Major Update "Sons of Attila" - DEV Server Changelog (12.09.2023) - Discussion Thread

A summary of the key changes for this dev server session:

In this latest dev server testing, new weather conditions have been added — this will significantly increase the diversity while in battles. We’ve tried to adjust the weather options in such a way that does not affect visibility, especially for aviation. Dynamic tone mapping is now enabled in the PostFX settings by default — this change toggles the contrast filter settings, depending on the time of day of the mission. When the sun is behind or in front of you, bright snow that covers maps will not affect your gameplay as much, and vehicles located in the shadows have become more visible at the current level of illumination.

All vehicles in the game have received new and nicer images on their stat cards. Now, they’re all made in the same style — we hope that you’ll like it and that they are easier to see.

There are also new conditions for completing tasks that are required to obtain vehicle camouflages. In general, the conditions for obtaining the first camouflage have been reduced, and the research of new ones has become more logical and uniform, taking into account the type of vehicle and gamemode.

The progress of your test account on the dev server was not reset, and will be the same progress that you had at the end of the previous dev server test session. And, as always with dev servers, achievements as well as earned and spent in-game currency are not transferred to the live, main game servers. This also applies to any Golden Eagles, Silver Lions, and Research Points that are spent on the dev server — it will not be subtracted from your live server account.

  • New vehicles may have inaccuracies in characteristics, armor and weaponry settings.
  • The armor model for new ground vehicles is “work in progress” for adjustment and improvement.
  • Some new aircraft lack cockpits.
  • Some ground vehicles lack a visible crew.
  • Wing breaks may not be displayed correctly on some aircraft.
  • Icons for some vehicles may be missing.
  • There may be a lack of localization for some equipment.
  • No sound played on some events.
  • Some aircraft may have inaccuracies in the Damage Model, missing fuel, oil and water leaks, armor materials.
  • The conditions for completing tasks to obtain camouflages for vehicles have been significantly reworked.
  • The images of vehicles in stat cards have been replaced with renderings in the same style.
  • New weather presets.

Leave your feedback here! Discussion Topic

New vehicles
Aircraft

USA

  • F-16C Block 50

Germany

  • He 115 C-1

USSR

  • MiG-29SMT (9-19)

Great Britain

  • Sea Harrier FRS.1 (e)
  • Sea Harrier FRS.1 (Cockpit updated)
  • Spitfire Mk1, Mk2 and Mk5 (Cockpits updated)

Israel

  • F-16D Block 40 Barak II

Italy

  • AV-8B Plus

France

  • Super Etendard
  • Loire 130 (Ship-based aircraft)

Sweden

  • A32A Röd Adam (Premium)
  • T 2

Ground vehicles
USA

  • Imp.Chaparral

Germany

  • Leopard 2 PSO

USSR

  • TO-55 (Premium)
  • 2S1

Great Britain

  • Bhishma

China

  • MBT-2000
  • M41A3

Italy

  • Hungary tree:
  • Csaba
  • Turan I
  • Zrinyi II
  • Turan III
  • ZSU-57-2
  • ZSU-23-4
  • 2S1
  • BTR-80A
  • T-72M1
  • Leopard 2A4
  • KF41

France

  • Leclerc AZUR
  • AMX-10M

Sweden

  • VIDAR (Pack)
  • Pvkv IV

Israel

  • Imp.Chaparral

Helicopters

USA

  • OH-58D

Germany

  • Mi-8TB

USSR

  • Mi-8TV

China

  • OH-58D

Italy

  • Mi-24V
  • Mi-24D
  • Mi-24P (Premium)

Naval Fleet

USA

  • USS Arkansas (Pack)
  • USS Texas

Germany

  • SMS Nassau (Premium)
  • Drache

USSR

  • Marat (Pack)

Japan

  • PT-808
  • IJN Momi (Reserve)

Italy

  • Impetuoso

New locations and missions

  • Rocky Pillars (for aircraft)
  • Test Site — 2271 (for mixed battles)

Location and mission updates

  • The quality of fences and grill bars on most maps has been significantly improved.

  • The collision models of bamboo and fences on the “Japan” map have been fixed.

  • Map corrections have been made based on your feedback during the Roadmap for the following maps:

    • Poland
    • Karelia
    • American Desert
    • 38th Parallel
    • Normandy
    • Jungle
    • Sinai
  • The collision of assets on maps has been improved.

