- 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
Have you ever wondered how the damage mechanics work for Aviation and Ground Forces function in War Thunder? Perhaps you were interested in finding out how realistic shells and ordinance was translated across to our virtual battlefields? Wonder no more!
War Thunder has a complex and realistic damage model that spans a wide range possibilities, situations and scenarios all with historical accuracy in mind. Each and every vehicle has its own unique damage model, faithfully recreated with every module, crew member and armour plate taken into consideration and functioning in game. In order to truly master the battlefields and join the ranks of the best pilots and tankers, it's important to understand how these mechanics work, how damage is calculated and what factors can affect received and delivered damage.
Distinguishing between Normal, Serious, Critical and Lethal damage and what this means for your vehicle in combat can help you plan and consider your actions and battle strategies before setting off into combat. Whilst your vehicle is your primary weapon in battle, knowledge is the key to victory!
Interested in learning more?
The War Thunder Team
Comments (111)
Sometimes i find world of tanks to be more realistic than this game
Wait... This game has MECHANICS for damage? Serious note though, I have never noticed in-game that anything else apart from shrapnel / shell itself would do damage. Is shockwave / explosion damage not implemented or just me?
Gaijin Team is you guys changed something on HEATSF shell or something? It's just felt much heavier than usual. I mean when it come to long range it have to aim higher than normally. Please explain why?
Zoom at tier v is increased, making the shells appear to have a higher drop, where as they are the same but it is much more zoomed. also, HEAT-FS I just had too im sorry.
You guys need to fix the hitboxes on AI ships in Air RB I can drop a 1000kg bomb directly onto a light cruiser with a 2 second time delay and I only get a "hit".
And then you land that perfect shot at that B-29 with your 50mm cannon from your Me262A1/U4, with explosive ammunition, and all you get is a big POOF. And again. And again. And again. Tell me about complexity.
I noticed that aircraft never explode in mid air in the game, yet there are records and general knowledge of it happening in real life.
F-82E Match: Set Yak-9U on fire w/ help of teammate. Fire burns for while before it goes out. I later get set on fire, I dive and kill my engines, plane burns down quicker than the Yak-9U took to put the fire out. Fire somehow jumps from right engine to left wing.(Left wing breaks without high speed) 11/10 Metal burns, wood and fabric are great for insulating something from a fire because #Physics.
Idk if anyone can actually reply or explain this to me but why doesn't causing enough damage to the engine of like single engine fighters that their engines die and therefore causing them to crash due to not producing any thrust not award a kill to the person who killed the engine? I find this annoying since this happens a bit with Yaks while I'm in a P-51D and I often don't chase them after they dive down with a dead engine so that I don't lose my altitude advantage.
(if anybody is reading page 10+) Interesting read. I was quite surprised that the game calculates every single bullet. The example was a hurricane with 200 bps. How does this translate to the hits count you get at the end of the battle? When you fire those 200 bullets per second it is almost impossible to get only one hit. Either they all miss or if you aim well then probably quite a few hit the opponent. But after a solid burst of bullets into the enemy, the game gives you one hit credit.
To continue: I understand _why_. I'm interested on _how_.
How Bias Mechanic Actually work ? Can you explain me how and what is the upside and downside too >:3
Lol joke comment okay dont be too offensive
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