1. War Thunder
  2. News

War Thunder News

It’s fixed! №106



Today, we’ve rounded up and will be going over some of the bug fixes and improvements that we’ve made to the game today and over the past few weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website.

Feel free to leave your feedback on this update here

If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.

[h2]Issues after the major[/h2]
The release of the major update unfortunately came with some unforeseen and complicated problems, with the team working effectively around the clock to get them resolved as soon as possible. We always try to identify as many issues during internal testing and the dev server with the help of the community, but as War Thunder is a very technical and complex game with lots of interconnecting parts, it isn’t always possible to catch everything.



We’re starting this edition of It’s Fixed with key issues that we corrected after the launch of the major update. For aircraft, certain planes sometimes would be unable to move on runways, damage from air-to-air missiles and SAMs, as well as HE shells fired at aircraft were calculated incorrectly, and missiles could lose their target for no apparent reason. On the ground, allied and enemy vehicles sometimes moved jerkily, and some maps had collision issues.

All these bugs have already been fixed, and we want to elaborate on one of them in more detail and explain a little bit what happened. One of the main problems that many players faced at top ranks, unstable damage with missiles, is a manifestation of a bug related to the incorrect position of explosions when calculating hits on aircraft. This extrapolation error has occurred only in online battles and not consistently, so despite the fact that the erroneous code appeared on the open dev server and stayed there for about a week, we were unable to detect the bug due to its unstable reproduction. And although the first significant fix in the damage model, which was able to compensate for many manifestations of this bug, was uploaded to the main server after 24 hours, we were able to find the root of the problem and fix it only after 6 days. We apologize for any inconvenience experienced in the parts of the game that were affected, and thank you for your understanding.

[h2]Pinned weapons selector[/h2]


Now onto new additions. We’ve introduced the ability to pin the weapons selector in air battles. This gives players the ability to interact with the selector directly, similar to the action panel elements. The aircraft can still be controlled by mouse movements, and by holding down the corresponding key (on PC, this key is Alt), you display the cursor. With the cursor you can press on the missiles, bombs or countermeasures that you want. This is more convenient and faster than constantly turning the selector on and off and shows the remaining countermeasure amount clearly. In the future, we plan to add an indication of which hardpoint the next launch or drop will be from. This menu expands and collapses with one click, so be sure to try it!

[h2]Radar Control Screen Target Filter[/h2]


The Leviathans major update introduced a new Radar Control Screen interface for anti-aircraft vehicles. In today’s update, we’ve added the ability to set a filter in the target list. You can now see all air targets, or only enemies, or only allies. This makes things more convenient when the sky is teeming with contacts! We plan to add a few more filter options by target type soon.

[h2]TV Seeker Improvements[/h2]


A couple of pleasant changes were made to missiles with a TV homing head. The picture when viewed from these types of missiles now has more contrast. It is similar to how missiles see their targets in reality, and allows players to distinguish targets more clearly. When capturing a target in third-person view, the icon now differs depending on the captured target (in this case a crosshair is displayed in the square), or if it’s just a point on the ground (in this case the icon looks like an empty square).

[h2]That’s not all[/h2]
Check out the full list of fixes and improvements in the update notes below! Here’s some snippets to pique your interest: Multi-Vehicle SAM System launchers now correctly spawn into arches and tunnels, the destruction of launchers no longer reduces the counter of remaining respawns, and battleship hulls no longer receive excessive damage from high-explosive shells.


[h3]Recent updates:[/h3]


