Thursday, August 23, 2012

[WoT] Improving Physics of 8.0 Update

Below is Storm's (WoT producer) summary of the current state of in-game physics of 8.0 update for World of Tanks.

Main issues detected so far:
  1. Disappearing destroyed tanks and "alive" tanks getting stuck in the spots where destroyed tanks were initially. 90% of all cases when vehicle gets stuck are of that kind.
  2. Tanks getting stuck on bridges (near the edges).
  3. When being detracked on the move tanks don't get turned.
  4. Too much damage when falling from relatively low height. This especially applies to light tanks driving cross-country terrain (due to the roughness of terrain).
  5. Too little damage when ramming, especially heavies vs lights/mediums. Tanks just bounce getting minor damage. While some bouncing is legitimate, there should be noticeably more damage to vehicle and tracks.
  6. Most of the tanks have seen a drop in acceleration. Especially heavies.
  7. There should be some more drifting/sliding. Now it's possible only for the 2-3 fastest tanks in the game, as a result, this feature is barely noticeable.
  8. Low terrain rendering settings are unclear for players which leads to massive complaints of tanks falling into the ground or hovering in the air. Possibly, this setting should be removed from auto-detect functionality and graphic presets, allowing to change it only in manual mode.
  9. Small stones, stumps, and other small objects should not have own hitboxes. Vehicles get slowed down too much because of that.
In comments to this post, please state whether you can confirm the aforementioned issues or not (assuming you have tested it on public test server, otherwise - don't do it! :) ). Alternatively you can add what you consider to be a fault of physics. Please avoid posting minors, focus on the main issues. 

Thanks in advance.

130 comments:

  1. Uff for now i can see that someone is taking care of our stucks and damages... Thank You OL!
    But right now its SNAFU - If you know what i mean ; )

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    1. We are closely watching over the test server. 8.0 update in general and physics in particular is an extremely important for us.

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  2. Replies
    1. Agreed. Fall damage is to high for all tanks, not only light ones.

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  3. Have had ALOT of issues with disappearing dead tanks. Also being kicked out of a match half way through. Totally agree with the damage of ramming and falling small distances, Also about the rocks having hitboxes.

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  4. I think that statements are OK. Many players complain on the forum about that issues. I played on test myself and I can confirm. :) Keep going!

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  5. Well...in himmelsdorf there are some spots where if you drive with the tank...it slows you down to 1km/h...it's a small area like..let's say..20 metres...but it' weird..and by the way...when can we expect full 0.8.0 test server? :) thanks !

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  6. So far the biggest thing that's annoying me is issue nr 4. For example, i've been driving in my batchat on mountain pass, and i've tried driving down the slope on H5, but every time, no matter how slow i drove, i took damage at some point ( which seemed to be ridiculous, since the speed was 5 km/h or something like that ).

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  7. I can confirm all except 6.
    I didn't notice my E-100 to be any slower than normal. But that's only after 1 match.

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  8. I've died countless times to troll physics in this game. I can't believe its finally getting fixed! yay :)

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  9. I agree with everything, but there is not mentioned issue with exceeding tanks speed limit, when other tank is pushing them (although maybe it is intentional).

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  10. The detected issues are all in place. Since we are talking Physics, it would be nice if the impact of shells would have some effect on the tanks (a T-50-2 hit by an arty shell should toss him away a few metres, not just get tracked...)

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    1. It should not... at least in known universe :)

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    2. But it would be nice, at least in my universe :)

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  11. Is the physics test server coming back any soon? Any ETA?

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    Replies
    1. No ETA, sorry. We are currently making the necessary changes.

      Delete
  12. Rocks having hitboxes should be fixed, not removed. Disappearing dead tanks, graphical glitches, CTDs are also all here. I've noticed drop in acceleration. If a vechicle is detracked at high speed, it should overturn (I'm looking at you, T-50-2 :)).

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    1. While that sounds cool and physically accurate, that would mean getting tracked is literally a one-hit-kill against light tanks at speed.

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    2. In real life, any hit to the tracks means dead tank.

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    3. Really? That depends on the tank. In Desert Storm our lead tank got tracked and continued destroying enemy tanks... But, I understand the point. :)

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  13. Perhaps like friendly ramming where below 10kmh does nothing there should be a limit on what starts doing damage... Real tanks, at least modern ones can easily jump a metre in the air at say 40kmh and not hurt themselves... Perhaps if you are under 25kmh you cannot damage yourself... Although that would represent problems with people just driving off bridges... There must be a way to define between falling off high places like bridges and making jumps or driving down steep hills with tanks... because the tank doesn't actually leave the ground driving down the steep hill but it just tracks itself or damages itself anyway especially towards the bottom...

