War Thunder – (Dev) Shell and bullet synchronization

War Thunder is an online game where players who fight in one battle may be situated thousands of kilometers from each other. But the game is designed in such a way that 99.9% of the time you will never notice this – interaction with your vehicle is as smooth as if you are playing a single-player game.

You can have a look at this article for more details about War Thunder net code. Today we want to tell you about specific improvements to this code that influence interactions with your opponents which primarily affect aircraft – both in air only and combined battles.

In the recent update we implemented changes that will significantly improve shell (bullet) synchronization between the client and the server – any direct interaction with your opponents.

Shell (bullet) trajectory calculation begins at the same time on both server and client and uses the same physical model. But from now on it will also be synchronized, using the same time sampling rate. This means that now shell (bullet) trajectory on the client will not only be virtually the same as that on the server but in 99% of cases, match it completely, moreover trajectory calculation on the client will no longer depend on your client’s FPS in our game.

As a result of these changes, situations where you see a registered hit in your client but it doesn’t appear to count on the server are reduced to the absolute minimum possible in our net sync model. However you should keep in mind that an unstable connection (unstable ping, packet loss) may still cause problems since the server needs to know whether a shot was fired and also, high ping affects the relevance of the image visible to a client to what is actually being represented on the server.

We would also like to point out that there still exists a myth that in a computer game it is impossible to synchronize and calculate all the ordnance that has been fired by a gun or cannon. This is incorrect – in all our war-related projects we have always calculated every single shell which does not depend on either fire rate or calibre (doesn’t matter whether we are talking about a 7mm Machine Gun or a 30mm auto-cannon). Sometimes there may be many hundreds of thousands of bullets flying through the air simultaneously.

War Thunder – Dev Q&A 29.09.2017

 Ground Forces

Why does the blast effect of bombs, rockets and HE shells not take into account the armor plate’s angle? The shockwave is a thick air front. Just like any other wave, it flows over streamlined objects or objects set at a high angle with a minimum of resistance. Because of this error, bombs and rockets destroy tanks through the bottom when they hit 10 metres away from them, which is completely impossible since the shockwave should simply skirt around the bottom of the tank.

It’s quite a difficult computing challenge to fully simulate the logic of explosive force while accounting for all its characteristics, so we use a simplified calculation. In 1.71, the destructive action of rockets is now calculated using the same rules that are also relevant for bombs. It is calculated more accurately with consideration for the explosive mass and the entire mass of the warhead, so the destructive action of rockets has been significantly reduced. As for bombs, to knock a tank out with a bomb from 10 metres away requires a rather heavier bomb of 500 kg and above.

Continue reading “War Thunder – Dev Q&A 29.09.2017”

WoT Supertest – 9.20.1 new info

Source: WOT VK

FV4202 – armor reverted to 9.20 values. Statistics have shown that the tank was OP and now it was decided to test the tank without the changes. Tests will show which version will land on the second CT.

Details:

  • Lowered engine power from 650 to 510 HP
  • Power-to-weight ratio fell from 15,63 to 12,26 HP/t
  • Armor decreased:
    • Front hull armor from 76.2 to 50.8 mm
    • Front turret armor from 240 to 170 mm

 

The new UK Tier X TD now has a name – FV217 ‘Badger’. Aside of that, it got a better frontal armor and a higher alpha, though with slightly lowered reload speed. Also, some minor mobility buffs.

ELC EVEN – smaller clip in favor of a faster reload across the board, as well as increased alpha

Caernarvon AX – armor and DPM will be ‘changed’

Somua SM – lower top speed in favor of a more powerful engine

 

WoT – Q&A 27.09.2017

Interview with the boss himself.

Q: We know that the amount of tanks and nations possible to add are finite, and that new content is the basis of many of the WoT updates. What direction will the game take after the possibilities end?
A: Our historians are already preparing Polish, Hungarian, and Italian trees. Even with sparse releases, there’s enough material for a few years. Besides, I don’t agree that the game just boils down to adding new vehicles. We’re adding new modes like Grand Battle, which I personally wanted to see in the game.

Q: Do you plan to add modern vehicles to the game?
A: That questions is asked a lot – will the game get mechs, helis, or modern tanks… We have 4500 employees in our company, so ideas appear all the time. We often put those ideas to test, or prototype them, but we only release info when we’re sure it will work. For example, Grand Battle, where some functionality wasn’t implemented. Such are the laws of marketing.

Q: Consoles got a single player campaign. Do you plan to develop that idea further?
A: We’ll see. WoT was always a PvP game, but we’re conscious of the fact not all people like it. We can’t forget that PvE has left a mark in the whole genre. If the console players like it, we’ll think about PC players.

Q: The first trial season of Ranked Battles just ended. The players didn’t skimp on the criticism. Is it valid?
A: Ranked Battles, or as some say “a battle mode with skill based matchmaking” is a broad topic – we discussed it multiple times in our company. This was the first test, and statistics say that over 90% of the active players tried it out. Sure, we got a lot of feedback about errors, but it’s normal with such a scale. We listened to all info and implemented the most needed fixes in the second season, which will be much better. If needed, a third, and maybe fourth beta will be launched, until everything works.

Regarding the criticism, people just state their opinions, which means they’re interested. The lack of feedback would be worrying. A lot of it is positive,  but some whining is also present. I always send such messages to the appropriate department, so they know what people want.

Q: Do you play a lot?
A: I play ‘tanks’ and ‘ships’. I also play a lot of Blitz with my son. I play Total War: Arena since the closed beta, it’s really addicting. Generally speaking, I like games since I saw my dad’s computer at the end of the 80s.

Q: There was an information that W40K tanks will appear in Blitz?
A: Yes, it’s true, a few tanks. Of course it won’t change the game dramatically. There’s a sort of unspoken rule that we’ll add new, even funkier machines from time to time.

Q: Lately Sega and Creative Assembly became your partners. How did the cooperation regarding TW:A begin?
A: When we were readying a project regarding Operation Bagration and showing it on various exhibitions, we started talking with Creative Assembly and then Sega, as to why not make something together in WWII times. The topic got pushed aside, but the contacts stayed. In time we resumed the talks, and so, Total War: Arena was born.

Q: In December you announced a new MMO named Caliber, but there’s no news regarding it. How long will we wait for new info?
A: The answer is simple – work! If a game is suppose to be good, it needs a huge amount of work in a long period of time. It’s a slightly new genre for us, which means a lot of work for the whole team. When something is ready, we will shot it.

Q: What do you think – how does the future of the WG Labs project look, since it only released one important game, namely Master of Orion?
A: Let’s first state that WG Labs isn’t a separate company. You have to understand that Wargaming is a company which we grounded on solid, long-term projects. WG Labs is mostly about searching interesting things that are happening and reaching out to forge new friendships in the trade. Many times WG Labs reps visit exhibitions, and sometimes they look for interesting projects to realize, or co-realize. You have to understand that hits don’t appear every year.