[h2]Today's Update 2.47.0.47:[/h2]
[h2]Aircraft[/h2]
  • The CEP (Circular error probable) for munitions with GNSS guidance has been reduced according to the known data.
  • A-10C — the ability to simultaneously use a targeting pod and the AGM-65D missiles on TER launchers with 3 missiles has been added. (Report).
  • Hunter FGA.9 — the position of the drop-tanks has been corrected so that the drop-tanks and air-to-air missiles can be used together.
  • A bug that made it possible to destroy the nuclear bomb and therefore make it explode before it hit the ground has been fixed.
  • Ka-29 — a bug that caused no change in the helicopter’s performance characteristics when equipping the external 30 mm 2A42 cannon has been fixed.
  • D4Y1 — a bug that caused the bomb bay doors to not disappear when 500 kg Navy Type Number 50 Model 2 bomb was installed has been fixed. (Report).
  • AJS37, AJ37 — a radar page on the MFD has been added. (Report).
  • Kfir Canard — a bug where the RWR was not displayed in the cockpit has been fixed.
  • Mirage IIIS C.70 (Germany) — a bug that made it impossible to jettison the drop-tanks if a booster or conformal fuel tank was installed has been fixed. (Report).
  • Rafale C F3 — steady-state turn rate has been reduced by ~1°/s with remaining fuel weight of ~1300 kg. (Report).
  • MiG-23MLD — the intermediate position of the wing sweep in the automatic sweep control mode has been changed to 33 degrees at medium speeds.
    Source: “Инструкция лётчику самолета-истребителя МИГ-23МЛ. Техническое описание”.
  • MiG-17PF (Italy), Lim-5P — engine name has been corrected to VK-1F.
    Source: “Самолёт МиГ-17П с двигателем ВК-1Ф. Техническое описание. Книга 1. Лётные характеристики самолёта”, 1954.
  • MiG-17PF (Italy), Shenyang F-5, Lim-5P — engine mass in X-ray has been increased from 892 kg to 990 kg.
    Source: “Авиационный турбореактивный двигатель ВК-1Ф. Описание конструкции”.

[h2]Ground Vehicles[/h2]
  • MSC — the increased durability of the side screens has been reduced. A bug where the armor element near the sight did not form fragments when penetrated has been fixed.
  • SPYDER AIO — Python 5 rocket engine has been replaced with a reduced smoke motor. (Report).
  • CS/SA5, IRIS-T SLM, SPYDER AIO, EldE 98 — mistakenly present recoil from missile launches has been removed.

[h2]Locations and Missions[/h2]
  • In variants of the missions below where the Battle Rating of the session is 10.7+, an air spawn point has been added:
    • [Operation] Spain
    • [Operation] Vietnam
    • [Operation] Moscow
    • [Operation] Sinai
  • Test Site-2271 — enemy detection zones around spawn points have been increased to make it harder for enemies to remain undetected while behind a spawn point.

[h2]Interface[/h2]
  • In 3rd person view, the target acquisition mark for AGM seekers now differs depending on whether the seeker has acquired a point on the ground or a target. Target acquisition is still displayed as a square with a crosshair, and acquisition of a point on the ground is displayed as a square without a crosshair.
  • A bug where the service record search bar did not work if the query contained capital letters has been fixed. (Report).
  • When using a gamepad, the cursor will now return to the selected game mode after closing the server selection window.

[h2]Graphics[/h2]
  • The picture in the form of a TV missile seeker has been made more contrasting, which makes it more realistic, and the details in it more distinguishable.
  • A bug where enemy aircraft “contacts” became more transparent and disappeared at shorter distances than before the 2.47 Leviathans update has been fixed. (Report).

[hr][/hr]
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.

Graphics Improvements in the Leviathans Update!

With the Leviathans major update, we have some good news for those who like playing with the latest graphics technologies on display. Ray tracing has improved a lot since the last update and today we wanted to share with you what to expect!

[h2]First up, performance[/h2]


We’re always working to make performance better and come up with ways to lessen the load on the CPU and GPU for a smoother experience.

On the GPU side, we’ve come up with some ideas on improving performance in the most demanding scenario for Ray tracing, such as rendering foliage. Tracing rays through trees and forests is a time consuming task for the GPU. By changing the method of how rays are checked against leaves and branches, we were able to avoid severe performance degradation in these cases. Driving through a forest, or flying close to one while looking at it is much smoother now.

And those who have the hardware for it can expect it to be even better soon, as Microsoft announced a technique called Opacity Micro Maps (OMM) to be part of DirectX. This will be another bigger jump in tracing foliage. Microsoft also announced that Shader Execution Reordering is coming to DirectX which will help with performance in general. These features are in preview in DirectX and we are working on utilizing them to make performance even better.

Ray tracing is not only a GPU intensive workload, but also very demanding on the CPU, as we constantly need to update the acceleration structures to keep the Ray tracing in sync with the world. On the CPU side, we have identified many bottlenecks that were limiting performance. Ray tracing is using up to 8 CPU cores to do its work, and we have worked on faster processing and better synchronization on those cores. The gains here depend on many factors (CPU type, RAM speed, etc.) but every system should see a performance improvement.

[h2]Next, image quality[/h2]


It’s important to keep the game visuals improving. Ray tracing already improves shadows, reflections and ambient occlusion. But now it is time to improve global illumination.

