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The Attacker FB.2 Temporarily at a Discount for its First Flight Anniversary!

[p]
On July 27th, 1946, the Supermarine Attacker took to the skies for the first time. The Attacker was the first jet aircraft in service with the Fleet Air Arm. A batch of Attacker aircraft, designed to take off from airfields rather than from an aircraft carrier, was also developed for Pakistan. The fighters served with Britain until 1957, and Pakistan, according to some sources, until 1964.

[/p][h2]The Attacker FB.2 temporarily returns at a 30% discount for Golden Eagles![/h2][p]The Attacker FB.2 (rank V) is at a 30% discount for 5614 Golden Eagles!

[/p][carousel][/carousel][p]
When: From July 25th (11:00 GMT) until July 28th (11:00 GMT).
Where: Great Britain > Aviation > Premium vehicles.
[/p][p]About this aircraft: The Attacker FB.2 (FB standing for Fighter-Bomber) has a newer Rolls-Royce Nene Mk.102 engine and a strengthened fuselage structure. Its wings have four 20 mm Hispano Mk.V cannons and its hardpoints can carry 12 RP-3 rockets or two 500 or 1000 lb bombs.
[/p]

Update 2.47.0.72

[p][/p][h2]Aircraft[/h2]
  • [p]EF-2000, Typhoon FGR.4, F-2000A — the size of the scan zones in TWS mode have been changed to make their use more convenient. The tracking and matching of “tracks” (information about targets in radar’s computer) with “contacts” (valid received radar beam reflections) of targets have been improved in all TWS scan modes, which reduced the amount of “phantom” targets appearing on the radar screen. The limitation on the speed of roll stabilization of the radar scan zone has been removed, as the electronic stabilization of the scan zone has been added. TWS GMTI mode for tracking ground targets has been added. The IRST’s target acquisition speed and scan speed in a wide scan zone have been increased. Scan zone roll stabilization has been added to the IRST.[/p]
  • [p]F-15 (all variants), F-16 (all variants), F/A-18 (all variants), MiG-29 (all variants), Su-27 (all variants), J-11 (all variants), Su-30SM, Su-33, Su-34 — for ease of maneuvering, the camera in 3rd person view has been moved slightly further back.[/p]
[h2]Naval Vessels[/h2]
  • [p]A bug that caused the research bonus to not be applied to naval vessels of Rank VII has been fixed.[/p]
[h2]Locations and missions[/h2]
  • [p]Malta — a bug that caused some grass in the location to disappear and any grass left to be the wrong color has been fixed.[/p]
[h2]Sound[/h2]
  • [p]Ammo explosions on naval vessels now have their own sounds.[/p]
  • [p]All modifications of M109 (including XM975) have received their own engine sounds.[/p]
[hr][/hr][p]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.[/p]

Stream By Hercules: The Summer CUP is Here! Watch and Get Yourself Twitch Drops!



In the summer of 2025, a new event will be born! In collaboration with Stream By Hercules, we're organizing a three-week event where one hundred Gaijin-partnered content creators will compete in different game modes to try and win exclusive Stream By Hercules brand prizes!



Whether in the air or on the ground, our beloved content creators will have to use all their skills to win the battle!

We'll begin the first weekend of this event with a 4v4 RB Tank mode, then on the second weekend it'll be a 4v4 RB jet mode and we'll finish in style, with the 4v4 RB Mixed mode.

We wish them all the best

[h2]Twitch Drops![/h2]
Watch the Summer CUP event during the three weeks! From Saturday, July 26th to Friday, August 15th, every player can receive different Twitch Drop prizes, including unique camouflages! All streams covering the event will be eligible for Twitch drops, alongside all Gaijin-partnered streamers for their own streams during the period!







[h3]Week 1 – July 26th 14 :40 GMT - 1st August 10th 10:00 GMT[/h3]
  • 50% RP Booster (10 battles)
  • 50% SL Booster (10 battles)
  • 1 Day of Premium
  • ‘Captain Sun’ Decal
  • Panther F - '212, 6th Panzer Division, Rhineland, 1945' camouflage

[h3]Week 2 – August 2nd 14:40 GMT - 8th August 10:00 GMT[/h3]
  • 50% RP Booster (10 battles)
  • 50% SL Booster (10 battles)
  • 1 Day of Premium
  • ‘Summer CUP’ Decal
  • Su-27 - '10 Red, VVS, Lipetsk Air Base, 2014' camouflage

[h3]Week 3 – August 9th 14:40 GMT - 15th August 10:00 GMT[/h3]
  • 50% RP Booster (10 battles)
  • 50% SL Booster (10 battles)
  • 1 Day of Premium
  • “Heat Seeker“ title
  • F-14A - 'Hercules Camouflage'






Multilingual War Thunder Esports channels will be live every weekend and broadcast the event. Be sure to follow the English, German, French, Polish and Russian Channels to not miss out on the event!

