Responding To Dev Server Feedback Regarding Turret Baskets

Hey everyone! We’ve just finished looking over all of the feedback gathered during the dev server and wanted to address some of the points raised regarding the Abrams and Leopard turret basket and its effect on horizontal aiming.

Why we’re introducing turret baskets

First to the point of why we’re introducing the baskets to the horizontal aiming drives. From a gameplay and design standpoint, the current damage model (without the basket, with more empty space under the turret) penalizes players who hit the center of mass area where there is nothing to damage, even though they did everything right and landed a shot in this area.

As you may be aware, we’ve been adding more modules to SPAAs, light vehicles and modern MBTs for the same reasons for some time now. Some lighter vehicles already have turret baskets in them, which do the exact same thing — affect turret rotation since they are a part of horizontal drive.

From our perspective, we want to avoid penalizing the player who managed to land a shot on the enemy first, reducing those frustrating moments of penetrating a vehicle without doing any meaningful damage — even though the round passed through a significant amount of the interior.

What turret baskets contain

We want to note that important elements such as electrics and hydraulics are all located in and around the basket area and all provide some power to the drives and turret in different ways. These and other elements fill almost the entirety of a tank’s interior outside of the crew operating areas. The floor of the turret basket is not just a metal sheet to walk on, but instead houses all kinds of electrics and hydraulics with means to connect them to the hull.

image

In addition to the point above about why baskets affect turret rotation, damage to the basket can physically deform its elements and prevent normal functioning of the turret drives or damage everything around them if the turret was rotated.

The Damage Model vs X-Ray

The turret baskets in the X-ray and in the Damage Model are different. Their DM is smaller than their X-ray representation, as X-ray baskets have fine details, like mesh and some purely structural struts which are not present in the actual Damage Model.

On the dev server, we modelled several electrical parts in the basket as part of the damage model. However since then, we’ve removed most of them and now only the turret basket floor will be part of the horizontal aiming drive (see below). Below is a comparison between the updated damage model and x-ray of the turret drive for the Leopard. The DM of the Abrams turret drive will also be updated in the similar way, we’re working on it right now.

The damage model is not technically shown in-game, however it’s still possible to see. If you hover over the smaller components within the basket, they’ll not highlight the horizontal drive, meaning they’re just aesthetic and not part of the damage model.

To put it basically, the parts of the Leopard turret drive that can be damaged can be seen here, in the “New Leopard 2 turret drive damage model” screenshot. The Abrams one will also be very similar.

New Leopard 2 turret drive damage model:

Leopard 2 turret drive in X-ray (what can be seen in-game):

Why they can’t all come at once

As mentioned quite a while ago, implementing new modules takes a lot of time. Whenever there is a change to a vehicle, modules like this are also affected in some way and need to be updated. The issue we’d face here if we modelled them and then left them aside while working on other baskets, is that when the time would come to add everything there would likely be significant changes to the vehicles. This would require additional time to make the modules work again, as they’d be months out of date (this is also why regularly a vehicle will receive several changes in one go). As vehicles are updated frequently it is not feasible to ‘park’ features like this for very long.

Rounding off

These reworks are not exclusive to the Abrams and Leopard and are just the first tanks we’re working on, and over the year we’ll be adding more. We’ll still be implementing baskets for the Abrams and Leopard in the Hornet’s Sting major update, with the damage model and x-ray discussed above. And as mentioned, more will come over time.

87 Likes

Definitely a good change. Thanks.

Obviously if they hit somewhere that didn’t do damage, they did something wrong (excluding volumetric jank)

58 Likes

Great change. I think it’s a really cool and neat feature that is a part of a lot of tanks and would add a great bit more of detail.

(Ignore the soon resounding US mains complaining about their impervious Abrams’ nerf)

26 Likes

If you think shooting in the right spot still penalizes the players, why don’t you get rid off the RNG that cauzes the problem.(Fuel tanks, spall liners, ricocheting off roadwheels and tracks) And why does it not introduced to all top tier vehicles such as T-80, T-90, Merkava etc.(Sprut and object 292 still not received the internal modules btw)

32 Likes

There is nothing bad in complains (of course best, if such complains provide some constructive arguments), but please:

  • read the article before you post
  • please do not swear

(not directed at you @Zyranovos)

25 Likes

Should have waited until more vehicles were ready if you plan on bringing it to more vehicles This is an unnecessary nerf no one asked for. What stupid decision.