Aircraft RB and AB

  • New logic has been applied to anti-aircraft guns on the ground. Now, they should not fire at aircraft that have not attacked ground vehicles after respawning, and are not carrying bombs or rockets. Anti-aircraft guns at airfields still fire at all targets without considering their type of danger to the ground.
  • The presets for bomber and ground attack aircraft for “Cover” missions have been adjusted. This is so aircraft utilized in the game better match the aircraft used by players.
  • New logic has been applied to anti-aircraft on airfields that are radar capable. Now, radars will only turn on if there is an enemy nearby, so that allied players are not misled by the constant tracking signals.

Enduring Confrontation

  • A bug that caused airfield modules in some situations to be destroyed with fewer explosives than intended has been fixed.
  • New logic has been applied to anti-aircraft guns on the ground. Now, they should not fire at aircraft that have not attacked ground vehicles after respawning, and are not carrying bombs or rockets. Anti-aircraft guns at airfields still fire at all targets without considering their type of danger to the ground.
  • New logic has been applied to anti-aircraft on airfields that are radar capable. Now, radars will only turn on if there is an enemy nearby, so that allied players are not misled by the constant tracking signals.

Ground Vehicle model, damage model, characteristic and weaponry changes:

  • Mechanics for reloading guns when the loader has lost consciousness when the reload was almost finished have been added.

  • For guns that reload single-piece ammunition, if the reloading progress exceeds 80%, the progress is not reset if the loader loses consciousness, and continues after the loader is replaced. If there are no crew members remaining in a vehicle to replace the loader, then after the loader becomes unconscious, reloading is stopped for 3 seconds and then continues, but then with a penalty to the reloading time.

  • For guns that reload two-piece ammunition, the reloading progress does not reset below 50% if it has already reached or exceeded this number (this is because the projectile is considered to already be loaded). The rest of the behavior (when there is no loader replacement) corresponds to the case of single-piece ammunition loading.

  • Bfw. Jagdpanther G1 — the ball machine gun’s armor has been fixed. (Report)

  • Brummbar — an armor gap between the hull front and upper glacis has been fixed.

  • SANTAL — the driver view being obstructed has been fixed. (Report)

  • ZTZ99-III — the lower plate armor has been fixed. (Report)

  • Strv m/42 EH, Ikv 73 — the position of the gunner’s optics has been corrected. (Report)

  • Centurion Mk.2 — a gap in the armor around the turret ring has been fixed. (Report)

  • M728 CEV — the position of the gunner’s optics has been corrected. (Report)

  • Object 435 — gaps in the armor around the turret ring have been fixed.

  • T-80B — a bug in the roof’s turret armor that caused shrapnel fragments to penetrate has been fixed. (Report)

  • Type 63 — the placements of stored shells have been corrected. (Report)

  • Strf 9040C — the ammunition of the 40 mm gun has been reduced from 234 to 120 shells. Source: “CV 90 Stridsfordon 90 Photo Guide - Swedish Arms Historical Society”

  • T14 — smoke grenade launch has been added. (Report)

  • Object 120 — the placements of the shells have been corrected. (Report)

  • Challenger 1 Mk.2, Challenger 1 Mk.3, Challenger 1 Mk.3 DS — converted to volumetric armor, changed some arrangements in X-ray mode: repositioned some components, added mechanisms for gun elevation and turret traverse, and the gunner’s thermal imaging sight is now tracks the gun.

  • Puma IFV — the way the first ammo stowage works has been fixed. Now, destroying the turret stowage leads to the destruction of the first stage ammunition (except for the shot that is already loaded in the gun barrel), and the inability to fire. Then, after waiting for replenishment to begin, the first stage ammunition will be replenished from the stowage inside the fighting compartment.

  • The models of shaped charges and multi-purpose with a radio fuse (M830A1) rounds in the hit camera and protection analysis in the hangar have been updated.

Aircraft and helicopter model, damage model, characteristic and weaponry changes:

Weaponry

  • 20 mm HO-5 shell — the explosive content has been increased from 4 grams to 4.53 grams. The explosive type has been changed from PETN to RDX Source: Japanese ammunition leaflets, 1945. Report no. 12-b(56), USSBS Index Section 6.
  • 30 mm XM140 — the amount of explosives has been increased from 27 grams to 30 grams. The explosive type has been changed from “Composition B” to “HMX”. Source: FM1-40 - Helicopter Gunnery - February 1973. TM 9-1385-51 - Ammunition (Conventional) For Explosive Ordnance Disposal - February 1967.
  • Type 23-2K 23 mm — the amount of explosive AX-I-2 in the cartridge has been increased from 11 grams to 16.65 grams.
  • Type 23-3 23 mm — muzzle velocity increased from 700 m/s to 715 m/s. (Report)
  • 20 mm MG C/30L — a bug that caused High-Explosive Incendiary (HEI) filler to be missing from the cartridge has been fixed. (Report)
  • Rb05 — the smoke trail left behind has been made less voluminous and more transparent according to visual references, which will help with aiming.
  • Harrier GR.7 — AIM-9M missiles have been added as an available option.
  • T2, T2 Early — AIM-9P missiles have been added as an available option.

