29.10.2013

There will be a new feature – recruiting interface for clans. If WG EU doesn’t make an English version, I’ll just translate it myself and post it here.

- apparently, client and server shell trajectories can actually differ from one another, but just for a tiny bit
- it’s completely possible for the server aim circle to aim with different speed as the client aim circle, it’s usually the fault of poor internet and packet loss
- the “three caliber rule” for HEAT shells was cancelled “so that the player wouldn’t hear ‘we didn’t penetrate their armor’, when hitting thin surfaces under sharp angles (88-89 degrees), because the effective armor of even nominally thin armor (20-30mm) is very thick and the shell doesn’t penetrate it anyway due to the lack of penetration. In fact, nothing has changed, only the players will now hear a honest ‘ricochet’ instead of ‘didn’t penetrate their armor’. For other types of shells there is no need to cancel this rule”
- the aim circle spread when the tank is moving, the circle spread after shooting and the circle spread after moving the gun/turret are three different parameters, that can stack
- French tanks have more camo than other tanks? “We don’t comment on leaks”
- SerB states that in real life, Object 416 was classified both as a medium tank and a SPG, it was made a medium tank in order to fit the branch

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Posted in Q&A

Shells flying thru tanks bug fixed

Source: http://world-of-kwg.livejournal.com/254977.html

Storm writes that the developers have uncovered and fixed a very nasty (subtle and hidden) bug, causing shells to fly through a tank on some occasions.

Unfortunately, this fix didn’t make it to 0.8.9, Storm writes it will be fixed either by a server minipatch, or in the next client patch.

New WG personal rating in 0.8.9

Hello everyone,

in patch 0.8.9, the personal rating formula was changed to the following one:

rat1

Input parameters:

bc – amount of battles played
win – your winrate (from 0 to 1 format, eg. 55 percent winrate = 0,55)
surv – percentage of battles the player survived (0 to 1)
hit – hit rate (0 to 1)
xp – average experience per battle
dmg – average damage done per battle

Previously, the amount of battles played was quite influential, its influence was reduced. The influence of the amount of battles is expressed in a coefficient, that multiplies other numbers. Now it is like this:

If you have 500 battles, the entire rating is multiplied by 0,1
If you have 3000 battles, the entire rating is multiplied by 0,5
If you have 5000 battles, the entire rating is multiplied by 0,7
If you have 9000 battles, the entire rating is multiplied by 0,9
After 9000 battles it’s multiplied by 1

If you want more detailed analysis, check out OMGgamer’s post in English.

Invite codes

Hello everyone,

burning_phoneix was recently on a SEA server WG event, he got there a bunch of codes. The problem is, they work probably only for SEA server, so these are only for players there:

1500 gold codes (not invite, these can be used by anyone, SEA only apparently)

MP9Y5E93F8YV
MP9Y5X23A4FF

800 gold invite codes (probably also SEA only, not sure)

VBT2WZFB55NA
VBT2WRAN38BD

From PanzerPunisher and Basil7 – invite codes for EU server, thanks a lot guys!

U34P-DR93-YM9A
Y68PZB-CC2N6U
Y68PYP-SD8Y9E
REVB28-RK7FGA
REVB22-VH7FPE

From thingleboyz and msamuel, M22 Locust invite codes

T5ZF8UN-H4FC5ZT
T5FF5CD-S6VV3VC
T5CH5XR-K7SV6DG

Ensign’s Q&A #17

Here’s another batch of questions, fresh from tankarchives@gmail.com! Previous edition can be found here.

Q: Was the 107 mm F-42 based on the M-60? What tank would it be mounted on?

A: The F-42 predated the M-60. It was developed before any tank large enough to fit it, as even the roomy KV-2 could only fit the reduced size ZiS-6.


Q: What is the firing procedure of Russian or German tank crews? 

