Just in case you haven't had the opportunity to try it out in the most recent common test, here's a breakdown of everything you need to know about the new aiming interface that rolled out with Update 1.16.1!
Everything You Need To Know: New Vehicle Outlining
Update 1.16.1 has added several new features to the aiming interface. We’ve introduced the rendering of various obstacles inside vehicle outlines, as well as updated the outline of vehicle collision models themselves. Both aspects of this feature have their own nuances, so let’s dig into the details.
Rendering Obstacles Inside the Vehicle Collision Model
This improvement will be useful when aiming at enemy vehicles that are obstructed by bushes, fences, or other obstacles. When you see a vehicle in the crosshairs, obstacles inside its collision model will be highlighted with one of two of the following types of special renderings; depending on whether the shell can penetrate them or not:
- Texture (for penetrable obstacles with loss of armor penetration). This type of rendering is applicable to fences and other small obstacles and will only work for AP, APCR, and HE shells because they penetrate some obstacles but lose armor penetration. HEAT shells don't penetrate such objects.
- Fill (for impenetrable obstacles). This second type of rendering is used for houses, stones, terrain elements, and destroyed vehicles.
If a vehicle is obstructed by two obstacles at once, one of which is penetrable while the other behind it is impenetrable, then priority will be given to impenetrable obstacles. This means that you will see Fill in the area where they intersect.
When moving the crosshair away from impenetrable obstacles, their rendering inside the collision model (Fill) will not disappear immediately but will fade away with a slight delay (about 0.33 seconds) so that you can clearly see which areas you are not able to hit.
There are obstacles in the game (e.g., haystacks, wooden fences, etc.) that are destroyed only visually and do not interact with shells. Given this, such obstacles will not be Filled.
Vehicle Outlining by Collision Model
Currently, vehicle outlining highlights the entire visual vehicle model. This is not always convenient when aiming because some small vehicle elements (e.g., fenders, machine guns on the turret, etc.) are not included in the collision model. These elements do not interact with shells, which simply fly through them. With the introduction of new 3D styles with numerous decorative "through" elements (e.g., coiling, camouflage nets, etc.), these situations can become even more frustrating, especially in the heat of battle and for less experienced players.
To address this issue and make your gameplay experience more comfortable, we’ve improved vehicle outlining. Now the hull and turret of all vehicles are highlighted by the collision model (i.e., the parts that can interact with the shell). The guns of some vehicles will also be included in the collision model. The suspension will still be outlined by the visual model for all vehicles in the game.
This helps you identify all the external elements on a potential target that make no sense to aim at. This feature is especially useful for newcomers who want to improve their skills and hit opponents with greater accuracy.
Rendering obstacles inside the collision model and vehicle outlining by collision model is disabled by default in the game settings. To enable these features, do the following:
- Head to the Reticle tab in the game settings.
- Click the new Outlining tab.
- Tick the Simplified box.
Plus, you can enable the display of penetrable and impenetrable obstacles in this tab. To do this, select Texture for penetrable zones and Fill for impenetrable ones.
Enabling these settings may cause performance issues, especially on low-spec PCs.
That's the full brief! You're ready to roll out, Commanders!