New Modules for Ground Vehicles!

In today’s dev blog, we’re talking about new modules and features for ground vehicles!

Hey everyone! In the next major update, ground vehicle players can look forward to new functional modules, more detailed damage models, and new capabilities for their favorite vehicles. Let’s take a look at everything!

Fire Control System (FCS) and Electrical System s

First up, you’ll notice new functional modules when using the X-ray view. The fire control system is now a distinct module that can be damaged or destroyed. If the FCS is disabled, the use of night-vision devices, thermal imagers and the rangefinder becomes unavailable. Furthermore, remotely operated machine-gun or cannon turrets that lack a manual aiming option will also be disabled.

Next is the new electrical system module, which is a critical component that powers the tank’s various systems. Disabling it shuts down a whole range of equipment that relies on power: the fire-control system, the gun stabilizer, radars, optoelectronic targeting systems, the threat-warning system, and even the autoloader. Make sure to learn the location of this module on all of your tanks (as well as your opponents, most importantly!), because a well-placed shot here will give you a massive advantage!

Manual Reloading for Tanks with an Autoloader

In the next major update, we’ll be introducing a mechanic that will allow you to manually reload ammunition for tanks equipped with an autoloader. This will be available for tanks that have this capability in real life. So how does it work? Now, when the shells in the automatic loader are depleted or the autoloader is disabled, the crew will switch to loading the gun manually. If the loader is manually loading the gun however, the autoloader rack will not be replenished — you will have to stop firing for the loader to resume refilling it.

In the X-ray view in the hangar, you will be able to see the reload times for shells stored outside of the ready rack or the autoloader. The delay period before the ready rack begins to be replenished is also displayed. Additionally, the X-ray view shows the time required to replenish the autoloader or the ready rack. This provides a complete picture of how the loading system functions and highlights its weak points.

The new mechanic makes the behavior of tanks equipped with an autoloader more realistic and predictable. At the same time, it preserves tactical depth, because disabling the autoloader directly affects the rate of fire.

Auxiliary Power Unit

We’re also adding an auxiliary power unit (APU) mechanic. Previously, if a tank’s engine was disabled and the battery was depleted, the vehicle would lose all power: the turret could only be traversed manually, aiming the gun became difficult, and all electronics would shut down. Now, many vehicles will have a “second heart” that keeps their electric systems operational, even if the engine has been destroyed.

The APU is implemented as a separate module that can be viewed in X-ray view. This allows you to see exactly where it is located on a given vehicle and how vulnerable it is. If an opponent destroys the power system, the APU will be unable to power the tank’s systems. Consequently, disabling the engine no longer results in an eventual total loss of power for the vehicle. However, keep in mind that the APU itself can still be rendered inoperable due to other types of damage. During combat, the APU can be switched off to prevent the noise of its operation from revealing your tank’s position.

It’s also worth noting that on many SPAAs and SAMs the APU is always working to ensure the functionality of power-hungry systems, such as radars, powerful FCS or aiming drives. These APUs will work constantly and disabling them would cause the power intensive systems to stop functioning.

That’s it for this one, we’ll be back soon with more information on the new mechanics related to turning and mobility of ground vehicles. Stay tuned!

35 Likes

Cool I guess, can you guys rework the turret basket on many NATO and Japanese tanks to be slightly less of a hindrance when damaged, it makes playing large MBTs utterly miserable.

Also I really hope we get the sound of APUs, since they often sound like a cool jet whine over the diesel/turbine engine of your tank, they sound awesome irl

38 Likes

Bet

The power system should not disable the autoloader for gameplay purposes.

1 Like

Men read all topic

6 Likes

These are very rarely something to look forward to…

25 Likes

+1 Awsome

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that’s cool and all, but i hope every tank gets this kind of extra damageable module right? or just like with baskets a certain nation is intentionally left without it?

fairness should be across the board expecially for internal modules regardless of nation

13 Likes

Hype (and format mistake)

incredibly hype, also the text for replenishment times is really nice

Even more hype

2 Likes

Is it me or they are really pumping out dovbleg recently ? Last uptdate they were not as fast.

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Funny that only one group of tanks majorly benefits from these extra changes huh

4 Likes

I wonder if that means FCS no longer disable aiming and firing ability on manned turret Light Tanks?

2 Likes

We will

Holy shit it’s happening! Regen steering mentioned

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So can we finally get the T series basket now?

Because this basically neutralizes the whole reason you didn’t give them a basket.

Or are you gonna make it so western mbts with basket can still turn their turret albiet slower?

17 Likes

Will we be adding tankers getting their limbs chopped off?

3 Likes

Prepare for the emotional abuse.

Very nice! APU will be handy

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Yeah except when the power gets dunked on in the leo or brams your fcs is still gonna be gone if your basket isnt.

OH HELL YES

ive wanted donkey engines to come to the game for ages

1 Like