There’s a new option now, which when enabled, replaces ambient occlusion. We call it Path Traced Global Illumination or PTGI. Back in 2018 (time flies) when we introduced Global Illumination (GI) to the game it was a big visual leap, but technology keeps improving and now we can do it even better.

PTGI is simulating light, bouncing around in the scene, and calculates the lighting on surfaces which are indirectly lit. For example, in shadows, indoors or valleys. The old GI does a great job with this very topic, but it has its limitations. It works on a much more simple and inaccurate representation of the world, and it has a limited range.

The first usually shows as light leaking. This is when light appears where it should not be. As on the floor here on the left.

PTGI cleans all of these leaks up and makes the lighting in interior areas much more consistent with the rest of the scene. Also as you can see, PTGI embraces light more as it can simulate its bounces on a larger scale.

[carousel][/carousel]
(1) PTGI Off | (2) PTGI On

The limited range is sometimes very obvious. For example, during ground battles on a map with cloudy weather or in large indoor areas. The line in the middle of the bus stop is the edge of the area covered by the old GI system.

With PTGI, this limitation is gone, and the entire image is receiving consistent global lighting.

[carousel][/carousel]
(1) PTGI Off | (2) PTGI On

Another very notable difference is that as the old GI is working on a simplified scene, many times it thinks the surface should be lit by the sky, when it shouldn’t. As a result, the indirectly lit areas having a blue tint on them — more than there should be.

As PTGI is working with the actual scene, and simulate more light bounces, the area is lit more naturally.

[carousel][/carousel]
(1) PTGI Off | (2) PTGI On

The same can be seen on more open areas as well. With the old GI, the tiles and pavement have a somewhat unnatural blue color on them.

PTGI now simulates this more correctly and results in a more consistent image.

[carousel][/carousel]
(1) PTGI Off | (2) PTGI On

[h2]Finally, you may have downloaded some extra FPS[/h2]
With the Leviathans update, when your GPU supports it, you can enable Frame Generation (FG). We have three flavors of it:
  • NVIDIA DLSS Frame Generation, working on NVIDIA GeForce RTX 40 Series and above GPUs when DLSS is enabled
  • AMD FSR Frame Generation, working on AMD Radeon RX 5000 Series and above, NVIDIA GeForce RTX 20 Series and above and Intel Arc, when FSR is enabled
  • Intel XeSS Frame Generation, working on Intel Arc GPUs when XeSS is enabled

Depending on the method and your hardware, the GPU can generate one to three frames for every rendered frame. This will result in a higher perceived FPS. The gain is dependent on many components of your system, but note that it is very rare that one generated frame for every normal frame would double your frame rate.

The best case for it to work, is when you have a high refresh rate monitor, like 120 Hz, and an already high FPS close to the monitor’s frequency, like around 100. In a case like this, FG can help you reach the refresh rate of the display.

NVIDIA DLSS Frame Generation is using NVIDIA REFLEX to reduce the latency. For the other vendors, we also added support for Intel XeLL and AMD Radeon Anti Lag 2. These are similar to REFLEX, and in the options menu, you see the option for the technology applicable to your hardware. If you are using an AMD GPU, you will see Anti Lag 2 for example.

Note that FG and latency reduction is independent from Ray tracing, so you can use it without Ray tracing as well, but most of these technologies only work with DX12.

So what is the final performance you ask? It depends on many factors of your system, but you should see an uplift. To have a sense of the current performance on Ray tracing, here you can see the game running on Movie graphics preset, Medium RT preset (featuring all RT effects, even PTGI), XeSS anti-aliasing with Balanced upscaling on an MSI Claw 8 gaming handheld.

[previewyoutube][/previewyoutube]

As you can see the game is easily running at 70-90 FPS on a handheld like this.

And last but not least, we’re still working on the final touches to Ray tracing for consoles. Soon you’ll be able to try it yourself.

Monthly Decals for July!



Hey everyone! We’re happy to be back with a new set of historical decals for this month, five new and five from previous events. We hope you’re enjoying these decal events, sometimes it’s nice to have a bit of a side quest while you play. Aside from its historical positioning, we’re certain you can come up with some creative applications with the danger face, and we hope you like the German Anglerfish marking, perhaps it inspired something, hmm..

The following decals will be available from July 8th (11:00 GMT) until August 7th (09:00 GMT)

All tasks can be completed using vehicles that are rank III or higher.


