- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
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!
Additional effects on vehicles when armor is penetrated
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.
Healing of wounded ground crew members
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.
Take the survey!
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!
Please note that the survey will be available until April 19th 13:00 GMT.
Comments (175)
Comments will be premoderatedPlease use this forum thread if you want to leave detailed suggestion and/or discuss this article: https://forum.warthunder.com/t/following-the-roadmap-possible-changes-to-ground-vehicle-damage-models/98214 Thanks!
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Personally I'm not a fan of the concussion mechanic. It doesn't really solve the problem of vehicles with large empty spaces not being damaged properly when struck by sabot shells and it really just seems like an annoyance more than anything else. I also feel that the crew of a tank shouldn't just heal itself outright but should instead be able to be healed at a capture point to encourage playing near the objective and also be more in line with the crew-restoration mechanic.
More detailed internals would be welcome but include things like armoured stowage bins on Cromwell etc. Healing on points only Additional Fire sources seems like Hydraulic traverse would be good one and MG ammo maybe but things like clothing may be tricky I dont like that idea. Stun effects? I wish to test that first.
If you shoot a bullet to a cardboard box, you make two holes and damage things in between. If you throw explosives on cardboard box, the box will likely have quite a lot of damage including soft internals. This mechanic is already well-functioning with AP and HE type shells against light vehicles and I think this covers questions one and three. Question two crew shock: imagine SPAA firing whole belt on tank and your sights are shaking violently the whole time and 1-2 seconds after - no thanks.
I dont think that any of the damage proposals are a good idea (aside from crew healing) since most of the time, dealing no damage due to "unlucky spalling" is caused by poor aim, Ground RB shouldnt be a point and click adventure but rather reward precise aim. Its far more frustrating when hitting a module/crew directly doesnt deal any damage (e.g. hitting ammo directly with no effect). If you miss, you miss and shouldnt be rewarded for it; If you hit, you hit and shouldnt be punished for it.
Not gonna lie, that second option is very overkill. Considering that in most tanks and engagements you tend to lose a lot of functions really quick, making it so that your aim jumps 1/4 across the screen just because you got penetrated would feel a lot more frustrating then it really needs to be. On the other hand, the visual effects and audio would be pretty good for immersion. But hard no on the other parts. The other options sound alright at least but we'd need to see how they go in game.
Bravo gaijin! I understand the fct that this is extremly painstaking to do, kudos on working on makeing the game more realistic and player-friendly
Gaijin please do not add stunning to the game. I beg you
I think the 1st option is best, it might be slow but its sure for dmg models, the 2nd and 3rd options don't feel good and they will be too annoying to handle. As for the healing thing, just keep it simple, drive into a cap point and have the option to replace all crew, not just one. The time to replace all crew is the same as the current time. And this can be done indefinitely in the battle, meaning its not a one time use.
i think the healing mechanic is decent but i think it should be implemented more like crew repleneshment, where you need to be on a capture zone to heal your crew. that said, anything is a great step. as for the first part pertaining to hit but relativelly undamaged tanks firing back instantly i like the second option.
Already voted, but please PLEASE for the love of the snail do NOT implement the stun feature. It was absolutely ruinous in other games in the genre, and anyone who's played a PVP mmo can attest that random stuns are factually the WORST kind of mechanic. It's not fun and only makes the entire experience worse for everyone and compounds frustration.