• Nov. 13, 2017, 5:24 p.m.

    the art of destroying modules in world of tanks

    this will be a guide about modules location, and module damage.
    Read it small bit by small bit, take time to digest and come back many times !

    foreword.

    modules are a mystery. they are not shown or described anywhere in game. Yet they allow each tank operation, and when suddenly they get destroyed, you could either go boom instantly, stay stuck in the middle of enemy's shots, or have a gun that refuses to shoot.
    how does it all work ? how to avoid being destroyed ? and, most importantly, how to destroy an enemy faster ?
    you will learn all of this below.

    summary

    Theory
    What are modules
    List of external modules and functions
    List of internal modules and functions
    List of crew and functions
    Module hitbox
    Module hitpoints
    Dealing damage
    Example of dealing damage
    Identifying a damaged module
    famously weak modules
    Repairing modules
    Preventing damage with purchasables.
    Difference between modules and crew
    Concrete example
    shooting the amorack of the CDC
    How to view modules with armor inspector
    shooting at a module
    Shooting from a tier6 MT25, using the 37mm autoloader
    Shooting from a tier 7 Chi-Ri, using the autoloader
    Shooting from a SU-152 using the 152mm derp
    Useless bonus
    Source and reliability of the models
    Conclusion

    Theory

    What are modules in the game
    The tank performs several functions during a game : viewing enemies, driving, loading ammo, aiming, shooting, and so on. Each of these function is performed either by crew, external module or internal module or a combination of them. Whenever they are damaged, the related function will be impaired. Whenever they are destroyed entirely, the function will be disabled disabled or in some cases the tank will suffer more damage or even be instantly destroyed.
    However, in most cases, the function will be restored partially or completely after some time, which depends on the tank, crew training, skills, or equipment. It can also be restored immediately, spending the proper consumable such as medikit or repair kit.

    i.imgur.com/DrXm1MWl.png
    The modules and crew of a T-43.
    click World of tanks module location for T-43 for a larger image

    List of external modules and functions

    Engine + transmission :

    Engine and transmission are considered as one unit with a single HP pool.
    When damaged, your power and speed are severely limited. When destroyed, you can't move at all.
    The odd part : The engine has 20% chance of starting a fire for each hit they receive, independantly from the hitpoints and damage done.
    For some tanks the hit box for engine and transmission are separated, in which case the hp pool is still shared, but impacts to the transmission will not start a fire. this in particular is being implemented on more and more tanks.
    German tanks famously take fire because of these.

    Tracks :

    transmits the movement from the engine transmission to the ground and moves the tank.
    Stock tracks have poor performances in traverse, and mobility including acceleration will suffer particularly over middle or soft terrains. When destroyed, you can't move at all.
    Tanks HP depends on tanks, usually top tracks and wider tracks are more difficult to break. All tracks have 100% chance of taking damage upon an impact. Most tracks are brittle and will break upon a single HE hit, a ram, or even after a small jump.
    There are two tracks, and each work as it’s own separate module. Broken tracks are handled separately.

    Gun :

    obviously an important part as it is responsible for shooting.
    When damaged, accuracy is very poor. When broken, you can't shoot at all until repaired. The odd moment : a gun cannot be fired when submerged in water. It will refuse to do so. In real life the pressure would blow the gun barrel, and most likely it explode back through the breach and into the compartment, killing all crew.

    viewports, a.k.a. survey device :

    allows the commander and the driver to see enemies in their surroundings.
    This gives the viewrange to the tank. The performance depends on each tank. when destroyed, you become blind. It is generally not obvious when broken, because
    Being made of glass (acrylic), and protruding outside of the tank, it is the most easily damaged when hit.
    it is also the least meaningful of all the modules. When damaged, in most cases you can still rely on allies to detect and share the locations of enemies. It only becomes critical in the end game, when solo vs one or several enemies.

    Ammorack :

    The storage of ammonitions.
    When damaged, your reload time will increase, placing you at a huge disadvantage. when destroyed, your tank famously goes instantly kaboom and it's game over for you.

