- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)
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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The first wallpaper goes hard, won't lie
I definitely like the Idea of the second one. The idea of pushing a tank up upfront while hammering every single electronic they have and the crew just getting worse and worse with the performance the longer they get hammered with an autocannon leaving their crew stunned would be perfect. It could balance things out between IFV and Tank encounters and I'm all for that.
I hope Gaijin doesnt just implement these in the game base on polls alone, but have an actual playtest and then get feedback base on the playtest
Crew healing should be on cap. Not go hide in a corner for 30 seconds and your crew is back up to 80% health
One thing I must ask to be considered is to remove the turret traverse penalties on injured gunners. On the majority of vehicles in game the turret is traversed hydraulically or electronically. An injured gunner who has to turn a manual crank to rotate a turret with a manual traverse system is obviously going to have a harder time than an uninjured gunner, but what's happening with other vehicles? The gunner, now injured, can't move the lightly spring loaded switch all the way over?
Please make it so we can also elaborate on our answers in the survey, just a yes/ no answer is quite restrictive especially if we agree/disagree with only some parts of an idea. Automatic healing should only happen on caps, like replenishing ammo. Crew shouldn't just magically return to full HP in the middle of a battlefield, they should have to go to a cap to get medical equipment to heal themselves like replenishing a new crew member.
TBRO08, Jump on our froum and elaborate in linked topic :)
I've said the additional flammable components are ok but it should come with additional fire extinguishers. It should be a temporary debuff not a death sentence.
for healing the crew members, I think it is best to heal them in capture zone or bases. Here is a mechanism how it may work: if a team has captured a strategic zone, there will open a few (maybe 2-3) resupply points near the the area of the capture zone, where players can resupply ammo, heal crews,, but cannot replenish a new crew member, or repair the vehicle faster. The resupply points could be random on the map, and can only be seen for friendly team. Also, please allow resupply FPE
I like the concussion effects. A visual screen shake and filter, maybe sparks and particles sound nice, but a full stun mechanic is an absolute no from me. Make those 2s slightly slower and/or less precise cannon movement/driving and it's fine, but no full stun. Realistic or not, being stunned isn't fun and this is a game. I fully agree it'd be nice to "feel" the hit more, but I had to vote no since I hate stun mechanics. The rest sounds nice as is though.
Light tanks must suffer !
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