TL;DR just watch 13:16 for an Example. This bug was weird to locate and replicate, but it's really game-breaking now that you're aware of it. Thanks to malta and the guys doing a lot of testing after my earlier video, Zaromet and JohnsonBoss. Twitter: twitter.com/flamuchz Discord: discord.gg/Flamu Stream: www.twitch.tv/flamuu Insta: instagram.com/flamugram/
its actually pretty obvious for ma as a coder how they calculate things, map coordinates in the middle is probably 0,0 and based on the object position on 2 dimensional plane they calculate vectors of all objects including those that break vision of sight, but because someone didn't code and test it properly those 0,0 coordinates break calculations and server does not know that you are hidden behind smoke and game renders object, but when something happens to smoke (starts fading) object position is dynamically recalculated (as it has to be) and game gets info that object is not visible, btw it may also be related to this weird thing with seeing only part of the ships as it is more related with where your guns (and vision center ends) as I expect server sends more updates for objects in the center of interest (to save resources and not spam millions of updates every millisecond) - my wild guess on a reasons
If you watch the end, the part with the "shadow cone" describes the partially-visible outside ships. Essentially, it appears like the game draws a vector from the map center to the smoke puff you're in, and hides everything within that "cone", but anything outside of it is still visible to the player in smoke. 🤔 I'm honestly at a loss as to how describe it code-wise other than SPAGHETTI CODE.
This actually makes more sense when you put into perspective how lots of mechanics in the game work. Matchmaking mirrors ships spawns against the x-axis or Y=0 at the beginning of the match. The reason why a ship needing an absolute center in it's model would be due to the center being where the server determines on the plane the coordinates of where to draw said polygon (a smoke puff) with 0.45km as the polygon's radius (translated back to whatever value measuring that vector would give) and then it simply repeats this function for determined intervals (it also makes sense why a crawling smoke actually has a very briefly lingering polygon that appears) . The server also uses the (0,0) coordinate to determine where the entity is in relation to whatever is requesting the rule determining if said entity is meant to be rendered. In the smoke case; if center of ship center is within polygon, ship does not render. Hell this explains so many visual and graphical bugs that have come up, really; Why the game client will crash for certain players who play windowed and will hit "maximize" on their window only for the game to crash (since the game likely has the assets fixed and loaded within specific resolution settings, and has to redo all of these calculation (literally every calculation on the map, the player ship, their teammates' ship, the enemy ships, polygons on the plane that are meant to be non-interactable (islands), and decorative assets on the map.) Why the game client seems to have a hard time figuring out which puff of smoke to pull the time from (it's getting quite literally over lapping information from overlapping polygons.) This would explain why there's people that load into the game but not really since the server loads in the physical interactable aspects of the player ship like the hit boxes but screws up rendering the graphical assets due to some weird funky calculations going on. Inherently most games do not have the kinds of 2D and 3D vectoring interactions in the way that WoWS does in that 3D games typically do not require that the 2D positions being represented have to be scaling accurately representative 3D positions. For the most part those kinds of interactions just get approximated since a flat 2D map that a 3D player is looking at is small and only is representative of giant game map. But ours does; that's why we can aim with the mini map, or like how we get mods like "running lights" since all it's doing is seeing if the vector being made by a ship is a positive, 0, or negative integer (I may be speaking from my butt, if maybe someone who has designed a similar mod can share some insight, I'm simply speculating) Hell could stretch that to even explain why we STILL have artillery bugs (shells landing short or far despite our crosshairs saying otherwise, and why we always as a rule of thumb say that the minimap is ALWAYS where we are truly aiming. Since the mini map likely is the more accurate approximation of what coordinates our crosshairs actually are on, in relation to what information the server is receiving. (Funnily enough maybe that's the explanation to why players with low end computers seem to aim better since the lower resolutions translates back to less 2D>3D>2D approximations)
@@bluesynth7958replying to part about "center of ship for spotting" If you clip inside (with camera mods) of anniversary camos - that red Benson and white ugly one) you will see a top part of superstructure on water line serving as spotting point They are that lazy
"It would take an infinite number of monkeys banging on an infinite number of typewriters to reproduce the works of Shakespeare. This game? Three monkeys,15 minutes."
It might be a quadrant issue where the map goes from +1 to zero to -1. So crossing the line between 5 and 6? Or does it have to cross the map zero and give -x, -y quadrant?
Had situations when it was impossible that someone spotted me as well… Thought it was my fault and i didnt realize that there was an enemy nearby but there clearly wasnt. That sucks!
So... How the hell do you code smoke mechanics to be tied with the center of the map? That has to be a programing achievement. The railgun bug had shell travel time somehow tied with it's penetration and velocity, but those are at least parameters that do influence each other. But smoke tied with center of map...? Wha..
Clearly it depends of signs of the coordinates, relative to the map center. Which I guess it just the coordinate system of the game, with zero in the middle. I can imagine error like that .. but how is the first puff relevant ? But we know first puff is special from previous errors.
Not only smoke is broken regarding spotting. I had a game today when playing ipiranga. A bb i was shooting at went dark but cv behind him lit up despite me being the closest ship to it, our cvs planes was near him hunting dd which sneak up on our cv far behind me. I stop seeing their cv as soon as my targeted bb opened fire at me again and yes i was spotted all the time
smoke laying time may be broken too. was running a full smoke build legmod mino the other day and the action time wasnt what it should have been by a factor of about 30 secs if memory serves.
Yep, today in Ops I really noticed bots shooting me from smoke when I was not spotted and had not been spotted at all. I could not see them but they could see me.
''Because we've recently noticed that smokes seemed to work improperly, we've decided to remove them from the game, expect updates soon.'' Testing of several new iterations and fixes... 5 years later... ''As we removed the so called smoke mechanic a short time ago, we did thorough testing to find a fix for the improperly working feature. We tried several iterations in an attempt to resolve the issue and we have good news, finally the smoke mechanic will return in a new coat with shining colors and brand new features!''
I play the storymode in wows, but all DD's player or AI have this bug. You can see AI ships true the smoke but AI can see the player as well. hope that tell you a little more about this smoke bug.
@@lucidnonsense942 no it not I am a DD main. If you go B which is in a lot of maps you can be F if another DD get there first. He at the center smoke you get spotted because you think he can not see you, like you can not see him. Or you run out of your smoke{never stay in smoke }. You get spotted because he is now in the center. So if you are a good DD you are dead
You wanna hear a sick thing, the french DD line under Orage has full speed smoke into a cap it works full speed with speedboost and hidden by the smoke but as soon as you turn to use the smoke after it has finished to be produced but still lays there as a screen to kite you are spotted.