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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 premoderatedPeople can't stand being one tapped but then vote against the thing to stop the one tapping, if your going to give it more pen you have to take the circular explosions out people don't know they want, and clearly they don't know what they're voting for. Please implement this on the test server and we can go from there
People be like "oh yeah realism" yeah remember the ATGM "realism" update? How did that go? Remember the overwhelming support for more modules? What do the Abrams series feel like now?
Of course people don't like it because that means they actually have to work a little harder at the game. On a side note if you're really looking to make the game more realistic how about decreasing the percentage of which you can snipe Pilots it seems to happen way too often in the game especially when you're trying to make it more realistic.
Robert72380@live, Pilot is the most vulnerable "part" of the aircraft.
We cannot only consider the damage effect of shells. At the same time, by default, all crew members can fight until death. I think the existing mechanism well simulates the impact of piercing armor on members 'mobility and morale.
Would be a great change. Would make APHE players have to learn enemy tank layouts and actually aim for components instead of just learning where their armor is weak and letting APHE cheese do the rest. Would also be a buff to more heavily armored vehicles. If you don't want this change you are a bad player and use APHE as a crutch.
What matters is that Gaijin makes this game more realistic, not listen to people who want simple or inaccurate world of tanks like mechanics. The main thing that makes this game stand out is its amazing attention to detail. I beg y'all who care for realistic accuracy to vote YES. might as well test it before saying no anyways.
The game needs to be more historical as possible, if tanks are struggling BR will be adjusted as always
There are already a lot of simplifications and arcadeness in the game. Any changes that bring realistic mechanics are welcome!
Thanks for the explanation and illustrations of the proposed model of APHE effects. Can you say anything about the computational demands of the proposed change? Would the new models have a significant effect on the performance of lower-powered clients?
VonDummkopf, What is "lower-powered clients"?
These changes are just bad and going to completly ruin low-mid tier matches where you rely on APHE doing damage. Good luck taking out hulldown tanks that only have a cupola weak spot for example. It also says nothing about how APHE with overpressure would work. Instead of doing the actually needed things, such as buffing solidshot (especially uncapped AP and APCR), this is again a case of "fixing" the thing that is fine.
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