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War Thunder News

It’s fixed! №39



In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder on the website special section.

Asterisk for your convenience


You may have noticed that War Thunder now has regular events with simple tasks and nice prizes that can be completed in specific vehicles. We wanted to make it easier for you to find the vehicles involved in these events.

Now vehicles that can be used in these events will be marked in the research trees with a special tag with an image of a star. You will also now be aware of the available task with the “Research” icon on the appropriate nation and type of vehicle with the aforementioned star on the vehicles themselves that are suitable for its completion.

Due to its specifications, this improvement will become available within 24 hours after this news has been released.

Fixed the operation of the ballistic marker


Don’t worry, in normal situations your “armour penetration cross” operated and is operating correctly. The problem was affecting vehicles with a laser rangefinder that when trying to fire at air targets, encountered an effect that caused the marker to remain on the ground and calculate the point of impact far beyond its possible range. You also couldn’t even tell if the cannon was already pointing in the direction you wanted it to or if it was still moving.

We changed the logic for the ballistic marker so now if you decide to shoot “birds” it will be replaced by a simple cannon direction marker.

When switching to anti-tank guided missiles your trusty helper will also be hidden so that nothing interferes with aiming.

Fixed the firing sound in an air event

We are talking about ground AB, where an active player can temporarily leave their armoured vehicle and hurt their enemies from the air in every way. But if at the time of the switching from ground vehicle into an aircraft you were firing, for example from a machine gun then the sound of endless machine gun shooting was transferred with you and created a unique atmosphere for the whole flight.

We have fixed that cacophony and now when you fly the aircraft, you will only hear the sounds of actual shots.
Update 2.13.0.94

[h2]Ground vehicles[/h2]
  • The marker for the ballistic calculator (crosshair) has been disabled for the ATGM weapons.
  • A bug has been fixed that caused the marker for the ballistic calculator (crosshair) to be displayed incorrectly when shooting at aerial targets with ground vehicles with a laser rangefinder.
  • M1A2 Abrams — commander’s sight magnification has been specified: x2-8 → x3-10 (report).
  • Ikv 91, ikv 91-105 — gun control option has been added to the commander’s sight.
  • Ikv 91, ikv 91-105 — number of forward and reverse gears have been increased, the gear ratio values have been specified (report).
  • Merkava Mk.2D — the display of the composite screen has been disabled in xray mode.

[h2]Aviation[/h2]
  • F4J — a bug has been fixed where the 20mm Mk 11 mod 5 gunpod was not displayed on the model (report).
  • Mi-24V — a bug has been fixed where the S-24 rocket was displayed in the weapon preset “9M114 Shturm x8 +S8KO x40”.
  • SBD-3 — a separate gun drop has been added for the 100 lbs ANM-30 bombs.

[h2]Other changes[/h2]
  • Purchased, or available to purchase vehicles, able to complete tasks in the weekend/special events now have the ‘star’ tag. You can get to the task via the “Task” tab in the vehicle menu, or by clicking the ‘star’ tag in the hangar. (Note: this feature will be implemented within 24 hours after the publication of this change list).
  • A bug has been fixed where the RMB+LMB click on a vehicle group might disable the interface.
  • Dependence of the camera rotation speed from the replay speed has been fixed.
  • Freezing of shot sounds in aerial and ground Arcade battles has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

Screenshot Competition - Fast delivery!

Welcome to the 12th War Thunder Steam Screenshot Competition!

Almost 200 screenshots full of beautiful aircraft! Well done Pilots! The three most popular screens chosen by you plus three more, selected by us will get 300GE! We will meet again next week!
[h2]Before we announce 11th edition winners, let’s begin the 12th edition of our competition![/h2]
Create a stunning screenshot and submit it on the War Thunder Steam Community Hub (link for instructions) with the tag #WTscreen12. You have time until 07.02.2022 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.

[h2]Screenshot theme - Fast delivery[/h2]

[h3]Terms:[/h3]
  • Your screenshot needs to be focused on fast machines: jets or fast props, the fastest tanks and vessels. If it can move faster than a bus - Bring it on!
  • 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).
  • 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 7 working days.

[h2]And now, time for the winners of the competition’s 11th edition - Aces of the Sky![/h2]
[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2731785423
https://steamcommunity.com/sharedfiles/filedetails/?id=2731286383
https://steamcommunity.com/sharedfiles/filedetails/?id=2736777662
[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2731673777
https://steamcommunity.com/sharedfiles/filedetails/?id=2737229487
https://steamcommunity.com/sharedfiles/filedetails/?id=2731490215
Each winner will get 300GE! Congratulations and see you next week!

