9.14: Physics, Sounds, and Other Features

1. 9.14: Physics


Calculation of the improved vehicle physics is carried out on the server and does not affect the World of Tanks client. Owing to the new physics model, vehicle handling and interaction with other vehicles and objects on the map in the game became more realistic and diverse.

New Features

Vehicle hull rocking The hull can now be rocked back and forth thereby altering the vehicle's scaled armor value by changing the vehicle's hull inclination. This ability depends on the vehicle's speed and maneuvers it performs.

Note: Hull rocking does not affect the behaviour of the reticle.

Vehicles dynamics while turning When making a turn while holding down the W button, the vehicle loses much less speed.
Fix for issues with stuck vehicles The vehicle now loses much less speed, owing to improved suspension. Also, the vehicle now behaves more naturally when driving over small terrain irregularities.
Fix for issues with getting stuck when trying to climb a hill When driving across a hill, the vehicle does not lose linear velocity. At a certain angle, vehicles start to slip off the hill.
New movement effects Added new graphical effect of track interaction with the terrain—skidding and sliding, which are displayed at certain conditions that are calculated on the server.


New Manoeuvres

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. The player can better control the vehicle behavior when maneuvering by holding down the W button.
Sharp manoeuvres that change the direction of movement Stopping the tracks while on the move allows you to perform controlled drifting and make sharp or U-turns. Pressing the SPACEBAR will stop both tracks, and the vehicle will brake sharply. Pressing the SPACEBAR and a directional button simultaneously stops one of the tracks and allows you to perform a sharp turn at the cost of speed.

Note: Stopping of tracks is only available to light, medium, and heavy tanks.

The article with illustrations of the new physics at work can be found here.


2. 9.14: Sounds



Improved Sounds

At the release of Update 9.14, the sound in the game will be significantly reworked. Owing to the transfer to the Audiokinetic WWise sound platform, sounds will become more informational, realistic, and atmospheric.

Preview of the new sound ambience in World of Tanks will be available to all players who participate in Common Test of version 9.14.

Changes in sounds compared with previous testing versions

  • Reduced the number of sound events: sounds of hits on vehicles that are more than 100 m away are no longer played.
  • Changed sound events upon injury, when a tank is destroyed, and when taking serious damage.
  • Reworked the sounds of high-calibre guns.

Battle Ambience

Battle ambience will change considerably through overhaul of all existing sound effect as well as introduction of 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, the highly diverse sounds make every gameplay event unique and distinct. Moreover, the new sounds were recorded with the use of authentic vehicles at a real proving ground.

  • The number of different engine sounds has increased threefold. Gasoline and diesel engines now have different sounds.
  • Added sound events for gearbox shifting and operation of the suspension and transmission
  • When your vehicle is moving at high speed, the sound of wind becomes louder.
  • New shot sounds are more detailed and realistic.
  • Added new sounds for ricochets and shells whizzing past the player's vehicle.
  • Added new sound environment for the Garage.
  • Added new movement sounds that change depending on the surface that the vehicle is driving on.

Informational Sound Component

Information component of sound will be improved: sound ambience will relay important information that concerns the combat ambience to the player. You will be able to follow the course of battle guided not only by the minimap and view range, but also by the informative sound events. This will help you to take better decisions on the battlefield.

  • Unlike in previous sound tests, sounds of hits on vehicles that are more than 100 m away from the player's vehicle are not played.
  • Added more distinction to sounds of hits by different shell types (HE, AP, HEAT).
  • Added sound events upon activation of Consumables.
  • Added sound events upon critical hits to modules.
  • On non-penetrations or in the event of a shell passing by, it is now possible to approximately determine the shell's calibre by the sound it makes
  • Reviewed SPG sound events in Artillery Aim: now, when the tank is damaged, a player hears this from inside the cabin.

Sound component optimization

  • Optimized the consumption of resources by the sound component. Transfer to the new Audiokinetic WWise technology allowed us to move sound calculations to a secondary CPU core, thus having improved the performance of the game client.
  • Advanced sound effects settings are now available to players, which allow them to further fine-tune the performance of their game by tweaking these options.
  • Added the option to fully disable sound, thus increasing the performance by 30% on single-core computers. On multi-core computers the increase will be 5%.
  • Introduced sound presets for different types of audio equipment: a preset for speakers with limited dynamic range (as in laptop speakers) and a preset for speakers with wide dynamic range are available.


Vehicle movement physics and sound environment are now close to their final versions. Development team has carefully studied feedback received from players after previous testing phases and adjusted certain elements of the feature based on that feedback.

