1,510 [TMS] Final8ty Members 4,310 posts 45,276 battles Report post #1 Posted August 17, 2017 (edited) Since the introduction of this feature i have noticed that dds are showing up 0.2-3km under their Concealment closer to me than they should be so i end up getting spotted by dds that i would of detected before and turned away intime before they see me. There should be an option to turn the fade feature off. Edited August 17, 2017 by Final8ty 1 Share this post Link to post Share on other sites
3,287 [WG-CC] SireneRacker -Members-, Members 9,101 posts 8,050 battles Report post #2 Posted August 17, 2017 You can lower your ship's concealment by using the T4 Captain skill 'Concealment Expert', the module that is available at T8 'Concealment Modification' and with Camouflage. For example the German T8 Destroyer Z-23 has a base Detection range of 7.9km. The Captain skill will reduce it by 10% down to 7.1km. The Module will further reduce it to 6.4km and with the Camouflage you end up at 6.2km. So in total this Destroyer will now have a Detection which is 1.7km shorter than it's stock version. Share this post Link to post Share on other sites
2,556 [GWG] AVR_Project Members 8,019 posts 15,964 battles Report post #3 Posted August 17, 2017 I'd like to know why it shows up - dimmed out on my mini-map... but not on my main screen... I've had EVERY ENEMY ship show up like that several times in bad RNG games. And some of those were waaaaaaay within their detection range. In one case a battleship, 5km behind me didn't show - but was dimmed. I'd shout out in chat, asking where all the enemy ships are.. They say I'm crazy since they show up just fine on theirs. So.. wow... what software switch did I unintentionally click on to HIDE enemy players? Share this post Link to post Share on other sites
1,510 [TMS] Final8ty Members 4,310 posts 45,276 battles Report post #4 Posted August 17, 2017 (edited) 1 hour ago, SireneRacker said: You can lower your ship's concealment by using the T4 Captain skill 'Concealment Expert', the module that is available at T8 'Concealment Modification' and with Camouflage. For example the German T8 Destroyer Z-23 has a base Detection range of 7.9km. The Captain skill will reduce it by 10% down to 7.1km. The Module will further reduce it to 6.4km and with the Camouflage you end up at 6.2km. So in total this Destroyer will now have a Detection which is 1.7km shorter than it's stock version. I know all about that, read what i typed again. A 6.2km concealment dd is not showing up until they are at 6.0 or even 5.9 if they are moving towards me at speed because of the fade in delay. A shimmy with 5.9 concealment shows up at 5.7 or even 5.6 if we are both charging at each other. Edited August 17, 2017 by Final8ty Share this post Link to post Share on other sites
2,848 Wulfgarn Members 5,597 posts 7,121 battles Report post #5 Posted August 17, 2017 This can be tested in the training room. Share this post Link to post Share on other sites
525 [DCMA] SgtSpud Beta Testers 1,997 posts 28,556 battles Report post #6 Posted August 17, 2017 40 minutes ago, Final8ty said: I know all about that, read what i typed again. A 6.2km concealment dd is not showing up until they are at 6.0 or even 5.9 if they are moving towards me at speed because of the fade in delay. A shimmy with 5.9 concealment shows up at 5.7 or even 5.6 if we are both charging at each other. OP is right, several patches ago WG introduced the "fade in" mechanic instead of what was the "blink" in and out feature and the fade has a little lag to it, so what he says is true. Share this post Link to post Share on other sites
3,999 [V_KNG] Herr_Reitz Beta Testers 13,205 posts Report post #7 Posted August 17, 2017 if both ships are say, boosted, then the delay would be far more obvious then those just creeping along.... imagine the game client, besides all the stuff it does for the game, having to check visibility every what, faster than every second... for all ships, for every player. If they can set priorities for the code "streams" if you will, then this one would need to be near the top. If the two ships were at the very edge of being visible, it would be an excessive burden on the machine to say, do this: "make it visible" half second later "hide it" half second later "make it visible" because the instruction to change visibility could, quite likely, queue up as the code to change visibility would have to take longer to run than the code to determine visibility. Make sense? If it works anything along those lines, it could be a real tough bugger to sort out. We may be experiencing it in "the best its gonna get" mode. Especially if you have a lower end system. Share this post Link to post Share on other sites
1,596 SyndicatedINC Members 2,263 posts 13,901 battles Report post #8 Posted August 17, 2017 37 minutes ago, SgtSpud said: OP is right, several patches ago WG introduced the "fade in" mechanic instead of what was the "blink" in and out feature and the fade has a little lag to it, so what he says is true. Agreed, although there was already lag between the detection point and the render point, the fading in simply added additional lag to that. As a DD I have tried this multiple times charging an enemy head on, and sure enough the response times are slower than normal, as the duration between detection and rendering is clearly longer for them. Share this post Link to post Share on other sites
1,247 [SCCC] FayFay731 Members 1,137 posts 9,687 battles Report post #9 Posted August 17, 2017 I think it takes time for the ship to render into your vision, e.g. you pop your radar and you have to wait 2-3 seconds before you can actually see the ship you're spotting with your radar. 1 Share this post Link to post Share on other sites
2,848 Wulfgarn Members 5,597 posts 7,121 battles Report post #10 Posted August 17, 2017 All I know is everytime I aim at something, it magically disappears. Share this post Link to post Share on other sites
4,053 [SYN] MrDeaf Members 16,027 posts 12,803 battles Report post #11 Posted August 25, 2017 On 2017-08-17 at 9:42 AM, SgtSpud said: OP is right, several patches ago WG introduced the "fade in" mechanic instead of what was the "blink" in and out feature and the fade has a little lag to it, so what he says is true. This fading mechanic doesn't even work right at times. example of game still causing blinking. Share this post Link to post Share on other sites