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New Physics Public Test

Earlier this year, we ran a special Public Test exclusively for experimenting with a new physics model, which enhanced the ways tanks turn, skid, drift, climb, or flip around any given map.

Work has continued, and we're happy to introduce a new physics test. It's live now, and only for 24 hours! Go ahead and get sideways -- or any which way.

All World of Tanks players are eligible to take part in this Public Test as long as they were registered within the past two weeks. Participating is easy, requiring the installation of the World of Tanks test client used for all other Public Tests. Don't have it yet? Start here:

Download Test Client

Guide to Public Tests

As always with our test server, nothing is finalized, so we can't make promises that these changes will show up in the next official update, or the next-next. 

• We are always interested in player feedback, especially for this test! To participate in the discussion, please visit our feedback thread.

Public Test Notes



Changes in Sound Design

  • Replaced the current FMOD sound engine with Wwise
  • Emphasized the informational component of sound. Now, the players always hear the most important in-game events first
  • Fully reworked all gameplay sound content
  • New battle ambience is composed of unique content, recorded at various proving grounds
  • Increased the overall distance at which important sounds are heard. Now, all events for shots, explosions, and hits cover the whole vehicle visibility range (~600m), creates a more informative and immersive combat environment
  • Reworked the sound design for both arcade and Sniper aim modes
  • Fully reworked the sound of vehicle engines. The new sounds are based on authentic recordings of WWII armored vehicles
  • Fully reworked the sound of vehicle tracks. Now, as with engines, the sound of tracks changes depending on maneuvers of a vehicle
  • Fully reworked the sounds of gun shots, both inside and outside of vehicle turrets. However, the current system of calibers has been kept
  • Fully reworked the sounds of penetration. Now, not only a player can identify the caliber of the penetrating shell—they can also identify how much damage such a penetration caused to their vehicle
  • While in Sniper aim, players can now identify by ear from which direction their vehicle was hit
  • Reworked the sounds of tracers. Now, there is a discernible difference in how shells of different calibers sound when hurtling in close proximity to your vehicle
  • Reworked the sounds of vehicle explosions
  • Reworked and re-implemented the special sound upon causing a critical hit
  • Introduced sound notifications upon destruction of vehicle modules

Changes in Physics

  • Increased the mobility of light and medium tanks
    • Light and medium tanks will be more mobile due to the fact that they will no longer lose speed when driving over various terrain irregularities (bumps, rails, etc.)
  • Vehicle turns
    • While on the move, press SPACE and a directional button to execute the clutch-braking maneuver (not available for tank destroyers and SPGs)
  • The ability to control turn radius
    • While turning, release the forward directional button to decrease turn radius. Press forward again to regain speed
  • New ramming capabilities
    • You can now turn over enemy vehicles by pushing them off steep hills
  • Reticle stabilization
    • By popular demand, the reticle and camera in Sniper aim are stabilized as much as possible. The "gun rocking" mechanics has been disabled
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