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More and more tanks and SPGs with an automatic loading and mechanized ammo racks are coming to War Thunder. Previously, any reloading was based on the following principle: the player could fire all shells from a magazine with little interval between shots, after which they had to wait quite a long time waiting for the magazine to fully reload to be able to fire again. This logic does not reflect the real operating principles of automatic loaders and mechanized ammo racks, so we’ve decided to update this aspect of the game.
The maximum fire rate shown for a tank in the game will be achieved only when using a first-order ammo rack. If shells in the first-order ammo rack run out and are not restocked, then the reloading time will increase when other racks are used .
In War Thunder 1.77 Advancing Storm the maximum rate of fire shown in the vehicle's info card may only be reached if you use a first-order ammo rack (if it’s available). After the first-order ammo rack is emptied, a new shell from another rack will be loaded into the barrel immediately. After this, the mechanized ammo rack or automatic loader will begin reloading. In the process of reloading a first-order ammo rack, events can develop in different ways, depending on whether it is mechanized or not:
- If the first-order ammo rack is mechanized (the vehicle is equipped with a loading mechanism or mechanized ammo rack) then the vehicle will reload only using this option. Thus, after the first-order ammo rack is spent, a new round from the other ammo racks will be first loaded into it and only then will be loaded into the barrel, then the shot can be fired. Meaning that there are two consequent loading cycles. In case the shot is not taken, then after a time-out the ammo rack is replenished using ammo from other racks. E.g. T-64B ammo replenishment (after the first-order ammo rack is empty) will take 42 seconds instead of 7 (35 to replenish the rack + 7 to load the round)
- If the vehicle doesn’t have a mechanized first-order ammo rack, then after the first-order ammo rack is empty, a new round from the other ammo racks will be loaded directly into the barrel and the reloading time is increased. If there is no further shot fired, then after a time-out, the ammo rack is replenished by ammo from other racks. The time-out for both scenarios is the same. E.g Abrams M1 with an un-mechanized ammo rack reload time for one round from the first ammo rack takes 5 seconds, if all 25 rounds of the first-order ammo rack are fired then it will take 10 seconds for the reload.
- If, during the process of first-order ammo rack replenishment there is a shot fired (it doesn’t matter whether it’s mechanized or not), replenishment is interrupted and only ammo that is already in this ammo rack will be used for reloading. When the firing cycle ceases, replenishment will continue after the same time-out.
First-order ammo rack replenishment from other racks is shown as a special (picture on the right) on screen indicator . You can follow the reloading process and number of rounds whilst in battle - just press the “x-ray mode” key (“o” by default). Remember that ammo rack allocation is individual to each vehicle and may depend on the location and layout of the loading mechanism and crew.
Any first-order ammo rack has the highest priority for resupply, thus when the ammo rack is empty or almost empty, ammo will be stocked there first (when a player is on the cap zone) and then subsequently, to the other racks. Also as long as the ammo is not spent and any fire is ceased, remaining ammo will always be loaded in the first-order ammo rack.
The first vehicles that will receive first-order ammo rack functionality are:
Leopard 1, Leopard A1A1, M46/M46 Tiger, M47/mKPz.47, M48A1, MBT-70/KPz-70, M60/M60A1 (AOS)/M60A1 RISE (P), T95E1, STB, Type 74, Centurion Mk.10, Vickers MBT, Т-54 (all modifications), Т-55А, Т-62, IS-3, Object 906, FV4004, Conqueror, Object 268, Object 120, SU-122-54, AMX-30 (all modifications), Chieftain (all modifications).
These changes make any operation of automatic loaders and mechanized first-order ammo racks more logical, and tank commanders will have new options for battle tactics based on the reloading features of their vehicle and the enemy vehicles.
On some vehicles (basically vehicles of rank 5 and 6 in the game) there are no special recesses for convenient storage and subsequent shifting of shells (move the shell from one recess to another) other than to juggle the ammunition in the crew area which would be impractical . For such vehicles, charging ammunition location will not be possible.
