In the Public Test for Update 9.14, players can try out the final version of our improved movement physics. We've made some changes since the last testing phase that make vehicle handling more realistic, as well as more responsive.
Calculation of the improved physics is carried out on the server. With the new physics model, vehicle handling and interaction with vehicles/map objects will be more realistic and diverse.
Vehicle suspension will operate more realistically, and your top speed will also change -- this will help to prevent issues of moving through objects. Also, vehicles behave more realistically when standing on inclined terrain, and their hulls will sway on the move, though this motion will not affect the behavior of your aiming reticle.
The hull of a vehicle can now be rocked back and forth, thereby altering the vehicle's scaled armor value. This ability depends on the vehicle's speed and what other actions it's performing.
When making a turn while moving forward, the vehicle loses much less speed.
Your vehicle now loses much less speed due to improved suspension. Also, it now behaves more naturally when driving over small terrain irregularities.
When driving across a hill, your vehicle will not lose linear velocity. At a certain angle, vehicles will start to slip off the hill.
We added a new skidding and sliding effect depending on how you're moving your tank with the new physics.
Turning radius control: Due to change in driving speed (by pressing or releasing the W button), you can now control the turning radius. In this way, the radius and time required to complete a turn will be less than that at high speed. You can better control vehicle behavior when maneuvering by holding down the "W" button.
Sharp maneuvers that change the direction of movement: Blocking the tracks while on the move allows you to perform sharp turns, controlled drifting, or a quick U-turn! Pressing the space bar blocks both tracks and the vehicle performs sharp braking. Pressing the SPACE bar and a directional button simultaneously blocks a track and allows you to perform a sharp turn with the loss of some speed.
With the release of Update 9.14, in-game sound will be significantly reworked. With a transfer to the Audiokinetic WWise sound platform, game sounds will be more informational, realistic, and atmospheric.
A preview of the new sound ambience in World of Tanks will be available to any players who participate in the 9.14 Public Test!
Ambient sounds will change considerably as we overhaul all existing sound effects and introduce new ones. Owing to modular architecture, each game event will have its own distinct sound: now, each sound is a 30- to 10-module construct. In this way, highly diverse sounds will make every gameplay event unique and distinct. Also, all the new sounds were recorded with the use of authentic vehicles at a real proving ground!
The information component of sound will be improved! Sound ambience will relay important information. You'll be able to follow the course of battle not only by the minimap and view range, but also by the informative sound events. This added information will help you make more informed tactical decisions on the battlefield.
Our development team has adopted lots of feedback received from players during previous testing phases -- the new vehicle movement physics and our sound environment are now close to their final versions!
The updated physical model provides for new tactical possibilities in close-quarter combat while making vehicle handling more realistic and keeping the vehicle behavior that players are used to. Gameplay continuity is one of the most important factors for us!
We wanted our new sound to provide information and atmospheric combat, and we've placed great emphasis on optimizing consumption of the resources spent calculating sound.
Please feel free to share your feedback on these innovations!