    ReplyDelete
    Replies
    1. Driving down steep hill in tank on full throttle isnt very smart idea IRL.

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    2. agreed, full throttle down a steep hill such as the one in Cliff would damage the tracks (and possibly engine on german tanks) not to mention the headache the crew would get from all the jostling and the tight quarters within those metal monsters.

      The way it could be noticed is "hang time" or acceleration of the engine... when you leave the ground your tracks would spin wildly with no weight to counteract from the tank. So if it hung in the air for 1.5 seconds or more it could be considered a high drop (especially for heavies with their 100+ tonnage load).

      Depending on how long the tank's "hang time" is, the damage would increase. As for speeding down a hill, your tank still has grip on the turf, slowing acceleration but increasing your skidding and possibility of rolling.

      This is my thought on that way of recognizing what a fall and a light "jump" is. but i doubt they'll fix it like that :P

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  14. i can confirm most of the above. Another major concern not mentioned is the maps. when they were originaly made, they were laid out to give a certain amount of balance to both sides. now that new routes have opened, the balance has gone. for instance on cliff , a scout can get up the cliff to the center on one side only and the route to the lighthouse favours the same side

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  15. The disappearance of destroyed tanks, too much of that in only couple of the games manged to play before test server went down. There is big difference in ramming damage. When you slide down the cliff you are exposed to continuously receiving damage. When you rum someone at the end of that sliding there is not enough damage to the opposing tank.

    I can confirm all of the statements, there is a lot of bugs.

    And what is with the graphic style, it's too bright, and every become too grayish.

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    1. I agree with too bright graphics. Seriously, it is so overbloomed. It happened in like 10 years old games, can WG make something better than 10 years old lighting?

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    2. indeed, there's too much light. on arctic region i had to lower the gamma to get some balanced lighting.
      the graphics also need more contrast. and yes i am using vrey high details

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  16. 1. I am pretty sure I got stuck by this on open ground in himmelsdorf once, though the invisible dead tank just blocked me, I could back up and move around it still.

    4. Have noticed the rough terrain damage in lights, it is quite harsh. Also some drops of only a couple of metres can cripple or kill a tank (especially lights). I guess this is the same issue.

    5 & 6. I have noticed these also.

    7. I have not noticed drifting/sliding at all, even in the ELC amx, the amx 12t and the tetrarch.

    9. I agree with this.

    In summary, I can confirm 1, 4, 5, 6, 7 & 9.

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  17. Something else, I found that if I entered a match with a different tank after leaving the previous one - I'd get kicked out of that match after the battle from the past match was finished and the tank I was just in being ready for battle again... is it server lag?

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  18. i hope i can see mini map...even snipe mode...

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  19. damage to tracks from small jumps on fast/light tanks is a problem ive noticed.
    i hit a med with a light tanks and did no damage to either of us.

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  20. Noticed the invisible wrecks and the lack of ramming damage.

    Also, which I have seen no mention of, the drowning warning does not always appear.

    Overall it is a great improvement but the maps need a massive rework still.

    ReplyDelete
    Replies
    1. I have noticed the issue with the drowning indicator not appearing. (while trying to make my T-50-2 a submarine)

      Another issue I was wondering, is speed still capped? (just at a much higher rate) I noticed going down the hill on himmelsdorf that my heavy tank eventually capped out before getting to the bottom. D:

      In other news, I would totally be up for them removing the flipping limitation for one of the physics test iterations just to see if it isn't too big of a problem. I love the idea of being able to flip another tank up side down. Maybe include a indicator similar to the drowning indicator for being upside down? o.o

      Delete
  21. I know it is about physics, for me the main issue is that the physics previw occasionally crashes the gfx driver, also there are artifacts on the sky (for example it is red sometimes on arctic region and brown on himmelsdorf). I have screenshots of these. Let me know if I should post it. My gfx is ATI 7970.

    ReplyDelete
    Replies
    1. Screenshot 1: artifacts on the sky - himmelsdorf:
      https://dl.dropbox.com/u/11435743/wot/shot_003.jpg

      Screenshot 2: artifacts on the sky - arctic region:
      https://dl.dropbox.com/u/11435743/wot/shot_006.jpg

      Screenshot 3: flag not visible on sand driver:
      https://dl.dropbox.com/u/11435743/wot/shot_004.jpg

      I must say that I enjoy new maps and the physics very much, please keep working on it!

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    2. your graphic cards are over-clocked to much, when you over clock your cards it's more chance for a graphics driver crash or start seeing artifacts. Try lowering the graphic card's CPU and memory speed settings a little lower.

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    3. Hi, it is not overclocked, it has standard clocks. The issues only appear in physics preview, all other games are fine.

      Cheers

      Delete
  22. the bad thing about damaging your tanks because of high speed over bumps is that you can't really have control on the tank's speed as you don't have throttle control, just full ahead or full reverse. you can't negociate the terrain at a chosen speed.

