)

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SShot4.jpg

Not to hijack a post but I thought this would fit in with maritime bug fixes.

I hit the white line in the water and it sank my FamB.

Vissingen today 7-03-2010

version 1.31.2

AMD quad core 2.2 gig, BFG nvidia 8800gt 512mb, vista 32 bit.

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I hit the white line in the water and it sank my FamB.

Vissingen today 7-03-2010

version 1.31.2

Don't travel on the White Line passenger shipping Coy!!!

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FIX the speed of FMBs

the load out info says it'll do 25knots

ingame it only does 20.5knots

i want my 4.5 knots

fix the nets on FMBs

and while your at it ,add some visual comfimation on the deployment state of the nets.

it dosn't matter what kind of confirmation ,,just saying "nets deployed/nets undeployed in the chat is enough

inf fall thru the deck of TTs and end up in the bottom.

once in the bottom/hold you cannot exit thru the hold door

the door seems solid,you can put bullet marks in the door opening you should walk thru

the inf fall thru DD decks too

look into the jammed/broken AA gun ratios on FMBs

when i lose a AA gun on a FMB too often (almost 50%)its the result of a broken gun,

not a damaged or killed squishy crew member.

its as if the damageable area of the gun is too big ,or too soft

or the crews damageable area is too small or too hard

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effect of a torpedo hit is woefully low. IRL it would break a ship like a destroyer in several pieces upon impact (break the ship's back).

i know its the damage model thats the issue but... if the torpedo could be changed to be a very wide AOE damage it'd make a lot of difference..that way hitting the 'blank' part of the damage model with a torpedo on the DD or TT will still generate a blast wave that will cause critical sinking damage to the ship.

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We have a Physics simulation with lifeboats doing 40 knots, not ripping off.

Has been that way forever. It would be interesting to see what kind of damage was caused if they ripped off though.

Would be nice to see a fix but not critical.

The front and rear torps tubes are not synchronized to both be able to fire on same angles.. front tube must be swung way out..

Given the distance apart from each other but with the same target I believe the angle would be slightly different between each torp set.

Not sure this is a problem.

Rear torps fire too soon (shallow angle off bow) and pass thru body of ship, and left right sides dont even match on degree angles.

Given the nature of the superstructure (there being an elevated portion right in front of the forward torps and no elevated portion right in front of the rear tubes) I think the rear torps could shoot an angle slightly more forward than the front torps. However they should not go through the ship.

This needs to be fixed.

Torpedos can explode along side the ship.

Actually you hit the ship. And if you were in the live game you would have sunk and generally pretty quickly too.

Would be nice to see a fix but not critical.

In the first frame of the video- you can see the instrument with the bubble indicator listing all the way over... but the ship isnt listing..

That needs to be fixed.

FIX the speed of FMBs

the load out info says it'll do 25knots

ingame it only does 20.5knots

i want my 4.5 knots

This needs to be fixed.

fix the nets on FMBs

and while your at it ,add some visual comfimation on the deployment state of the nets.

it dosn't matter what kind of confirmation ,,just saying "nets deployed/nets undeployed in the chat is enough

I'd love to have the nets just work although a visual clue would be nice.

inf fall thru the deck of TTs and end up in the bottom.

once in the bottom/hold you cannot exit thru the hold door

the door seems solid,you can put bullet marks in the door opening you should walk thru

This needs to be fixed.

the inf fall thru DD decks too

This needs to be fixed.

look into the jammed/broken AA gun ratios on FMBs

when i lose a AA gun on a FMB too often (almost 50%)its the result of a broken gun,

not a damaged or killed squishy crew member.

its as if the damageable area of the gun is too big ,or too soft

or the crews damageable area is too small or too hard

Matter of opinion on this one.

I hit the white line in the water and it sank my FamB.

Vissingen today 7-03-2010

version 1.31.2

This needs to be fixed.

Until we see a Submarine....

Edited by icetwp
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The ranges on the DD guns aren't independent and aren't set to the same.

ex. Set a gun to 1k and all the other guns will be set around 1k (960, 1200 etc).

Not convenient when using the main gun at 5000m and then switching to position 6 with range set at ~4k and having to adjust while being bombed.

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Infantry falling "through" the decks of ships, is probably part of the Infantry collider bug that tanks and trucks are having problems with. It wasn't a problem till ragdoll came in, so it's probably where it stems from, and yeah, the Rats know about it!

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The ranges on the DD guns aren't independent and aren't set to the same.

ex. Set a gun to 1k and all the other guns will be set around 1k (960, 1200 etc).

This is a known issue and has been like that forever.

That doesn't mean it shouldn't be fixed but I doubt it will be considered a major issue at the moment.

Until we see a Submarine....

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Gophur has stated several times in several places he wants a complete list of ship issues so he can use it when he is ready to audit all ship problems..

So here are two more bugs..

When you increase/decrease the range setting on your main guns, the guns appear to snap in the upwards direction at unrealistic and impossible angles.. we know its a known issue.. for too long..

Main gun appears to point at the sky using minimum range setting in 1st person view, the other destroyer in this video sees the same thing on his screen, but viewing him from my ship (3rd person view) he seems to have his main guns level with horizon.

The air warning klaxon was edited into this movie and is not currently in the game.. instead the game uses a submarine sonar ping when air approaches.. so I found a sound which I believe is correct and put it in here for demonstration.

Player named "bnk" "Bankshot" helped me on training server with this video.

pI_rhDbrmzs

Edited by maxxim
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The air warning klaxon was edited into this movie and is not currently in the game.. instead the game uses a submarine sonar ping when air approaches..

pI_rhDbrmzs

The sonar ping needs to be removed with the Klaxon replacing it.

Until we see a Submarine....

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  • 9 months later...

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