Other

  • Tornado IDS — a restriction for the combined use of the AS.34 Kormoran missile and 1,000 lb Mk 83 assault bombs has been added.
  • F-14B — a bug where installing 2 x AIM-7M as well as GBU-12 and GBU-10 bombs would cause the AIM-7M model and the pylon for the bombs to intersect has been fixed.
  • Do 335 A-0 — a bug that did not display the correct names for armament has been corrected.
  • Typhoon Mk.Ib, Typhoon Mk.Ib/L — the ammo capacity of the 20 mm Hispano Mk.II cannons has been increased from 560 to 576 rounds. Source: A.P. 1804A Typhoon 1A & 1B - Saber II Engine - Binder 2. Datasheet #280, Hawker Typhoon Aircraft (Type 1A & 1B).
  • Typhoon Mk.Ia — the ammo capacity of the 7.7 mm Browning machine guns has been reduced from 5,840 to 5,680 rounds. Source: A.P. 1804A Typhoon 1A & 1B - Saber II Engine - Binder 2. Datasheet #280, Hawker Typhoon Aircraft (Type 1A & 1B).
  • MiG-17, J-4, MiG-17AS — the name of the modification that makes it possible to install bombs weighing up to 250 KG has been changed from BD-2-48 to D4-50. Source: Temporary instruction for the technical operation and maintenance of the MiG-17 aircraft, 1952.
  • F-4F Early, F-4F (Germany) — a preset with Mk 81 bombs has been added.
  • I-185 (M-71) — ZAB-50 incendiary bombs have been added as an available option.
  • F6F-5 — 1,600 and 2,000 lb bombs have been added as an available option.
  • F6F-5N — a 500 lb bomb has been added as an available option.
  • A129CBT — a bug that made ATGMs to be available even without researching the required modification has been fixed. (Report)
  • A2D-1 — the following bombs under the fuselage have been added as an available option: AN-M65A1 1000 lb bomb, AN-M66A2 2000 lb bomb and AN-M56 4000 lb bomb.
  • Mi-24V, Mi-24P, Mi-24D — a bug that made 4 x GSh-24L cannons available even without researching the required modification has been fixed. (Report)
  • EC-665 Tiger (all verions) — the name of the RWR has been changed from AN/APR-39 to ALR-400. (Report) The name of the LWR has been changed from RALM01 to ALTAS-2Q. (Report)
  • Wasp HAS.Mk.1 — A.S12 missiles have been added as an available option.
  • Mi-24V, Mi-24P, Mi-24P — a bug that caused no display of the Flares/Chaff component when installing the Flares/Chaff modification has been fixed. (Report)
  • MiG-23M, MiG-23MLD — a bug that made it possible to create a custom preset consisting of Kh-23M missiles without the “Delta-NG” targeting pod has been fixed.
  • MiG-23M, ML, MLA, MLD, Mirage F1C — radar IFF now works in “MTI” mode.
  • F-4J, F-4M FGR2, F-4K, F-1, T-1 — radar IFF now works in pulse-doppler mode.
  • AJ37, AJS37 — 120 kg assault bombs have been added as an available option.
  • A-4B, A-4E Early, A-6E TRAM, A-7 (all versions), A-10 (all versions), F-4C, F-4E, F-5E, F-8E, F-14A, F-14B and F-16A Block 10 — the Mk 84 air assault bomb has been added as an available option.
  • Su-25T, Su-39 — the R-73 missile has been added as an available option.
  • MiG-15, MiG-15bis — the FAB-250M-46 bomb has been removed. Source: Source: MiG-15bis Aircraft Technical Description. Book Two. Armament.
  • Kurnass 2000 — the number of countermeasures has been increased from 74 to 100. Corrected the camera position of the Pave Spike pod.
  • F-14B — the FOV for the LANTIRN pod has been reduced from 12x-3x to 5.87x-1.65x.
  • Ka-50, Ka-52, Mi-28N, Mi-28NM, Mi-35M — the cockpits of modern helicopters will now also be equipped with fully functional HUDs similar to what some aircraft already have. The first helicopters to receive the new HUDS are these series of helicopters.
  • Yak-141 — the R-27ET missile has been added as an available option.
  • Tornado IDS ASSTA1 — an issue with the flap animations in takeoff and landing positions has been fixed. (Report)
  • Hispano Mk.II cannons — rapid overheating after continuously firing has been fixed.
  • AH-1Z — the AIM-9M has been added as an available option.
  • Ka-52 — added detailed cockpit in gunner view.
  • Mirage 2000 5F — the ability to use 4 x R550 Magic 2 missiles at once has been added, and a helmet-mounted target system has been added.
  • RWRs now have realistic frequency band coverage. They can detect only radars, which emit in this frequency range.
  • Target identification was implemented for RWRs, which have this function in real life. For RWR target types are indicated by icons below the scope, for others target types are indicated on the scope — combining info about direction and target type.
  • Missile launch detection was implemented for RWRs, which have this function in real life. RWRs may detect CW illumination for missiles with SARH seekers, missile guidance commands transmission or incoming missile with ARH seeker.

