War Thunder ex World of Planes, Gaijin Entertainment

Also bei mir sieht das circa so aus wie auf den Screenshots durchschauen ist auf jeden Fall noch möglich. Hab GeForce Experience an den Settings spielen lassen ist aber eigentlich alles Max mit höherem AA Level.
 
Bei mir läufts auf ner AMD R7, MSAA treiberstandard und ingame dazu noch FXAA als PostProcessing.
Nicht das feinste der AA wegen FPS, aber angesichts meiner Auflösung und wie es auf den Screens dann aussieht gibbes wohl nix dran auszusetzen, vor allem da man beim zocken ja kein Standbild anstarrt wo es auffiele.

PS: Meldet euch übrigens ingame bzw. auch mal im TS, wenn ihr mal Bock auf gemeinsames Fliegen oder Tankieren habt ;)
 
Zuletzt bearbeitet:
Ivan aus Adams Äpfel sagte noch "Jaja, die können hoch springen diese Tiger."
Stimmt gar nicht! Bin mit dem Tiger gegen 'nen Baum gesprungen und hab das Schutzblech verbogen. Beim Baum war nicht mal die Rinde ab. *buck*



;D
 
Jup hat schon noch 2-3 Bugs einige Bäume haben Godmode. Hab auf der Jungle Map auch ne unsichtbare wand gefunden wo man mitten auf der Map gegen fahren kann^^ macht ansonsten aber schon Laune auch mit Tanks.
 
Ich bin mit dem kleinen Russen TD im sniper Mode vom Berg gekullert. Einfach mal nach vorne über umgekippt. Hätte eigentlich gar nicht passieren dürfen, so schräg ging es gar nicht runter. Und das lustigste war, das kullern hörte gar nicht mehr auf. Die Kiste ist ewig durch die Gegend gerollt und gerutscht auf der Seite, auf dem Dach.... Bis mich endlich eine Stug III erlöst hat.
 
Die unsichtbare Wand habe ich regelmäßig auf Kuban, gestern hat's mir da sogar die Ketten beschädigt, um mich herum sind aber alle normal weiter gefahren. Unfair! ;D

Runter gefallen bin ich gestern auch, auf der Karte mit der umgekippten Zugbrücke an einem Kartenende. Wollte "schnell 'nen kleinen Abhang runter", der sich als steile Schlucht heraus stellte. 10-20m gefallen, irgendwie aufgekommen, aber unbeschädigt und keiner tot oder verwundet - Genau, wie im richtigen Leben. *buck*
 
Neues Update kam.
Recht ordentliche Änderungen an Maps (und ne Neue), einige Fixes. Aber unter Anderem auch haben jetzt offene Panzer Besatzung. Vor allem besorgt um sich schauen ist animiert, aber speziell die armen Flakgunner kurbeln sich jetzt fleissig was ab. Lader und Kommandant sind aber recht faul.
shot2014.06.2009.49.3r3ccf.jpg



patchnotes:
1.41.27.12 New Features

Network connection has been optimized (traffic reduced).

Added crew on open vehicle.

New missions/maps:

New ground vehicle location “Carpathian mountains”

Arcade battles 1.1x1.1km

RB and SB 2x2km

New missions:
[Domination] Berlin;
[Domination] Britain;
[Domination] Korsun;

Changes in ground vehicle locations and missions:

In historical missions on “Kuban”, “Jungle” and “Ash River”, sides of the conflict are no longer tied to specific spawn locations. Spawn locations will be selected randomly at the start of the match and no longer will depend on the nation.
In the ground forces mission [Domination] Kuban. Ground vehicle mission; [Domination] Ash River; added new events inside the mission which have an impact on the win chance for the team.

Location “Kuban”

All North-West areas of the map, which were much higher than the South-Eastern part of it, has been lowered. This should increase game pace on missions that are located on this map and allow armour to change flanks quickly without spending time climbing slopes.

A mission to capture documents from the crashed aircraft has been added to [Domination] mode.

Added [Capture] mode, in which capture points constantly appear and disappear. Each new zone that appears will grant team that captures it, more points than the previous one.

Location “Jungle”

Southern area of the map has been changed significantly. Now players can use it fully for flanking the enemy. The hillock on the beach is now part of the location and you now can climb it to gain a good sniping position.

The rivers in the location are now wider, but more shallow, which allows passage across them in almost every part of the river areas. The centre of the map now has additional routes around the hills and along the river banks, which allows passage to the enemy backlines.

The bottom respawn on the german side has been sunk lower down to stop the possibility of sniping at it from a distance, as well as removing the ability to fire from it.

Foliage density has been lowered to make the map more “open”

Location “Ash River”

The hill in front of the northern airfield that was interfering with the re-spawning of bombers, has been removed.

Changes in aviation locations and missions:



[Operation] Ruhr

Event with spotters was temporarily removed, enabled event with AI attackers.

New vehicles:

Ground vehicles:

Premium Reserve tank Pz.Kpfw II ausf C with african unit paint scheme (+decal);

Premium Reserve tank T-26 with winter camo of 1st Guard tank brigade (+decal)

Please, be aware that if this is a players first ground vehicle battle using vehicles of the USSR or Germany they will receive a free premium reserve tank of that country (one or other of the two - not both). But only if you haven't received the free plane reserve vehicle bonus in the past.