The updated physical model provides for new tactical possibilities in close quarter combat as well as allows to make vehicle handling more realistic while retaining the vehicle behaviour that players are used to. Gameplay continuity is one of the most important factors that conditions whether a new feature is well-received by players.

While working on the new sound, we aimed at increasing the informational component of sound events, thus making combat more atmospheric. Moreover, great emphasis was placed on optimising consumption of the resources that are spent on calculating the sound.

3. 9.14: Other Features

Updated Mini-Map

The mini-map is now a little different from what you're used to. Circles have been added to the mini-map, which indicate vehicle draw distance, maximum view range, and the player's current view range.


In the Settings menu, an option to switch on/off the draw distance and view range circles has been added.

How the view range circle is displayed depends on the factors that affect the value of vehicle's view range, such as equipment (Coated Optics / Binocular Telescope), crew skills/perks, consumables, and the like. This feature will give enable you to relate what you see on the field to the situation that you see on the map.

Simplified Vehicle Module Research  

In order to ease new players into the research aspects of the game, the research system for Tiers I and II has been changed.

Tier I vehicles will have just one module available for research: a gun.

Tier II vehicles will have a limited number of modules available for research.

Below is a breakdown of the affected vehicles by country, and the modules that can be researched. Simply click on the flags to switch between countries.


Vehicle Gun Turret Engine Radio Suspension
Leichttraktor 1. 3,7 cm Kw.K. 36 L/46.5
2. 2 cm Breda (i)
L.K.A. 2 Krupp M311 FuG 2 Leichttraktor verstärkteketten
Pz.Kpfw. I 1. 2 cm Kw.K. 30
2. 2 cm Breda (i)
3. 2 cm Kw.K. 38
1. L.K.A. 2
2. Pz.Kpfw. I Breda
1. Krupp M305
2. Maybach HL 3.TR
FuG 5 1. Pz.Kpfw. I Ausf. A
2. Pz.Kpfw. I Ausf. B
Pz.Kpfw. 35 (t) 1. 3,7 cm Kw.K. 34 (t) L/40
2. 2 cm Flak 38
3. 3,7 cm Kw.K. 38 (t) L/47
1. Pz.Kpfw. 35 (t)
2. Pz.Kpfw. 35 (t) verstärkterturm
1. koda T-11
2. koda T-15
FuG 37 1. Pz.Kpfw. 35 (t)
2. Pz.Kpfw. 35 (t) verstärkteketten
Pz.Kpfw. II 1. 2 cm Kw.K. 30
2. 2 cm Kw.K. 38
3. 2 cm Flak 38
1. Pz.Kpfw. II Ausf. b
2. Pz.Kpfw. II Ausf. F
1. Maybach HL 57 TR
2. Maybach HL 62 TRM
FuG 5 1. Pz.Kpfw. II Ausf. A
2. Pz.Kpfw. II Ausf. F
Panzerjäger I 1. 3,7 cm Pak (t) L/47
2. 4,7 cm Pak (t) L/43
1. Krupp M311
2. Maybach HL 38 TR
FuG 2 1. Panzerjäger I
2. Panzerjäger I verstärkteketten
G.Pz. Mk. VI (e) 10,5 cm le.F.H. 16 L/22 1. Rolls-Royce I-6
2. Meadows E.S.T.L.
1. FuG 2
2. FuG 5
1. Light Tank Mk. VIB
2. G.Pz. Mk. VI (e)
Personal Reserves

Personal Reserves are now available in all game modes, except for training battles and Tank Company Battles.

Changes were made to the UI for the activation of Personal Reserves, as well. It is now possible to sort the reserves by scale and type by using newly added filters.

Goal-Setting Personal Missions 

A block of missions called "Maneuvers" has been added to the "Recruit Training" tab. Vehicles of Tiers IV-V can complete these missions.

"Maneuvers" will be available to players that have registered after Update 9.10,  and completed the "Further Research" mission under "Recruit Training".

Loading Screens

Pre-battle Loading Screens have been reworked. Players now have the option to choose the display format of the loading screen.

In the Settings menu, three options for Loading Screens are available:

  • Classic loading screen
  • Loading screen with map
  • Loading screen with tips

Classic Loading Screen

Loading Screen with Map

Loading Screen with Tips

To select your desired Loading Screen, simple proceed to the Settings menu of the client and select the General tab.

The drop-down menu from which loading screens can be chosen is located at the bottom-right of the General tab, as shown below: