Well, this works for EU and NA version of the game, not sure about RU.
Check the World_of_Tanks (your WoT folder)\res_bw\scripts\common\Lib\email\test\data folder – there you will find a file called audiotest.au (sound players should be able to play it, Winamp does) – in case you are wondering where it is from, it’s from this Monty Python video.
Testing sounds with Monty Python – how terrible :)
The biggest deployment of the BT tanks abroad was the assault on Poland, when the Soviets did set out to meet their ally, Nazi Germany. Units, that took part in the aggression against Poland were mostly mobilized in the western military districts: Belarus and Kiev special military districts to be exact. Altogether, the Soviets had about 2000 BT tanks at their disposal, 1617 of which were the BT-7 tanks.
The Belarussian Front was attacking from the north under the command of comandarm (“commander of the army”) Mikhail Kovalyov. His 15th Tank Corps of the 11th Army was equipped with 461 BT tanks, the 6th Tank Brigade had another 248 tanks, mostly BT-7. Timoshenko’s Ukraine Front had the largest amount of fast tanks, its 25th Mechanized Corps had 435 BT tanks, 23rd Tank Brigade had another 209 BT’s, 24th Brigade had 205 and the 10th Brigade had 30.
recently, player Lonigus posted a thread about the alleged bug on the EU forums. According to the pictures in the thread, his turret mechanism got destroyed, preventing its turret rotation.
Only… Waffenträger auf Panzer IV has no turret!
Or, doesn’t it?
It’s like this: while Waffenträger auf Panzer IV (furthermore referred to as WTP4) has no formal researchable turret, it in fact HAS a turret module. Every tank destroyer formally has one. To explain it in a bit more detail:
A “turret module” in some cases is not a module per se. It’s a segment of data, that contains certain variable values, tied to each vehicle. These values include:
- formal turret module tier
- turret module health (this is added to the total health pool of the vehicle)
- viewrange (that usually depends on turret)
- traverse speed (includes gun traverse speed for turretless tanks)
- turret rotator (!) health (this is not the health that is added to the total vehicle healthpool, this is the formal health of the vehicle module)
- observation device health
- price
If we take as an example the Jagdpanzer IV – it actually has a formal string of data called “Jagdpanzer IV turret”, that contains the values written above. However, the important part is: this turret is virtual – you can’t research a “turret” for Jagdpanzer IV and it’s not modelled in the vehicle (unlike on turretted tanks, you can’t knock out Jagdpanzer IV’s gun traverse).
WTP4 has exactly this – only it gets more complicated: it doesn’t have researchable turrets, but it HAS in fact two turrets. One is called “Waffenträger auf Pz.IV für 12,8cm” and the other is called “Waffenträger auf Pz.IV für 15cm”. These turrets are not unlocked by the player, they are bound to the gun. In other words: if you switch the gun from 12,8cm to 15cm, you switch the turret also. In values, both turrets are identical (same viewrange etc.) – this is however NOT always the case.
Panzer Sfl.IVc (despite being turretless) also has two turrets: one for first two guns, the other for the top (long 88mm gun), they are different in the way that the second Sfl.IVc turret provides slightly less (I think, it’s just a value and I don’t have anything to compare it with) camouflage. On the other hand, the “turret rotator” module is missing: you can’t knock out Pz.Sfl.IVc’s “turret”, reducing the gun traverse speed.
Back to WTP4 – in our case, there not only are two turrets tied to the gun as I wrote above, these turrets also have a turret rotator module implemented into the vehicle model. That means you can actually knock out WTP4′s turret and make it rotate slower, like when a regular tank turret is damaged. The same applies for tier 8 (RhB WT) and tier 10 (WTE100) – they both can have their turrets knocked out. So, in our case, it’s not a bug, it’s a design feature.
All that was written above comes from datamining the WoT files, something that’s not exactly encouraged. It serves only for explanation purposes. Hope it helped.
- if you end up alone (for the purpose of getting Kolobanov’s medal) with another guy on your team who is AFK and did quit the battle (but his tank wasn’t destroyed yet), you won’t get the medal
- Fokker Dr.1 triplane is too old to appear in WoWp
- regarding the shared chat between WoT and WoWp: apparently, chat bans will be shared too
- only stuff obtainable for gold will be common to WoT and WoWp, credits won’t
- there are enough tanks left for at least 3 years more
Recently, Veider and Anton “Evilly” Pankov answered a bunch of questions. Please note that while Veider’s info is probably correct, there might be some errata later on. Summary:
- the question whether to allow crewman specialization retrain (SS: for example radioman to driver) is still being discussed, but likely it will happen
- there will be no map filter (disabling the maps you don’t want to play): this idea was scrapped because of the server load
- there will be an official “alliance” function in the Clanwars interface, it will be implemented next year (around the end of next year), it will incorporate common chat channel for alliance members, some bonuses on the map when passing your chips through allied territories
Soviet tier 9 medium tank, leading to the regular Object 430. The branch starts (like now) from T-34 and there is a 90 percent chance there will be no high tier shortucts from this branch to another one (or vice versa)
Source: http://www.valka.cz/clanek_14913.html Author: Ing. Radek Panchartek
Translated by Silentstalker
The American designs of Walter Christie laid unquestionably down the foundations of modern Soviet tanks. During their modification and production, both the Soviet designers and the workers along with the entire production line gained immense experience. And then the time came to show what they can do in combat.
The BT tanks represented significant progress in Soviet armor development. In fact, it was so significant that it allowed the Soviets to completely change the way they would be used. And the Soviet Union had – because of its aggressive foreign policy – enough opportunities to try the new tech out. BT tanks also played an important role in training new crews and command staff. Unfortunately, the experience gathered in various conflicts was completely wasted during the defense of Soviet Union’s very existence.
today we’ll have a look at the Sturer Emil, or Pz.Sfl.V, as it is called in game – the new tier 7 tank destroyer.
There are two principles of game vehicle balance that relate to the Sturer Emil – in fact, Sturer Emil confirms their existance.
First is: one trick pony tanks are much harder to balance than regular vehicles.
Second is: just because it has a huge gun doesn’t mean it’s a good vehicle.
Where to begin. Sturer Emil is much like Dicker Max. In fact, the both vehicles have pretty much identical gameplay – the main difference is that every aspect Dicker Max has, Sturer Emil has – but brought to the extreme. DM’s mobility is somewhat meh – but SE has even worse. DM has a big gun for its tier – and SE has even bigger. DM has poor gun traverse – and SE has even poorer. DM has limited ammo capacity – and DM has it even worse. And so on.