Suspended weapon customization added to aircraft:

  • Tu-1, F8F-1, F8F-1B, F8F-1B (France), IAR-81C, Re.2005 serie 0, SM.92, Ro.57 Quadriarma, Beaufighter Mk.X, Firebrand TF.Mk.IV, F4U-4, F4U-4B, SAAB B17B, SAAB B17A, SB2C-4, SB2C-5, PBY-5, PBY-5A, Ju 87B-2, Ju 87R-2, Ju 87R-2 Libya, Ju 87R-2 (Italy), Ju 87D-3, Ju 87D-3 (Italy), Ju 87D-5, Sea Hawk FGA.6, Sea Hawk Mk.100, FW 190F-8, FW 190D-9, FW 190D-12, I-185 (М-71), I-185 (М-82), F6F-5, Hellcat Mk.II, F6F-5N, A2D-1, PV-2D, P-47D-22-RE, P-47D-25, P-47D-28, P-47M-1-RE, Thunderbolt Mk.1, P-47D-30, BTD-1

Modification changes

  • FW 190D-9, FW 190D-12 — the SC 250/SC50 and SC 500/SC 50 modifications have been removed. Any Research Points and Golden Eagles that were spent on these modifications have been returned to your account.
  • P-47D-22-RE — the “M8 Launcher” modification has been moved from tier IV to tier I. A 250 lb AN-M57 bomb modification has also been added.
  • A-4E Early (M), A-4E, F-4E Kurnass — the GBU-8/15 modification was replaced by the GBU-8.
  • Harrier GR.7 — the AIM-9M modification has been added, and the AIM-9L modification has moved from tier 4 to tier 3 in the modification window. The AGM-65 modification no longer requires the unguided rocket modification to be researched. The modifications for regular bombs have been moved from tier 2 and 4 to tier 1 and 2 respectively.
  • T2, T2 Early — the AIM-9P modification has been added. The AIM-9E modification has been moved from tier 4 to tier 3 in the modification window.

Ejection seat system has been added to the following aircraft: F-5 (all versions), Harrier GR.1 / GR.7 and AV-8 (all versions).

Flight Model changes:

  • D-371 (all variants), D-373, VB-10C1, VB-10-02, LeO 451 (all variants) Me-264, Typhoon (all variants) — the engine fire system modification has been added.
  • B6N1 — the flight model has been updated. Takeoff and landing controllability has been improved.
  • J35A, J35D, J35XS, JA37, AJ37, AJS37 — angle of attack and overload limiters have been added to the control system in “damper” mode at full control.
  • F-16A — the maximum overload limit by the instructor has been changed to 11G when using mouse or simplified controls. Reduced the longitudinal stability at low speeds, and added angle of attack and overload limiters for SCAS (Stability Control Augmentation System) in “damper” mode at full control.
  • MiG-29 9-12, 9-13 — angle of attack and overload limiters have been added to the control system in “damper” mode at full control.
  • Helicopters (all) — fuel consumption has been corrected and clarified.
  • Mi-24V, Mi-24P, Mi-24D, Mi-35M, Mi-28A, Mi-28N, Mi-28NM, Ka-29, Ka-50, Ka-52 — the altitude characteristics of the TV3-117 and VK-2500 engines were adjusted, and at an altitude of 2000-2600m, were increased.

Naval fleet model, damage model, characteristic and weaponry changes:

Naval weaponry:

Naval characteristics, physics and damage model:

  • Ships, starting from frigates, have had the following mechanics added to them.