KV-1E

T-34 of 1941 year with cast turret and “ambush’ winter camo of 1st guard tank brigade;

PzIV/70 (A);

KV-1B in Finnish army colours (Special Limited Edition)

Aviation:

IL-2M in “Avenger” paint scheme;

LaGG-3 34 series;

Hs-129 B-2 in Romanian air force paint scheme;

Changes in damage models and technical characteristics of the vehicles

Fixed armour layout of the Sherman trophy tank

Improved damage model (armoured plates geometry now follows visual model geometry more precisely) of IS-4M, IS-3 tanks;

Fixed front turret armour layout on the T-34-85 tank with D-5T cannon (the gun mount hole on the turret was missing, which led to “doubled armour” mantlet+front of the turret);

Fixed roof armour thickness above the driver’s hatch on IS-3 from 20 to 30mm;

Fixed armour layout on the commander's cupola of the Pz.Kpfw VI ausf B (with Henschel turret and KwK46 cannon) from 100 to 150mm, according to "Der Panzer-Kampfwagen Tiger und seine Abarten" page 208;

Fixed mass of the Pz.Kpfw V ausf G tank from 43 000kg to 44 800kg, according to "Panther and Its Variants" page 232.;

Fixed fire rate of FLaK38 cannons from 480 to 450 shots per minute, KwK30 from 320 to 280 shots per minute, KwK38 from 480 to 450 shots per minute (archive materials);

Fixed Damage Model of Flakpanzer I, loss of the driver or gun operator now leads to loss of the vehicle.


Flight models changes:

Preliminary aircraft tuning:

USSR

Light bombers of Su-2 and BB-1 series


Germany

Italian fighters G.50 serie II and Macchi C.200 Saetta

Bf.109 of F and E series

Me.410 series twin-engine fighters


Japan

Carrier-based A5M4 fighter and the B5N2 bomber


USA

Republic P-47 Thunderbolt (all versions)



Sound

Ground Vehicles:

Authentic sounds added for 105mm KwK46;

Authentic sounds added for 152mm ML-20;

Authentic sounds added for Hetzer engine;

Authentic sounds added for ?z.Kpfw V ausf. D Panther;

Tracks and engines sounds adjusted for several German and Soviet vehicles;

Aircraft:

Performance tweaks for some sound events;

Authentic sounds added for Ki-45 and Ki-49 (all versions), G4M1, Ki-102 Otsu and Ki-96;


Other

Type of the bot vehicles now depends on Rank of the players vehicles;

Fixed visual bugs in I-16, Tempest, Boomerang and other models.

Some fixes on the Spain map.

Fixed effect of resistance on removed tail and nose gear in the water;

Ability to change colours of markers for colour blind mode has been implemented;

Fixed bug when parameters of selected fuel amount for a plane doesn't save if player has selected to play ground vehicle first.

Rooms, created by player which are added to the blacklist, will no longer show in the room listing in Custom Battles.

Fixed bug when tank shots wouldn’t be rendered.

Fixed visualization of the drop-down lists of the shell when there are too many shells available and the screen resolution is too low. Now drop-down list won’t the edges of the screen.

Added lead indicator to the planes for players in Ground Vehicles in RB

Fixed bug with possible no damage inflicted by high-explosive and fragmentation effects of shells.

Performance of the game has been improved.

Fixed error when the crew could be locked even after vehicle was destroyed in a battle.

Removed effect of air resistance for nonexistent radiator of jet aircraft.

Improved animation visualization on tank tracks - its now more smooth

Improved roller animation on ground vehicles.

Fixed bug where taking a screenshot during loading screen would turn the screen black.

Improved shadow visualization of a player.

Fixed alert about not assigned buttons with view switch and zoom.

Fixed visualization of the RP in the debriefing screen in case no active research was selected.

Fixed error with “Crew is not ready” message during shell selection on some of the ground vehicles.

Removed “cannon parking”, when player tries to aim in the “dead zone”. Barrels no longer will try to move into a neutral position.

Added support for DDS textures for user-creates skins.

Fixed dependency on mode for reload time in tank sheet.
Fixed instances of AI planes attacking allied ground forces.


---------- Beitrag hinzugefügt um 15:40 ---------- Vorheriger Beitrag um 10:06 ----------

Die neue Map is so scheen, da mag man lieber cruisen statt fighten:
shot2014.06.2015.23.08gsg5.jpg



 
Gibbet mal wieder was für lau:
Complete the daily tasks!
Earn free premium tanks and up to 700.000 Silver Lions
Day

USSR
Tasks to receive T-26-1GvTBr

Germany
Tasks to receive Pz.Kpfw.II (DAK)
Day 1:


10 battles in USSR ground vehicles with at least

an activity of 50% in each battle




10 battles in German ground vehicles with at least

an activity of 50% in each battle
Day 2:


Driving a Soviet medium tank, destroy 30 enemy tanks*




Driving a German medium tank, destroy 30 enemy tanks*
Day 3:


Whilst driving a Soviet SPG (Self Propelled Gun)

or SP AA (Self Propelled AA)

destroy 40 enemy units (including aircraft)*




Whilst driving a German SPG (Self Propelled Gun)

or SP AA (Self Propelled AA)

destroy 40 enemy units (including aircraft)*
Day 4:


Driving a Soviet heavy tank, destroy 30 enemy ground vehicles*




Driving a German heavy tank, destroy 30 enemy ground vehicles*
Day 5:


Participate in 15 battles in ground equipment of the USSR

with at least 50% activity in each battle




Participate in 15 battles in ground equipment of Germany

with at least 50% activity in each battle
Day 6:


Destroy 30 German tanks*




Destroy 30 Soviet tanks*
Day 7:


Fly or drive Soviet vehicles, score 15 victories in tank battles

with an activity of at least 50% for each battle




Fly or drive German vehicles, score 15 victories in tank battles

with the activity of at least 50% for each battle

*Non AI controlled vehicles

The event lasts seven days, From 10:00 GMT 26th of June till 10:00 GMT 3rd of July. To get a free premium tank you only have to complete any 4 of the 7 tasks. For each complete task the player will receive 50,000 silver. You can follow your progress in your Profile - Achievements - Special.

The War Thunder team

4 aus 7 klingt nicht nach Frustgrind.
 
reduziert auf 3 von 7 wenn ich das richtig gelesen hab
 
Pz.Kpfw.II (DAK) heißt, dass der Panzer in Wüstentarn "ausgeliefert" wird?
 
ja, allerdings haben die sich dabei im Vergleich zu anderen Premiums null Mühe gegeben. Einfach nur der PzII Ausf C ausm Techtree in gelben Anstrich, nichmal die kleinste Änderung am Model ums originell zu machen.

War n fauler Dev am Werk bei dem.
 
