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Thread: Tracks as an accurate replay tool

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    Tracks as an accurate replay tool

    Hi guys,

    Does anyone know if you can rely on what is saved in a track file? For example, bullet hits, effects, etc. Are they a 1:1 copy of exactly what happened when they were recorded?

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    ATAG Member ATAG_Oskar's Avatar
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    Re: Tracks as an accurate replay tool

    Quote Originally Posted by katschmarek View Post
    Hi guys,

    Does anyone know if you can rely on what is saved in a track file? For example, bullet hits, effects, etc. Are they a 1:1 copy of exactly what happened when they were recorded?
    I've noticed a couple of problems.

    - Prop pitch indicator activity shown incorrectly, all other instruments seem to be OK.

    - I've seen a ground trarget (Valentine) displaced from it's true position while I strafed it in the playback. My shots are hitting the ground about 5 meters from the target but when it goes up the explosion and wreckage are in the right place and the phantom target disappears.

    - Searchlights do not show up in playback.

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    Ace 1lokos's Avatar
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    Re: Tracks as an accurate replay tool

    Nope, track's is not perfect reproduction of happens in games - at least in details, for this use a real time record (OBS, Shadownplay, Fraps...)

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    Re: Tracks as an accurate replay tool

    Ok, I suspected it would be like this. The reason I asked is because I can see damage in the Vehicle Damage window, but when reviewing the track there is no bullet hit to associate it with. So, this led me to 3 possibilities:

    1. Tracks don't record bullet events/movement correctly.
    2. Bullet events don't always register visual/audio effects in-game, not in tracks.
    3. Damage is delayed; that is, I got hit before, but the effects are seen only after some time passed - not sure if this is implemented, though.

    If I use a real-time tool, then I'll lose the ability to change views, to get the best angle.

    Thanks.

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