    The turret ring.

    It is rarely damaged because it is hard to physically hit it. However it’s very weak on french tanks. When da,aged the turret will traverse slowly, and when broken, your turret is stuck in the position, making you a turret less tank. You need to traverse the hull to aim at things, which is fairly hard to do, even at very close range.
    Radio. In the PC and console games, it allows you to share the position of all enemies spotted by your team on the minimap. In the blitz game, it is simplified , the function is performed automatically and the radio serves no purpose. Radio is especially useful in relation to large maps and artillery. When damaged, your range is limited, and when destroyed, you can't send or receive any information, in effect giving you another form of blindness.

    List of crew members and roles

    Crew member generally serve the above modules to make them fulfill their function. Their number vary widely depending on the tank, from 2 members in the AMX-13-75 to 13 members in the TOGii. In most tanks crew number is around five.
    beyond this number some task require redundant crew members. for exemple two loaders, who are required by some very large ammunition, where the charge and the shell come as separate parts.
    Below this number, each crew member may performs several tasks. For exemple the commander is the shooter and the driver is the loader. If one member is injured, many functions are impaired at once.
    In real life tank crew are trained to be able to take each other position so that why his function doesn’t entirely stop, but only works slowly. Team member don’t recover on their own. They need to spend a health kit or a multi kit. Yes, instantly reviving teammembers isn’t much like real life unfortunately, but in the game it comes very useful.

    commander

    The commander will look at the battlefield and transmit his vision and commands to the crew.
    In the game, he makes the viewrange of your tank. just like the viewports, you can easily make your tank work without him, provided you can rely on your team for sharing their vision. most of the times, the commander will sit under the commander's hatch, with the nicest set of viewports. In some tanks, the commander might double as a radio operator. In PC the commander training adds 10% to all crew members. So when he died, all crew operation lose ten per cent. It may still go unnoticed in most situations, so you might want to keep your multi restore or Health pack for a more critical situation.

    gunner

    The gunner will handle the gun aiming and shooting. In the game, he will be responsible for accuracy. He is most likely to sit next to the gun, on the other side from the commander, with the loader nearby or behind.
    The loader will load ammo from the ammorack into the gun. In the game will be responsible for the reload time. Of course there is no loader in a tank equipped with an autoloader, which is an automated magazine loading the gun.
    The radio operator. In the PC and console game, he keeps radio contact with your allies, allowing you to send and receive the position of the enemies. In blitz there is no radio operator and no radio mechanics.

    Loader
    driver

    The driver will, well, drive.
    Most of the times he is located in the front left side of the tank, just below his own set of viewports.
    When disabled, your tank becomes extremely slow, particularly when turning.

    Module hitbox and hitpoints

    Crew are considered as modules.
    Exactly like the tank as a whole has a hit box and a certain hp pool, modules do have their own hitbox and hp pool.
    The hitbox is a 3D shape which declares a collision when a trajectory comes through it.
    The hp pool is a number of hitpoints that the item can receive and still continue to perform.
    the tank hitbox has complex amor and penetration system to declare for each impact whether damage is retrieved to the hp or not.
    instead, modules simply have a specific random chance of receiving damage upon an impact.
    When the remaining hp pool of a module falls below 50%, it will declare a critical damage and its performances will be degraded.
    When it reaches zero it will cease to function.

    modules and crew may have several hitbox. For there may be two loaders, or three different racks for the ammo in different locations. These are considered as one module and they share the HP. If a module is damaged. you can shoot at any of the other related hit boxes and it will still receive the damage. There is an exception for the tracks, where the left track and the right track are in fact two separate modules, which means that you can independently destroy each track.

    Module hitpoints
    Just like tanks have hitpoints (HP), each module and crew also have their own specific hp pools which have no relationship with your tank hp. Your tank could be full hp yet one module could be zero hp, typically tracks or viewports. your tank will operate normally except in the function performed by that module. If your tank hp reaches zero however, you are gameover and the amount of hp remaining in each module is irrelevant.
    Note that the game doesn't show you anywhere how much HP the specific module of a specific tank has. You can view it in armor inspector.

