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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




Following the Roadmap: Possible Changes to Ground Vehicle Damage Models



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. Well being going through our proposals today and would like you to take the survey lets jump in!

[h2]Additional effects on vehicles when armor is penetrated [/h2]
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.

Were proposing three ways to solve this problem and plan to implement them in parallel. Lets take a look at them.



The first way is to introduce a more detailed damage model to specific vehicles. Therell 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, were 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 weve described above, as hits will be effective even in these cases. Heres how itll 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 youll 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.

[h2]Healing of wounded ground crew members[/h2]
Due to numerous requests, were 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 theyre knocked out, the penalty increases to 2x. If theres 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.

[h2]Take the survey![/h2]
Weve created a survey with a few yes or no questions that you can take. Be sure to complete it and submit it to us!

[h3]Please note that the survey will be available until April 19th 13:00 GMT.[/h3]

TAKE THE SURVEY


[ 2024-04-16 15:27:33 CET ] [ Original post ]