![]() Everything far away or outside of your field of view is transmitted with heavy compression (or not at all). The described situation is not uncommon in replays – in reality, the client-side replay is more or less accurate only for the player himself and everything in his immediate vicinity. even if this could be done on the client side, on the server everything would nonetheless be how it should be. The client physically cannot turn a miss into a hit or fly and turn too fast. Is the player cheating?Īll decisions, physics and hits are calculated on the server side. My replay shows that an ally/enemy misses their opponent, but still kills them or my replay shows that an ally/enemy disappears, stops in the air, jerks up/down etc. This Diary may be difficult to understand, but please consider what is written most seriously. We want to elaborate more about the methods that we use against forbidden modifications and their possible impact on game play. Today we want to address the topic of the core War Thunder game mechanics again and debunk the most "popular" myths that players have. There may be some problems with news display in specific browser versions. Attention! This news was published on the old version of the website. ![]()
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