Update 1.43 rollt heut aus, über 7GB groß wirds so schnell wohl nich gehen ;)

Volle Liste der Änderungen:

List of changes in War Thunder 1.43



General changes:



New air and ground vehicles

Possibility to view detailed armouring model and inner modules locations for the ground forces in hangar

New arcade tank battle mode

The destruction of enemy vehicles now adds an opportunity to activate a special “aerial battle”, where players can participate in the form of temporary flyouts using an attacker or bomber.

The activation of an aerial battle grants other players the possibility of using a fighter to destroy or protect the initiator of the battle. Players who are in the squad with the initiator will receive a head-start on selecting the fighter

Aircraft used in aerial battles are not aircraft that players have necessarily unlocked – they are specifically set for the mission. Those aircraft require no repair or leveling and progress on them will go towards tank progress.

Artillery support mechanics have been re-worked. Now they can be stored to a maximum of three strikes and will also require enemy vehicle destruction to be activated.

More details in the DevBlog

New Realistic Battle mode:

Destroying enemy vehicles, dealing damage and capturing zones will give you earned points which you may spend for further respawns in any vehicles set in your line-up before the battle.

After starting the session, each player in the team will receive an initial 400 Points which he spends to get the first vehicle to participate in the battle;

Matchmaking is calculated according to the vehicle that has maximum BR in the line-up;

If the player fails to earn enough points for respawn before his vehicle is destroyed, he withdraws from the battle;

A team wins once it accomplishes the mission’s task or destroys all enemy vehicles – the same as for standard War Thunder missions.

The given numbers are calculated if the vehicle you wish to respawn in has highest BR in the battle. If there are vehicles with higher BR than the vehicle you want to respawn in, you will need to spend less points.

With BR difference of 1.0 and more in your line-up maximum step-down ratio is 0.75

Air Race mode has been added:

You can compete against other players in track completion speed and gain rewards for victories in the Events (but it will be available in both Custom Battles and in the Events)

New location was created for that mode where race will commence – “Tropical Island”.

Repairs will be much lower in that mode than in any other mode

New locations and maps

New hangar design

New environment and weapons sounds

Vehicle presets

New achievements and rewards

The automatic punishment system for unsportsmanlike behaviour will now take into account rams and friendly fire hits.

Kill credit system now has different timers to count hit damage for different game modes (time doubled for RB and SB)

Fixed error in the kill credit for bombers (killed co-pilot was counted as a critical hit and would award a kill after the aircraft would be destroyed later)

Fixed an error when kill credit would not be assigned if target would crash too fast.

Hangar has been significantly visually reworked

Visibility calculations were changed for aircraft RB battles. Now even marked enemy will be shown only at limited distance (6km)

All tank modes have been changed – multi-spawns on one crew slot which depended on vehicle type now removed for all vehicles, except reserves (repairs on all tanks that had multi-spawn available have been significantly reduced)

Lead indicator for aircraft on tanks has been removed in RB. Now only anti-air vehicles have indicator for aircraft.

Automatic gear shift on the tanks now works with “Mouse Aim”, “Simplified” and “Realistic” controls. Manual gears available on “Full Real” controls.

Now you can buy partially researched modules with proportionally partial price in golden eagles

Minor changes in research points introduced and also purchase prices and training for crews to make player progress smoother in vehicle research

?olour correction effects setup variations have been changed (“Autumn colours”, “Film”, “Grayscale”, “Sepia”)

Pilots will no longer be displayed with “Low Quality” textures selected.

Visibility through the cockpit glass has been slightly improved

Reflection of the chrome surfaces on PS4 were fixed

Performance on all ground forces locations has been improved for DirecX11

Automatic squad feature has been enabled:

All players that weren’t squaded before the battle will be automatically divided into auto-squads

If player selects re-spawn in random spawn point, he will be spawned at the point that is closer to players from his squad (this works for normal squads as well)

Players from auto-squads will have the ability to gain additional awards for squads, just like players in usual squads

Auto-squads will look different from normal squads in the player list

Players can disable the automatic squad feature in the game options

Interface:



Replay view interface has been significantly changed and improved (PC/Mac)

Tutorial and Events buttons have been visually changed.

Added vehicle presets for crews. It will allow to quickly swap the vehicles for all crews

Spectator view screen has been significantly reworked (available in custom battles)

Added camera for ground forces that displays in detail how player vehicle got destroyed

Armour view mode has been added:

Possibility to view detailed armouring model and inner modules locations for the ground forces in hangar

Added possibility to view inner modules of the tank in battle (default keybind – i). Different colours show different conditions – intact, damaged or destroyed modules and crew

New icons for shells (more details in our devblog):

Shell icons now contain information about piercing and casualty-producing properties of the shells

A more detailed description of tank shells

Added range input control for tank aiming sights (required key assignment for range input control)


Locations and missions:



Many minor fixes based on bugreports of players

Mission for aerobatic teams, where both teams start from the same spawn point, with the possibility to start from parking area at the airfield, or near aerobatic cube. Aerobatic route near factory exists for aircraft with good maneuverability as well as a “straight” one with passage under the bridge and turn.

New locations have been added:

Mozdok

Three modes have been added: “Domination”, “?onquest”, “Battle”

Poland

Three modes have been added: “Domination”, “?onquest”, “Battle”

Norway

“Operation” mode for RB and SB multiplayer mission

“Ground attack” mode for AB multiplayer mission

Five single player missions

Tropical Island

“Race” mode available

Changes on existing locations:

Carpathians

Fixed balance on capture points

Karelia

Error that leads to a player being spawned inside rocks has been fixed

Several places with unreasonably sudden drops in landscape, which lead to suspension system to be damaged, have been fixed

Grass palette of the grass has been changed, colours look more realistical now

Textures of rocks, cliffs and sand scars have been changed

Kuban

Location became bigger and more open

Landscape has been flattened, which should provide more comfortable gameplay for vehicles with bad depression angles

Hill has been removed

Lake has been added

Kursk

Old “dug-out” positions have been replaced with new ones

Several caponiers have been added to the battlefield

Craters from artillery hits have been added

Added new models of destroyed tanks and their turrets, as cover. Old ones replaced for new.

