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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 War Thunder 

 

Developer

 Gaijin Entertainment 

 

Publisher

 Gaijin Entertainment 

 

Tags

 

Simulation 

 

MMO 

 

Singleplayer 

 

 Co-op 

Release

 2013-08-15 

 

Steam

 € £ $ / % 

 

News

 2173 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 62636 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/236390 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 10,000,000 .. 20,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 2464  

Average playtime (last 2 weeks)

 329 

Median playtime (forever)

 243 

Median playtime (last 2 weeks)

 288 

Public Linux depots

 War Thunder Linux [48.49 M] 


 War Thunder Content [32.31 G] 


 War Thunder - Ground Forces High-res Texture Pack (1945840) Depot [29.53 G] 


 War Thunder - Air Forces High-res Texture Pack (1945841) Depot [19.32 G] 


 War Thunder - Environment High-res Texture Pack (1945930) Depot [5.42 G] 


DLC

 War Thunder - Plagis' Spitfire LF Mk. IX 


 War Thunder - T29 Pack 


 War Thunder - Guards T-34 Pack 


 War Thunder - Ray Wetmore`s P-51D-10 Pack 


 War Thunder - Black Prince Pack 


 War Thunder - T-34-85E, 1945 Pack 


 War Thunder - M18 Black Cat Pack 


 War Thunder - Sergei Dolgushin's La-7 Pack 


 War Thunder - US Beginner's Pack 


 War Thunder - USSR Beginner's Pack 


 War Thunder - German Beginner's Pack 


 War Thunder - Huey Hog Pack 


 War Thunder - Haida Pack 


 War Thunder - British Beginner's Pack 


 War Thunder - Japanese Beginner's Pack 


 War Thunder - XM-1 General Motors Pack 


 War Thunder - Apache Pack 


 War Thunder - Leopard Pack 


 War Thunder - T-55AM-1 Pack 


 War Thunder - USA Pacific Campaign 


 War Thunder - Japanese Pacific Campaign 


 War Thunder - Italian Starter Pack 


 War Thunder - Japanese Starter Pack 


 War Thunder - British Starter Pack 


 War Thunder - USA Pacific Campaign (YP-38) 


 War Thunder - French Starter Pack 


 War Thunder - Black Friday 2022 Pack 


 War Thunder - T-72AV (TURMS-T) Pack 


 War Thunder - Black Shark Pack 


 War Thunder - German Fiat G.91 R/4 Pack 


 War Thunder - Reaper Pack 


 War Thunder - Rooikat 105 pack 


 War Thunder - Swedish Starter Pack 


 War Thunder - F-5C Pack 


 War Thunder - Su-7BMK Pack 


 War Thunder - MiG-21 SPS-K Pack 




LINUX STREAMERS (65)
DK__PlaysEnglish Bobgamingonlinuxzal_i_unsub
maleczek69gutterdrumsseiferfyuomegadragonstar
crimnervulusic3finitytruckingonlinuxnaskingar
klitztuchdarkmavrikangrybeanielordgault
lancard74canadianbluebeerlinuxgameexperiencezoommair
thestradussirsamsaim0nt3sh0tsittingduck01
pegialgreydmiyusherramantchrisvdop
seaberneticimh8redexeryankm48fre_sa
pixtolerowtskipptekktvsbllinuxpredator
pirolisiengelchen_deleozebulvonschlesien
mikitvmaxAlcy390ReallyX1gray_gold
itzarthropodstinkass97shamanincapwhippedllama
garudaosfee_modelbuildingfarmerboyjonchiefgyk3d
karnagerageelrenaacuajoredstonelp2roblexxblog
mallard_6771elbram_tsoldarkfeather0664lordxnykon
przeqpicielbobcynicalsania_skliarxunil_fr
diogenesofmiami




[Development] Shell and bullet synchronization


In the recent update we implemented changes that will significantly improve shell (bullet) synchronization between a client and the server.

War Thunder is an online game where players who fight in one battle may be situated thousands of kilometers from each other. But the game is designed in such a way that 99.9% of the time you will never notice this - interaction with your vehicle is as smooth as if you are playing a single-player game.

You can have a look at this article for more details about War Thunder net code. Today we want to tell you about specific improvements to this code that influence interactions with your opponents which primarily affect aircraft - both in air only and combined battles.

In the recent update we implemented changes that will significantly improve shell (bullet) synchronization between the client and the server - any direct interaction with your opponents.

Shell (bullet) trajectory calculation begins at the same time on both server and client and uses the same physical model. But from now on it will also be synchronized, using the same time sampling rate. This means that now shell (bullet) trajectory on the client will not only be virtually the same as that on the server but in 99% of cases, match it completely, moreover trajectory calculation on the client will no longer depend on your client’s FPS in our game.



As a result of these changes, situations where you see a registered hit in your client but it doesn’t appear to count on the server are reduced to the absolute minimum possible in our net sync model. However you should keep in mind that an unstable connection (unstable ping, packet loss) may still cause problems since the server needs to know whether a shot was fired and also, high ping affects the relevance of the image visible to a client to what is actually being represented on the server.

We would also like to point out that there still exists a myth that in a computer game it is impossible to synchronize and calculate all the ordnance that has been fired by a gun or cannon. This is incorrect - in all our war-related projects we have always calculated every single shell which does not depend on either fire rate or calibre (doesn't matter whether we are talking about a 7mm Machine Gun or a 30mm auto-cannon). Sometimes there may be many hundreds of thousands of bullets flying through the air simultaneously.

The War Thunder Team


[ 2017-10-07 01:42:50 CET ] [ Original post ]