Additionally, during the week, you can also receive Twitch Drops while watching your favorite content creator.

[p]Login to your Twitch accountlink your Gaijin account → click “Allow” to be able to receive Twitch Drops![/p]


[h2]Stream By Hercules: Start Streaming[/h2]
Hercules has a legacy of breaking boundaries in interactive audio entertainment. With their new range Stream by Hercules, they introduced two audio controllers that let you easily manage all your audio in a flash, right at your fingertips. Whether you're a gamer who doesn’t want to Alt+Tab out of your game or a streamer looking for effortless audio control, these products are perfect for you.



From July 25th to August 17th, get the ‘insane Stream’ By Hercules product with a 5% discount with the code STREAMWT


[h2]Stream By Hercules x War Thunder[/h2]







For this event we've created some unique products that will be available only as tournament prizes! But also in giveaways on our social networks! We invite you to stay tuned to our Instagram accounts War Thunder Esports & War Thunder

Don't miss out on the chance to win these unique products!

Thanks to Stream By Hercules for their trust and collaboration

We wish all Content creators good luck in this event, may success be with you!

"Naples of the East": The Frigate Shisaka



Today, we would like to tell you about the main prize in the "Naples of the East" event — the powerful Japanese ‘Kaibokan’; Shisaka!

[h2]Shisaka, Japanese Frigate, Rank V, Event Vehicle[/h2]
At a glance:
  • Powerful main caliber of three 120mm guns
  • Sixteen 25 mm cannons to combat boats and aircraft
  • A large number of depth charges
  • Low speed
Historical background The patrol ship (according to the Japanese classification; ‘Kaibokan’) Shisaka of the Hiburi class, was laid down on August 21st, 1944 and completed by the end of the same year.

By the end of World War II it patrolled the waters near Tokyo Bay, after the war it was decommissioned from the fleet, and then transferred to the Republic of China and renamed Huian. Whilst with the ROC, the ship was captured and entered the first naval formation of the People's Liberation Army of China, but on April 28th, 1949, it was sunk by B-24 bombers of the ROC.

In 1953, Huian was raised, repaired and rearmed. It remained in the PLA fleet until 1990, after which it was decommissioned and dismantled.



[h2]Meet Shisaka![/h2]
The main prize in the "Naples of the East" event will be the Japanese frigate Shisaka, one of the most powerful coastal fleet ships in the game. Three 120 mm guns, a large battery of 25 mm machine guns and a huge number of depth charges! The slow but ruthless Shisaka is ready to join the battle for dominance in the coastal waters of War Thunder!

Shisaka will become a sister ship of the frigate Syonan, already well known to experienced captains, a real annihilator in the coastal fleet. The main advantage of Shisaka will be its excellent versatile armament.


Firstly, the ship carries a powerful main caliber array of three universal 120 mm guns in two mounts. These guns fire two types of high-explosive shells — standard contact fuse and timed fuse — these guns are effective against all vessels up to the light cruiser class in regards to the bluewater fleet, while boats and some small ships can be sunk with a single well-aimed salvo.

Secondly, Shisaka has an impressive arsenal of automatic cannons, sixteen 25 mm guns, ten barrels can be trained on surface targets from each side of the ship! These guns are the best solution to the problem of annoying nimble boats trying to sneak up on you, these boats will quickly perish under the dense automatic fire. The cannons also work well against aircraft, so Shisaka can cover your allies with anti-aircraft fire at short distances. Additionally, the new Japanese ship has an impressive stock of depth charges with six depth charge mortars and two stern ramps. While more of a niche weapon, these 160 kilogram depth charges can still be effective assistants at very close ranges.

Interesting - at the time of its decommissioning in 1990, Shisaka, renamed Huian, was not only the oldest active ship of the PLA, but also one of only three surviving ships from the Imperial Japanese Navy!

Like Syonan, Shisaka's mobility is not the vessel's strongest feature. The speed is 36 km/h in realistic and just over 50 km/h in arcade modes, which is generally quite tolerable, but against the flurry of small fast boats it may seem insufficient. Still, the main trump cards of Shisaka will be its powerful weapons and good survivability, the frigate can effectively capture and defend control points, discouraging enemy torpedo boats and very effectively hitting targets at distances inaccessible to most ships of the coastal fleet.


You can get the mighty Shisaka absolutely free by completing tasks during the special event "Naples of the East", which will begin soon. Don’t miss the chance to strengthen your Japanese naval lineups and get access to this powerful coastal frigate!

Please note that this vehicle’s characteristics may be changed before it is added to the game.

https://steamcommunity.com/games/236390/announcements/detail/547867141501616201?snr=2___

It’s fixed! №107



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]Mandatory anti-cheat for top BRs[/h2]

We’re gradually expanding the scope of mandatory anti-cheat in War Thunder. In addition to the unmarked modes where it was already enabled, it will now also be active in Air Arcade and Air Realistic battles, as well as in Ground Arcade battles for players and squads with vehicle setups with BR 11.0 and higher.

