The dependence of the sound power of shots on all guns, MLRS and ATGMs on the density of the terrain surrounding the the vehicle.This applies to both sides (enemy, friendlies and your own cannons). Reverberation "tails" for the sound of firing on all guns (including machine guns, automatic cannons, MLRS and ATGMs) in order to hear the difference in calibre of the shooting gun have been added.New sounds for ATGMs on ground vehicles have been added.New sounds for MLRS on all ground vehicles have been added.The sounds of all guns on ground vehicles has been reworked.New sounds for all automatic cannons for ground vehicles has been added.New sounds for all machine guns on ground vehicles has been added.A new (modular) principle for the formation of sound events for the shots of all guns (including machine guns, automatic cannons, MLRS and ATGMs) of ground vehicles has been added.The maximum brightness when using this post-effect has been limited to 2 times the original. The algorithm for the postFX “Polynom” has been changed.The traces of HE shells impacting the ground with.The effects of the bullets/shells hitting the water, ground and other objects has been updated.New anti-aliasing technology (Variance Clipping TAA).New algorithms of landscape texturing and detalization.New landscape creation technology for ground vehicle locations.Will be available in the fleet testing in the future.ĭagor Engine 5.0 - a new version of the game engine brings War Thunder improved graphics and effects. 2.11 Changes specific to the PlayStation®4 platform.2.5 Ground Vehicle model, damage model, characteristic and weaponry changes. 2.4 Aircraft model, damage model, characteristic and weaponry changes.
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