Added crashed Bf109 and Pe-2 as a decoration.

Airfields were moved closer, based on players feedback

Added targets for bombers

New modes have been added. They are all collected in one under custom battles – you are able to select them in the mission settings.

Spain

Five single player missions have been added

Ash River

Cargo rail cars have been added close to Northern capture point, near destroyed railroad bridge. No gameplay functionality – destructible.

New ground vehicles:



USSR

ZSU-37

ZUT-37

ZSU-57-2

T-35

T-54 type 1947

T-III (Pz.Kpfw III Ausf. J(L/42))



Germany

Flakpanzer IV Wirbelwind

Flakpanzer IV Ostwind

Flakpanzer V Coelian

Flakpanzer IV Kugelblitz

Pz.Kpfw II Ausf. H

Pz.Kpfw III Ausf. J (L/60)

Pz.Kpfw IV Ausf. J

Pz.Bfw IV Ausf. J

Marder III

Sturmgeschütz III Ausf. G

KV-1 mit Kw.K.-40


New aircraft



USA

F7F-1

B-57a

Fw 190 A-8 (USA)

Ki-43-II (USA)



Germany

Fw 190 A-4

Ho 229 V-3

Tempest MK.V (Germany)

Yak-1B (Germany)

Bf.109 G2 (Romanian)



USSR

I-16 type 5

Yak-1

Yak-9

Il-28

P-47D (USSR)



Britain

Lancaster Mk.I

Canberra B. Mk.2

Venom FB. Mk.4

Catalina Mk. IVa



Japan

Ki-27 otsu

Ki-43-I

J7W1

Kitsuka

R2Y2 KAI V1

R2Y2 KAI V2

R2Y2 KAI V3

B-17E (Japan)

New decals and skins:



New decals:

French Naval Aviation Roundel

Snake design 6/StG 2

Romanian Air Force Roundel

Austrian Air Force Roundel

Swiss Air Force Roundel

Finnish Air Force Roundel

Korean People’s Army Air Force Roundel

Royal Netherlands Air Force Insignia

Royal Norwegian Air Force Roundel

Swedish Air Force Roundel

“Burma” badge of No.257 Squadron, RAF

Badge of 820 Naval Air Squadron, Fleet Air Arm of the British Royal Navy

Badge of 825 Naval Air Squadron, Fleet Air Arm of the British Royal Navy

Badge of VT-3 Squadron, US Navy

“Swallow” of 125 GvBAP

“Sun Setter” text

User skins from live:

Justin “Spogooter” Kramer

I-153 M-62: Number “16?. Non-standard field camouflage

B-24D: 512th Squadron desert camouflage

Ki-10-II: Red/White aerobatic camouflage

Ki-10-II: Aerobatic Yellow/Black camouflage

Nathan “NOA_” Ceulemans

CL-13A Sabre Mk.6: JG 71 camouflage

Me 262 A-1a: III./JG 7 camouflage

P-38G: Invasion stripes camouflage

S.F. “Gudkarma” Radzikowski

F6F-3/5P: VF-84 Squadron

Ki-61-I hei: 244th Sentai camouflage

Ki-84 ko: 102nd Sentai camouflage

Orest “_TerremotO_” Tsypiashchuk

P-39N-0 Airacobra: “Pantie Bandit”

P-51D-30 Mustang: 78th FG, 44-64147 “Big Dick”

F8F-1B Bearcat: South Vietnam, 1964

Colin “fenris” Muir

HS 129 B-2: 8.(Pz)/SG 2 desert camouflage

HS 129 B-2: 10.(Pz)/SG 9 winter camouflage

Spitfire Mk Vb: 92nd Squadron RAF

Damage model and the ground forces combat characteristics:



Improved operating principle of the AP fuses, now they will trigger upon impact with obstacle of the set thickness on all distances. Parameter is now listed in the shell tooltip

Separate fuel tanks and ammunition loads now calculated as separate modules for all ground vehicles

BT-7 characteristics have been changed. It now has 3-step gearbox. Elevation angles changed from -5+28 to -6+26 degrees, minimal elevation angle towards the hull is -1,5 degrees. Ammunition changed from 188 to 146 shells. According to: “??-7 ??????????? ??????” (BT-7 service manual)

KV-1 with L11 cannon characteristics have been changed. Battle mass from 44.4t to 46t. Ammunition from 116 to 111 shells. Engine power from 550 to 600hp at 1800rpm. According to “??????? ?????????? ???? ??-1 1940 ?. ?????????? ??????. ??????? ???. ???????? ???????-??????????? ??????. ????. ?.31811. ??.3. ?.2014. ?.16.” (Heavy track tank KV-1 1940 year of production from Kirov factory. Visual appearance. Main tactic-technical data)

KV-1E with F32 (and Finnish KV-1B) characteristics have been changed. Battle mass from 46t to 48.95t (total mass of the shielding – 2940kg). Ammunition from 116 to 111 shells. Engine power from 550 to 600hp at 1800rpm. According to: “??????? ?????????? ???? ??-1 1940 ?. ?????????? ??????. ??????? ???. ???????? ???????-??????????? ??????. ????. ?.31811. ??.3. ?.2014. ?.16.” (Heavy track tank KV-1 1940 year of production from Kirov factory. Visual appearance. Main tactic-technical data) “?. ????????. ????????????? ?? ??????????????? ? ????????????. ?????? ???????? ?????” (M.Kolomiets. Leningrad’s KV. Design and Manufacture. Moscow. Tactical Press)

Pz.Kpfw V “Panther” series have been fixed.

For Ausf.D version – turret rotation speed was decreased from 12 to 6 degrees per second. On that version of the tank there was M4S full hydraulic drive installed with no dependency of the rpm on the turret turn speed. According to “ Jentz, Thomas L. Germany’s Panther Tank. Atglen, PA: Schiffer Publishing, Ltd., 1995.”

