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Engine Bug Update


audimrfy
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This bug is old as the hills and probably the number 1 way to find tankers. Sometimes you can even hear it running alongside the main engine so when they stop it's like 1 tank pulled up and the other is still going very close to it. As I said it will reduce the number of tanks sapped because it is simply too easy to locate and flank tanks that have the bug. Stugs are the usual sufferers in my experience but not to say other tanks don't get it rarely as well. I have heard it on a number of various models.

Edited by catfive
fixed last sentence
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derfflingr

What Catfive said. I get it periodically on all Panzers (not sure of 3N or 3L yet) & 232. Only cure seems to be either I despawn/ respawn or the panzer despawns or gets killed. Get it on allied tanks as well, but seems to be less often.

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Yesterday an ally got a kill on a 3h that was on fire, started up and ON FIRE rtb'd kilometres to his fb, that i was sapping at the time. Witnessed the whole thing. On despawn the et blew up as per normal - he even reversed into the veh spawn.

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On ‎09‎/‎05‎/‎2019 at 11:00 PM, catfive said:

This bug is old as the hills and probably the number 1 way to find tankers. Sometimes you can even hear it running alongside the main engine so when they stop it's like 1 tank pulled up and the other is still going very close to it. As I said it will reduce the number of tanks sapped because it is simply too easy to locate and flank tanks that have the bug. Stugs are the usual sufferers in my experience but not to say other tanks don't get it rarely as well. I have heard it on a number of various models.

It effects all vehicles, allied tanks and trucks as well - but it does seem less prevalent in allied rides, except for the laffly, most common in my experience are the Axis HT and Pz3 & 4s even the newest Pz3s but I think their audios are the same as the F and H?

It starts when they start their engine, and it is that vehicles engine audio at full/max revs without any change in volume or pitch regardless of what the vehicle is doing. So no "hiding" if everyone within 1600m hears your tiger going flat out!  The person "with" the bug cannot hear it, but most others can, except those who have recently spawned in, after the bug started.

It stops, when they despawn.

It stops when you despawn. If you respawn you do not hear it anymore, but others still do.

It stops if one of you goes out of audio range. 

Rotsechs and I found that if you "hear" the audio bug, move away from it, out of audio range, and then return the bug is usually gone, usually, but not quiet 100% of the time (go figure!). Not sure if this is relevant for fixing it or not?

We also discovered that you can respawn not hear it, and sometimes if they start up again it kicks in, and sometimes it does not. It can occur on first starting the vehicle in the AB/FB or at anytime after that when the engine is restarted.

Also, when you have the bug and move into hearing range of somebody who has not previously heard it, you bring it with you. Drive away and it goes when you exit audio range, drive back and it may or may not return with you....

The bug can effect more than one vehicle in your audio range at the same time. I presume the bug belongs to the hearing player, since the vehicle with the bug never seems to know it is there?

This bug has been around as long as I have played iirc, since late 2005. Really annoying.

 

S! Ian 

Edited by ian77
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On ‎09‎/‎05‎/‎2019 at 11:00 PM, catfive said:

 Stugs are the usual sufferers in my experience but not to say other tanks don't get it rarely as well. I have heard it on a number of various models.

Stugs have to stop and start more so they probably have more chance of developing it.

I cannot think of any vehicle, axis or allied that I have not heard it coming from. However I do not recollect hearing it from either a boat or from a plane.

It does seem to become more prevalent the longer I am logged in to game, and the longer I am on a mission, but that could be that the longer I stay in game the more the game moves into US TZ so more players are probably in game. And of course the longer on mission the more peeps spawned on the AO/DO so again, more players, more engines, the more chance of the bug happening.

S! Ian 

Edited by ian77
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  • 1 month later...

Still don't understand why we as the client can't send a message to the server to reset audio states. If you can despawn and it's gone why not just a packet to the server saying reset all sounds.

 

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27 minutes ago, tribard said:

Still don't understand why we as the client can't send a message to the server to reset audio states. If you can despawn and it's gone why not just a packet to the server saying reset all sounds.

 

Would this work CRS???

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Ive noticed that you can tell when something starts up or gets within hearing range that it will have an engine bug as it has an echo to the sound .  The normal sound is there and goes on and off with motor starting etc but echo stays.

 

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I think I know what the cause of the engine bug is and I think I fixed it but it had a knock on effect of messing up other audio so I have to now find the time to search for that bug.

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12 minutes ago, Nick said:

I think I know what the cause of the engine bug is and I think I fixed it but it had a knock on effect of messing up other audio so I have to now find the time to search for that bug.

LOL fix 1 bug create 3 more :P

Never, ever wanted to be in the software business :)

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