• Dec. 1, 2017, 2:36 p.m.

    Hello here we will try to keep you updated with what is going on.

    After 4 years of existence, Armor inspector is now pretty much an adult. We still hope to add and develop a lot more in there, but it does already what Andrew wanted to do when he started.

    map inspector on the other hand is still an infant. After 2 years of testing, and developing, it is still considered beta. It is far from having all the qualities and content we want for it. It still doesn’t have a large user base. On the other hand it is uniquel and we hope people will adopt it and enjoy using it very soon.

    While developing map inspector we saw the need for a dedicated website, which scared me due to the amount of time and money it costs to run, and the miserable revenue one can expect from it. All considered, we decided it was an exciting project and the map inspector would absolutely need it eventually to have the best functionalities and interaction eventually.
    So here it is, after 6 months of thinking and working on it, the debut of wotinspector.com. For now it’s kind of empty, I feel alone writing articles, or transposing them from previous scattered hosting (mostly on the official forums). But I hope that the playerbase will take the habit of coming here for a quick check after their games, and will make this a busy place.

  • Dec. 4, 2017, 11:19 p.m.

    as I am editing and setting this forum at a slow pace, Andrew is working on making a new shader for camo mechanics on map inspector. for the first time we will be able to see how camo works, exact camo value for any tank on any position on any map. isn't it exciting ?

  • Jan. 6, 2018, 10:48 p.m.

    Andrew is working hard on the camo tool for map inspector, here is some advanced peek into it :


    Bottom slider defines enemy viewrange. Line of sight describes each additional element modifying your camo. Green areas are positions from which enemy won’t spot you and clear are enemy positions that will spot you. You can use it to determine a few things in game amongst which:
    - generally understanding how camo works and analyzing how terrain or activity affects your camo (driving, sitting or firing)
    - analyzing a specific line of sight
    - which bush are advantageous, and what position you need to be in relation to said bush
    - where to have an early vision of the enemy, and possibly fire a first shot.
    - where to shoot enemy expected routes without being seen
    - the best place to reset base without being seen
    - How to go around an enemy known position without being spotted.

  • Members 11 posts
    Jan. 12, 2018, 1:18 a.m.

    As a light/med player, I just hope the TD'ists out there don't know about this site as its going to make it harder to sneak up on them and smash up their campsites...
    On the plus side it will give us "proper tankers" a chance to figure out where they are and sneak up on them ;)
    Keep up the good work but I suggest you test the new changes with a small, selection of open-minded players...
    I'm available ;)

  • Jan. 12, 2018, 10:20 a.m.

    Thanks for the kind words and yes we want players to better understand and use the mechanics of the game.

    About a tester program, a proper testing takes a lot of time to regroup the resulting information. we used to run one for armor inspector, and at the moment we think we have enough information, too much work to do, and too little time. So unfortunately for you we do not plan on having anymore testers in the near future, but we might do that again some day... stay tuned...

  • Jan. 20, 2018, 9:24 p.m.

    Ok so after all these months of hard work the app with camo tools was near release and that is when we can see that the camo values from PC don’t make sense in blitz.
    I explain : the camo value can be extracted from the PC client, but they are invisible for blitz. So after sweating for a bit I spent a day in a training room testing all kinds of tanks, we tried to make a model that would allow to guess a blitz tank value from its PC value. Finally it works okay. Heavy tanks were very easy with steady numbers. Light tanks and especially TDs are weird, but we will have to go with this and maybe refine later.
    Here is how it looks for now :

  • Feb. 18, 2018, 8:31 p.m.

    Hello people ,
    So the camo function in map inspector is released, after months of work, and now Andrew is working on adding multiple tanks on a map.
    This will allow to pitch two tanks against each other, to test configurations for clan wars, or to reverse analyze situations from a replay or a particular battle.

  • May 19, 2018, 9:04 p.m.

    Now building teams of multiple tanks and analyzing the collective firerange and viewrange is almost ready !

    World of tanks viewrange

  • June 18, 2018, 7:35 a.m.

    Replays were added to blitz and slowly building all the small blitz things to make map inspector able to play them back.
    Also building the replay database so everyone can share replays !
    Yay :)