  • Unrepairable hull breaches:

    • Each compartment of a ship can be destroyed to the point where it is now impossible to fix the hull breach and pump water out of it. This type of destruction depends on the size of the ship, and the damage that has been taken. For example, a destroyer’s compartment will be destroyed if it takes damage roughly equal to that of a torpedo with 200-250 kg of TNT, or if hit by HE shells with the same mass of explosives. The compartments of larger ships may take more damage, depending on their size and ship class.
    • If a compartment of a ship is destroyed, then the ability to activate survivability control — repairing and water pumping — is disabled for that compartment. For other compartments not destroyed, repairing and water pumping still works.
    • If a compartment of a ship is destroyed while water is being pumped out, the pumping is interrupted and the compartment begins to flood.
    • Once the destroyed compartment is entirely flooded, the counter-flooding system is activated. This means water is diverted between compartment rooms, from one side to the other, to help straighten the ship’s balance. This causes the ship’s weight to increase in the process, which further causes submerging resulting in changes to its trim.
    • For ships of the already mentioned classes, we have added a restriction as to the type of caliber of shells and explosive force that can cause a breach below the waterline. Therefore, hits from autocannons and small caliber shells will not cause a breach.
    • A text warning will alert you when there is an unrepairable breach. You can also look at a destroyed compartment on the ship’s damage model and by viewing its x-ray in third person mode (Pressing the “O” button on keyboard). A fully flooded, and destroyed compartment is displayed on the ship’s damage model — such a compartment has a black outline and blue fill.
    • The starting of a countersinking operation will be announced by a voice over: the ship commander will give the command to straighten the ship’s balance.
  • The mechanics of flooding ammunition magazines have been reworked. If the compartment in which the ammo storage is located is flooded, access to it is maintained; the ammo storage is no longer disabled from the ship model. A gun that is fed from a flooded magazine takes twice as long to receive shells from it. Flooded ammo storage cannot catch fire or take any fire damage, but can detonate if hit hard enough.

  • Larger bluewater ships starting from frigates have had their propeller shafts separated from the engine rooms (transmissions) into separate modules. The destruction of the shaft leads to a loss of speed, the same that happens with the engine room.

  • All ships that have radars in the game are now configured individually: depending on the model and generation, each radar has its own capabilities. Older radars detect and track targets worse and have more errors than the newer ones. Information about the type and model of each radar has been added to x-ray tooltips.

  • Lorraine — the armor on the deckhouse roof has been decreased from 50 to 40, and the type of steel of the rear part on the main battery turret has been changed from cemented to homogenous.

  • Paris — the armor on the second deck has been increased from 42 to 48, and the type of steel on the rear turret and main caliber barbette has been changed from cemented to homogenous.

  • USS Portland — the armor on the upper belt has been increased from 31.75mm to 38.1mm.

  • IJN Fuso — a single-barrel 25 mm cannon has been added. Two bow 150 mm guns were removed.

  • JDS Yūgure — a bug with the incorrect display of the armor for the MK.37 has been corrected.

  • Poltava, Parizhskaya kommuna — the armor thickness of the front and sides of the turrets has been reduced from 250 to 203.

  • Scharnhhorst — corrections made to the armor and internal modules.

  • HMS Renown, HMS Hood — a bug that caused magazine charge hits to not cause a fatal explosion, but shell room hits to cause a fatal explosion, has been fixed.

  • Colbert — the ship’s displacement has been changed from 12928t to 13313t.

Naval Visual models and visual parts:

  • Leopard — a bug that caused issues when putting decorations on the stern has been fixed.
  • Le Malin — the attachment point of the bridle to the anchor has been fixed
  • Jeanne d’Arc — corrected the flag position on the flagpole, and corrected the color of the navigation lights.
  • LCM(6) Zippo — the flag animation has been fixed.
  • USS Frank Knox — a bug that caused non-burned areas of textures when applying a custom camouflage has been fixed.
  • USS Gearing — the superstructure display at longer distances has been corrected.
  • Milan — the 13.2 mm machine guns on the bridge have been changed from Hotchkiss to Browning. A bug that caused no display of the anti-aircraft installations on the navigation bridge has been fixed.
  • HMS Colossus — a bug that caused no propeller shafts to display has been fixed.
  • HMS Hood — the color of the underside of the ship has changed from red to gray.
  • IJN Fuso — a bug that caused the low positioning of guns on anti-aircraft mounts has been fixed.
  • IJN Tone — missing crew animations on anti-aircraft guns has been fixed.
  • IJN Ayanami — floating objects that appeared in the collapsed bow have been removed.
  • IJN Mikuma, IJN Suzuya — corrected the behavior of the guns on the second main turret when turning. The guns no longer elevate into the first turret.
  • RN Duilio — the animation of the main caliber gun masks have been fixed. Rangefinders on the lower 135 mm auxiliary turrets have been removed. The location of the display of the main directors have been fixed. Fixed the animation of the 90 mm gun shrouds.
  • MC 485 — the number of fuel tanks and the shape of the captain’s bridge have been fixed.
  • Folaga — the national flag on the ship has been changed from the Royal Italian Navy to the Italian Republic Navy.
  • MBK-161 (late) — an issue causing the misalignment in aiming of the 37 mm autocannon has been fixed.
  • Ya-5M — the size of the ship’s bell on the superstructure has been corrected.
  • Ryany — a bug with the passage of the first bow gun through the limiter has been corrected.
  • Z46 — a bug with floating main caliber gun turrets in the air has been fixed.
  • Z32 — fixed the Flakvierling incorrectly firing from a single barrel on the main superstructure.
  • SGB Grey Fox, SGB Grey Goose — the type of exhaust smoke effect has been changed.
  • Hugin — the flag animation has been fixed.
  • USS Barker — the flag animation has been fixed.
  • RN Aquila — the model of the torpedoes in the torpedo tubes has been corrected.
  • RN Duca degli Abruzzi — the 37 mm Breda model has been corrected.
  • Jaguar, Hugin — crew positions in the turrets have been fixed.

