It’s fixed! №118
Today, we’ve rounded up and will be covering some of the fixes and improvements that we’ve made to the game today and over the past weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website. If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform. Refinement of the bomber damage modelThe update to the bomber damage model significantly changed gameplay across many Battle Ratings and received a positive reception. However, the updated aircraft were sustaining too little damage. Today, we have implemented comprehensive adjustments to the damage model to ensure that bombers are not excessively survivable. First of all, we revised the aircraft skin settings so that HE shell fragments and small-caliber machine-gun fire should better penetrate bomber skins and damage internal modules. Previously, even large high-explosive shells often failed to deal sufficient damage when hitting vulnerable areas. Another issue occurred as well: even high-speed collisions between bombers and fighters often failed to cause damage. We’ve made a number of adjustments: damage from aircraft collisions is being increased. Ramming will once again become an effective last resort! These changes were made based on your feedback, and we hope you enjoy them. Be sure to try them out and share your thoughts! Updates to the Southeastern City location[carousel][/carousel][carousel][/carousel][carousel][/carousel]Southeastern City has undergone significant revisions. The most important change was the switch to height-map technology, similar to the recent update for the Afghanistan map, which allows for a more detailed landscape. Specific terrain elements were also improved: the map now features detailed sandy and rocky shores, the mountains have more textured surfaces, and forests and villages have been added to the northern section, which previously consisted only of open fields. Vegetation has also been improved; existing models were replaced with new ones and the ground cover is now denser, with trees appearing on mountain slopes as well. The finishing touches included reworking the water color and adjusting weather settings to make the map look more vibrant than ever before. We’ll also launch testing for Nuclear Escalation on this map! Nuclear Escalation FixesSpeaking of Nuclear Escalation! Alongside expanding the list of locations, we’ve fixed a number of issues affecting the logic of mission, buildings, and ground vehicles. Previously, damage to ground vehicles would often effectively disable them without destroying them completely; vehicles would fail to resume movement after running gear repairs or crew replacement. Now, however, after a vehicle is damaged, the crew will recover, get the vehicle back in working order, and continue on to their destination. However, there were two other bugs that prevented the convoys from successfully reaching their destination. Not only could convoys block each other and get stuck, but a convoy might not even have left the armored vehicle depot at all, since another convoy at the garrison (the destination) was considered active, which prevented the dispatch of a new one. These bugs have now been fixed. Missile FixesDue to errors, air-to-air missiles could either deal very little damage or no damage at all. For example, because of an error in the fuse’s logic, air-to-air missiles and surface-to-air missiles failed to damage rapidly approaching enemy missiles, detonating slightly before the point of closest approach. And due to an error in the logic governing the missile’s explosion itself, in some cases they failed to inflict damage on other aircraft from direct hits and explosions. That’s not allCheck out the full list of fixes and improvements in the update notes below! Here’s some more: weapon icons on the tactical map now appear on a layer below player markers and no longer overlap them; wheeled vehicles no longer shake when they lose all the wheels on one side; aircraft carriers now move from the edge of the map to its center on all Air Battles maps where they appear, and the view in VR no longer jitters when the game is launched using the DirectX 11 graphics API.Previous Updates:Update 2.59.0.49Update 2.59.0.46Update 2.59.0.43Update 2.59.0.38Today's Update 2.59.0.54AircraftBomber Damage Model: Collision damage between aircraft has been increased. Previously collisions resulted in insufficient damage of wings and tail and didn’t lead to their separation. HE shell fragments and small-caliber machine-gun fire now penetrate the skin of the aircraft better and deal damage to the internal modules.F-4E AUP Phantom II — the targeting pod camera settings and AGM-65D/G missiles seekers camera settings have been corrected. (Report). Locations and MissionsSoutheastern City — the location has been reworked. It has been switched to height-map technology, allowing for greater overall landscape detail. Specific l

Today, we’ve rounded up and will be covering some of the fixes and improvements that we’ve made to the game today and over the past weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website.
If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.

