- 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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I like the idea of the stun effect except for the sparks
BOMBAY9997042@live, I feel like why most people think it would be good is cause of FPS games I say that these features should be tested in a mode on the side like the missile diamonds were before being added so they do not waste time on a feature that will cause more anger to the playerbase
Sometimes 2 FPE doesn't feel like enough as-is, if we got more fires I'd like to see an increase in the amount of them available.
Ashhhtc, They say they go out on their own
Ashhhtc, It was stated in the post that these new fires will go out on their own without needing to use FPEs...
Hard no on concussion effects and all that unless you give me an option to hard disable it cuz i don't want to have an epileptic attack while playing, already have enough issues with near constant micro freezes at times(especially the not fixed in air vehicle ones) introduced with the last major update.
The first way seems the best out of three, but just returning and somewhat reworking hullbreak would be a lot better.
gigabit-, if it was added to all vehicles sure and if it was actually reasonable, it would need a ground up rework to be even good
I'm fine with the idea of more modules even if it would inevitably mean more things shells get caught on sometimes - but I would like to personally disagree heavily with the second and third options. I don't see why we need more DoT effects we can't do anything about knocking us out of otherwise fine vehicles, and I certainly don't see why we need concussions that actively mess with gameplay and would needlessly cause annoyances. Stun mechanics just aren't fun to play with.
ok road map aside... can we appreciate the Design team for that amazing wallpaper?
BOB_DlCKINSON, You can, by downloading it :)
BOB_DlCKINSON, oh nice! Don't mind if i do!!!
when a company listens to its customers, only good things can come out of it. I hope you continue on this path you have started so that war thunder lasts another 10 years minimum.
I think we really should be able to play some games with these effects before we vote on such literally gamechanging things. The ideas might sound good or bad in practice, but could work out very differently in game
First of all, is this even a problem to begin with? Is it not worth giving light tanks a strength against kinetic munitions and a weakness against chemical munitions, and vice versa for medium tanks? Should 0 thinking go into picking what munition you wanna play with? You're saying that if someone feels like they deserve a kill they are supposed to get it, even if they didn't actually aim at a critical part of the tank or use the most effective ammunition.
Quote "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."- You mean like vehicles with autoloader not having autoloader damage model? Yes, yes we do.