- 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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Detailed damage model is good, BUT, it should be implemented when enough vehicle have it, not just 1 or 2 type cause that will be a big disadvantage for that vehicle, example if it released to only m1 and leopard2 then both will be more easily to stop their turret from moving vs other tank cause there's more module that can be destroyed to achive that, and other tank that don't have detailed damage model will have a massive advantage until they get the detailed damage
Adding concussion high pitched ringing is a detriment and will negatively impact the useability of the game to those with hearing conditions. High pitched frequencies are one of the conditions that increases the chances or does produce Tinitus. For those with sensitive hearing the game is fun to play as this does not exist in any form, so adding such high frequencies will make it less available to those with Tinitus already or sensitive hearing conditions.
I’m happy with all the proposed changes. Anything that makes War Thunder more realistic. May I suggest the gunner cannot traverse the turret while he is loading the gun? It is impossible to do both loader and gunner duties simultaneously himself.
I agree with most of the proposes, but auto healing and stun effect should be little and used with caution, to not not make the game unrealistic or boring (stun).
Idea is good but poor execution can be seen from miles away - the simplest solution would be to stop crews from being terminators tanking shrapnel - single 7,62 shell is enough to completely disable a crewman, give us more detailed crew models, more small shrapnel to damage the crew. And healing - definitely not automatic like in Call of Duty - only on points like crew replenishment. Consusion and stun should have no on screen effects - it is not FPS game, simple indicator is enough.
First, I want you thank you for your hard work. About the damage models to the tanks, I think you should make it more and more realistic. Adding a camera shake or a buzzer sound for a few seconds is not that way. It is the childish way of “Call of Duty”. I prefer a combination of 1st and 3rd ways you mentioned above. About the crew healing issue, I think healing over time is not realistic at all, maybe healing crew members on a capture zone, would be a better idea.
As for the concussion, keep in mind that "camera shake" might potentially cause some motion sickness for some of the player base. It's ok to have concussion but without "camera shake"
The day WoT added a stun mechanic there wasn't a single person on the planet who liked it.
Compared to these indifferent mechanisms, we need higher returns, that’s all
The reload time reduction for the loader injury is so small that I recommend 1.5 times the reload time from the time the damage is taken and then twice as long as the loader dies completely