White_bada

Update 22.07.14 (1.41.29.26)

1,406 posts in this topic

Main Changes

  • New lighting render has been added;

  • Physics have been improved;

  • Planned changes in ground forces matching, battle ratings and progression rate;

  • Squad streaks;

  • Ground forces maps improvements;

  • Bugfixes and massive corrections to performance figures of ground forces;

  • Multiple aircraft flight models have been updated;

Gameplay

  • Fixed AI tank behaviour during collisions. Now they will have the same collision mechanics as player-controlled vehicles;

  • Added base visibility check when viewed through trees - at the moment it is only enabled for the armour penetration indicator in AB;

  • Fixed a bug causing players to be unable to douse fire whilst in water.

  • Added repair and rearming of ground vehicles at capture points;

  • Added influence of tank crew on detection. A non trained crew will be able to locate targets up to 1km away, fully trained to up to 1.5km; direction of detection as follows: commander - towards camera direction, aimer - towards barrel direction, driver and radio operator - towards tank movement direction;

  • AI aircraft take off behaviour has been improved;

  • Improved tank physics on the ground, especially when crossing trenches;

  • Ground forces visibility check has been improved;

  • Fixed errors in Mouse Aim mode;

 

Graphics and Models

 

[media]http://coub.com/view/2knr5[/media]  [media]http://coub.com/view/2knr3[/media]   

  • Improved rendering. Diffused lighting added; this will improve objects and landscape visibility in deep shadows, particularly in dusk and dawn time.

  • Fixed an issue causing anti-air vehicles’ barrels to get stuck in rare cases;

  • Added penetration visualisation on flexible parts of ground vehicles and aircraft;

  • Collimator sight brightness now depends on the time of the day;

  • Visuals of the VOF-530 (KV-2) HE shell hits improved.

 

Economy and Progression ( Not implemented yet! )

  • Reduced the amount of RP rewarded for tank battles to better match the air vehicles progression speed;

  • All ground vehicles’ Battle Ratings have been adjusted to better match aircraft BRs and reduce the waiting times (full list of changes);

  • Maximum gap between the lowest and the highest ranked vehicles in a battle set to 1.0 BR; now the rule of maximum 1.0 BR spread applies to all modes;
  • Aircraft economy and Battle Ratings adjustments (full list of changes).

 

Interface

  • Added visual warning about incoming artillery attack;

  • Added ground vehicles’ symbols for the web map;

  • It is now possible to share the following events on Facebook:

    • Vehicle purchases;

    • Researching of all modifications for a vehicle;

[PS4]

 

  • Added localization for  French, German, Italian, Spanish, Portuguese and Polish. It's selected automatically based on Language setting in System Software.
  • Vehicle purchases are now shared to "Recent Activities" feed.

 

 

Damage Model Changes

  • Many small errors fixed in ground vehicles damage models (missing support rollers, reserve tracks, external shields);

  • Extra normalization added when the shell calibre exceeds armour thickness. Maximum additional angle of the normalization is 6 degrees if shell calibre exceeds armour thickness by three times.

 

FM Changes

  • F2A-3, G. 50 serie 7AS, Spitfire Mk Vb and F. Mk IX, G4M1, Blenheim Mk IV, B-17 series, Ki-49, Ju-87 - preliminary tuned.

  • I-16 type 27 and 28, F8F-1b flight models updated to better meet historical data;

  • Drag coefficient reconsidered for 500kg and bigger bombs (reduced) and Br. 21 rockets (slightly increased);

  • Fixed rudder behaviour at low speeds during control-rod locking;

  • Fixed bug that caused deflectable trimmer position set on the ground to not save after test flight;

 

Weapons and modifications

  • Fixed elevation angles for М4А2 Sherman tank from -12+25 degrees to -10+25 degrees. (According to Hunnicutt  “Sherman. A History of the American Medium Tank” page 542);

  • More detailed armouring model of the Pz.Kpfw IV ausf. H series, arrangement of protection now is after Trojca “Sd.Kfz.161 Pz.Kpfw.IV Ausf. G-H-J [vol. 2]” page 15. Hull back - 20mm, side skirts 8mm, roof of the turret is separated on two zones with armouring of 95 and 30mm;

  • 152mm cumulitive BP-540 shells for ISU-152 have been added;