Until now, we hadn’t required anti-cheat in marked modes, since the presence of markers already greatly limits unfair play. However, at high Battle Ratings the stakes are correspondingly high: even a seemingly minor advantage can decide the outcome of a match. That is why we began rolling out anti-cheat starting with the top BR tiers.

Looking ahead, we plan to gradually lower the minimum BR threshold for mandatory anti-cheat.

[h2]Economy fixes[/h2]

We have made a number of changes and fixes to the calculation of rewards for various actions during battle. So, if you destroy a vehicle of a composite SAM system or a reconnaissance drone that is not currently controlled by a player, you will receive a full reward in mission points, RP and SL, and not a reduced reward, as when destroying AI vehicles. Also, now when destroying composite SAM systems, reconnaissance UAVs and naval vessels controlled by AI, the difference in the Battle Rating will be taken into account when calculating the reward in research points - when destroying vehicles with a higher BR, the reward will be higher. Another error applied the reward coefficient from the air arcade event to reconnaissance UAVs, reconnaissance aircraft and launchers of composite SAM systems, which significantly reduced the reward.

We have also fixed the calculation of the RP reward for vehicles destroyed according to player intelligence and for the destruction of AI-controlled vessels in naval battles. An error in the battle summary message, where the sum in the "Other awards" column was calculated incorrectly, has also been fixed.

[h2]Hit by shells and shrapnel[/h2]

The enemy is shooting! A chambered shell hits a curved armor segment at an extreme angle - a ricochet is guaranteed! But the shell does not fly away from your tank, but gets inside, hitting crew that do not deserve it at all.

This error occurred on a number of vehicles where the thickness of the curved armor segment was not very high, which is why the shell decided to ignore it altogether. Thanks to your reports, we quickly fixed this problem!

Something else at the same time. If, in the example above, the shells ignored armor thickness, then in the case of shrapnel hitting the crew members, their "thickness" suddenly began to be taken into account! The crew should be damaged by any hits, but due to this error, shrapnel flying at acute angles might not cause damage to them.

[h2]Nature has no bad weather now![/h2]

We recently improved the automatic aircraft respawn setting: in bad weather, players would appear at airfields by default. However, there are many fearless pilots among you who can handle any bad weather - thanks to their feedback, we added a new setting "Ignore bad weather and airfield spawn". Enable it - and the air spawn point will always be selected by default, regardless of weather conditions. Go for it!

[h2]Improved weapons selector[/h2]

We recently added the ability to attach a suspended weapons selector to the game in battles - and since then we have been thinking about how to make it even more convenient. So, we slightly reduced its size and made it more transparent, added a display of the number of shells on the weapons icons and made it so that the tooltips when hovering the cursor, do not overlap other cells of the selector. We hope you enjoy these changes!

[h2]That’s not all[/h2]
Check out the full list of fixes and improvements in the update notes below! A locked target in the sight view on the radar control screen no longer twitches, the Mach limit in the aircraft card is now indicated with an accuracy of hundredths, and the radar control screen no longer displays control tips for functions that it does not have.


[h3]Recent updates:[/h3]


[h2]Today's Update 2.47.0.68:[/h2]
[h2]Aircraft[/h2]
  • An "Ignore bad weather and airfield spawn" setting has been added to the "Aircraft combat settings" section in game settings. If enabled, there will be no icon or warning about bad weather, and an air spawn will become the default one.
  • EF-2000, Typhoon FGR.4, F-2000A — a bug where the redundant artificial horizon in the cockpit was displayed incorrectly has been fixed. (Report).
  • Ju 87 D-3 (all versions), Ju 87 D-5 — a bug where under fuselage bombs did not use the ejection device to deflect bombs when dropped has been fixed.
  • D4Y3 — a bug where it was impossible to create a custom weapons set consisting of 3x250 kg bombs has been fixed. (Report). A bug where a 250 kg fuselage bomb was dropped through closed bomb bay doors has been fixed. (Report).
  • MiG-29SMT — a bug where the artificial horizon was displayed incorrectly in the aircraft cockpit has been fixed.
  • F-14 (all versions) — the camera in third-person view has been moved further from the vehicle.

[h2]Ground vehicles[/h2]
  • A bug where SPAA could only capture a new target with IRST in the sights after double activation of the "Lock Radar/IRST target on" action has been fixed.
  • EldE 98 — mobility has been improved (Report).

[h2]Naval[/h2]
  • RN Roma — a bug where closed AA mounts received pressure damage from nearby explosions has been fixed. (Report). A bug where a fire in secondary caliber mounts could spread to their ammunition magazines through unmanned feed elevators has been fixed. (Report).
  • Novorossiysk — a bug where the visual effect of the detonation in aft magazines occurred at the bow of the ship has been fixed.