Localization

  • Le Orla — a typo in the cailber of the FN MAG machine gun has been corrected.
  • HMS Invincible — the ship number has been added to the name of the ship in the stat card.

Interface

  • Ammunition names are now displayed on the HUD next to each weapon type, and not just next to the selected type when the Weapons Selector is enabled.
  • Commands for quick switching to the aiming optics camera and optical targeting system for helicopters and aircraft.

Economy and research

  • Dynamic repair costs have been enabled for low lifetime in matches: the shorter the lifetime of the vehicle, the lower the repair cost. The repair cost cannot exceed the maximum repair cost displayed on a vehicle’s stat card, which is a fixed repair cost that the vehicle had before the dynamic repair cost mechanic was introduced. If you exit a vehicle by yourself in a match, then the maximum repair cost for that vehicle will be applied, regardless of the time spent in battle with that vehicle.

  • Information about the repair cost of a vehicle depending on its lifespan has been added to the vehicle’s stat card.

  • The cost of researching and purchasing aircraft, especially in ranks V-VII has been reduced. The following parameters are being reduced specifically: the RP cost of aircraft, the total RP cost of modifications, the SL cost of aircraft, the SL cost of crewing the aircraft, the price of purchasing an expert crew, and the total SL cost of purchasing modifications. A table with summarized changes is available for you to look through.

  • The research trees for vehicles have been condensed and reworked. A large number of vehicles have been grouped together; the RP required for researching vehicles in groups has been halved (except for the first one), some trees have been significantly reworked regarding vehicle placement. These changes have also affected some of the economic multipliers of vehicles that’ve changed. A table with detailed changes has been provided.

  • The progression for Bluewater ships has been revised: Rank VI has been added to research trees, and the positions of a large number of naval vessels at ranks I-V have been changed. At the same time, the progression parameters for naval vessels of ranks II-V of both Bluewater and Coastal fleets have been revised: the vessel RP cost, modification RP cost, the SL cost of the vessel, the SL cost of crewing the vessel, the price of purchasing an expert crew, and the total SL cost of purchasing modifications.

  • IJN Momi is now the new reserve ship in the Japanese Bluewater fleet research tree. Because of this, IJN Mutsuki has been moved to the parallel branch in rank I.

Customization

  • A bug that caused the order of completing ship camouflage tasks to be incorrect has been fixed. The correct order for obtaining ship camouflages is now as follows: first you’ll receive the solid/monochrome color camouflage, and then the spotted deforming camouflage.
  • The “Quadricolor spotted camouflage” has been added to small boats in the German Coastal fleet research tree.
  • Player icons for the Italian and French fleets have been added.
  • New achievements have been added to Gaijin.net.
  • A new type of ship customization has been added — Ship Flags. Obtained flags can be used on any ship. Ship flags are also available for completing tasks and for Golden Eagles.
  • The conditions for completing tasks for obtaining camouflages for vehicles have been significantly revised:
    • The progression of calculated values for obtaining camouflage relative to the economic ranks of vehicles has been modified.
    • The conditions (taking into account ranks and multipliers for the type of vehicle and game mode) for obtaining camouflages for almost all vehicles in the game have been reduced.
    • Multipliers for types of vehicles and game modes for completing tasks have been changed.
    • The frequency for obtaining the next camouflage for vehicles has been reworked. The step for obtaining the last camouflage has been increased, but for most camouflages, the final values in all modes has remained lower than the old system.
    • The conditions for obtaining the first camouflage for vehicles has been reduced from 70% relative to the base value to 50%.