    Dealing damage
    The gun dealing the damage to a module has alpha, I.e. The damage that they can deal to a tank, but they also have a specific alpha for modules. That module damage alpha is also subject to the usual +-25% RNG.
    Most internal modules have their hp pool set big enough so that a single hit of AP will not destroy your module in a single shot. most of the time you will need to shoot a module several times to increase your chance of destruction.
    HE rounds deal another 25% extra damage. Therefore shooting HE has more chance of creating big damage to the modules, and totally wrecking them in a single shot, by removing the hp pool sooner. This is true for small guns with tracks. But also for big guns and larger internal modules.
    There are other reasons why HE has more chances of destroying modules and you can read exactly how in my other guide about HE by clicking here
    So every time the module is hit, RNG decides if and how much damage is done according to your gun. That damage is removed from the module hp pool until it reaches zero. Consequently, a good thing to do when your enemy has a module already critically damaged, is to immediately shoot again at that module as it greatly improves your chances of destroying it entirely.

    Example
    for example, the chances of receiving damage upon impact and the hitpoints pool of some modules in the german tiger :
    Engine + transmission, 45%, 260hp
    tracks, 100%, 210 hp
    ammorack, 27%, 200hp
    gun, 33%, 170hp
    driver, 33%, 25hp
    damage done to a tank by that same tiger (88mm Kw.K. 43 L/71) : between 180 and 300, in average 240
    damage done to a module by that same tiger tiger (88mm Kw.K. 43 L/71) : between 90 and 150, in average 120
    as you can see, a tiger needs to shoot twice to break the track of another tiger.

    Identifying a damaged module
    you have notifications when you hit a module, or when one of your module got hit, visually and orally.
    Visually :
    During the game, the game doesn't how you how much hp a module currently has. Instead, it will show the current state. Yours will be at the bottom of the screen, and an enemy's will be displayed above his tank, when you are in the gunner view (sniper's view)
    If nothing is displayed, it means that the module is functioning normally. The hp pool is between 100% and 50%
    An orange icon will light up when that hitpoint pool is below 50%. That module is said critically damaged and will malfunction.
    A red icon will light up when the hp pool reaches zero, and the module will stop to function entirely , except for amorack, which famously upon reaching zero hp, your tank explodes and your game is over, regardless of how much hp your entire tank had previously.

    Orally :
    you will also hear vocal messages upon hitting a module or being hit. These messages are important, and they are why the sound in this game is an important part of the gameplay. For more informations I will refer you to the voice message section in the battle mechanics wiki.
    Crew voice could let you know when your module is damaged and which one, even if it didn't reach the critical state. Repairing it immediately can be a wise decision, depending on the battle conditions and repair kit availability.
    Crew voice could also tell you that the enemy did sustain damage in the modules, even if it doesn't show any apparent damage (typically the enemy main HP remained constant, but an external module received some damage or was destroyed).

    famously weak modules
    Some tanks, lines or nations are famous for some weaknesses. That was true in real life, that is also true in game, though maybe without a direct relationship.
    Russians are famous for their ammoracks. In reality it is easier and more reliable to put them on fire by hitting the gas tank two - three times.
    German are famous for their front transmissions, located right behind the front plate. As with all transmissions that is 20% chance of fire upon impact. Thankfully it requires first the enemy to aim at your transmission, then it needs to pen, then there is 45% chance that the module is hit, then another 20% chance of fire. So you won't catch fire every five times your german tank receives a shot, but you should still expect to experience fire quite a few times...

    Repairing modules
    When a module is critically damaged or entirely destroyed, there is a delay after which modules will self repair. That delay is specific for each module of each tank and there is also a RNG factor added. If your track is broken and you are out of repair kits, the track will self repair after a delay. However they will only partially recover, and will not go back to the full hp until you use a repair kit. which means they are subject to being hit and destroyed again upon the next hit. Therefore an important thing to do if your own module is damaged, and if that module is important , either an ammorack, or the engine for a light tank, is to immediately repair it when damaged, before it is hit again and destroyed.
    There are two repair kits in the game : the simple repair and multi repair. both are spent for some amount of time before you can use them again. the simple repair only fixes modules, the multi repair fixes both modules and crew. most players carry both of them in most situations.
    Every time a module is hit while broken, the self repair delay is reset. This explain how you can keep a tank permatracked if you have a rof fast enough to shoot it before it repairs.