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  23. That's a lot of work! keep it up

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  24. All points are true. I would also add, that tanks are losing their tracks too easily while going downhill. Many times really slow driving downhill (or rather sliding, because this is what I was trying to do) ended in losing tracks.

    There is also issue with intentional drowning enemy. I pushed one tank into water and he drowned. I wasn't credited for it.

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    Replies
    1. when sliding in any tracked vehicle you tend to place torque on the track exceeding its design limits. just a fact that's exacerbated even further if its on an angle.

      Delete
  25. Yeah, lights seem more sluggish and can get detracked even when just driving around over really small bumps.

    And those small rocks on sand river for instance can instantly stop you. Very annoying (i would except one would be able to drive over them).

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  26. 1 - never experienced it, although I had unexplained very slow speeds in what seemed to be flat terrain
    2 - true, also you can easily get stuck in shard terrain edges and rocks especially driving in light tanks
    3 - true
    4 - true
    5 - true
    6 - can't be sure about this one, although I read complaints about it
    7 - tank sliding as I tested did not happen at all from sharp turns, although I saw sliding of tanks from trying to pass on hi angled terrain
    8 - you mean those settings in russian? then it's completely WG's fault for not documenting them
    9 - not entirely true because the surface contact is lower thus less "grip"

    one other issue I noticed - the leading edge of the caterpillar/track (or however U wanna call it) does not provide traction like the rest of the track does (see image below); it even acts like a brake
    http://i32.photobucket.com/albums/d25/zme-ul/World%20of%20Tanks/track.jpg

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  27. This might be a little specific, but a few of my smaller tanks got stuck or hindered by the railway tracks on top of the central hill on Mines map. I suppose you could lump that in with issue #9

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  28. 90% of stuck tank cases are caused by invisible dead tanks? B/S... 100% of the times my tanks get stuck are on dodgy cliff edge impassible areas, usually at the bottom when hugging the cliff face.

    ReplyDelete
    Replies
    1. Are you actually talking about the Physics update here?

      Delete
  29. Something that bugs me is: Why do tanks get turned when they get de-tracked? It doesn't make any sense.

    The said tank should move forward until it it got no longer kinetic movement.

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    1. losing a track will cause a loss in traction on that side and that's why tanks at hi speed will turn towards that side

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    2. Actually, losing a track will cause that side to dig into the sand, thus increasing the traction and drag. thats why it turns that way.

      Dont know if you guys own cars, but the same thing happens with a flat tyre, the car will pull to the left if your left tyre has less air in it then the right. (yea cars wheels dont dig into the road, but it still increases the drag on that wheel)

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    3. Tho i do agree that a full speed e50 should not turn 180degrees when losing a track. Thats just crazy.

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    4. 60 tonnes going at 60km/h is an awful lot of kinetic energy.. So when 1 side loses forward motion and the other one keeps pushing forward the tank should definatly do a 180 degree turn driven just by its inertia.

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    6. Sorry engineers, you're wrong. I'm a former tanker and i've thrown track in 40 ton tanks doing 40mph. Your assumption is that thrown track suddenly causes everything to stop. If that happened then the sprocket and likely the drive shaft would break because the engine/transmission doesnt know there is a problem. What happens is the track feel sluggest and pulls to that side while making a terrible grinding or bumbing noise and you lose steering. The driver will almost always respond with breaks because there isn't anything else to do. If you eliminate all human factors (the driver) a ghost tank would continue to drive forward a bit more slowly and then the drive shaft would break and the tank would halt.

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  30. seen:
    1 also immediatly returning to garage with vehicle intact.
    2 including me but also stuck in the middle of the bridge.
    3 have not seen this happen yet, so yes.
    4 seems random instead of proprtional to height.
    5 true too little damage.
    6 definately accelaration is poor.
    7 Haven't noticed drifting.
    8 Haven't used low terrain settings.
    9 yes small stones are slowing down the vehicle greatly.

    I've also noticed on some occasions the tank will get stuck on a ridge while its tracks connect the ground but is not able to move.

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  31. If you look at the tracks in three parts, like this:

    \___/
    1 2 3

    Parts 1 and 3 don't seem to count for the game. Whenever I stood in a ditch or at the bottom of a hill and part 2 didn't touch the ground, I got stuck as there was no traction. It happened to me both in a ditch in the desert and several times at the bottom of a slope/cliff after I went down.
    Similarly, when I tried to drive onto a small rock, I would get stopped before my tracks even touched it, as though my tracks were boxes.
    Might be an engine thing but somewhat better simulation of tracks where they aren't just a box underneath the tank couldn't hurt IMO. Or at least they should provide traction even when part 2 doesn't touch the ground.

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    2. more like this:
      1\____/5
      ..2 3 4

      parts 1-2 and 4-5 do not count

      Delete
  32. http://www.youtube.com/watch?v=UTXeDvgG5Ck&feature=share&list=UUirUdFlNTeWatjQsLmwUqXw

    There is a spot on mountain pass what causes extreme fps lag. Look at the video, i drive up there in my batchat (at 6:23), i had to stop the video there because i was getting 1 fps and a ping of 999 when i drove to the castle thingy thats on there. This happened 3 times in a row on the same map on the same hill.

    At 0:28 u will see my chaffee hanging of a bridge and a little later you will see a amx 12t falling ontop of me, doing 0 damage.

    Also, on several occasions, the game just stopped and went back to garrage. The battle just ended, half way through. The tank i was using was not locked in battle.

    And i had a time, when i wanted to go with my mouse into battle, that it went in, but i stayed in garage.
    The battle button went grey, and i got a message "error team has already been formed" when i tried to go into battle with another tank, restarting fixed it.

    Yes i also noticed a decrease in acceleration on my t110 and i think it affects meds to.

    Im happy to see that the current bugs are getting attention from the devs :)

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    1. Also, i think there should be blocks places at places like you can see on 2:44, 3:33 and 5:06

      when in cw and your defending your land or defending in assault mode, simply push a small tank into a impossible spot and you have a bigger chance of getting a draw.


      And is i true what i hear, that you can not exclude game modes in platoons?

      Delete
  33. 1 - Did no see such things
    2 - Didnt pay attention to bridges, so cant say i saw it
    3 - Didnt get detracked once
    4 - Yes, way too much damage, even sliding down a hill slowly will either destroy the terack or damage it or deal damage, which is just silly
    5 - Didnt notice
    6 - Yes, but i notice the slow acceleration a lot on the VK28 and/or PZ2 Lucs, while the ELC has ridiculous 60km/h in 1.5 seconds acceleration
    7 - No visible sliding/drifting with the fastest tanks
    8 - Didnt notice
    9 - Didnt notice

    And for the cake at the end, The PZ4 now has a new cupola, for being a new cupola with some side plates it turns too slow, stock cupola like 44 and the upgrade has 22 turn rate, that's silly and the L70 gun was removet as well, the upgrade cupola turns too slow and the removal of the L70 is a problem, need some compensation for that.

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  34. Yes to all of the above. Sliding is important.

    Also sometimes when trying to push something down the bridge in Mountain Pass it looks like the bridge is sticky. The Tanks is slowed down much by the tree trunks and doesn't fall even when it's about 80° turned already.

    Some points in the terrain make u stuck even if they would be passable IRL.(pics in the forums)

    And an annoying bug that can impressively be shown in Himmelsdorf: If u push a lighter tank... like a Bat Chat against the little wall that protects u from falling down the abyss around the castle the Bat Chat suddenly went 90° up. That looks like the physics is a bit in conflict with the wall. Normally it would be possible to push a vehicle over the wall. The tanks have no climbing ability for some reason.

    Also the stairs cannt be climbed and often trap tanks.

    This would be a bit of the main stuff to be fixed...

    Cheers!

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  35. It seems to me that gravity is too low. I do not like that small tanks are jumping like toys.

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  36. This comment has been removed by the author.

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    Replies
    1. EU community team has proven time and time again it's incompetence and lack or interest toward providing accurate and timely information to their customers

      hardly is the employees fault but the very management's

      Delete
  37. Vehicles being capable of making push-trains with other vehicles seems fun, but I keep thinking it should be limited to prevent stuff like we've seen recently with tanks getting pushed up super steep cliff sides...

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  38. I have definitely witnessed issue 1, when my live AMX 13 75 got stuck under a dead T-50.

    #4 has been an issue in my E-50. Small jumps over low hills sometimes result in ~500 damage and loss of both tracks.

    I didn't notice a drop in ramming damage. I actually though it had been increased. Head on ram E-50 vs T-44 left the 44 at 16% health. I did, however, ram a BatChat at full speed in the side. Damage wasn't as high as I would expect, and his tracks remained intact, even though he bounced 20 feet away from me.

    The only drifting/sliding I've seen is down the side of a hill. Was not even aware it was possible on flat ground.

    Saw #9 in action. A few very low stones on Westfield slowed my E-50 to a crawl.

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  39. hello! can you make tanks jump off the cliffs in the next physics update?? i love to see that, kind of twisted metal style, just my opinion :p

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  40. I noticed that my KVS was too much sliding off the hill. I stood on hill, that has about 15% maybe and being turned side to the top and bottom, and my tank was sliding on side not like heavy tank, but like a toy.

    Second thing is destroying buildings. It looks really funny, when i ram enemy light tank with my med driving 20kmh and get hurt, but when I drive in whole big and massive building with full speed, its going down like made from paper and my tank only slows down.
    I know that this isnt simulator, but arcade game, but still this looks far too strange for me and sometimes a bit funny. And wrong.

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    Replies
    1. Ramming another tank is steel vs. steel, they are both made of the same material so they damage each other severely. Steel vs. wood is a huge difference in strength, and steel cannot be damaged by wood 99% of the time no matter how hard you hit it. Stone is a little harder, but bricks still separate when hit with steel.

      Delete
  41. It was difficult for me to ascertain what type of bug I was looking at when I was on the test server because the maps needed alot more work done.

    From what I've seen, as long as tanks stayed on paths and areas that were previously crossable (7.5 and back), the physics seemed to behave the best. However, it's when you drive "off the beaten trail" where you start to see alot of these glitches. Some of them are technical map glitches, while others are physical. It's hard for me to determine if something like a sudden slowdown while driving on a mountain is a map or a physical glitch.

    I would have the maps finished totally before testing the physics. In this way, we can avoid mistaking errors that are not caused by the physics engine.

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    2. Defenetly this!
      Finish the maps, then let's try the physics on them. Otherwise it is just a big mess of gliches, bugs, map problems...

      Delete
  42. the application crash every time after login :

    Signature du problème :
    Nom d’événement de problème: APPCRASH
    Nom de l’application: worldoftanks.exe
    Version de l’application: 0.8.0.0
    Horodatage de l’application: 502beea8
    Nom du module par défaut: MSVCR90.dll
    Version du module par défaut: 9.0.30729.4926
    Horodateur du module par défaut: 4a1743c1
    Code de l’exception: c0000005
    Décalage de l’exception: 00055ed9
    Version du système: 6.1.7600.2.0.0.256.1
    Identificateur de paramètres régionaux: 1036
    Information supplémentaire n° 1: ab94
    Information supplémentaire n° 2: ab9495777e2398442c2c53121e40138b
    Information supplémentaire n° 3: fbfb
    Information supplémentaire n° 4: fbfba239a76718c4ca9c79c35591f283
    Lire notre déclaration de confidentialité en ligne :
    http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x040c

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  43. This comment has been removed by the author.

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  44. In addition, I cage seen that there are a few invible walls, just like the open from FPS games!
    Map: Fjords
    Issue: Behind the east base going up hill (north) there is a main road, on one side a mountain and on the other a small lake.
    By looking at the terrain someone could drive around the lake, almost at the red line, but before you can get to the red line there is an invisible wall!
    Plz remove that!

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  45. I confirm it i tested it and saw almost all the glitches

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  46. I confirm all issues
    I was having an issue with the new render in which the game would only utilize 50% of my GPU's maximum load. Resulting in low frame rate.

    ReplyDelete
  47. Overlord, PLease fix the T-34s ZiS 57mm cannon. The firing sound of the gun is like a Tier I! Fix it to the patch 7.0 as it was good! I sent tickets before but no answer for that!
    Belive that,when you playing with T-34 and firing like a machinegun the sound of the gun will give you an EXTRA rage wich NO ONE CAN survive that!!!

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    Replies
    1. By the way for me its the main reason! And the only reason im PLaying WoT(The T-34) and the problems in this tank are 50% of the whole game for me which is destroyed!)

      Delete
  48. Wow, really good catch on everything. I saw everything except #3 & #7 (Turning when detracked and drifting) - I didn't even know I'm supposed to see it. :)

    One thing which I've seen which is partially described in #6, but I've heard many complains of it on EU forums.
    Is that the overall game feels much slower, was playing T-44, T59 and Tatrarch which usually feel very fast and nimble and they felt REALLY slow and sluggish, as if the entire game is 50% slower motion.

    Also I have lot's of graphics artifacts (HD 6850) and my graphics card seems to run hotter then it should (on EU forums there are more people confirming this).

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  49. Pushing a tank of something and it getting damaged or destroyed doesnt give credits or xp??
    If not there's no point in doing it apart from the lol factor.

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  50. Yes to all of the listed points and I feel like I must wear sunglasses, the sun it buuuuurns :)

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  51. "Most of the tanks have seen a drop in acceleration. Especially heavies."

    Sounds like a good thing, not a bug. I would love to stay it that way (and also slow down turrets and reduce penetration) so game would feel more like playing something really heavy and armored...