Planned economy changes in February


[h2]Revision of the bonus reward for victory and defeat[/h2]
In the recent economy updates, we described the mechanics of earning Silver Lions and Research points, and proposed that you vote for one of the possible variants to change the bonus rewards at the end of a mission. This was followed by the second stage of voting in order to make the final decision with confidence. These are the results:

What RP reward distribution during a battle do you want to have in War Thunder?
  • 56.7% 一 0.8 RP/sec for defeat and 1.2 RP/sec for victory
  • 43.3% 一 0.6 RP/sec for defeat and 1.4 RP/sec for victory (same as before)


What SL reward distribution do you want to have in War Thunder?
  • 66.1% 一 +20% for defeat and +47% for victory
  • 33.9% 一 +0% зfor defeat and +67% for victory (same as before)


Thus, the bonus reward for defeat and victory in mission will be revised in accordance to the vote results. The changes will be deployed with an economic update, which we will announce later.

Discussion on switching to the new economy model

Currently, the game features an economy model with a calculation of economic parameters for mid- and high tier vehicles based on the efficiency statistic for each vehicle. Efficiency is the sum of Silver Lions earned without taking into account the reward multiplier, Premium account, boosters, achievements and mission bonuses for the given time, divided by the number of deaths on this vehicle for the same period of time. That is, the more active rewardable actions are performed by players (hits, critical damage, kill assists, destruction of enemies, points captures, damaging and destruction of enemy bases), and the less often they lose their vehicles, the higher the efficiency is. The system is used in the game for most of its existence due to the specifics of gameplay. We may balance the vehicles by changing their technical characteristics very rarely and through a very limited range as this may contravene historical data that we rely on when we create the vehicles. As a rule, we balance vehicles by the Battle Rating (BR), but we can only change it within certain ranges due to the features of the given vehicle. For example, the vehicles with modern ATGMs with high armour penetration value can’t be below a certain BR level, even when their efficiency is low. The same is true for the early heavy tanks with good armour protection that can not be set with too high a BR, due to a weak gun.

This inevitably leads to a situation where some of the vehicles find themselves in more preferable conditions, they are more comfortable to play and much more effective on their tier. While others can not equally rival with opponents and are far less fun to play. The current economy system (hereinafter, it will be referred to as the "vehicle efficiency economy") is built in such a way, that playing in a less effective vehicle is more profitable on average to avoid the “double punishment” - gameplay and economic - from the inefficient vehicle. At the same time, playing the more effective vehicles is more risky, and requires player skills to achieve a decent reward after deducting the repair costs.

However, with the growth of the vehicle number and the addition of new gaming nations, the uneven use of certain vehicles also grows. Some nations and vehicles are much more popular among players and this affects the efficiency statistics. Therefore, we are considering the option of introducing a new economic system, which will be completely based on the position of the vehicle in the research tree (rank and position at a rank relative to other vehicles). Further in the text, such an economy will be referred to as "the rank based economy". Such a system was originally used in the game for vehicles of initial ranks (currently these are ranks I and II, and also partially III and IV).

The potential transition to the rank based economy will also cause another noticeable change - the reduction of the maximum repair cost. Due to the constant growth of the number of high tier vehicles and the number of tiers themselves, the rank based economy requires revision of the repair costs and multipliers for all mid- and high-tier vehicles. Instead, we are planning to set these parameters on the almost fixed level for vehicles of ranks VI+ in order to minimize the following economic adjustments. In this case, the number of economy-equivalent vehicles will be quite big (all vehicles of ranks VI, VII, and following), and will be constantly growing. Keeping the current max repair costs level for such a number of vehicles would be wrong, so it requires a reduction.

Before comparing two economic approaches in numbers, it is necessary first to recall one of the features of the economy updates - the normalization of the economic parameters for vehicles. The normalization limits the maximum available change of economic parameters in every economy update in order to smooth the transition to the target values, as well as to avoid harsh changes for vehicles, whose efficiency may vary over time.
Thus, two tables are presented to compare the two economies:
with normalization of the values that allows a comparison of the two economies in the next economic update that is scheduled for February. Here you can also compare the parameters for a specific vehicle in the next economic update, depending on the economy used.
without normalization of values that allows the comparison of two economies at the target values ​​that economic parameters would hypothetically reach for a significant number of economic updates for current vehicles at their current performance. We are not providing target values ​​with details on specific vehicles, as these are hypothetical indicators that change with each subsequent upload of statistics.

In general it is needed to note the following pros and cons of each economy for players:
[h3]Vehicle efficiency economy:[/h3]
  • (+) On average lossless play in less efficient vehicles of rank IV or higher without premium account.
  • (-) Vehicles of the less popular game nations are often the most efficient and as a result unprofitable.

[h3]Rank based economy:[/h3]
  • (+) Repair cost and reward multipliers are identical for similar vehicles of different game nations.
  • (+) There is a clear correlation between economic parameters (repair cost, reward multipliers, reward for useful actions) and position in the research tree.
  • (-) Decrease in the demand for less efficient vehicles as they will become economically equivalent to more effective vehicles of the same rank which may also lead to the decrease in the variety of vehicles in the battles.


Generalized key differences between the rank based and vehicle efficiency economies can be summarized as follows:
  • greater reward multiplier for popular high ranked vehicles;
  • lower repair cost for unpopular medium-ranked vehicles;
  • higher repair cost for popular high ranked vehicles;
  • lower reward multiplier for unpopular medium-ranked vehicles.