    Preventing damage with purchasables.
    Consumables
    There is this thing called protective kit. It will add some hp to all your crew and modules. It does cost a lumpy amount of credits per game but it is very effective for tanks with little armor, little module hp pool and therefore subject to HE spam and repetitive module failures. The extra hp will give you time to repair the damaged module before it is broken.

    Equipments
    you see al sorts of exotic equipments available for purchase with every tank. Regardless of the romantic description, every equipment starting with "increases durability of [name of module]" works exactly the same as the consumable above : giving more hitpoints to that module. the differences are that you purchase it once and for all, and also that it only adds HP to a specific module.
    durable tracks. Adds hp to your tracks
    wet ammoracks. Adds hp to ammoracks
    cyclone air filter. Adds hp to your engine. side note jgpz4 is the only tank I had to equip this. that tank could reliably lose the engine twice in a single game. as it has no armor, no engine means death, and I was not happy.
    And so on, you get the idea...
    Except the wet ammorack which has its aficionados, most of these will have a small impact on the game. Carrying a repair kit or two and using them when needed will save you the same. Instead, these equipments protecting modules in my opinion are expensive, and while they might help your tank a bit in some specific scenarios, they will permanently take a spot that could help you make a better team contribution and eventually reach the win. Remember it's about making the most damage to the reds in the shortest amount of time. So most good players will instead invest in equipments improving crew specifics such as rate of fire (rammer) or accuracy (VStabilyser, GunLayingDrive), viewrange (optics, binocs) and sometimes camo, or the vents, which improves a little bit on all of these. they will do so because crew are mobilized all of the time for every shot you send, whereas passive module protection works only once in a while.

    Difference between modules and crew
    crew as damageable tank elements are considered by the game mechanics exactly the same as modules : they have a hitbox, hitpoints, and will receive damage. We should however note these difference :
    humans being weak humans regardless, crew member total hp is always 25hp and chances of being hit 33%.
    Crew members do not self repair. they need a health kit or multi repair kit to be brought back to working condition.
    Crew members are only injured, they never really "die" and can always be healed with a health kit. We will not consider them as "dead" since we can always "resuscitate" them... Well, this is a videogame anyway.
    The game doesn't tell you if an enemy crew was injured. There is no way to know.

    example

    shooting the amorack of the CDC
    Original post was about how to ammorack the Dracula but I will certainly change the tank to a regular tank later. Dracula is identified as a CDC with some cosmetic cardboard plates and paint job. So the model I use here is CDC from the PC gamehowever me as well as several other players find it surprisingly small, like shrunk down. Maybe it is a way to balance it from a tier to the inferior tier. But that also means WG could have taken some freedom with the crew and module location.

    How to view modules
    In armor inspector, go to the X-Ray mode and select the module view. it displays all modules and you can individually hide and show module groups.
    In yellow are the ammoracks and darkened in the back is the ammo crew, the loader.
    Notice there are three ammoracks, so depending on where you are, you will decide to aim at one or at another.
    i.imgur.com/B6dI5nel.png

    shooting at a module
    You can view the results of your attempts in armor inspector, in the confrontation / pen mode with the modules viewer

    Shooting from a tier6 MT25, using the 37mm autoloader
    you can forget the modules. They are too far inside.
    that green box is the radio. There is no use for a radio in blitz.
    i.imgur.com/6whgpefl.png

    Shooting from a tier 7 Chi-Ri, using the autoloader
    you can reach the modules, but look at the chances of ammorack...
    it shows 27% on the third consecutive shot, that is, if the enemy didn't repair in the meantime :/
    critically damaging the ammorack is a little better, with 27% 45% and 60% upon the first, second and third shot.
    i.imgur.com/ITDOw4xl.png

    Shooting from a SU-152 using the 152mm derp
    Notice how much further we can reach inside, even compared to the chi ri ? This is not due to penetration, which on the Chir-Ri is the best of the three tanks, and overall a negligible problem on a CDC, this is due to the shell traveling inside for a length of ten times the caliber .

