Tank Chats with David Fletcher: A13

Hello everyone,

the Bovington museum invited back the retired British tank historian, David Fletcher, to make series of short clips, where he talks about tanks. The first tank to talk about is the British A13 cruiser.

 

 

I must say, I love the idea. Unlike WG EU’s Richard Cutland, who just reads a script and it’s blatantly obvious he has no knowledge of tanks, save for the one he served on, this man simply KNOWS. Very, very enjoyable.

Upcoming New Map in 9.7 – “Overlord”

Hello everyone,

this is a sneak peek into the new 9.7 historical map, called “Overlord”.

According to Wargaming, it’s a mixed map, with one part covered with a village area and the other part with various permanent fortifications, while the other part of the map consists of an open area with enough cover, bushes, trees and landscape waves to cover your approach.

A generic allied landing site from 1944 was taken as the inspiration for this map and it’s worth noting that the landscape perfectly reproduces some of the local Normandy characteristics. The fighting on the map takes place between 5.6. and 7.6.1944, when the allied forces already landed and broke through the defense, but the remnants of the battle are still there, such as smoking wreckage and the beaches are filled with destroyed landing boats. Also worth noting is the fact that this map will introduce several objects unique to it, such as the bunkers, some houses and the new church model.

Raw video can be found here:

 

 

The bunker defense line, that can be seen on the map, was made according to German plans for that period. The only exception is the battery of giant defense guns, that in reality was situated 10-12 kilometers from the coast and was only added in order to make the map look cool. Real historical schematics of bunkers were used during the map development. The coastal line however was somewhat simplified, as in real life, it was completely filled with anti-landing and anti-tank obstacles. This simplification was made for gameplay reasons – in real life conditions, the beach area would be unplayable and optimization also had to be taken into account – large number of destructable objects could affect performance negatively.

The map is large (1000*1000) and all sorts of vehicles can find their place on it: MT’s are universal and can use the entire map, heavies can find their directions where they can get in close with the enemy, there are also enough positions for TD’s and arty to use and places where LT’s can scout.

More pictures (warning, large) in the article. Right-click and select “view image” for full resolution.
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Guide: Module Targetting – Part I (Intro, External Modules)

Author: MaxL_1023

Hello everyone,

MaxL_1023 contacted me not so long ago and expressed his interest to actually publish his guides on For the Record. And – I was like, “why not”, looks decent enough. So, this one is about module targetting. Enjoy!

- SS

The strategy series intends to help tankers build a comprehensive mechanical, tactical and strategic background. As opposed to a few large articles the focus will be on a series of smaller guides covering individual aspects of gameplay. Divided into three primary levels, the series articles will be tailored to players of varying skill to allow a smooth progression into the upper echelons of player ability. This is a dark green level guide representing material which is slightly more complex but is still within the realm of intermediate play. This level is intended for newer or intermediate players who are steadily progressing through the general set of green level material and have integrated most of the more basic skills into their play. This level is also suited for “Dark Green” players looking to begin a push towards Blue Level or “Light Blue” players who are weak in the area covered. The subjects of this tactics guide is Module Targeting.

Introduction and Background

Thanks to incredible advances in game development, processing power and internet infrastructure (few of which WG uses) WoT incorporates the ability to deal damage in ways other than simply removing HP. If you have made it this far into the strategy series, you (hopefully) know that to destroy a tank you need to reduce its HP to 0. You have also noticed that when taking fire, your vehicle often loses various aspects of performance. Your gun might be disabled, you might not be able to move, or your turret may stop turning. These are serious disabilities which substantially reduce your ability to fight. However, the correlation between these effects and HP loss may seem unclear. Sometimes, you are immobilized without taking damage, other times your turret randomly flies off. At this point, you understand why being able to inflict this kind of “status effect” would help you in game – a disabled tank is much easier to kill, and is less likely to shoot back effectively. The issue (which plagues players of many skill levels) is how to go about doing it.

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Shashmurin’s “Tank of Extreme Parameters”

Source: http://yuripasholok.livejournal.com/4230150.html

Hello everyone,

as it sometimes happens, Wargaming got hold of some of N.Shashmurin’s memoirs (files, five pieces). Nikolai Fedorovich Shashmurin was a Soviet tank designer, who was, amongst other things, involved in the development of IS-2 and IS-7. In his files, he referred to heavy tanks as “tanks of extreme parameters” (literally “limit parameters”, as in parameters reaching the limits of possibility). It was his opinion that these “extreme tanks” were to be the backbone of modern armored forces instead of the more common medium tanks. As Yuri Pasholok notes, his opinion was – given the fact that modern MBT’s evolved into what was considered a heavy weight category back then – completely reasonable.