Let us make some specific examples comparing the target indicators (not for the next economy update but for the final implementation for a hypothetically large number of economy updates at the current level of statistics) of the economy by the vehicle rank and the economy by the vehicle efficiency for vehicles discussed in the community:
  • base repair cost for T95 in AB will be 8360 SL instead of 17010 SL with a reward multiplier of 1.1 vs 1.3;
  • base repair cost for Strv 121 in RB will be 5350 SL instead of 7740 SL with a reward multiplier of 1.5 vs 1.6;
  • base repair cost for Tu-4 in RB will be 12570 SL instead of 30170 SL with a reward multiplier of 2.3 vs 1.8;
  • base repair cost for F-5A in RB will be 10210 SL instead of 5720 SL with a reward multiplier of 3.8 vs 2.9;
  • base repair cost for “Parizhskaya kommuna” in RB will be 28430 SL instead of 50860 SL with a reward multiplier of 2.0 vs 2.3.
  • base repair cost for F-86A-5 and CL-13 Mk.4 (Italy) in RB will be 11290 and 12410 SL instead of 6950 and 10490 SL respectively.



Changes of the reward multipliers, repair cost and related vehicle economy parameters

Please note that depending on the results of your vote the next economy update will be made based on the results of your choice, that’s why are publishing two separate table sheets of economy changes.
  • Open the table sheet with economy changes with economy based on the vehicle efficiency (See the 2nd tab 一 eff econ, norm (20/01))
  • Open the table sheet with economy changes with economy based on the vehicle rank (See the 3rd tab 一 rank econ, norm (20/01))


The updated table sheet for changes in reward multipliers, repair prices and related economy parameters of vehicles has been updated taking into account modifications and corrections described in this message.


Changes of the research cost, purchase cost and related parameters for some vehicles
Open the table sheet


Changes in the research trees
  • M1A1 Abrams and IPM1 一 switched places.
  • Pz.IV F2 and Pz.IV G 一 have been grouped.
  • Pz.IV H and Pz.IV J (in one group) 一 have been moved to rank II.
  • TAM and Begleitpanzer 57 一 switched places.
  • Crusader AA Mk.I and Crusader AA Mk.II 一 switched places.
  • Chi-Ha Kai and Ho-I 一 switched places.
  • Ikv 103 一 has been moved to rank III.
  • Ju 88 C-6 一 have been moved to rank II.
  • Bf 110 C-7 and Bf 110 F-2 一 have been grouped.
  • Tu-4, Tu-4 (China) 一 have been moved to rank V.
  • F-104G 一 has been moved to rank VII.

Lunar New Year


The War Thunder team would like to congratulate players with the Chinese New Year holiday that is also often referred to as Lunar New Year, or literally "Spring Festival".

From the 28th of January (11:00 GMT) until the 1st of February (11:00 GMT)

While controlling Chinese vehicles:
  • Play 3 battles to get the “Fu the Tiger” decal.
  • Win 5 battles to get the “Sky lantern” decoration.

Challenges must be completed in vehicles of rank II or above, with a battle activity over 70% in random battles, except for the “Assault” mode.

Track your progress by clicking your nickname, then “Achievements → Lunar New Year”.

[h2]Available again![/h2]
The following vehicles, previously withdrawn from sale in the store, can now be purchased using Golden Eagles in-game on all platforms. There is no discount on these vehicles.
  • Tank T-62 (Rank 6 China) - available till the end of the offer;
  • Fighter Shenyang F-5 (Rank 5 China) - permanently available.

“Firepower”: Warbonds


The items for the Battle pass in the Warbond shop is as usual, will available throughout the entire “Firepower” season + 1week, available from 26th of January until 3rd of May (one week after the end of the season).
The Warbond shop is available to players that have vehicles from rank III and is part of Battle Pass. You purchase items with the special “Warbond” currency that that can be obtained by unlocking Battle Pass levels.
Premium vehicles in the new season

[h2]★ Crusader “The Saint”[/h2] (first time in the warbond shop)

[h2]★ Celere Sahariano[/h2] (first time in the warbond shop)

[h2]★ Mörkö-Morane[/h2]

[h2]★ P-51C-11-NT[/h2] (first time in the warbond shop)

[h2]★ T14[/h2]

[h2]★ VS-8[/h2] (first time in the warbond shop)

[h2]"Shoo Shoo Shoo BABY"[/h2] pinup of the 401st BS, 91 BG, USAF, 1944


An updated “Road Signs” trophy, trophy with emblems and decals of the tiger images from the past and a "Shoo Shoo Shoo BABY" pinup of the 401st BS, 91 BG, USAF, 1944 (decal by Colin 'Fenris' Muir ).

Open “Shop” → “Warbond shop” to see an assortment where some of the more interesting items can be seen.

Check out the full assortment of available Warbond items in the new season in the game, as well as the terms for purchasing them!