The update to the bomber damage model significantly changed gameplay across many Battle Ratings and received a positive reception. However, the updated aircraft were sustaining too little damage. Today, we have implemented comprehensive adjustments to the damage model to ensure that bombers are not excessively survivable.
First of all, we revised the aircraft skin settings so that HE shell fragments and small-caliber machine-gun fire should better penetrate bomber skins and damage internal modules. Previously, even large high-explosive shells often failed to deal sufficient damage when hitting vulnerable areas.
Another issue occurred as well: even high-speed collisions between bombers and fighters often failed to cause damage. We’ve made a number of adjustments: damage from aircraft collisions is being increased. Ramming will once again become an effective last resort!
These changes were made based on your feedback, and we hope you enjoy them. Be sure to try them out and share your thoughts!
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Southeastern City has undergone significant revisions. The most important change was the switch to height-map technology, similar to the recent update for the Afghanistan map, which allows for a more detailed landscape. Specific terrain elements were also improved: the map now features detailed sandy and rocky shores, the mountains have more textured surfaces, and forests and villages have been added to the northern section, which previously consisted only of open fields. Vegetation has also been improved; existing models were replaced with new ones and the ground cover is now denser, with trees appearing on mountain slopes as well. The finishing touches included reworking the water color and adjusting weather settings to make the map look more vibrant than ever before.
We’ll also launch testing for Nuclear Escalation on this map!

Speaking of Nuclear Escalation! Alongside expanding the list of locations, we’ve fixed a number of issues affecting the logic of mission, buildings, and ground vehicles.
Previously, damage to ground vehicles would often effectively disable them without destroying them completely; vehicles would fail to resume movement after running gear repairs or crew replacement. Now, however, after a vehicle is damaged, the crew will recover, get the vehicle back in working order, and continue on to their destination.
However, there were two other bugs that prevented the convoys from successfully reaching their destination. Not only could convoys block each other and get stuck, but a convoy might not even have left the armored vehicle depot at all, since another convoy at the garrison (the destination) was considered active, which prevented the dispatch of a new one. These bugs have now been fixed.

Due to errors, air-to-air missiles could either deal very little damage or no damage at all. For example, because of an error in the fuse’s logic, air-to-air missiles and surface-to-air missiles failed to damage rapidly approaching enemy missiles, detonating slightly before the point of closest approach. And due to an error in the logic governing the missile’s explosion itself, in some cases they failed to inflict damage on other aircraft from direct hits and explosions.
Check out the full list of fixes and improvements in the update notes below! Here’s some more: weapon icons on the tactical map now appear on a layer below player markers and no longer overlap them; wheeled vehicles no longer shake when they lose all the wheels on one side; aircraft carriers now move from the edge of the map to its center on all Air Battles maps where they appear, and the view in VR no longer jitters when the game is launched using the DirectX 11 graphics API.
Bomber Damage Model: Collision damage between aircraft has been increased. Previously collisions resulted in insufficient damage of wings and tail and didn’t lead to their separation. HE shell fragments and small-caliber machine-gun fire now penetrate the skin of the aircraft better and deal damage to the internal modules.
F-4E AUP Phantom II — the targeting pod camera settings and AGM-65D/G missiles seekers camera settings have been corrected. (Report).
Southeastern City — the location has been reworked. It has been switched to height-map technology, allowing for greater overall landscape detail. Specific landscape elements have also been updated, detailed sandy and rocky shores have been added, mountains have more textured surfaces, there are now forests and villages on the northern part of the location, which used to only have fields. Vegetation assets have been replaced with new ones, ground cover is more dense, with trees appearing on mountain slopes. Water color has been reworked, some weather settings have been adjusted.
An issue where stones would fly out of the ground upon running over a crashed UAV has been fixed.
An issue where shadows on aircraft could appear jittery has been fixed.
In the weapon comparison window, short names are now displayed in the selection list and in the list of compared munitions so that the weapons can be quickly distinguished from one another.
An issue where locked avatars and avatar frames in the player profile window could only be clicked on their upper sections has been fixed.
An issue in the vehicle preset editing window where moving the cursor away from the name input field caused text input to stop has been fixed. (Report).
An issue where a text key was displayed in the kill log and battle log when a vehicle was destroyed for leaving the battle area has been fixed. (Report).
Pantsir SM-SV — an issue where the 270-degree line was missing from the radar display in third-person view has been fixed. (Report).
An issue where the shell armor penetration graph displayed incorrectly when opened from the vehicle stat card has been fixed. (Report).
An issue where certain shells were missing from the shell list in the protection analysis, for example the BR-281SP shell for the WZ305 has been fixed. (Report).
H145M — an issue where the tooltip for the LWR system was missing from the vehicle stat card has been fixed.
Pantsir-S1 — an issue where radar information was duplicated in the vehicle stat card has been fixed.
AH-64D — an issue where selecting a weapon loadout without the AMASE MAWS blocks installed would still indicate the presence of the MAWS in the X-ray view has been fixed.