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  52. @overlord:

    first of all, generaly very plaesed with wath we can see so far on test server, tough i notice exept the listed above, 2 more issues:

    - when ur engine breaks down because of the speed governer (T28 medium), eaven when repaired afterwards, something apears to be blocking u when trying to continue forwards (couldnt drive faster then +-2km/h) it feels like u are pushing an invisible tank in front of u, while u can move normaly in other directions and places. I did looked to the terrain, and their was nothing at all to be seen (Sand river J2)

    - falling looks a bit unrealistic, it looks like tanks are "floating?" a bit. Is it posible tanks in the air dont have a downwards acceleration, only a fixed downwards speed wich makes it look unrealistic?

    thx in advance for the answers.

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  53. I agree with all of them, but I have a glitch of my own...

    First, I have my game on the Low setting.

    - Here is the issue: I was driving my Batchat.25t and the track would get stuck IN the map. The very front tip of the track, that sticks out the front of the hull would go through ground, causing my tank to be "glitched" in place.

    - This also happened when I fell off the bridge on Westfield... I fell side ways and my track got stuck in the SIDE of the bridge. I hung there for a few seconds till someone pushed me. http://i47.tinypic.com/zoexqc.jpg

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  54. 5) "Too little damage when ramming, especially heavies vs lights/mediums. Tanks just bounce getting minor damage. While some bouncing is legitimate, there should be noticeably more damage to vehicle and tracks."

    This (totally true). When i ram with my E-50M, other tanks recibe less damage than in the 7.5 and before. Please this must be a mistake, FIX IT

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  55. http://forum.worldoftanks.com/index.php?/topic/153999-reply-to-overlords-blog/

    Went over the 4096 character limit just a tad....

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  56. On the map Fjords the church located between D/E 1 can be entered by driving directly at it's front door. We've been able to jam a BatChat in there, IS-4 and a Maus.

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  57. Yes to everything except getting stuck on bridges. I can kinda get stuck on the bridge in Mountain Pass with the log railings but it is very very difficult to reproduce(for me, anyways, in a medium) and if I wiggle around enough I can get out.

    Also The BLOOM! IT BURNS US! Please don't use bloom as if it was the first implementation of HDR in a game. It is way overdone.

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  58. 1. Never seen or experienced. Playing on almost highest graphics settings.

    2. Never seen or experienced.

    3. Confirmed.

    4. Confirmed. However, sometimes the damage is way too low when you drive to a bump at full speed.

    5. Confirmed.

    6. Confirmed.

    7. Negative. There's too much drifting on every map but Arctic Region where should be more. Tanks turns when one track is slowed down. In case the ground is not very hard and/or slippery like solid rock or ice, the tank digs into a ground when it turns. Stoned streets like in Himmelsdorf act like a gravel if the vehicle weighs dozens of tons.

    8. ---

    9. Confirmed... Vehicles should slow down, maybe even receive track damage when driven onto rocks, but usually less speed reduction would be fine.

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    1. 1 and 2 confirmed on the bridge of Mountain Pass.

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  59. i would like to see slightly less de-tracking from jumping... it happens almost every time you get air.

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  60. I can confirm experiencing most of what you listed.

    One other thing: the physics only seem to be working in one direction. I can fall off a hill, but I still can't climb a pile of rubble, even on a gentle slope.

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  61. When the batchat 155 artillery is in betweeen shots in teh drums, the reticle disappears.

    Physics is going to ruin the game for pubs as they are going to spend more time fucking around and driving off cliffs opposed to playing the game. I say have an option to play on game modes with or without it. Or dont even implement it at all.

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    1. this will be only the problem during the first few days i believe

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  62. "There should be some more drifting/sliding. Now it's possible only for the 2-3 fastest tanks in the game, as a result, this feature is barely noticeable."

    NO NO NO!
    Tanks should topple if making a sharp turn with too much speed, and not doing drifts like in B grade movies...

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    1. http://www.youtube.com/watch?v=P5aWAW2hea4&feature=related
      http://www.youtube.com/watch?v=7ti7z807Dmk

      only tanks like the T-50-2 would topple over like a car when you try to drift with it (or even make a normal turn lol)

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  63. This comment has been removed by the author.

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  64. This comment has been removed by the author.

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  65. i've only watched user videos on youtube but i've noticed that tanks falling off inclines dont roll/roll over. they fall then land flat and get detracked. definately need some barrel rolls :P

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  66. Have any of the WoT crew contemplated porting the client to Linux?
    It is C++, correct? It shouldn't be a massive task, but it would certainly be nice. My Windows 7 has horrible ram management, whereas Linux on my PC runs much faster. Sometimes WoT can take so much ram, my computer doesn't have enough to run my wifi card and shuts it down, lagging me out of game.

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    Replies
    1. http://worldoftanks.ru/community/soft/show/1392/
      check that out (it is in russian so you will need something to translate it like google chrome)

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  67. what if you made breakable barriers on the sides of bridges and give bridges a surface where you want the players to be and if they get off those surfaces, they will effectively fall off the bridge... assuming they broke the barrier...

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  68. please add a functionality for bloom effect to turn it off or on , because some players dont like this effect at all , or not in this game .

    and the music , sometimes i cant hear it , dont know why ..

    and i want to say that even with Alien-ware M14X notebook the FPS dropped to 20FPS on high and now im playing with Low settings in a gaming laptop , please take a care about the performance of the game .

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  69. you said the performance would increase... instead I saw a drop what happened there?

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  70. Nice changes OL. But what about optimalization of new render with common ATI graphic cards issue?

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  71. http://peter95.rajce.idnes.cz/jh/#shot_030.jpg - superpershing his track are red..
    http://peter95.rajce.idnes.cz/jh/#shot_024_1.jpg -i stuck on small stone.
    stuck places:
    http://peter95.rajce.idnes.cz/jh/#shot_023.jpg
    http://peter95.rajce.idnes.cz/jh/#shot_022.jpg
    http://peter95.rajce.idnes.cz/jh/#shot_021.jpg
    http://peter95.rajce.idnes.cz/jh/#shot_015.jpg

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  72. and somewhen my screen flashing .. in low results.. hope i help :)

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  73. If you cut down tree with Elc it sometimes move with the Elc.

    If you cut down tree and go into it it's not transparent it's invisible.

    Maybe some places are passable and shouldn't be. Mines for example H9 etc.

    Sometimes for some reason you get kicked from the game to the garage and you can go play with it. (It's propably the number 1 it propably gets invisible.)

    Superpershing has red tracks.

    Some buildings are passable (undestructible) in the Sand river.

    Tracers behind tanks looks different (left and right).

    Sounds are awful.

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  74. 1) Dissapearing destroyed tanks yes. Never got stuck anywhere on the test server though.

    2) Got stuck mostly when one of the tracks left the bridge and the other one was still on it. The exception is Westfield bridge where you can hang in very strange positions.

    3) Didn't get detracked by enemy fire at all, only by my driving.

    4) Yes and no - yes, there are instances where light tank jumps because of a small bumb and dies. On the other hand, I would keep the current damage from falling from hills, cliffs etc. Even now you can drive a cliff down without any or just minor damage - just need to drive smart. We don't need tanks jumping from anywhere etc. There still should be some limitations and dangers so player will need skill and experience to make any use of the terrain options.

    5) Fully agree - it is very hard to detrack a tank when ramming. Also, the damage is often somehow funny.
    There is also another extreme...I managed to do incredible 950 damage by E-50 to Lorraine. I know 20 tonnes are a big difference, but still a bit too much in my opinion. It was a head on collision to his left track and still no detrack. I lost 440 HP in that collision. We hit each other in max speed and still both tanks only stopped in place and the new physics were not involved - would be great to see the rear get off the ground as the tanks hit.

    6) My biggest problem so far is with Hellcat - bad acceleration and terrible traverse speed.

    7) Would love to see that.

    8) Used only high settings and had almost no problems with graphics - just Super Pershing with red tracks and some minor stuff on terrain. Nothing like moon on the ground, darkness everywhere etc.

    9) Agree, tanks slow too much or completely stop.

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    1. quote/"4) Yes and no - yes, there are instances where light tank jumps because of a small bumb and dies. On the other hand, I would keep the current damage from falling from hills, cliffs etc. Even now you can drive a cliff down without any or just minor damage - just need to drive smart. We don't need tanks jumping from anywhere etc. There still should be some limitations and dangers so player will need skill and experience to make any use of the terrain options."/quote

      Fully agree with that. Although there are some cases where light jumps of a small sand dune crease and looses half its life. Happened to me in VK2801, I also lost a track, ammo racked myself and set on fire, all from a full throttle jump at a height of maybe 1-2 m which T50-2 made without a scratch just a few seconds before me. Also, don't know if its persistent, but it seems to me that German tanks are quite easily set on fire when falling or jumping when damage is included. Something to do with gearbox on the front??

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  75. Everything CONFIRMED!!!! Nice feedback WG :-)

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  76. I confirm all of the above. Plus remove ammo next time you want to test something else than shooting or add training rooms so people dedicated to testing don't get killed while doing silly things with physics.

    Another thing: sometimes the round simply ends in the middle and I am being thrown in the garage with my tank able to fight another round and without the battle summary. I don't know if it happens to all of the 30 tanks or just me in that round.

    Next: small rocks, I think its great they have hitboxes but they cause troubles because of tracks being a hitbox themself. Tracks should behave like tracks. For example if you see a tank track drive over a rock or a fallen tree, what happens? Does the whole tank goes up then fall down on the other side? No. Every individual wheel goes up on the rock then down behind it leaving the tank fairly level. I think thats the problem to most other problems with slowing down on obstacles and being stuck in a small ditch.

    keep up the good work, one of the best updates is coming quickly.

