- 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
Dear Players
Today, we wanted to share some more insight and answers on the recent penetration mechanic changes to explain our plans, goals and some more on your specific questions.
When planning the move to a new method of penetration calculation we set ourselves following goals:
- To make the penetration calculation system open and understandable, in which the method is known and the data for the calculations are known clearly to all. In the old calculation system each shell received its penetration data manually from a variety of sources, ranging from authoritative monographs to documents on firing tests. At the same time, in many of these sources the penetration data was also calculated according to different methods and different standards of states, different targets and with different hardness of armour and shells used. Therefore, uniformity and standardization were out of the question and accordingly it was not the best option in terms of openness and ease of understanding.
- To get rid of the discrepancies that arise from the use of many different sources. When considering data from sources, inconsistencies arise due to different standards and criteria. The problem immediately arises in the reference source - which document is the correct document? However, the sources in question are documentary and credible. The situation is - all are equal, but some of them are more equal. Again, as you can see, this was not the best option.
- Focus the attention when setting up armour-piercing on their input parameters - mass, speed and speed drop tables. If you have a shooting table for the shell, you can more accurately model its behavior and, first of all, its penetration. We will not stop working with documented sources. We collect information scattered over hundreds of conflicting sources and concentrate it on firing tables and ammunition ballistics settings.
- To streamline the armour-piercing system in the game. Manual entry of penetration data, from sources, in some cases created situations where the data in the shell cards were from documents in which the penetration data were based on very different criteria. Which is not the norm. With the increase in the number of vehicles in the game, and therefore the number of ammunition, the sources of information regarding the penetration values are beginning to exceed reasonable limits, and some documents are not publicly available and could no longer be open and easy to understand.
We definitely have not stopped working with documented sources. The specified method of calculation is to work with documents first of all, and more purposefully and effectively, allowing us to specify not only the penetration data, but also ballistics of shells, thus allowing us to standardize all this information in game.
Now, lets move on to the Q & A:
Q.Will primary source material if it contradicts the calculated performance, still be taken into any consideration for the newly calculated APFSDS rounds? For example, Swedish tests show vertical performance of DM33 and it is substantially higher than calculated values.
A. In the calculation we used the density of tungsten cores equal to 17500 kg/m^3 (indicated in the published table sheet with changes). This corresponds to the 2nd class of tungsten alloy from the specification. The choice of this density value has been made due to the fact that the exact density values at the moment are unknown for us. In this case if reliable and unambiguous (based on documents, shooting reports, etc.) information about the density of cores is provided, we are ready to clarify it for the appropriate ammunition. Until such data is available we are fully satisfied with the current data scores for the ammunition.
Q. If there are armour values on tanks that are based on what rounds can and cannot penetrate them (both by design specification and performance in combat), will we see armour changes where appropriate?.
A. No, such changes would contradict the goals we set when developing this method. There are no plans to introduce an additional indicator of the quality of the armour, except for what is already in the game.
Q. Will the Demarre equation that is being used be fixed? A fair amount of apcbc rounds would be over performing (much higher than historic data) if we used the current calculation from the wiki.
A. By choosing the method we knew that there would be some discrepancies, both in the smaller and in the larger direction. And after the evaluation of possible negatives and positives we decided that the general level of changes in values is comfortable for us by not exceeding the level of conditionality that had already been before. It makes many more improvements and last but not least it reveals the method of penetration calculation for everyone and makes it clear. Therefore, there are no plans to make any corrections to the calculation aimed at "fitting" the data to various sources.
Q. The Slope modifier equations from World War 2 Ballistics: Armor and Gunnery, were designed to work with the vertical penetration values from the book. Changing these values while also changing the vertical penetration of many projectiles, many lower, and some higher, will cause issues. How is this going to be handled?
A. We do not want and will not allow situations that violate the integrity of the selected calculation method. Using the calculated values of slopes together with the old method of choosing armour-piercing will be just such a situation.
Q. The DeMarre formula relies on an empirically derived constant. This constant differs based on armour-projectile combination. How do you plan to determine this constant given the vast array of armour and projectile types in the game?
A. Earlier in the game as previously indicated the penetration values were given for armour of low hardness. The constant for the calculation has been chosen so as to also correspond to this armour. This value is 1900 and corresponds to the homogeneous armour of low hardness.