A: I don’t know about German ones, but the Soviet ones would be Ай бля шухер, Ваня ебни по нему бронебойным as follows:

A crewman that spots the target announces its position and range. Position is given in angles (to the right of the tank is plus, to the left is minus). If the target is close and next to a visible landmark, the crewman may give its location relative to the landmark, or, preferably, combine it with the previous method. Direction is given first, then target, then distance. Example: “Plus 30, haystack, left 50 meters, cannon, 500″.

If the tank is in motion, the commander makes a decision whether or not to move after firing. If the tank will move after firing, the command is “Korotkaya” (short). When this command is given, the driver will resume motion immediately after the gunner has fired. If the commander does not wish for the tank to resume motion after firing, he orders “Stoy” (stop) or “Za ukrytiyem, stoy” (behind cover, stop). If the commander wishes to fire on the move, he orders “Menshe hod” (slower speed). In this case, the driver would seek flat terrain, and announce that it is more suitable for firing with “Dorozhka” (road).

If necessary, the commander will mark the target with tracer fire and/or announce its presence on the radio to his platoon.

The commander determines which type of ammunition is more appropriate and signals the loader. This can be done by announcing the type of shell he wants, but in the heat of battle, a hand signal was enough: closed fist for armour piercing, open palm for explosive fragmentation. When the loader completed loading, he replies with the command he was issued, ending it with “Gotov” (ready). When the commander orders “Ogon’” (fire), the gunner will seek out the target and fire when he is ready. The commander observes the target and corrects the fire. In a tank where the commander doubles as the gunner, the driver corrects fire.

After firing, the loader continues loading the same shell type until he hears “Ne zaryazhay” (do not load). That is a signal to clean up spent casings and replenish the ready rack.

Q: There are some Yugoslavian penetration tests on the internet, what is their source?

A: Who knows where the original source is (probably Yugoslavia :P ), but Bojan put up a whole bunch of them here.

That’s it for this time! Well, not all, but there’s a question that’s large enough in scope and interesting enough that it deserves an article all on its own. Stay tuned!

8.9 official vehicle changes

In connection with the introduction of the new German TD branch, the Panzerjäger I and Marder II vehicles were rebalanced:

Panzerjäger I

  • Reworked the collision model.
  • Terrain resistance of suspension Panzerjäger I on hard surfaces reduced by 8%.
  • Terrain resistance of suspension Panzerjäger I on medium surfaces reduced by 7%.
  • Turnrate of the chassis Panzerjäger I verstärkteketten changed from 34 to 36 deg/s.
  • Terrain resistance of suspension Panzerjäger I verstärkteketten on hard surfaces reduced by 8%.
  • Added the radio station FuG Spr. A.
  • View range Panzerjäger I changed from 320 m to 330 m.
  • Aimtime of the gun 3,7 cm Pak (t) L/47 changed from 1,5 secs to 1,7 secs
  • Amount of ammo carried for the gun 3,7 cm Pak (t) L/47 changed from 96 to 160 units.
  • Elevation of the gun 3,7 cm Pak (t) L/47 changed from 12 to 10 degrees.
  • Aim circle spread for the gun 3,7 cm Pak (t) L/47 after shooting increased by 17%.
  • Aimtime of the gun 4,7 cm Pak (t) L/43 changed from 2 secs to 1,7 secs
  • Amount of ammo carried for the gun 4,7 cm Pak (t) L/43 changed from 86 to 84 units.
  • Aim circle spread for the gun 4,7 cm Pak (t) L/43 after shooting increased by 17%.
  • Aim circle spread for the gun 4,7 cm Pak (t) L/43 when moving the gun reduced by 33%.
  • Aim circle spread for the gun 4,7 cm Pak (t) L/43 changed from 0,37 m to 0,35 m.
  • Removed the gun 5 cm PaK 39 L/60.
  • Traverse rate for the gun Panzerjäger I changed from 44 to 26 deg/s.

50mm PaK 39 was removed, because it was unhistorical. It was replaced by the gun 4,7 cm Pak (t) L/43. We tried to rebalance the vehícle so that its combat capability remained the same.

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