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How view range and radio works


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arkanjuca #1 Posted Jul 15 2010 - 20:42

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View PostImmanio, on Jul 15 2010 - 17:21, said:

Ok, here's a quick explanation I wrote. Hopefully it's somewhat understandable...

Cool, very nice explanation.

Now, how do we know about the ranges on the game? what are the sizes of each sector? 100m?

merig00 #2 Posted Jul 15 2010 - 21:09

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View Postarkanjuca, on Jul 15 2010 - 20:42, said:

Cool, very nice explanation.

Now, how do we know about the ranges on the game? what are the sizes of each sector? 100m?
View range - in the stats of your turret
Signal range - in the stats of your radio

ErwinRommel #3 Posted Jul 15 2010 - 21:15

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this game should have a limit to see the changes in the map = to the view range.(like destroyed buildings and etc.)

dotalchemy #4 Posted Jul 15 2010 - 22:10

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Quote

Thus a tank with a 300m range radio and a tank with 500m range can communicate up to 800m away.

Erm, that may indeed be how it works in the game, but surely that should be a bug?

The maximum range for communication should be equal to that of the lowest participant in the communication. For example...

If Bob has a radio with a range of 300m, and Mary has a radio with a range of 500m, they can both communicate with each other (bidirectionally) providing they're within 300m of each other (as radio ranges aren't cumulative in the real world)

If Bob see's a tank, then he can tell anyone within 300m of him where it is and what it is. If Mary sees a tank also, then she can tell anyone within 500m of her where it is and what it is. Realistically though, Bob having a 300m range and Mary having a 500m range shouldn't mean that they can talk 800m away. That would suggest that they both actually have 800m range.

Moskau50 #5 Posted Jul 16 2010 - 05:59

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View Postmerig00, on Jul 15 2010 - 21:09, said:

View range - in the stats of your turret
Signal range - in the stats of your radio
I think arkanjunca meant the size of the battlefields themselves
ex, how long is the edge of each sector on the map, how long is the battlefield in total, etc.

Diedel #6 Posted Jul 16 2010 - 07:03

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View PostMoskau50, on Jul 16 2010 - 05:59, said:

I think arkanjunca meant the size of the battlefields themselves
ex, how long is the edge of each sector on the map, how long is the battlefield in total, etc.


1000m x 1000m, so 100m x 100m for each sector

rolly #7 Posted Jul 16 2010 - 19:05

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View PostBarmaglot_, on Jul 16 2010 - 07:25, said:

Incorrect. Maps have different sizes. Karelia and Murovanka are largest at slightly bigger than 1km square (less than 1100m), while Ensk is smallest at about 600m. I can't find the thread right now, but someone was testing the range on different SPGs and incidentally calculated map size. You can test it yourself - take a low-level SPG such as SU-26 or SU-5, and in Himmelsdorf, you can shoot from base to base, while in Karelia you can hardly reach halfway across the map.


A question in regards to view range:

Do optics come into play as well as visibility when it comes to spotting?  German Tank optics was really developed, especially for their TD's, where as I believe early Russian tanks had next to nothing.  Alternately would say a Marder have a wider visibility over a StuG which is lower to the ground?  

Or does it simply not matter, every tank has the same spotting radius that is not affected by ground clutter?

rolly #8 Posted Jul 17 2010 - 22:53

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View PostImmanio, on Jul 16 2010 - 20:07, said:

Take a look at your turret, it will have a "View range" stat.

Yes there is a view range, but that doesn't answer fully what I'm asking.  Tanks and TD's have different view arcs, its not circular.  A TD should have better view if its open topped.  Where as the Hetzer is just poor visibility.  On top of that, German tanks actually had optics.  TD's had focused bi-optic telescopes that were long range but very narrow.  Is this reflected in the game?

andyjdc1 #9 Posted Aug 03 2010 - 14:33

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Cheers for this it answered most of my questions :D

CareerKnight #10 Posted Aug 07 2010 - 02:20

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I had assumed that you could relay visuals between tanks in a chain, thanks for the clarification.

Twilightling #11 Posted Aug 10 2010 - 14:13

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View PostImmanio, on Jul 15 2010 - 23:21, said:

Eww, you've got real world in my game. Honestly, just accept it, it's the way they've made it. And to be honest, it does make some sense. Better radio doesn't just mean better signal strength, it can also mean more sensitive antenna/better at low S/N-ratios.