For Ausf. A/G/F versions – turret rotation speed was increased from 12 to 15 degrees per second. On that version of the tank there was L4S full hydraulic drive installed with dependency of the rpm on the turret turn speed. According to: “ Jentz, Thomas L. Germany’s Panther Tank. Atglen, PA: Schiffer Publishing, Ltd., 1995.”

Pz.Kpfw VI Tiger II – turret rotation speed was increased to 18.5 degrees per second. According to “Kingtiger Heavy Tank 1942-1945 (Vanguard No 1) by Tom Jentz, Hilary Doyle and Peter Sarson” “Tiger Tanks at War” by Michael Green, MBI Publishing Company”

T-70 rate of fire decreased from 20 to 15 shots per minute

A-19S cannon (ISU-122) rate of fire was increased from 2.1 to 2.5 shots per minute

D-25S cannon (ISU-122S) rate of fire was increased from 3.12 to 3.62 shots per minute

Flight model



More accurate calculation of the induction coefficient depending on Mach number has been implemented, thus all jet aircraft flight models have been updated;

The simulation of piston engines at high altitude has been improved;

For some engines there were automatically controlled engine superchargers added to increase efficiency on every step;

Changed display of the second step run of boost in ASH-82 F-FN engine (boost is not working, WEP is highlighted in gray colour)

Arado 234B-2 has been given air start, since it could not take off from most of the airfields

Flight models of La-5/5-F/5-FN/7/7-B20 have been adjusted (you can see the changes in updated data sheets)

LaGG-3-34 has been tuned according to the data sheet

LaGG-3-35 has been tuned according to the data sheet

LaGG-3-66 has been tuned according to the data sheet

LaGG-3-8/11 engine-propeller combination properties have been specified (added takeoff mode for M-105P engine), improved takeoff and landing characteristics

F6F-3 has been tuned according to the data sheet

F4F-3 has been tuned according to the data sheet

F4F-4 has been tuned according to the data sheet

B-17E/G maximum possible structural load of the aircraft was re-calculated (will be destroyed during overload

B-24-D has been tuned according to the data sheet

Lancaster Mk.III has been tuned according to the data sheet

Lancaster Mk.I has been tuned according to the data sheet

Beaufighter Mk.VIc has been tuned according to the data sheet

Beaufighter Mk.X has been tuned according to the data sheet

Beaufighter Mk.21 has been tuned according to the data sheet

Bristol Beaufort Mk.VIII has been tuned according to the data sheet

H6K4 has been tuned according to the data sheet

Ki-43-I has been tuned according to the data sheet

Ki-27b (Otsu) has been tuned according to the data sheet

Ki-96 improved dynamical characteristics (acceleration-deceleration). Landing on full control will be easier now.

M.C.202 has been tuned according to the data sheet

Yak-1 has been tuned according to the data sheet

Yak-9 has been tuned according to the data sheet

N1-K2J/Ja improved dynamical characteristics (acceleration-deceleration). Shortened take-off time. Landing on full control will be easier now.

BF-109 -E1/E3 added fully manual control to speed governor for full engine control (be careful not to break the engine). No changes for automatic controls.

P-47D-25/28 added possibility to control turbine speed for full engine control (attention, over revving turbine will cause the engine damage)

Dewoitine D.520 has been tuned according to the data sheet

Dewoitine D.521 has been tuned according to the data sheet

FW-190 A-4 has been tuned according to the data sheet

Ju-87 D/G series – fuel consumption has been corrected. Those aircraft now consume less fuel

All modifications of Ki-45 – improved dynamical characteristics (acceleration-deceleration). Landing on full control will be easier now.

He-112 A/B/V flight models have been updated – changed how compressor speeds work.

F-82E improved dynamical characteristics (acceleration-deceleration).

He-111 H-3 has been tuned according to the data sheet

He-111 H-6 has been tuned according to the data sheet

He-111 H-16 has been tuned according to the data sheet

Ju-88 A-4 has been tuned according to the data sheet

S.M. 79 (1936) has been tuned according to the data sheet

S.M. 79 (1941) has been tuned according to the data sheet

S.M. 79 Bis has been tuned according to the data sheet

S.M. 79B has been tuned according to the data sheet

F4U series has been tuned according to the data sheet

Petlaykov’s Pe-2 (up to 110 th series) and Pe-3 has been tuned according to the data sheet

La-9 preliminary tuned according to the data sheet

Me-163/Ki-200 – fixed destruction of the wing when it touches the ground during the landing


Armament and modifications



Damage of 4000 lbs British bomb “Cookie” has been fixed;

Added new bomb loads for Avro Lancaster:

14x250lbs bombs

14x1000lbs bombs

1×4000 + 6×1000 + 2×250 lbs bombs

Sight angles for the Do.217 top turret have been fixed;

Sight angles for the AR-2 top turret have been fixed;

Pod-type armaments have been added for USA jet fighter F-84B – various combinations of HVAR rockets, Tiny Tim and bombs from 100 to 1000 pounds.

Order of bomb release was changed for Swordfish Mk.I

Calculations of the height for torpedo launch has been fixed (on some locations it was hard to launch the torpedo without damaging it)

Reload time of 15 mm MG 151 cannons have been changed for Arcade. Now they will be 40 seconds for untrained crew.