Shashmurin’s memoirs and notes contained various tank proposals (including illustrations and drawings), one of which looks like this:

1884227_original

It’s called “Tank of extreme parameters /universal/”. The last vehicles Nikolai Shashmurin was involved with were the Object 286, 287 and 288 experimental rocket tanks (tanks, equipped with missile launchers instead of guns) – and so, it is completely possible that the guns of this vehicle is in fact a pair of rocket launchers…

Škoda T 40 Combat Vehicle – Archive Drawing

Source: http://forum.valka.cz/viewtopic.php/title/CZK-Skoda-T-40/t/179787

Hello everyone,

Mr. Jiří Tintěra, a Czech military historian, who is currently cooperating with Wargaming on creating the Czechoslovak branch, published the historical information on the T 40 medium tank on the valka.cz web for everyone to see – in Czech language of course, so here it is in English. This is the primary tier 6/7 premium medium candidate.

vha_fl-vtu-1947_kl-015_sl-15671_str-013

This is the Škoda proposal for the TVP program from 8.12.1946. The drawing looks so “ruffled” (damaged) because it actually was damaged by the floods in Prague.

Dimensions:

Length – gun forward: 9060mm
Hull length: 6700mm
Width: 3200mm
Height: cca 2800mm
Clearance: 450mm

Sprocket diameter: 666mm
Number of drive sprocket teeth: 16
Frontal wheel diameter: 500mm
Roadwheel diameter: 750mm
Roadwheel rubber banding thickness: 130mm
Suspension: torsion bars

Track width: 700mm
Number of links per track: 110
Length of the track segment touching the ground: 4600mm
Ground pressure: 60,8 kPa (0,62 kg/cm2)

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World of Tanks – Old Versions for Download

Hello everyone,

got that old 0.8.7 replay where you totally pwned everybody, but you just can’t play it, because the game changed a lot? Can’t find the old clients on the web anymore?

Well, fear not, player Gappa from EU server has a site just for you:

http://wot.djgappa.com/

From this simple site, you can download various versions of World of Tanks client all the way back to 0.7.0, when the replay function was introduced. The versions of the client are available in several forms: torrent file, installer, patch… or you can just download the entire client (the rightmost column).

After the installation (or rather, unpacking is ready), be sure you are running the old replay file with the appropriate client by selecting “open with” and linking to the newly-installed old client worldoftanks.exe file.

Spotting, Working as Intended

Source: http://world-of-ru.livejournal.com/3743612.html

Meanwhile on Russian server…

 

 

Here’s a link to replay. Summary of the video: Cromwell is running around being shot at but without spotting the shooter even at relatively short distance. Notice the direction the shells are arriving from – the enemy vehicle is in the corner behind the bushes, but doesn’t get spotted, because fuck you, bushes rule.

Wargaming Talks About Servers

Source: http://worldoftanks.ru/ru/news/pc-browser/1/data_center_world_of_tanks/

Hello everyone,

another interesting article, that did not make it to WG EU, appeared on WG RU server. In it, Wargaming explains how the servers work. Here’s what’s in it.

How it started

When the game started (back in 2011 or so), all the things related to the game (the game itself, forums, player info etc.) were processed by one big server cluster. A cluster of servers is a large group of computers, communicating with each other, acting as one single server (resource). The very first server cluster was in Munich and in 2011, it was moved to Russia. This reduced the ping for RU players significantly. It had one big disadvantage – since there was only one server cluster, that had to be restarted several times per week, when the cluster was down, not a single player could enter the game.

In order to fix that, in 0.7.0, the clusters were moved to multicluster technology. The structure changed and the cluster was split to “center” and “periphery”. “Center” is the database, in which all the user data is stored. “Periphery” is the rest, all the servers on which the players play actually (SS: for our purposes, a periphery is different word for various servers of the cluster, like EU1, EU2). At this point, all the games are running on 9 peripheries. All the players are playing on the periphery servers, nobody is playing on the center one, but it is the center that is operating the periphery. If the center is not working, the players cannot enter a game, but they can continue playing if they already were in it when it crashed.

Where are the servers

Servers are housed in specialized buildings called “data centers”. The closer a data center is to the player, the better. That’s why the WG servers are spread all across the game regions:

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