"the art of aiming"
depending on where your cross hair is pointing at, the distance from the base of your gun to that location is calculated, then the raise of the gun is calculated to reach that place.
This is how ballistic calculation works. U measure the distance and convert into a raise. Here the software does it for u automatically. It also means that if all ur circle is on target but for some reason the crosshair was not (for exemple between rear of turret and hull) the flight pass could lob over the target and ur shell would fall 300m behind, towards where your reticle was actually pointing at.
Its easy to test, in 3rd view, aiming at something close and far, like when you are hull down immediately behind a rock and ur gun either points at the rock or at the enemy far away, will make ur gun jump vertically between those two, while in first person (sniper) view, they are aligned. The longer the distance between both points, and the larger the vertical jump. When you miss aiming at a nearby tank and aim at the sky instead, the shot can really go astray.
what matters in third person view, is the secondary (smaller) crosshair, which jumps from one place to the other. This is where it can actually reach, and in first person view there is no gap between both crosshair, so no jump. I really they made that cross hair more visible.
As a result as well, even if the trajectory could lob over an obstacle and hit the enemy, you can’t do that in manual aim, because the distance is calculated to that obstacle and not to the actual target. Autoaim on touch screen also fails. If you use autoaim on PC with a shell that has enough of an arc, for exemple the tier3 T82, it is actually possible,
dispersion and RNG
Then the dispersion (radius at 100m) applies, and it’s a gauss curve.
These are the results standard measurements for gun dispersion in the military industry, and statistics. It also means that there is is approximately 4% chances of hitting outside the circle.
This is where RNG applies to your trajectory.
then the trajectory is calculated according to the physics of the game.
It’s simplified from reality, gravity applies (earth attraction is constant, but mass of the shell depends on ur selected ammo) speed applies, and they all depend on the different shell and the gun specs. there is no wind, and while the air resistance is simulated, it doesn’t apply to the speed or the trajectory, but directly applied on the penetration values,
As a result, the trajectory is a perfect paraboloïd.
then the server Draws it, and it works with 10fps, interpolated.
This means that the curve is not continuous, it is made by segments.
Then it hits wherever it should
and if that’s a tank or destructible, the pen mechanics apply. If there is no bounce, the shell is destructed, if there is a ricochet, then a new trajectory is calculated.
Before, the shell would also disappear upon reaching the redline, and I think they changed it a bit, because you could have your gun outside the map boundary when you had your back against the red line with a rear mounted gun, like on ( SU101). and then you weren’t able to shoot . Same for shooting at someone’s tank when that part of the tanks outside the redline.
Then your device draws the tracer.
note that between the normal ping, and these actions and the confirmation sent to your device, things have happened. Your device makes an educated guess at what the trajectory was, and draws something. That tracer is similar to the actual trajectory in most cases, but isn’t exactly what the trajectory was. So it happens once in a while that you seemed to have been shot through a wall or from the sky. It’s only the tracer being wrong. They did improve how traders are drawn a few times, to make them more reliable. most recently traders started veering midair, to make corrections and not stray too much away from what the trajectory actually is.
someday when I’m not lazy I will write further about autoaim