
- For PC
- For MAC
- For Linux
- OS: Windows 10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 11 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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This game is, as I understand, supposed to as close to real life as possible. As an ex-military medic, I can assure you that "first aid", for even a minor bump or cut or shock, takes considerable time and would never magically heal a crew member: either they would carry on and "suck it up" (i.e. continue to fight whilst say bleeding or with a broken bone) or they would be downgraded in their effectiveness or disabled. A realistic human model for shock, pain and injury is what's important.
You all could just fix volumetric being so inconsistent...
Forgot to talk about it an earlier comment, but when it comes to healing of crew, we need to see more proposals on how healing could work. We were only given one proposal in that regard, show us more ways it could be implemented.
hi how about the 3model and damage for the autoloder ...
Arbitrary stun lock mechanics are generally disliked by players in games where they are implemented. Essentially, I would say applying the effect of diminishing a tank's combat abilities by damage to modules or crew is fine. For example, having the gunner killed already "stuns" your tank in the sense that you can't return fire (unless you have commander fire control on the vehicle), and if the driver goes then you can't move the vehicle. These are already "stun" type mechanics, no need for more.
I see in the comments that not everybody is sure on anything. Its a big mishmash. So as I've read from another comment. Test. Survey. Test For the first idea, just implement them for lets say a light, a medium, a heavy and an spaa. Make it a mode where people can test it for 2 weeks. Then close it and open a survey. Only then can people really discuss it. As right now everyone has their own idea or fear of how these changes might look like in the end.
More detailed damage models sounds like a good idea. Particularly, if a tank's auxiliary systems are damaged, it would cause problems for the tank's combat capabilities. One example would be that if optics are damaged, not only would it be difficult or impossible to use the gunsight, but it should also make the third person reticle less "reliable" in the sense of where exactly the gun is aimed at. Whether this be applied by making the aiming reticle larger or simply less accurate, both work.
The concussion effect sounds like the single biggest improvement to the game, as it will finally end the no-armor meta and frustrating no-damage penetrations. The game really doesn't penalize you enough for getting penetrated. It's a shame that the community will vote against it because nu-thunder zoomers don't care about realism. Also, If they want to introduce healing, it should be done at cap points or at spawn. You can't quickly heal shrapnel wounds
As for the fire mechanics, I would prefer to see fires split into two types: Fires in the engine compartment, and in the fighting compartment. Fires in the fighting compartment would need to be doused by hand extinguishers, which would be in limited supply. With tanks that have automatic fire suppression systems, a fire in the engine compartment could be put out by that system, and it would consume one charge of fire suppression fluids. If the tank has no such system, use hand extinguishers.
Totally agree with stun mechanic idont like who rush the enmy as FPS game and quick scope everyone it's not call of duty and when you shot him because of his speed and ping in his advantage you will not kill him and he easly break you gun and kill you thats exactly what happened every top br ground game
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