Q. Does standardizing penetration performance of ammunition also allow for standardizing secondary fragmentation for ammunition? Right now all rounds that utilize the 'long_rod' shatter preset create less fragmentation than rounds with less weight, thickness and velocity. This is also noticable on APDS, where an APDS round with a comparable penetrator diameter to an AP round creates much less fragments.
A. The applied calculation method of armour-piercing data acquisition is not connected with secondary fragments configuration. This problem is known and will be corrected.
Q. Will ricochet angles for long rod penetrators receive a change? Pre change they are a fixed angle across many different shells with different velocities and tip designs, the target material is also not taken into account when in reality this has a big effect and can change the ricochet angle by a great deal.
A. Revision of ricochet values for APFSDS shells was not planned in the near future. If and when the reliable information will be provided to improve and refine the ricochet parameters (if necessary) for these shells, it will be considered in the usual order.
The War Thunder Team
Comments (121)
Gaijin I understand all this negative feedback is annoying but you guys really messed up this time. You did NOT test any of this with the dev server like you should have and its causing problems across the entire game. You need to stop adding and changing stuff and fix things for one update. It feels like you are actively ignoring the community.
Im sorry but, this is unacceptable... This will slowly but surely, have massive consequences in high tier gorund forces. knocking the teeth out of every high tier western tank + the type 90. will leave the matches empty, since no one will bother with that mess anymore. So you can prepare for 20min+ que times in GF, and ussr vs ussr MM. I will certainly not spend 5-6k in SL on destroying one single ussr tank, which should be dead after the first shot.
why you nerf penetratoin for ostwind? the french flack is same br, but it still got high pen (76mm i think..) looks like you nerf all germany in this update..
They actually buffed the French 4.7 SPAA 40mm penetration to 90mm at 100m.
in case you didn't notice, Gaijin hates Germany, Germans and anything close to it, sorry Austria and Switzerland
As a 10.0 tank owner, I'm done playing tanks for as long as this ridiculously bad decision has not been reverted. I didn't come to WT for imaginary values, and that's exactly what the current formula is.
JUST CHANGE IT BACK, WERE NOT HAPPY
and maybe just the team balancing aswell, as a main UK player facing Germany all the time is just bad, i cant do anything to them in a frontal 1vs1 while he can just shit on me ( and i know that cuz i have both CHallengers, Leo2a4, M1 Freebrams, T64B and AMX-40 ) i know its probably hard to balance things out like that aswell but just do it like 1.0 - 7.7 Axis vs Allies ( allies get 20 vs 16 Axis ) and then from 7.7 - 10.0+ nato vs Warsaw pact ( nato gets 16 and in this case russia 20 players )
that wouldn't be balanced. Some people leave the game very soon so you basecly have 14 vs 8. that isn't fair
The real problem here is the Challenger wasn't designed for War Thunder. It was designed to fight a defensive campaign against overwhelming numbers of T-80s and T-72s. It doesn't fit the meta. Thus there is a BR problem at Top Tier that needs decompression. And Gaijin needs to accept that Britain will just have to have a lower set of BRs
would it have been so difficult, to at least tell us about this and the reasons BEFORE you implemented the change w/o any further notice? this kinda stealth-change is a big reason for and anger in the community and you knew everyone would be agitated by the change. so why not FIRST announce the planned change, SECOND give information about it and THIRD implement it...
Can we have a say in anything of this to make this not the standard or are we just going to be ignored as we always do, this penetration change was unnecessary from the start and now have made a lot of the battle ratings for vehicles obsolete the balance in game was better before this massive change
Even if we, just for a second, assume that your formula isn't as laughably wrong as is your attitude to having it pointed out - the way you implemented such a major change is flabberghastingly silly. No Devserver to test it, no BR adjustments despite them being very obviously necessary and not even ANY kind of headsup info at all. . That's some amazing negligence of proper procedure right there.
You guys have one of the most beautiful game out there.Graphic and details are brilliant. But where is the fun play in tank battles ? This supposed to be a fun game.You miss that in every patch ! I don't ever bother reading your ,,patch updates" I'm tired ! Slowly you eliminate the remaining ,,veterans" from your game. The guys who played and supported your game from the beginning..I know you have hard decisions to make ,but what are you doing it wont help in the future! Have a bias day :)
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