Understand what the game client calculates, receives and displays. Start with a behavior question, follow its explanation, then inspect the linked game files and technical reference.
Browse by topic
Vehicles & crew
Understand why configured World of Tanks vehicle stats depend on loadout, crew, units and calculation context, with links to the client parameter producers.
Weapons & combat
Explain World of Tanks configured reload rates, magazine cycles, DPM estimates and server-aim marker initialization through their client source files.
Battle state & visibility
Distinguish World of Tanks roster membership, local vehicle presence, health feedback and crew loss without inferring hidden server state from client entities.
Modes & matchmaking
Understand how World of Tanks client mode capabilities use arena bonus types and context overrides, and why local checks do not prove matchmaking acceptance.
Progression & economy
Explain World of Tanks cached daily XP availability and the difference between elite and fully elite vehicle state, with direct links to the client item construction.
Results & replays
Explain World of Tanks result identity, additional XP updates and replay time warps through client result-service and replay-controller source files.
Read the evidence with the behavior
Each article links to the files and symbols supporting its explanation and states what those files establish. Source citations follow the latest public repository default branch. Private names, formulas and feature gates are version-sensitive.
| Evidence | Useful for | Limit |
|---|---|---|
| Client calculation | Configured rates, units and local formulas. | Does not prove actual battle outcomes. |
| Received state | What the client was told and how it handles updates. | Does not expose every hidden server decision. |
| UI projection | Labels, cached availability and displayed estimates. | May differ in timing or meaning from underlying state. |
| Runtime observation | Behavior in the recorded build and conditions. | Must retain its version and reproduction scope. |
Follow the game files
Source links open the exact file at the configured public revision. The accompanying symbol names give you a place to start without relying on changing line numbers. Follow helper calls and input ownership before generalizing a formula or event.
For example, magazine rate leads to getShotsPerMinute, daily XP availability leads to GUI vehicle construction, and additional XP leads to the result-service update path. See Source Navigation and Source Evidence Ladder for investigation methods.
Connect behavior to implementation
Use this section for behavior and its evidence. Use Game Systems for APIs, state ownership, readiness, hooks and cleanup. The articles cross-link to those detailed references so the behavior explanation and implementation contract can each have one clear home.