    With the SU152mm AP, chances of an ammorack are much better already : 4% upon the first shot, and 12% using HE. You also have high chances of damaging the ammorack,

    At the same time, when you think of the reload of the SU, getting a second shot might prove difficult.
    This is where autoloaders like the CHi-Ri have their advantage in shooting repeatedly at the same module in a very short amount of time, you greatly increase your chances of damaging that module, especially when that module is already critically damaged.

    i.imgur.com/Q2qQ8Kcl.png

    more

    I hope you liked the information. If you want even more text and details, below I will discuss the origin and reliability of the modules in AI.

    About module and crew location :

    WG built the tanks and their modules based on real tanks, documentation, blue prints (well... when available). Therefore the game vehicules follow functionnal architecture and reflect real world tanks, and from different releases or platforms they remain more or less the same. Some places ca be guessed from the external shape of the tank. particularly crew, engine, transmission.

    Armor inspector model source.

    1/ WOT PC V0.8.0 (2013)

    in a very old version of the PC game, the modules were in the client. For a long time, modules were only available for the tanks that were in that old game. Due to illegal mods showing them in game, and possibly for WG keep their work from competitors, they stopped at some point. And there was no more info about module location. However many new lines appeared, many tanks were remodeled and improved. This was the only source, but it had become mostly obsolete.

    2/ trial and error

    Most players after a few 10.000 games start to notice a pattern for some tanks. A little more methodical approach is to go to a training room with a friend and an autoloader with excellent rof like chi-ri or E25. shoot the entire clip in the same spot in the side and move slowly from front to the rear, then change side. You will end up finding which module is where with a decently accurate idea.
    I have done it, and I’m still doing it whenever we find some potential mistake in the tank models. And yes, we do find glitches, that we report to WG.

    3/ Replay algorithmic analysis

    Andrew Karpushin who makes Armor Inspector was very frustrated about the lack of module information. He then collected about 100.000 replays and used them to extract all ammorack shots for the most popular tank, IS3. He made a software to extract all shots who hit IS-3 ammoracks, analyze the location of impact and and the angle of trajectory, from which he built a hit map, to use them in a tomographic algorythm to recreate the 3D location of each module from each single shot path.
    there was not enough data. Like really FAR from enough data to make anything precise.

    4/ console

    He then changed strategy and looked into the console data. He managed to extract the console data and found that the modules were in the console game.he then contacted WG in Minsk and North America but they refused to give the approval to release the info, for an entire year.
    At that point WG released their own console module viewer making the models public, which allowed Andrew to display them in the app.
    For or those of you with the console game, I have never used it but from the video it's very convenient, and nicely executed.
    There is no source more reliable than this one, and the modules used in armor inspector are these exact same files.
    However what armor inspector does on top of showing you the location, is using the game mechanics to show you for each tank, and each gun, how many chances you have to hit, damage, and destroy each module. You will not find the equivalent anywhere.

    platform differences of module location

    Tanks are most of the time identical throughout all versions. Partly because they are from historical sources. However it may be that in some cases transmission and engine may be linked and react to shots as a single module, or may not be so. sometimes a tank while have an extra gas tank or ammorack location. For exemple, the blitz IS-3 has ammoracks behind the front plates. They don’t exist in the console IS-3. Some tanks don’t exist in the console version and we have no module for them.
    These innacuracies crewte a very sad situation, because constructing these models costed immense effort from Andrew, and still they aren’t perfect, but there is no way to find and show what WG intends to keep secret. What is in armor inspector is the best we can have.

    conclusion

    Read other module guides :
    ftr.wot-news.com/2015/02/14/guide-module-targetting-part-ii-internal-modules/

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