Added 1000 lbs bombs for underwing holders for Tempest Mk.V and Tempest Mk.II

The following engine modifications have been either removed or changed according to aircraft’s FM (since the purchased modification did not work properly):

USA
P-26A-33, P-26A-34 M2, P-26B-35, P-38G, F2A-1, F2A-3, F4F-3, F4F-4, B-17E, B-17E/L, B-17G, B-25J-1, B-25J-20, PBY-5, PBY-5a

Germany
CR.42 Falco, He.112V-5, He.112A-0, He.112B-0, Bf.109E-1, Bf.109E-3, Bf.109F-1, Bf.109F-2, Bf.109F-4, Bf.109F-4/trop, Bf.109G-2, Do.217M-1

USSR:
I-153 (M-62), I-16 type 18, I-16 type 24, I-16 type 27, BB-1, SB-2M-105, Ar-2, Pe-2-110, Pe-2-359

Britain:
Gladiator Mk.II, Gladiator Mk.IIF, Gladiator Mk.IIS, Spitfire Mk.Ia, Spitfire Mk.Vb/trop, Spitfire LF. Mk.IX, Spitfire F. Mk.IX, Spitfire F. Mk.XVI, Spitfire F Mk.XIVe, Spitfire F Mk.22, Spitfire F Mk.24, Typhoon Mk.1a, Typhoon Mk.1b/L, Beaufighter Mk.VIc,

Japan:
F1M2, B5N2, B7A2, D3A1, Ki-45 ko, Ki-45 tei, Ki-45 hei, Ki-102 otsu

all modifications that were removed will be compensated with RP, Silver Lions or Golden Eagles, depending on how they were purchased. RP will be awarded in the current module that is under the research after first battle complete.

Machinegun ammunition load on A6M2, A6M3 and A6M5 fighters have been fixed

Ammunition for P-51D-20 and P-51D-30 have been fixed

Order of modifications research have been changed for aircraft of the 5-th rank. Now research will go smoother for getting new updates for a jet aircraft

Balance and progression



Prices on unlockable shells for tank cannons have been changed:

Prices on sub-caliber shells were decreased three times

Prices on unlockable caliber and high-explosive shells (if their penetration are higher than armour-piercing shells) were increased by 2 to 3 times, depending on type of shell and its penetration

Prices for high-explosive shells with penetration being less than armour-piercing caliber, were decreased in 2 times.

Certain aircraft changed their position in the research trees:

USA

PBY-5 and PBY-5a are no longer united into one slot

Germany

Fiat fighter group (Cr.42, G.50) and Macchi fighter group (MC.200 together with included there MC.202) are now placed at the first rank before Fw.190A-1. At the same time conditions to get Fw.190A-1 have not been changed (you don’t necessary need to get italian aircraft in order to start researching Focke Wulf line)

Savoia-Marchetti bomber group (together with included SM.79B in it) have been moved to the German bomber line

Ju.88A-4 is now placed at first rank

German research tree now how two columns for premium and gift vehicles, just like all the rest of the nations

USSR

Yak-9k and Yak-9t are no longer united in one group

MiG-3 of 34 series is no longer placed outside of the MiG-3 group

LaGG-3-35 and LaGG-3-66 are no longer united in one group

Pe-3 and Pe-3bis are no longer united in one group

SB-2M-105 is no longer positioned in SB-2 group

Yer-2 bombers with ATCH-30B engine are separated into another group

Tu-2S is no longer placed in the group with late Tu-2

Japan

Both A6M5 are now placed at 3-d rank and united in one group

All A6M3 fighters are united in one group

N1K2-J and N1K2-Ja are now united in one group

Ki-43-I and Ki-43-II are now united in one group and placed at second rank

Ki-45ko is now placed at first rank, outside of Ki-45 group

Ki-45hei is now placed outside of Ki-45 group – right after it

Aviation Damage Model



HE shells effect on aircraft framework has been fixed

Immediate fire extinctions on aircraft issue have been fixed

Sounds



Sounds of trees cracking and falling have been added;

Sounds of destructible objects have been added;

Sounds for traverse and elevation for some tank models were adjusted;

Volume levels for certain sound events were adjusted;

Added better volumetric effect for shots from tank and aircraft ammunition;

Sound from shutting Spitfire Griffon engine is now synchronized with animation;

Firerate sound of the M2 machine gun now adjusted according to its real characteristics;

Added new sounds for heavy tank tracks;

Changed compression rate of some of the sound events. They now will be in better quality;

Removed click in the Hellcat engine sounds when it reaches high rpm;

AN/M2 cannon, which is the US Licensed production version of the Hispano Mk II, was updated with sounds more appropriate to its characteristics;

New sounds for the Breda-Safat 77 machine gun;

New sounds for the ShVAK cannon (both ground and air versions);

New sounds for the MG 17 machine gun;

New sounds for the MG 131 machine gun;

New sounds for the MG 151 cannon;

New sounds for the Type97 machine gun;

New sounds for the ShKAS machine gun;

New sounds for the Type99 cannon;

New sounds for the Breda-Safat 127 machine gun;


New awards:



New titles:

Pyromaniac – awarded to tankers for putting enemy ground vehicles on fire

Superhero – awarded for finishing “Hero of the Sky”, “Thunderer”, “Survivor”, “Punisher” and “Wingman” challenges

New streaks:

“Without a waste” – awarded to tankers for firing at the enemy without a miss

“Without a miss” – awarded to tankers for destroying the enemy vehicles without a miss

“Intelligence” – awarded for tanker if allied pilot destroyed marked enemy ground vehicle (marking done by button that selects the target)

“According to Intelligence” – awarded for pilots, who destroy ground vehicles that are marked by tankers

New challenges:

“Early Entry” – awarded to players for getting “Fist Strike” streak

“Decisive Shot” – awarded to players for getting “Last Strike” streak

“Alpha and Omega” – awarded to players for getting “Mission Maker” streak

“Hero of the Sky” – awarded to players for getting similarly-named streak

“Thunderer” – awarded to players for getting similarly-named streak

“Survivor” – awarded to players for getting similarly-named streak

“Punisher” – awarded to players for getting similarly-named streak

“Wingman” – awarded to players for getting similarly-named streak

“Ground Multistrike” – awarded to players for getting similarly-named streak

“Aerial Multistrike” – awarded to players for getting similarly-named streak

“Water Multistrike” – awarded to players for getting similarly-named streak

“The Best Squad” – awarded to players for getting similarly-named streak

Mehr Abstand vom WoT-Arcadegameplay a la Deathmatch, hin zum Missionsgameplay sind mir persönlich willkommen. Hoffe der Trend wird fortgeführt, auch wenns die Arcadekiddies überfordert und vertreibt.
 
Endlich! *clap*
Bin mal gespannt, ob die deutschen 20mm Kanonen mit den Minengeschossen nun den richtigen Schaden machen, und das Abbrennen der Flieger gefixt wurde. Beim Pewfighter z.B. war das ja teilweise echt krass "Oh, ich brenne" -> Motor aus -> Alles wieder gut.
Wäre natürlich auch toll, wenn die Yaks nicht mehr ganz so krasse Gegner wären.;D
 
Bei mir will er nur 6,4 GB ? egal dauert dank der lahmen Server Trotzdem ~8h laut Hochrechnung :P
 
So, patch is ja nun schon ne weile drauf und ich seh auch paar Nasen hin und wieder online, wenn auch solo vor sich hin zockend... Urteile soweit?

Gut:
++ neue maps und gute Änderungen an einigen alten
+ neue Panzer und Flieger
+++ Sounds
+ kleine Physikdetails wie die verbesserte Zerlegung der Umwelt (Bäume, Mauern etc.)
+ Respawntickets für GF, gutes Spiel verlängert sich durch verdiente Respawns
+++ die GUI features im Hangar wie Presets, Modul- und Panzerungsansicht die sogar die effektive Dicke bzgl des Kamerawinkels und der Mausposition anzeigt
++ KillCam für GF, die mehr als deutlich macht was passierte und fast alle WTF-Juts-Happened? Fragen beseitigt
+ so einige Munition wirkt realistischer und Schadenmodelle sind korrekter, bombergunner sind weniger präzise und realistischer im Schaden
+ unzählig viel Kleinkram wie zB die verhassten Lampen am Tiger wurden gefixt

Weniger Gut bis Schlecht:
- Sichtweiten für Target Marker und Renderweiten, hab manchmal den subjektiven Eindruck gerade als Bomberpilot, dass ab und zu mal vergessen wird was zu rendern *noahnung*
- Prototypen grrrr
- Crewlock noch immer verbuggt und zu oft vergeben trotz normalem Verhalten

Enttäuschend:
- an dem Balancing hat sich nur wenig getan, was mich net wirklich stört, da 80% aller Todesfälle auf Blödheit und Null Taktik zurückgehen ... aber Resultat sind halt immer noch unliebsame Wartezeiten je nach Tageszeit und Gamemode
- Air Race Gamemode ... gab wirklich wichtigeres an bestehenden Gamemodes zu tun
- Achievments und Rewards sind nun so zahlreich, dass man die schon ignoriert


Eure Meinung?
Eigentlich ja guter Patch, aber nich so ganz worauf man hoffte. Oder doch?

bissl was fürs Auge noch:
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Hab bisher nur Flugzeuge gezockt und da auch nur die Deutschen (BF 109 F4 und FW 190 A4 – andere nicht ausprobiert, weil diese beiden schon so für massig Spielspaß sorgen, besonders die FW): Die Kanonen (20mm & 15mm) hauen gut was weg, bei den meisten kleinen Bombern/Attackern (PBJ, Pewfighter usw) reicht ein Anflug und die stürzen brennend zu Boden. Ebenso Fighter auf dem Tier: Einmal gezielt rotzen und schon fallen der Spitfire vor Schreck die Flügel ab. Gegen UK und USA scheinen mir die etwas OP (nur 10% Niederlagen), gegen die Russen haben sie endlich mal eine Chance.

Das Brennen ist manchmal immer noch buggy (Feuer geht zu oft aus, bei einigen Fliegern), aber das wurde schon besser.

Das Automatische-Wingman-Feature finde ich sehr nett, weil es Teamplay belohnt. Besonders, wenn man einen sehr erfahrenen Spieler als Wingman bekommt, der auch teamfähig ist (Absprache, Ziele markieren, gegenseitige Deckung), ist man sehr erfolgreich und bekommt auch noch massig Silber als Bonus (hatte in einem Spiel ganze 6000 nur für die Teamplay-Awards wie „Best Squad“ und „Teamplayer“ usw.).
Natürlich gibt es auch wieder zuviele Nassbirnen, die das nicht raffen, so dass man einen Fighter zugewiesen bekommt, der nicht nur rasenmähen geht, sondern auch noch abhaut, wenn man mit 1-2 Feinden im Schlepptau zu ihm kommt (anstatt drauf zu halten...).
Aber es ist eine gute Art, Teamplay zu belohnen. Sehr nett, dass sich die Entwickler Gedanken gemacht haben, das geht in die richtige Richtung.

Was ich noch nicht bewerten kann, ist das neue Sichtsystem. Sichtweite wurde zwar auf 6km erhöht, aber man sieht Gegner jetzt nur noch, wenn sie der eigene Pilot sehen kann. Wenn andere im Team was aufdecken, sieht man das nicht. Und richtig melden machen eh sehr wenige, zumal man dazu auch den Chat lesen muss (der bei mir unsichtbar geschaltet ist, seit dem er Live aus dem klingonischen Kindergarten sendete).
So fliegt man manchmal rum und sieht keinen Gegner, während in Baumwipfelhöhe das Team stirbt.
 
jo, die A-4 is bissl über mit ihrer Bewaffnung und Munitionsstärke auf der Einstufung, komm da auf ne Winrate von 75% und ne positive Killquota trotz Grind der Module. Schon ohne Vollausbau ne Macht.

Die russischen Fighter auf dem Level mögen zwar schön agil sein, aber haben kaum genug Munition für 2 Gegner. (spiele mit Fliegern fast ausschließlich RB, spielt also ne Rolle). So OP fand ich die nie.

Ground Forces spielt sich jetzt auch schon bissl anders. Glaub mit der Killcam lernen so einige Noobs so langsam in welche Richtung ihre Panzerung gehört und auf was man zielen sollte. Kann aber auch Einbildung sein.

Der Marder III is fun und das Model is supi gemacht.

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Ich seh' da nur die korrekte Umsetzung von AP-F.L.U.M.M.I., einer zum Kriegsende eingesetzten Munitionsart, als Metalle zur Neige gingen und es nur noch Kautschuk gab. *buck*
 
Hehehe, Witziger Bug, ist mir noch nicht untergekommen.
Je nach Wumme ist nach 1 oder 2 Reflektionen Schluss bei reiner AP-ammo und das passiert auch nur, wenns den Penetrator nicht schon beim ersten Durschlag zerlegt und dann kein Modul im Weg ist, was den Penetrator stoppt oder zerlegt.