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  77. I believe that all these bugs arew going to desappear (!?!?) when this comes to live or even public test for 0.8.0.

    but I want to leave an idea.
    all the places that you can fall in must have a way to get out.
    if there's a place in the map where you can't get out, we shouldn't fall in there.

    L_R_D

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    Replies
    1. I don't agree. For me this is physics. Everything is possible. You are not careful, the enemy is more cunning? You are sitting in a ditch to the end of the round, that's it. What would be a point of pushing someone, or driving like you care?

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  78. With my T95, I could be pushed up the hill in Himmelsdorf by an AMX 120 at 13mph and fall off the castle at 18mph.
    At mountain pass it is possible to push a T-50 tank off the bridge to get stuck against the rocks with its tracks not touching the ground and parallel to the pushing tank. it takes 2 tanks to free them, the middle tank was destroyed in the fall but the light tank survived.

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  79. When a tank is on top another tank, the tank on top takes damage too. That doesn't seem right and I can confirm it when I saw my friend with his Ausf B on top of a Panther II, they both took damage.

    Also in free fall, the tanks seem to float. Gravity is an acceleration, right?

    Thanks for the Test guys and keep up the good work! :)

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  80. I play on my laptop with a NVIDIA NVS 4200M and have had no problem with pre-8.0 WoT, works like a charm. Now with 8.0 graphics seem to freeze for a few seconds (have to switch to desktop and back again). Also i only have 2 bad resolutions to choose from; widescreen with 1024x768 or another one with non-normal aspect. Have about the same settings in both versions but 8.0 have poor FPS in comparison.

    I know 8.0 physics test is not as much about graphics but i do feel that this should be noted.

    As for the physics part i have to say the first point is most important. ;-)

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  81. I have to say the observations are spot on! I would agree with all 9 points.

    The only thing missing would be:
    10. Most tanks can't drive up reasonably mild slopes of 20 to 30° at all if it is a part of a map that wasn't previously driveable. And driving down them really carefully (slowest speed possible) does way to much damage to tracks and the tank itself.
    Even RL tanks could do that without getting damaged, and this is an arcade game.

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  82. Overload... a somewhat off topic question. In the year or so that I have been playing now. I've noticed that you tend to get the exact same map over and over. An sometimes you can even play all day long and maybe only see three or four different maps out of the many available. There are actually quite a few I haven't even played or see in atleast a week or more. I have also talked with many other players both within my company and without that agree and have similiar issues with map randomness. That being said. My question is this.

    Will there, or is there a system in place that keeps track of what map a player just did so as to change it up every round. Is it possible to implement a check system were say...said player did map MA1... Now MA2 loads. Following game. MA1 & MA2 played. Random pick without MA1 & MA2 allowed in the choices. An so on and so forth until all maps have been cycled through and then it clears the so called cache and restarts the sequence.

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  83. one of the things I noticed most was the damage you get even from small jumps, a little sideways jump on my bat155 blew up my engine, ammo rack and tracks, along with damaging the commander.... how? did I drive over a mine when I landed?

    I suggest a few things:

    1. increased damage resistance when you land straight (to make driving off small hills like the mines one at speed possible without losing 50% hp and tracks)

    2. instant tracking (but little damage otherwise if its a small jump) if you land sideways due to a turn in mid-air

    3. better mobility in swamps for the heaviest vehicles, in the jgpz E-100 I could barely drive forward in the mines water area, but backwards was normal reverse speed (?)

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  84. Dear Overlord,
    may we look forward to full suspension physics? It would greatly improve the immersion.
    I suppose this may be even calculated client-side as it wouldnt affect vehicle dynamics itself.

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  85. I can confirm all of these issues.

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  86. Another issues would be:

    - Tanks fall too slow. They don't accelerate during fall, their speed is constant and it doesn't look good.
    - Sometimes tanks manage to survive a quite big fall i.e. i've seen T-54 surviving a fall from a bridge on Westfield map. That kind of fall should destroy the tank imidiately.

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  87. I like the slow acceleration, stops tanks from doing the front-back-front-back move witch it's kinda unrealistic for a tank to change gears faster than a race car!

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  88. Alltough its good to finally get that new physics, you should concentrate on balancing the game before bringing anything new into it. basically all you need to do is big nerf to russian tanks (some need big nerfs, some minor and some dont need at all), big buff to germans (most need big buffs, some dont need at all, whatever you do DO NOT NERF THEM ANYMORE as they are the worst tanks in game allready), some minor tweaking on usa/french line. you would see a lot less whiners (atleast with 5k+ battles who actually know how to play a bit not 2k or less battles players who keep whining about german tanks being too OP and they cant kill them with IS series)

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