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Today, we’ll be talking about changes to the post-pen effects for APHE shells used by ground vehicles that we plan to introduce into the game. We’re ready to show you what we have planned here, and at the end of this news post you can participate in voting for or against — whether there’ll be changes or not all depends on your vote. Let’s take a look!
Preserving fragments in the head part of the shell
First off, we’d like to tell you about a change that we consider necessary and will be implemented into the game without any vote. This change relates to maintaining the integrity of an APHE shell’s head after armor penetration. When an APHE shell explodes, its warhead is not subject to significant fragmentation and can cause substantially greater damage than the scattering fragments of the case and base.
The fragment of the shell’s warhead is significant in mass, can penetrate armor of considerable thickness, and at the same time also form secondary fragments when penetrating armor. This change will allow the warhead to better hit enemy crew members located behind internal partitions, such as the engine compartment bulkhead, as well as other modules along the shell’s flight trajectory that cannot be penetrated by small fragments generated from the shell exploding.
Increasing secondary fragments and high explosive damage
Due to a number of technical reasons, secondary fragments from APHE shells differ and are worse compared to fragments from regular, solid AP shells. When reworking fragmentation fields, we’ll enhance the secondary fragments of APHE shells to the level of solid AP shells.
The high-explosive damage from APHE shells will remain — it causes relatively little damage, affects the crew and modules inside the tank and has a damage zone in the form of a sphere around the detonation point of the shell. The diameter of the damage sphere of high-explosive damage is noticeably smaller than the scattering zone of secondary fragments.
Implementing fragment areas
Here are the changes that we’d like you to vote on, whether they’re introduced or not will be determined by community vote: scattering sectors of fragments from APHE shells.
When a shell explodes, three main fragmentation areas are formed, shown in the image below:
- The remainder of the shell’s head and its fragments.
- Fragments from the base of the shell.
- Fragments from all sides of the shell (the case).
When a shell explodes inside of a tank or armored vehicle, the shell’s head acts as a small solid AP round and may penetrate more internal modules. Alongside this, smaller fragments from the shell casing form a fragmentation cone and hit the crew and modules around the explosion point. We plan to implement both of these to the game.
*Translation (Pic.113): Scattering of the APHE shell fragments on impact
At the moment, we use a simplified fragmentation pattern for APHE shells in the game without segmentation into different areas. If we were to implement the proposed physically reliable sector fragmentation patterns for APHE shells, the post-pen effect of APHE shells will be more realistic. However, when hitting protruding modules, such as the commander’s cupola, the probability of crew damage would be reduced.
Reworking the post-pen effects of APHE shells can change the tactics of the game, making protruding weakened areas less vulnerable. However at the same time, post-pen effects after penetrating the hull of a vehicle due to the preservation of the shell’s head after the shell explodes will be increased.
We’d like to hear your opinion on this — share it in the comment field and vote Yes or No for the changes to post-pen effects in the poll!
In-game examples of the described changes
Here’s some screenshots of how damage to ground vehicles will be altered with the changes implemented.
Post-pen effect when penetrating the center of a tank without preserving the head of the shell (before) vs while preserving the head of the shell (after):
Before
After
Post-pen effect when the commander’s cupola is hit by a spherical spread of fragments from a shell explosion (before) vs hit with a physically reliable sectoral scattering of fragments from the shell explosion (after):
Before
After
We’re planning to give players the opportunity to test these changes in a special game event, as well as the “Protection Analysis” menu, before applying these changes to all APHE shells in the game. However, preparing this testing will require some significant time from the development team, so today we want to collect your opinions on whether you’re interested in switching to a more detailed damage model for APHE shells. So, shall we test it?
If you’re interested in testing, we’ll start preparing it and will host another voting on this change based on its results.
Comments (262)
Comments will be premoderatedCall me crazy, but the 183mm HESH shouldn't just turn the M18 track red, and just break the barrel of the ASU-85. Fix this and then think about changing other shells which may or may need fixing.
Making stuff more realistic ? Cool But how about crew stops being TERMINATORS eating shrapnel for breakfast and treating it more like slight inconvenience.
It should be realistic. The br-s can be adjusted accordingly later with data. I can already see some german WW2 tankdestroyers like the Elefant and the Jagdtiger going up after this
I like that the damage will be more realistic, but I fear it'll make the game more frustrating. I think it'll increase the amount of times you shoot an enemy and do effectively nothing. The damage is more realistic, but the effects of the damage is not. Losing a commander irl is crippling, in WT it almost doesn't matter. If you gave these "secondary crew" more effects and it would help AP be more viable and make these APHE changes fit better.
Making APHE shells act more true-to-life? Good. What would also be welcome is more true-to-life basics. Tanks barrels shouldn't be able to swing through buildings or trees, hulks (destroyed vehicles) should provide an armor value, and tree dynamics could be greatly improved. Please?
This game is not about realism. For example, the crew can repair the vehicle without leaving it or it takes seconds to repair heavy damage. The crew members replace other dead/unconscious members by teleporting. ASU-57 example in steam is just ridiculous, you can pen a tank in its center and it will shoot you back.
Good morning everyone, I absolutely agree with this important change. Realism is a fundamental part of this excellent game (which is not arcade, but much more). Now we find surreal and frustrating situations for the player who sees his tank destroyed by a single shot which in reality would have caused only slight damage. So I definitely vote yes! Thank you. P.S. I also ask for 3D tracks for those tanks that don't have them yet.
more realism, sign me up. I assume no more unrealistic cupola shots mean a lot more BR changes need to be made to tanks like shermans tigers and super heavies. But that obstacle should not prevent the game from eliminating a cheese mechanic.
Will the testing event be held on the normal game or the dev server?
I think that the explosion pattern shouldn’t be altered solely because of the removal of significant damage from cupola shots. It’s a common occurrence to face enemy vehicles that your guns are weak against(mainly up tiers), and the removal of the cupola weak spot would create situations where tanks become invincible frontally. One can argue that a person can instead take a barrel shot, but in lower br tanks it’s unreliable, shots often causing minimal damage to barrels.
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