[hr][/hr]


“Danger Face” Marking, TiedLLv, Finland

(Tauch-)PzAbt. B Emblem, Germany

“My Boy” Inscription, South Africa



Finish in position 1-3 three times while using Swedish or Finnish aircraft

Defeat 60 Players with German Ground Vehicles

Defeat 50 Players using British Fighters


[hr][/hr]


MTBRon 25 Emblem, USA

“Hinomaru Fan” Emblem, Japan

12th TRS Emblem, China

1 Warszawska Brygada Pancerna Emblem, Poland



Score 20000 Damage while using American Coastal Vessels

Get 30 assists using Japanese Ground Vehicles

Play 20 battles while using Chinese Aircraft with a minimum of 60% Battle Activity

Earn 20000 score using Ground Vehicles


[hr][/hr]


2e Division Blindée Badge, France

4th Guards Tank Brigade, 2nd Guards Tank Corps Emblem, USSR

237º Squadriglia 96º Gruppo Autonomo BaT Emblem, Italy



Earn 15000 score using French Ground Vehicles

Play 20 battles while using USSR Ground Vehicles with a minimum of 60% Battle Activity

Destroy 30 ground or water targets while using Italian Aircraft


[hr][/hr]

Monthly markings can be found in a special tab at the bottom of the customization menu, (Monthly Decals) after a month, they’ll be moved to their corresponding category.

You can check the exact terms and track the progress of completing tasks for these decals by going to your Player Profile > Decals > Monthly Decals. From here, click the “Track progress” button on each decal to track from the hangar.

[carousel][/carousel]

All of the emblems will come with a detailed description. This will generally consist of the history of the marking, its design, which vehicles used it, and where it was often placed on vehicles historically if applicable (some emblems are taken from badges, which weren’t always applied). This way you can more easily recreate the original positioning if you’d like.

Thanks for having a look at the decals for this month, we hope you enjoy adding the ones you like to your collection, and we’ll see you soon in August for more!

Update 2.47.0.46



[h2]Aircraft[/h2]
  • F-2A, F-2A ADTW, Su-34 — gating (filtering) restrictions for speed and range when switching from TWS mode to track modes have been made more stringent in order to reduce the likelihood of acquiring the wrong target.

[h2]Interface[/h2]
  • The ability to pin the visual weapon selector to the screen using an action in its interface has been added.
    • The pinned selector does not stop aircraft control when moving the cursor. Interaction with it is performed using the cursor activated using the “Show mouse cursor” action.
    • The pinned selector can be collapsed and expanded using the “Visual weapon selector” action, and the pinned state is remembered just in the battle you are in.
  • The ability to filter the list of targets by allied/enemy team has been added to the radar control screen.
  • A bug where turning on sight stabilization on aircraft via the gamepad radial menu also turned on the night vision device has been fixed.

[h2]Locations and Missions[/h2]
  • In variants of the missions below where the Battle Rating session is 10.7+, an air spawn point has been added:
    • [Operation] Afghanistan
    • [Operation] Kamchatka
    • [Operation] Smolensk
    • [Operation] Golan Heights
    • [Operation] Denmark
  • Finland — a bug that could cause invisible collision to appear in some places in the location has been fixed. Missions in this location have been returned to the rotation.

[h2]Graphics[/h2]
  • A bug where when PTGI (Path Traced Global Illumination) was enabled, unused ambient occlusion in the final scene would still be rendered, negatively impacting performance, has been fixed.

[h2]Sound[/h2]
  • T54E1, T54E2 — engine sound has been replaced with the more appropriate M4A3 engine sound.

[hr][/hr]
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.

Screenshot Competition – Moments Before Impact!



Welcome to the 179th War Thunder Steam Screenshot Competition!


Thank you once again for your incredible submissions! This week, whether it’s a bomb falling, a shell mid-flight, or a torpedo closing in, we want to see those split-second shots where everything is about to change. The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 179th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen179. You have time until the 11th of July to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.



[h3]Terms:[/h3]
    Your screenshot must include a player vehicle.
    You must add the #WTscreen179 tag (title cannot have any other text in it).
    Artists may only win by popular vote once per four screenshot competitions.
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.


[h2]And now, time for the winners of the competition’s 178th edition – Leviathans![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3510683172
https://steamcommunity.com/sharedfiles/filedetails/?id=3513876226
https://steamcommunity.com/sharedfiles/filedetails/?id=3512804533

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3513502817
https://steamcommunity.com/sharedfiles/filedetails/?id=3514389937
https://steamcommunity.com/sharedfiles/filedetails/?id=3511936873

Each winner will get 300GE! Congratulations and see you next week!