[h2]Interface[/h2]
  • The appearance of the pinned visual weapon selector has been improved. Now it takes up less space than the collapsible one, it is now semi-transparent and the tooltips when hovering over it do not overlap other cells of the selector.
  • A display of the number of shells on weapon icons in the visual weapon selector has been added.
  • The radar control screen now no longer displays control prompts for functions that are not present on the vehicle radar.
  • A bug where the value of the number of clips was hidden on the action panel when hovering over the belts if the line exceeded 7 characters even where there was enough space in the interface to display these values has been fixed.
  • Issues where opening the Statistics window would cause the cursor to move to the player's nickname, which when opening the Tactical Map caused the cursor to be on the vehicle or weaponry, which caused the respective card to be displayed, obscuring map elements have been fixed. This was particularly disruptive for players when controlling from HOTAS and/or in VR mode. Now the cursor’s position is being reset to the central one each time Statistics window is opened.
  • A bug where the reward for intercepting ammunition was not included in the total reward in the message with the results of a battle, due to which the value in the "other awards" field did not correspond to the correct one and a negative value might even show has been fixed.
  • A bug where the armor penetration and damage type icons might be missing from the icon of some rockets and missiles has been fixed.
  • A bug where tanks equipped with rockets displayed an APHE shell icon instead of a solid shell icon has been fixed.
  • For ground vehicle and naval vessel ammunition, the thickness of the penetrated armor displayed on the shell icon now takes into account high-explosive armor penetration and correctly reflects the thickness of penetrated armor of shells with significant high-explosive armor penetration relative to other ammunition of that particular vehicle.
  • The Mach number limit in the aircraft card is now indicated with an accuracy in hundredths.
  • The gray background has been removed from fully unlocked modification tiers in the modification window.
  • A bug where in the modification window, the hint about the need to install weapons was displayed on the ammunition of uninstalled weapons only if the modification which unlocks this weapon was not purchased, and not when the weapon was removed has been fixed. The hint text has been adjusted.
  • Localization of actions with bombs has been added to the battle event log. (Report).
  • A bug where the fleet rank requirements value was not saved when editing the requirements for submitting an application to a Squadron has been fixed. (Report).
  • A bug where some tips didn’t disappear when displaying the mission summary block upon the completion of the mission has been fixed.
  • A bug where on the radar control screen when controlling with a gamepad, the cursor continued to be displayed when calling the multi-functional menu has been fixed.
  • A bug where, when the squad leader changed the vehicle preset, the Battle Rating indicated next to the name of the game mode did not change has been fixed.

[h2]Economy[/h2]
  • For the destruction of reconnaissance UAVs and SAM systems that the player did not control at the time of destruction, the full reward is now awarded.
  • For the destruction of the following types of AI-controlled vehicles (or that the player did not control at the time of destruction): reconnaissance UAVs, SAM systems, and naval vessels in naval battles, the full amount of mission points are now awarded. That is, the rule for awarding mission points for them now coincides with the rules for awarding rewards in RP and SL.
  • A bug where the reward coefficient from the air arcade streak was erroneously applied to reconnaissance UAVs, reconnaissance aircraft, and SAM launchers, which reduced the rewards in SL and RP by 2.5 times has been fixed.
  • A bug where when calculating the RP reward for the destruction of naval vessels in naval battles, reconnaissance UAVs and launchers of composite SAM systems controlled by AI (or which the player did not control at the time of destruction), the difference between the Battle Rating of the player's and the target's vehicle was not taken into account has been fixed.
  • A bug where the base RP reward for the destruction of a target by an ally based on the player's intelligence (scouting) did not take into account the vehicle and game mode multiplier. has been fixed At the same time, the premium account bonus, talisman and 100% booster were always added to the reward (the actual contribution of the booster, even if it was higher, was not taken into account). Due to this bug, the final reward was higher in some cases, and lower in others.
  • A bug where, in naval battles, ~5.5 times less RP could sometimes be awarded for the destruction of enemy bots has been fixed.

[h2]Locations and missions[/h2]
  • Finland, Ardennes (winter), Poland (winter), Maginot Line (winter) — the range of height differences on the snow layer located on the main landscape has been reduced in these locations (excessive height differences have been reduced, insufficient differences have been increased). This was done to reduce the amount of shadow spots that appeared on the snow when the sun was close enough to the horizon.

[h2]Other[/h2]
  • · Now, anti-cheat is required to play at Battle Ratings 11.0 or higher in Air Arcade and Realistic Battles, as well as in Ground Arcade Battles. In future, we plan to gradually lower the minimum BR for mandatory use of anti-cheat in these game modes.

[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.