  • Blunt head AP BP-540B shells for ML-20S (SU-152, ISU-152) have been added. Default shell changed to pointed BR-540;

  • Starting speed of the Pz.Gr.39 shell for 105mm KwK.46 cannon has been changed from 900 to 1005m/s (after “German Steel Armour Piercing Projectiles and the Theory of Penetration” page 30);

  • Added a parameter that simulates anti-recoil and muzzle brake systems. It is more noticeable on light vehicles with powerful cannons (ZIS-30, GAZ with anti-air 72-K cannon etc.);

  • Reduced arc of fire for ZIS-30, traverse angle to the left was decreased from 30 to 17 degrees so gun breech won't go through model of the loader;

 

Missions and Maps

  • Added two aviation missions in RB mode: [Operation] Kuban. Myshako and [Event] Attack on Pearl Harbor

Carpathians

  • There is no longer line of sight between the central hill and the Northern respawn point in Arcade battles;

  • Fixed some landscape collision bugs;

  • Respawn points for tanks on Carpathians [RB and SB] was moved further away to increase battle zone size;

  • Fixed bug on northern respawn points on Carpathians [AB]. Tanks should no longer spawn inside the rocks;

 

Jungle

  • Riverbed has been reworked so ground vehicles will not drown when entering the water;

  • Added a pathway to the hilltop in the centre of the beach from the right respawn point;

  • Centre capture point area has been slightly changed so the team from the left respawn point will have better protection;

  • Added shell-hole textures to the existing shell-holes;

 

Sound

  • Added sounds from recordings of the original Griffon engine for all the variants of the Spitfire fitted with Griffon.

  • Improved firing sounds for Kw.K, Kw.K 36, Kw.K 37, Kw.K 38, Kw.K 39, Kw.K 40, Kw.K 42, 20-К, ZiS-4, ZiS-5, L-11, F-34 cannons.

  • Added sounds for the Sh-37 cannon.

  • New sounds for the MK-103 30mm cannon (both aircraft and anti-air variants).

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Aww. Did you seriously lower tank RP gain? Edited by TheFors
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Aww. Did you seriously lower tank RP gain?

Yes, by a small amount. To make it more in line with the aircraft progression. It used to be so that there are less ground vehicles and it takes less time to research every one of them.

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Coffee, toasts and article for reading :)

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Yes, by a small amount. To make it more in line with the aircraft progression. It used to be so that there are less ground vehicles and it takes less time to research every one of them.

I really fail to see the problem. Progress speed is pretty low already and I can't even imagine how terrible this is to a non premium player :/
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Yes, by a small amount. To make it more in line with the aircraft progression. It used to be so that there are less ground vehicles and it takes less time to research every one of them.

 

Sooo you also increased Lion income to be in line with plane income? killing 8 player tanks on tier V with my Panther yesterday (HB) gave me 8k lions plus after the match, in a plane I would have gotten around 100k or so...

Edited by Obirzoe
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Both links for the BR Adjustment are not working ^^ just get an error.

 

 

Will uncover that in a minute, thx

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New Griffon engine sounds  :Os

 

...But the BR of half the Meteors/262's been ABOVE the sabers in SB and AB. Quite funny... horrible decision.

Edited by Crag_r
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What! You lowerd RB gain again!? I almost spill my coffee ...

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Wait, wait, WHY DID you reduce RP gain on tanks? It's already hard enough to earn with over 6k RP and now it's reduced further? 

Why?

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Economy and Progression
  • Reduced the amount of RP rewarded for tank battles to better match the air vehicles progression speed;

 

Could you not have done it the other way around? Increase air rewards to better match tank progression.

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YAY! GO VAMPIRE~~~

 

Great job Gaijin! Thanks!

Edited by Skyguy7567
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B17 Flight Model changes! Woohoo!

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And also I noticed you changed B17 FM, it does mean that its DM are fixed?

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I really fail to see the problem. Progress speed is pretty low already and I can't even imagine how terrible this is to a non premium player :/

Disagree: progressing to next ground vehicles always seemed very fast, much faster than with aircraft.

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"Reduced the amount of RP rewarded for tank battles to better match the air vehicles progression speed;"

i hope this is a typo.

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Excited to see the new lighting.

Great changes all around, but seriously, Mk 103 is probably the only weapon that did NOT need new sounds.

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