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Update 2.27.0.22


Stona_WT
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Tank 1 USSR Blue_9aeb36476f722b27e5d622b

  • A bug has been fixed that prevented completion of Battle tasks, Battle Pass tasks, as well as some other tasks and achievements.
  • A bug has been fixed that caused trees to grow on some types of airfields in aircraft missions.
  • Destruction mechanics of APDS and APCR rounds have been changed. Now, the projectile doesn’t destroy with impact, but loses armour piercing capability depending on thickness of the first armoured obstacle, as well as in the spaces between armoured elements affected.
  • The fragments generation template of ground vehicles and aircraft HE shells has been changed. Piercing capability, spray and damage has increased.
  • Challenger 2 — incorrect display of the dozer blade has been corrected.
  • SARC Mk IVA — missing parts have been returned to the damage model.
  • М1 KVT — gun elevation limits dependent on the Vismod modification have been removed.
  • IS-2 (1944) — smoke reload at captured points has been added.

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

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35 minutes ago, Stona said:

  • The fragments generation template of ground vehicles and aircraft HE shells has been changed. Piercing capability, spray and damage has increased.

That's mean Realshatter(TM) is finally fixed?

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13 minutes ago, LuckyTrollMaster said:

Please take a look at rendering of missiles in ARB. Today in 3 hours of toptier gameplay, I've died 5 times to invisible/not rendered missiles. This has not been a problem for me before the update

 

Hello. We urgently need the Client replay and clog files from any session where this occurred please. Sadly without them the issue cannot be properly located. 

 

https://community.gaijin.net/issues/p/warthunder

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Aircraft HE damage is way to random. Tested from protection analysis with British 20mm HEI.

HE fragments are released in random directions, sometimes flying backwards, sometimes most fly forward to insta kill an engine while other times it turns it orange or red.

 

This kind of mechanic is neither realistic nor needed. If an HE shell strikes the same spot with the same kinetic energy, the damage should be pretty much consistent, minus some random damage outside of the expected damage zone.

In a certain radius or area the damage should be very consistent and only at some range would there be some randomness due to the amount of fragments, which at that point wouldn't carry a lof of energy anyway.

 

German 13mm IAI now use the new mechanic and won't even deal (visible) damage to a fuel or pilot, unless it's a direct hit.

 

medal medal medal medal medal medal

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