43 Likes

Well for one; the T-80 and T-90 don’t have turret baskets, their autoloader ‘is their basket’ and their horizontal drives are all housed in the turret and function in conjunction with the lip of the hull roof. As for the merkava, it’s already bad enough as is, don’t hurt Israel anymore.

18 Likes

What did I do wrong here?

8 Likes

So if i shot their autoloader and damaged them, it should also cause turret jamming and for the merkava you’re biased towards it, yeah i get it

29 Likes

There’s more than enough footage out in the world of Russian turrets popping the moment their ammo carousel gets hit. And yet, in most scenarios, it just eats the round when hit in this game. This was a nerf to western vehicles not evenly applied to others when it should have been.

47 Likes

Did you even read the post?

3 Likes

This post has been a very welcome surprise.

Communication is key!

This post has allowed me to clear up and understand many things.

1- How the impact won’t be as drastic as I thought (damage model vs X-Ray).

2- How the impact is actually good in terms of gameplay. I can remember many center of mass shots punching through fighting compartments with no consequence- that was not good for gameplay or realism.

3- The basket is not just thin metal sheets. As you said, there’s much more stuff going on over there that probably wouldn’t like being sliced through by a projectile.

4- Why just parking ready models to be released later along with other vehicles’ isn’t as viable as I would have thought.

I now support the modelling and apologise for my previously uneducated strong position against it.


However, I would like to ask something- the same way time and resources could be spent on these model changes and reworks, I would have liked to finally see things like; TUSK II being a removable modification from SEPv2, the Abrams series getting a proper volumetric turret ring instead of a flat 50mm thick vertical flat plate, etc. do we have any progress on these things?

And thank you for your post! As I said, it was enlightening.


EDIT:

I have a suggestion for a solution to avoid potential confusion regarding the damage model vs visual model discrepancy!

Perhaps the damage model parts could be coloured in blue, like the traverse modules, and highlight when moving the cursor over these parts, like all modules; while the aesthetic elements could be just light gray and not light up when pointing the cursor over them.

Some vehicles already have duch light grey interior model parts that don’t light up for not being damageable module parts, while they still represent physical internal spaces; such as the railings ammo racks are held by, etc.

EDIT 2: I forgot/missed it earlier, but it turns out it’s already like this, hahah. Nice!

26 Likes

No; actually, the autoloader makes practically no contact and is very thin sheet steel with joints and hydraulic hoses, you are more likely to catch fire or cook off before the autoloader causes a jam.

1 Like

At the moment, the developers have been working to finalize this feature and these modules. As you probably saw, there has been some changes and further refinements. So all efforts are currently focused on finishing these modules and getting them ready.

The team will however look at the outstanding reports when possible on these vehicles too.

21 Likes

Almost 87+ percent of the time an ammo shot for me is a kill.

3 Likes

why add this when there are so many ignored bug reports that have been passed to the devs across the board some that have been passed more than a year ago to their credit there are a ton of bug reports that do get fixed but this seems kind of like a waste of dev resources

18 Likes

Warthunder players and not looking into something before arguing against it, a match made in heaven ;) /lh

2 Likes

Thank you!

Speaking of outstanding things- the new modules, just like map and model reworks, bring War Thunder to a whole new level of simulation and visual fidelity.

I will be looking forward to more of this in the following major updates!

These changes focusing on bringing War Thunder to a new standard have become as exciting as new content itself for me.

Regarding modules- some variants on the dev server had more modules than others; IPM1 had driver controls and power units, as well as a Leopard, etc. are these planned too, or only baskets for now?

7 Likes

@Smin1080p_WT we just got off with the numerous threads about this issue, why returning to this topic again? Anyways, It’s always nice a clarification.

Well a lot of contextual information and answers from the Dev team is never a bad thing right? :)

18 Likes