Interface

  • Vehicle photographs in the stat card have been replaced with a new, uniformed style.
  • In the helicopter HUD, the azimuth scale now includes the display of laser designation sources.
  • In the ship Protection Analysis, aircraft have been added as a Threat.
  • Short video animations to illustrate how modifications work have been added to the popup when hovering over a vehicle’s modification.

Game mechanics

  • The “favored killer” mechanic has been added: in the case of a small difference in time within the player’s ping, between receiving damage blocking their shot on the server and the player’s own shot, it will consider that the player managed to shoot.
  • During Aircraft mini-events in Ground Arcade Battles, escort fighters (fighters from the team whose player initiated the event using a strike or bomber aircraft) are now cancelled if no enemy player joined the mini-event to conduct an interception. Points are not spent when the deployment is cancelled, and can be used after the current mini-event finishes.
  • The ability to accept apologies in return after a team kill incident occurs when the responsible player offered apologies has been added. Accepting apologies can be done easily, and when accepting an apology, all allies are notified in the in-game chat. The forgiven player will not be kicked from the match for the team kill.
  • All external ammunition on vehicles, which include smoke canisters on ground vehicles and bombs on aircraft pylons can now be hit by enemy fire that will cause an effect, whether it be an explosion or the spread of smoke.
  • 3D decorations on vehicles can now be hit and destroyed by enemy fire. Fire from allies can only damage decorators in modes with team damage enabled.

Graphical

  • The branches and trunks of trees now move and bend according to the same wind force that affects fumes and weather.
  • New effects for the discharge of powder gasses after every shot has been added.
  • Extended bursts of fire using machine guns or cannons now cause the barrel to turn red due the heat caused.
  • The visual effects of hits on enemy vehicles and explosions have been improved. Dust raised from the ground after blast waves has been added.
  • The visual effects of detonating smoke ammo has been improved — both when intentionally launching smoke grenades as well as when smoke is hit by enemy fire.
  • The number of wires for anti-tank guided missiles has been specified, and versions with two wires have been added.
  • New visual effects of fuel ignition when a tank is penetrated has been added.
  • New effects for gas flares have been added.
  • Vegetation destruction effects have been improved.
  • New weather presets have been added — “Fog”, “Low clouds”, “Storm clouds”. The settings for existing weather presets have changed.
  • New weather presets have been added - “Fog”, “Low clouds”, “Storm clouds”. Changed settings of existing weather presets.
  • Added dynamic LUT — post-effect settings change depending on the lighting conditions, to make the game more pleasant in high-contrast lighting conditions (such as morning/evening).
  • Updated decals for hits of high-explosive and armor-piercing ammunition on thin metal materials.

Sound

  • Helicopters have now been given a variety of engine and rotor sounds. Unique sounds have been created for the Eurocopter Tiger, UH-1 (AH-1), Bo-105, Sa-313, and Mi-4. New sounds were also added for the AH-64, Mi-24 (Mi-28) and Z-19. The new Mi-8TV and OH-58D helicopters have also received their own sounds. Helicopters that have a fenestron (such as the Z-19, Z-9W, and Sa-341f) have also received their own unique sounds.
  • The sounds of engines and tracks of ground vehicle white noise has been reduced. This means that the sound of your own engine will be distinguishable at a good auditory level without interfering with the hearing of the surrounding environment. Engine RPM sounds have also been made better. Additionally, enemy engine sounds and tracks have been made more distinct, since their sounds somewhat “smeared” the sense of direction across the environment.
  • The sounds of engines and tracks of enemy and allied ground vehicles are now divided into separate groups. Previously, enemy and allied ground vehicles sounded exactly the same, but now the control of enemy and allied vehicle sounds is independent, giving you the ability to increase the sound of enemy vehicles.
  • The German and British voice acting of crews in ground vehicles have been updated and the text has been corrected.
  • U.S. Naval vessel crews have been given a unique voiceover, which is different to a British Naval vessel crew.
  • The following quick messages for teammates (Pressing the the “T” key on keyboard) are now voiced for the Russian, Polish, French, German, Japanese and English interface languages: request for an air attack target, request for air support, request for air reconnaissance, request for repair assistance, target marking from a reconnaissance drone, command target designation for an air target.
  • Some aircraft now have speech informants (Rita and Betty). Rita is available for the Ka-50, Ka-52, Mi-28, Mi-24V, Mi-24P (except the German version), Mi-28 (except the Swedish version), Mi-8 and the MiG-29 (except the German version). Betty is available for the F-16 and AH-64D.
  • The sound of Betty’s voice announcer messages “altitude” and “critical altitude” has been fixed, as it was noted that these words were pronounced with the wrong accent.
  • RWR now has a separate volume slider in the sound settings menu.
  • Voice announcers now have a separate volume slider in the sound settings menu.
  • A new option has been added for voice announcers to disable the sounds for them from outside the cockpit (3rd person) in the sound settings.
  • Damage to aircraft from nearby shell bursts with proximity fuses is now audibly represented. Additionally, close-range bursts are now more audible from the cockpit.
  • The sound of enemy and allied jet engines when having the sonic boom effect enabled in the settings has been fixed.
7 Likes

