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if the server told your client where every enemy was at all times even when you have no chance of seeing them then people using third party tools would have access to that information they otherwise shouldnt, thus the server only tells your client about enemies that it thinks you can see to mitigate certain categories of cheating
this is also related to why you cant see other players lag, the master version being played on the server is the only true version and if a player lags they get rubber banded back to that master version, because every other player has been getting their information from the master version with nothing coming from any other player they will not see so much as a twitch when a laggy player is rubber banded back to the version the server has already been broadcasting. the only lag you can ever see in a match is when your own client is out of sync with the server
the only true recording is the server replay, your local replay is missing that information by design as well as being subject to whatever lag or rubber banding you suffered in your match
so fetch the real replay from here and stop complaining about your perceived issues which are that way by design...
https://warthunder.com/en/tournament/replay/
The Data is there, but instead of merging every players into one replay, nah, everyone get´s his own.
In my opinion, the replay function is a glorified killcam.
I can´t study enemymovement and therefore i can´t use it as a tool to better myself and therefore am longer a ballast to my team.
"But in other games you only have the cam fixed from your perspective!"
Tomatoe. Tomato. The cam shows enemies more or less in sight, therefore it´s basically the same.
https://warthunder.com/en/tournament/replay/
look up your in game name and get the complete underacted version of every match you played as the server saw it
Never heard of that. But i´m only casual. And i have no Gaijin account (Bite me)
But still, why not provide the full Replay ingame? If cheaters are to worry, there is
Anticheat. And if this doesn´t work, find better methods to detect cheaters.
To keep the discussion civil, this is nitpicking on a topic that is minor cause.
Replays are not the problem of the game 99% of the time.
EDIT:
Just as a PSA for those not aware, replays dont survive major updates to the game so if you want to keep anything permanently you will need to use some other recording software to turn it into a video before the next update hits
this is because the replay file is just a list of instructions the game engine uses to reconstruct the match as if it was being played again, just taking the control inputs from a file rather than from players, the advantage being 'replays' in this form are tiny and can be viewed from any angle, the disadvantage being the smallest change to vehicle or game physics means the same inputs wont result in the same outcomes
"Not much" programming needs to be done for that. If you want to go wild,
have a third option to replay them simultaniously in splitscreen.
But this will never happen due to lack of playerinterest and therefore is a dead cause.