Check our previous DevBlogs:
- Dagor Engine 5.0: Temporal Anti-Aliasing (Variance Clipping TAA)
- Dagor Engine 5.0: Displacement mapping, mud and puddles
- Dagor Engine 5.0: Weather and environment: rain, fog, clouds and sun
- New sounds in update 1.77
- M1 Abrams: The Desert Warrior
- Heinkel He 177 A-5 Greif: The Flaming Arrow
- Kawasaki Ki-108: The Final Dragon Slayer
- Re.2000: The Italian Falcon
- Leopard 2K: A Legend In The Making
- La-200: The High-Speed Kite
- Challenger 1: A Worthy Heir
- Martin-Baker M.B.5: Hold My Tea
- Magach 3: Chariot of War
- AMX-30B2 Brenus: Modern Ironclad
- T-64B: When Good Is Not Good Enough
- Martin 167-A3: American Mercenary
- Spitfire Mk.V: model update and new modifications
The War Thunder Team
Comments (104)
Added additional info (last paragraph)
If you take a shot of Tequila every time the article says "first-order ammo rack", you probably won't make it through the entire article.
That's 19 shots. I'd be absolutely DEAD before the end.
You have something against First Order, you Rebel scum?! Just wait till I replenish my ammo rack!
Is it possible to make the "reloading" icon smaller and move it down, next to the ammo icon?
It's default icon, same as any other (repair etc) you have in game. You can scale UI in options.
Stona_WT, yes but those appear only when you are ina zone or start a repair this appears basically everytime you stop firing and is annoying, i don't want to scale down the whole UI just so i don't need to watch this, which could easily be moved to the side or somehting
I still don't see any development within the functions of the autoloader. Why do we not see damage on the autoloader? You can kill a loader but not an autoloader. This has plagued war thunder since the introduction of the french nation which literally has only paper tanks with autoloaders and contributed nothing to the war. Take a look at the Surbias, an autoloading M103. But besides that point, the power creep has been significantly increasing toward autoloading tanks because of no damage mo...
Models*
Not a single one of the French tanks we have in game are paper tanks. They were all built as at least prototypes and some in quite large numbers. The Auto loaders can be damaged as they count as part of the cannon breach. And no they contributed nothing to WW2 because they were built AFTER the war. Vehicles like the AMX-13 however, played its part in many conflicts around the world throughout the cold war and many are still in service to this day. They also have 2 significant drawbacks:
Stona_WT answer my question why russian T64b is getting best apfsds shell and abrams is getting shitty apfsds even leo or chally ...why always russians get best armor and best shells this is bullshit if you continue like this it wont get you more players even im tired of watching russian bias almost immortal
It's dev server, things can still change and probably will, like they just now said the challanger is getting the L23A1 and other new shells.
I know you're not going to believe this, but the West actually didn't prioritize tanks as much as the soviets did. The first M1 was designed to withstand the soviet 115mm gun... not the 125mm gun that was on the T-64. The ammunition used on the T-64B is actually older than the ammunition used on the M1 Abrams in the game. It's not Gaijins fault that the Soviets had better cold war tanks in general than the West.
so.... my reloading increases for no reason? time to abuse my auto loader before the update ruins them, have fun while you can folks!
Well right now autoloaders are stupidly overachieving, they're not modeled so can't get damaged, while loaders can, they also enable on average faster reloads than manually loaded tanks. This mechanic benefits manually loaded tanks because while before there was a fixed reload rate that was an average, now they can introduce the maximum loading time (faster than what we have in game) for first order ammo rack, and a much lengthier one for the rest of the racks.
Reload from your ready racks wont change much from what we have now. Also, auto loaders will probably remain unchanged.
Better Create RU server for all the klingons on EU ruining english speaking ppl games... and dont tell us there is RU server when 80% of klingons are on EU server !!!!!!!!!
first
You mean first for being shot on battlefield? :)
Stona_WT, Yep, that's me in the nutshell
1rd!
Fird?
HACEKOMAE, No, Firrd
Question about this functionality: Does not bringing a full ammo load affect this? For example, if you leave out 22 rounds on the M48A1, there will be no ammo stored in the turret when you spawn, and I assume that the turret rack is considered the First order rack by this mechanic. Unless the way ammo is allocated on spawn changes, then reload will be worse for anyone who doesn't bring enough ammo for the First order rack. And right now, bringing a full ammo load is unnecessary and dangerous.
Does this apply to the Chi-Ri II's Tray Autoloader to?
Please check the full article, there is a list of vehicles that will get the feature (for now)
Stona_WT, Awhh that's a shame ;-; Would have loved to see the Tray Autoloader actualy working on the Chi-Ri II and the Ho-Ri's.
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