A summary of the key changes for this dev server session:

In this latest dev server testing, new weather conditions have been added — this will significantly increase the diversity while in battles. We’ve tried to adjust the weather options in such a way that does not affect visibility, especially for aviation. Dynamic tone mapping is now enabled in the PostFX settings by default — this change toggles the contrast filter settings, depending on the time of day of the mission. When the sun is behind or in front of you, bright snow that covers maps will not affect your gameplay as much, and vehicles located in the shadows have become more visible at the current level of illumination.

All vehicles in the game have received new and nicer images on their stat cards. Now, they’re all made in the same style — we hope that you’ll like it and that they are easier to see.

There are also new conditions for completing tasks that are required to obtain vehicle camouflages. In general, the conditions for obtaining the first camouflage have been reduced, and the research of new ones has become more logical and uniform, taking into account the type of vehicle and gamemode.

The progress of your test account on the dev server was not reset, and will be the same progress that you had at the end of the previous dev server test session. And, as always with dev servers, achievements as well as earned and spent in-game currency are not transferred to the live, main game servers. This also applies to any Golden Eagles, Silver Lions, and Research Points that are spent on the dev server — it will not be subtracted from your live server account.

11 Likes

All vehicles in the game have received new and nicer images on their stat cards. Now, they’re all made in the same style — we hope that you’ll like it and that they are easier to see.

Gotta say, not a huge fan of this one, the lighting and shadows are off and it just feels like any other generic game with vehicles, borderline mobile-game in a lot of instances

21 Likes

why doesnt ka52 get r73s if ah 1z can get 9ms

it can also carry just 2 as far as im aware…

6 Likes

no new drop tanks? sadge

7 Likes

I hope in the future with dev servers and 2nd versions you make it so new additions have different coloured text like you use to do it, makes it so much easier to tell what is new in dev 2 instead of having to slowly go through everything.

6 Likes

Mirage 2000 5F — the ability to use 4 x R550 Magic 2 missiles at once has been added
But not for the M2000 C? Unfortunate…
I hope that it at least gets it’s rwr changed to serval asap, and where’s the drop tank?

3 Likes

Are AIM-120s and R-77s under testing? If so, would an open test be possible on the dev server in order for the community to try things out and give feedback?

theyre coming later in the year, definitely not now, we are not testers, thats what QA testers are for

  • Vehicle photographs in the stat card have been replaced with a new, uniformed style.

Why was there a need to change this? The new stat card looks more like a mobile game image.

13 Likes

The great shoot-everybody-else’s-bushes-off-in-spawn in Ground SB begins…

2 Likes

The biggest joke ends up in the German TT after the Leopard 2A6 and is called the Leopard 2 PSO.
A tank based on the Leopard 2A5, only worse. 🤣

8 Likes

@Stona_WT Any info on the Stormer HVM? It is still as bugged as it was on the first dev server.

2 Likes

This is actually huge! I will need to test it on devserver but from the decribtion it looks like huge improvement to flooding mechanics and torpedo damage.

7 Likes

yea they removed all the images that gave vehicles personality with boring in game model copy paste

5 Likes

These statcards could look so much better. Maybe add a background to them. Making planes be in a hangar and naval aircraft being on carrier. Some planes also need a touchup. F-16C for example is rendered in a different angle than the A. F-14 renders look kind of ugly from that angle.

Tank renders look clean though. And also make a setting to toggle between the old 2d images and the rendered models please.

2 Likes

This is actually insane…

If you can spare enough time to make a thirst pic for it, surely you can update its model.

11 Likes

damn the f14 looks like the Nubian royal starship but not in a good way

2 Likes

maybe just copy pasting the high texture model (compressed to fit)would indeed look better
but i still miss the personality the old images had now every stat card looks exactly the same

1 Like

I’m not talking about that. I’m referring to the fact that the Chinese M36 should be an M36B2, the model of which is already in-game. It just needs to be given a Chinese camo and maybe even an ROC roundel and it would be fixed.

1 Like