Which means that there has to be a correct request. The interesting address in this case is 166 – trying to access it ( ) automatically changes the server address to and throws a “Bad Request” error. There are tons of servers running on those IP’s – from magazines to EU test server apparently. He took the known IP address of the World of Warships developer blog ( 185.12.242.181) and scanned the entire IP range from 0 to 255 on it.
He ran a scanner (specifically, MyLanViewer) and scanned all known IP’s and sub-networks of Wargaming. For WoT, it’s, for WoWp, it’s, so for WoWs, it should be Not quite. All you need to know is the address of the updating server. This launcher transmits a special xml file with the client version, checking against the server, whether the client needs an update. This was posted by a LJ user the_komp (der_komp in the game).įirst, he started thinking: all the Wargaming projects are started via a launcher, so there is no reason for WoWs to be any different. Today, we’re going to look at how Russians “hacked” the World of Warships (not a hack really, just… well, you’ll see). In any case, it is pretty undesireable for Wargaming to actually spread the client around. You can pull all sorts of things from it, including models, maps and a lot of other interesting stats. If you dabble in reading various internal game files (models and such), you can imagine how useful a full game client can be.