Does anyone actually tested those number so we can be sure which of the two modes is used in the game?
Real - the lesser range apply.
Unreal - the sum of both ranges apply.

Twilightling #12 Posted Aug 10 2010 - 15:10

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View PostImmanio, on Aug 10 2010 - 14:56, said:

It's the sum of both ranges that applies. Just read the original post, everything in it was confirmed by Overlord, the community manager. Whether you think this is realistic or not, well, that's up to you.
I did not see a post by anyone official confirming this, hence my original question. Now thanks to your information I can see better the usefulness of upgraded radio:>

Overlord #13 Posted Aug 11 2010 - 15:59

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View Postramla, on Aug 11 2010 - 11:46, said:

The radio doesn't work the same for minimap as it does for 3D target indicators. I see dots on the minimap that I cannot see in 3D HUD. Is there a chain of 1 for the minimap but not for 3D HUD? Or is this a graphics thing. I got graphics on low setting.

You are quite right, usually you see more targets on the minimap than in "3D HUD", that's because of some technical restrictions of the game engine. Will be fixed in one of the upcoming patches.

gogusrl #14 Posted Aug 11 2010 - 17:14

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View PostOverlord, on Aug 11 2010 - 15:59, said:

You are quite right, usually you see more targets on the minimap than in "3D HUD", that's because of some technical restrictions of the game engine. Will be fixed in one of the upcoming patches.

Doesn`t that happen because they are outside your view range even if they show up on the minimap because someone radioed their positions to you  ??

Diedel #15 Posted Aug 12 2010 - 07:30

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View PostOverlord, on Aug 11 2010 - 15:59, said:

You are quite right, usually you see more targets on the minimap than in "3D HUD", that's because of some technical restrictions of the game engine. Will be fixed in one of the upcoming patches.

Ah, that explains why i constantly can't see targets in game that i should see, hope that will be fixed soon.

MAC21500 #16 Posted Aug 22 2010 - 03:19

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View PostImmanio, on Jul 17 2010 - 23:21, said:

As far as I can tell (but this is solely based on my impression while playing, haven't done any tests), view range is 360 degrees. Should be easy enough to test in a training battle, just drive towards someone forwards and see when you spot them, then back up towards them and see if it makes a difference.


I can confirm that your viewrange is less behind than in front. I have been ambushed numerous times from behind while in a TD. Typically i'd be looking around while facing down an alley or towards something else and then out of nowhere, 20 feet behind me an enemy tank pops into existence and kills me. I've seen this several times.

RTWAP #17 Posted Sep 02 2010 - 20:33

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I also always assumed that tanks could relay the observations of other tanks.

Personally, I'd prefer it that way.  It might not make much difference on these small maps, but if they ever release 3x3 or 5x5 maps then it will make things a lot harder.

Alternatively, they could use shading on the minimap to indicate the detection and radio ranges for allies.

EDIT: Additional ideas.  

When a radio link distance is 90% of maximum (and there is no alternate radio path to the tank in question) then show a thin fading line between the two tanks on the minimap.  

When a break in the communication chain occurs, have the 'disconnected' tanks (from both sides) blink for 3 or 4 seconds at their last known positions before disappearing.

EDIT #2: If teammates can do map pings and write messages to each other then why can't the tanks they spot be shared with their team-mates via the minimap?  Or alternatively, why allow chat beyond your radio range?

BigJim43 #18 Posted Sep 04 2010 - 15:19

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View PostImmanio, on Jul 15 2010 - 23:21, said:

Eww, you've got real world in my game. Honestly, just accept it, it's the way they've made it. And to be honest, it does make some sense. Better radio doesn't just mean better signal strength, it can also mean more sensitive antenna/better at low S/N-ratios.
No he is correct, the things you are pointing out only effect quality not range (with the antenna being the only exception)
but you are right about the real world and this game which have NOTHING in common  :lol:

Goodwill #19 Posted Sep 15 2010 - 10:54

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Once the technical limitations get fixed it will make radio upgrades vastly more important!

Hardnight #20 Posted Sep 18 2010 - 21:07

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Can I add a gripe here? Might it be better to eliminate the dots over the tops of the vehicles and just leave the colored outline if you scan over them? Adds realism for me... am I alone? You can leave the dots on the map but take them off of the vehicles in the game world.