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Following the Roadmap: Possible Changes to Ground Vehicle Damage Models



In the War Thunder Roadmap for Spring-Summer 2024, we promised to talk about new effects for damaging ground vehicle crews as well as healing them. We also mentioned that these changes will be based on player voting. We’ll being going through our proposals today and would like you to take the survey — let’s jump in!

[h2]Additional effects on vehicles when armor is penetrated [/h2]
Most of us have experienced situations where penetrating lightly armored IFVs and APCs with large empty areas causes the shell and its fragments not to destroy or disable any crew or modules. This could also happen to tanks that are penetrated by shells with a narrow damage zone as well. When this happens, the shell and its fragments pass close to crew members and modules and sometimes even hits them, but is usually not enough to cause sufficient damage to stop the enemy from being able to fire back, at least for a short time.

We understand that this can be frustrating for the player who fired the shot, as from their point of view they did everything right. The enemy vehicle was hit, perhaps even close to vital modules, but they were subsequently unlucky.

We’re proposing three ways to solve this problem and plan to implement them in parallel. Let’s take a look at them.



The first way is to introduce a more detailed damage model to specific vehicles. There’ll be new types of modules, ranging from electronic modules for air defense vehicles, machine gun ammunition, electrical equipment, as well as detailing and correcting guidance modules such as the drives. This is labor intensive and painstaking work however, as it cannot be implemented for all ground vehicles in the game at once — each vehicle would require separate manual work. In particular as part of this task, we’re currently separating and detailing the elevation and traverse drives of the M1 and Leopard 2 series tanks with the addition of a hydraulic drive supply tank, where disabling this part will also disable the guidance drive.

The second way is to introduce new logic for damaging crew members and modules, which will reduce the likelihood of the situations we’ve described above, as hits will be effective even in these cases. Here’s how it’ll work. Any hit to a crew member causes a stun effect. When stunned, the camera will shake and sparks will be shown on your screen for a short period of time, about 1-2 seconds. Dealing damage to the gunner (or commander in vehicles with duplicate controls) causes a few seconds of concussion. It also causes the camera to shake, a ringing effect in your ears, and a temporary drift with a variable vector (a change in direction) is added to the gun aiming, which you’ll need to compensate for manually. In this case the initial aiming point when armor is penetrated moves away at the moment of receiving damage (taking into account the favor killer mechanics) to a random distance and direction within approximately 1/4 of the screen.

The third way is additional sources of fire in the fighting compartment, where damage to internal modules in this area may cause them to start an internal fire. Several things can burn and smolder inside a vehicle: crew clothing, wiring, machine gun ammo, plus rubbish and oil on the floor. In this case the fire can go out on its own, unlike an engine or fuel tank fire, and the damage it causes will be less than the damage caused by an engine or fuel fire.

[h2]Healing of wounded ground crew members[/h2]
Due to numerous requests, we’re also considering the possibility of introducing healing for injured ground crew members. How do crew injuries currently affect gameplay? When calculating the repair time, active crew members that have been skilled are taken into account (knocked out crew are considered not skilled). The percentage of remaining health is linearly converted into a repair time multiplier in the range from 0.5 to 1. The average value is calculated for the entire crew in the vehicle.

For calculating reload time, only loaders are used. In their case, the percentage of health is converted into a reload time multiplier from 1 to 1.25. A loader who has taken maximum possible damage but is still conscious has a reload penalty with a parameter value of x1.25 from the normal reload time. If they’re knocked out, the penalty increases to 2x. If there’s several loaders, the average value for all of them is calculated. For conscious crew members, skilled crews are taken into account.

We want to go with the simplest and easiest-to-use implementation for the healing of wounded ground crew members: the automatic healing of the crew. If the crew does not receive any damage within a given time, their health is restored to the minimum level required to remove most of the penalty for the crew to perform their duties. If any damage is received during the healing process, it stops and the countdown to the start of the healing process starts from the beginning.

[h2]Take the survey![/h2]
We’ve created a survey with a few yes or no questions that you can take. Be sure to complete it and submit it to us!

[h3]Please note that the survey will be available until April 19th 13:00 GMT.[/h3]

Update 2.35.1.49



[h2]Graphics[/h2]
  • A bug that caused shell craters on the ground to display incorrectly has been fixed.
  • A bug that caused snow to only be visible when the camera moved has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

Vehicle Review: T14 and its Decal!

[previewyoutube][/previewyoutube]

[h2]
When: Until April 29th (07:00 GMT) play 3 battles using the T14 to get the special “Wiki approved: T14” decal.
[/h2]


Wiki approved: T14” — a unique decal for each new vehicle from our reviews.

[h2]T14[/h2]


As the smoke from the sky battles over the very existence of Great Britain cleared, the British were already planning a counterattack, but quickly found out that they lacked impressive ground vehicles.



There was no time to lose, and, having just survived many incredibly hard battles, it seemed a bit too hard to manage by themselves, so the British turned to their allies. And so the development of the T14 began — a heavy tank project developed in tandem with the USA.



What they got was the Sherman cranked up to eleven. Very well-armored, retaining decent mobility, carrying the same 75mm gun as the Sherman. This vehicle never got to see real action, but you can try out this mid-heavyweight in War Thunder!




Read more on our Wiki.

Our video reviews add to and complete the pages of the War Thunder Wiki. Use the knowledge base created by players, for players.

Contribute to the wiki with your own articles and receive Golden Eagles for your contribution!

Screenshot Competition – Mad Thunder!



Welcome to the 115th War Thunder Steam Screenshot Competition!


Excellent work capturing the beautiful mountain ranges in your screenshots from last week! Of all of the mountains in War Thunder, which one is your favorite? The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 115th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen115. You have time until the 19th of April to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.

[h3]Terms:[/h3]
    Your screenshot must include a player vehicle and be from the “Mad Thunder” event.
    You must add the #WTscreen115 tag (title cannot have any other text in it).
    Artists may only win by popular vote once per four screenshot competitions.
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.


[h2]And now, time for the winners of the competition’s 114th edition - Mountain View![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3214624794
https://steamcommunity.com/sharedfiles/filedetails/?id=3214049929
https://steamcommunity.com/sharedfiles/filedetails/?id=3213853612

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3215777844
https://steamcommunity.com/sharedfiles/filedetails/?id=3213979681
https://steamcommunity.com/sharedfiles/filedetails/?id=3215026984

Each winner will get 300GE! Congratulations and see you next week!

Celebrate the Day of Aviation and Cosmonautics by Earning a Themed Decal!



Since the beginning of time, humanity has dreamed of conquering the sky, and having reached it we turned our sights even further. On April 12th 1961, a manned spacecraft with test pilot Yuri Gagarin on board orbited the Earth for the first time. In honor of this event, World Aviation and Cosmonautics Day is celebrated on April 12th.

[h2]Earn the “Off we go!” decal![/h2]
You’re able to earn this themed decal in honor of this day.

When: From April 12th (11:00 GMT) until April 15th (07:00 GMT).

Task: Play 3 battles using USSR aircraft at rank III or higher to receive the “Off we go!” decal!

Additional details:
  • You must use a minimum of rank III.
  • Your activity must not be below 70%.
  • You can complete the task in random battles, except for Enduring Confrontation missions, [Assault] mode and Helicopter PVE battles.
  • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Aviation and Cosmonautics Day.
  • You can find the decal in the “Holidays” tab in the Customization menu.


“Off we go!” decal