Da muss wohl der Server besoffen gewesen sein, also lieber auf EU oder US spielen, dem RU ist nicht zu trauen ;).
 
Ich meine auch, dass das nur eine spezielle Munition ist, die einer der Devs gerade testet. :P
 
Scho ewig nix mehr gepostet hier, weil man zu meinen Zeiten von euch eh niemand sieht im Game, aber vielleicht interessierts ja doch einen:

Für 4 Tage noch läuft ein SB event, bei dem man testet was soviele fordern.

Mixed Battle - Panzer und Flugzeuge
keine Target Marker für Panzer weder als HUD noch auf der Map
historisches Matchmaking - um den Tiger 1 und IS-1 als Dickfische herum
nur Realmaps in der Rotation

echte Hardcore Panzerfahrerei!

PS: Updates gabs natürlich auch in der letzten Zeit, viel davon mal Bugfixing und grafische Aufbesserung.

die Federelemente sind nu voll animiert zB bei den meisten Panzern:


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keine Target Marker für Panzer weder als HUD noch auf der Map

Das würde auch gut zum Arcade-Modus passen

Was mir bei WT dermaßen am Arsch geht sind diese Versager die nichts besseres zu tun haben als andauernd in die Panzer rein zu fliegen,
weil sie selbst zu dumm oder was auch immer sind ein Flugzeug oder eben im Panzer einen Gegner zu killen.
 
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Es gab ja mal ne Zeitlang das Problem, dass Russenflieger völlig OP waren und das ganze außerdem ein noch übleres gegrinde war als WoT, wurde das mittlerweile geändert?
Schon ewig nicht mehr angespielt, daher fehlt mir jeglicher Überblick. Die Optik ist jedenfalls der Hammer inzwischen.
 
Im Allgemeinen gibbes keine Nation mehr die eindeutig dominiert, aber je nach Gamemode oder Tier sind halt paar schwarze Schafe im Boot bzw. kommts auf die Gegnernation an ob man etwas im Vorteil oder Nachteil sein wird.

Für Flieger kann man grob gewisse Unterschiede ausmachen:
- die meisten FockeWulfs und Messerschmitts von Tier 2-4 hinterlassen nach den Änderungen und neuen Modellen bleibenden, positiven Eindruck
- Stukas und Il-2s sind verständlicherweise gefürchtet im mixed mode
- die schweren US-Bomber beliebt wegen guter Überlebensfähigkeit und Selbstverteidigung
- US-Fighter leiden eher unter zuviel .50cal MG statt Machinenkanonen in Mid-HighTier (Schaden wurde gefixt)
- russische Fighter und einige japaner sind oft arm bestückt mit Munition (Aracade juckts wenig, aber RB/SB sind die problematisch) und sehen immer mehr Energyfighter gegen die die Wendigkeit in niedrigen Höhen versagt
- gute Groundattacker gibts vorrangig bei den Deutschen und Russen
- Spitfires und Zeros sind halt Turnfighterstark
- Briten haben ne schwache Bomberlinie
- ...

Bei den Panzern ists auch durchwachsen und uneindeutig in Tier 1-4. Am Boden liegen Balancefehler aber eher in einigen Fehlentscheidungen beim Map/Missionszieldesign (blöd platzerte Missionsziele und teils zu schneller Ticketbleed auf den großen Maps).

Tier 1 - 4 hat so jeder Techtree, egal ob in der Luft oder am Boden, sowohl Gurken als auch Dampfhammer. Nur das Tier 5 ist verkorkst, weil da halt sich zuviel Freiheit mit Prototypen, Importen und Herstellerjahr genommen wurde und so einige Lücken sind.

Da sich aber Gameplay kaum ändert im highTier (mixed mode funzt sogar besser in niedrigeren Rängen) und auch die Events wegen der Klassiker und historischen Bezüge den Fokus auf 1-4 haben, spielt die Community einfach wenig Tier 5 (zumal der Grind und die Atmosphäre da weniger Spaß bereiten). Eine Notwendigkeit das Tier 5 zu erreichen gibts nicht wirklich und die meisten klassiker sind schon vorher im Hangar, kann man recht einfach erstmal ignorieren.

Eine Empfehlung auf deutschen oder russischen TechTree zu gehen, mit Abstrichen US-Tree, macht deswegen Sinn, weil die am vielfältigsten aufgestellt sind in Typen und Anzahl der Einheiten, und halt schon Panzer haben. Man ist dort am besten aufgehoben dank der vielen Alternativen, die auch bei zukünftigen Balanceänderungen Optionen anbieten.

Grafik, Sound, Physik und Schadensmodelle sind wirklich über jeden Zweifel erhaben und äußerst flüssig, wenn auch nicht immer frei von Glitches. Allein schon mit Surroundsound die Umgebung kaputtfahren lenkt ganz schön ab vom Kampf, weils soviel Spaß macht (achtung vorm Festfahren und Drehzahlverhalten ;) ). Munitionsvielfalt und die Wirkungsunterschiede sind auch zu erwähnen, nur im LowTier ist es recht trivial, später hat man dann bis zu 6 Varianten bei einigen Panzern und muss sich klar sein, was wie wirkt um seine Magazine nicht unsinnig zu füllen ... oft ändere ich sogar je nach Map die Zusammenstellung.

Die meisten Beschwerden von Balance sind eher auf den Fortschrittverlauf im Grind bzw. den hohen Anspruch durch Vielfalt von unterschiedlichen Stärken und Schwächen begründet. So einfach zu bewerten wie in WoT ists schon allein wegen der verschiedensten Gamemodes nicht, eine Einheit die im Arcade rockt kann ne Krücke in Events, RB und SB sein wegen der vielfältigen Faktoren die mal eine große oder gar keine Rolle spielen.
 
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