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The YP-38 Makes a Temporary Return for the Anniversary of its first Flight!



On September 17th 1940, the YP-38, being the second prototype of Lockheed’s P-38, took to the air for the first time. Only 13 YP-38s were produced, with P-38s themselves mass-produced in the United States throughout WWII — more than 10,000 aircraft in total. Famous French writer Antoine de Saint-Exupéry also flew the P-38!

[h2]The YP-38 is temporarily available for Golden Eagles![/h2]
This aircraft is available for 1,150 Golden Eagles.

When: From today until September 20th (07:00 GMT).
Where: USA > Aviation > Premium vehicles.

About the aircraft
  • The YP-38 is armed with a powerful 37 mm cannon, capable of destroying almost any enemy in one hit. This plane is also quite durable, has a high rate of climb and maintains speed at high altitudes quite well!

Purchase Vehicle Packs In the Steam Festival and Get Rewards!



Until September 23rd (17:00 GMT), Steam is hosting a festival named after the comedy Planes, Trains and Automobiles.


Do you know where else you can find planes? In starter packs that you can buy during the festival at a 50% discount! They represent all in-game nations (except Israel since this nation doesn’t have a starter pack). This is a great way to start researching vehicles in a nation that you haven't yet started!

Make sure to pick up these starter packs at a great discount and also get an animated avatar, avatar frame and animated sticker for your Steam profile as a gift!



[h3]War Thunder - US Starter Pack[/h3]
https://store.steampowered.com/app/1108450/War_Thunder__US_Starter_Pack/

[h3]War Thunder - German Beginner's Pack[/h3]
https://store.steampowered.com/app/2054413/War_Thunder__German_Beginners_Pack/

[h3]War Thunder - USSR Starter Pack[/h3]
https://store.steampowered.com/app/1233370/War_Thunder__USSR_Starter_Pack/

[h3]War Thunder - British Starter Pack[/h3]
https://store.steampowered.com/app/1368801/War_Thunder__British_Starter_Pack/

[h3]War Thunder - Japanese Starter Pack[/h3]
https://store.steampowered.com/app/1368800/War_Thunder__Japanese_Starter_Pack/

[h3]War Thunder - Swedish Starter Pack[/h3]
https://store.steampowered.com/app/1582830/War_Thunder__Swedish_Starter_Pack/

[h3]War Thunder - Chinese Starter Pack[/h3]
https://store.steampowered.com/app/1937490/War_Thunder__Chinese_Starter_Pack/

[h3]War Thunder - French Starter Pack[/h3]
https://store.steampowered.com/app/1423760/War_Thunder__French_Starter_Pack/

[h3]War Thunder - Italian Starter Pack[/h3]
https://store.steampowered.com/app/1368110/War_Thunder__Italian_Starter_Pack/

Following the Roadmap: Detailed Helicopter Damage Models



We’re continuing to introduce some of the features planned in the Roadmap set out at the beginning of this year. And today, we’re pleased to announce that with the release of the Dance of Dragons update, helicopter damage models are now more detailed. Let’s take a look!



[h3]New Modules[/h3]
New damage model modules have been added to the Ka-52 and AH-64 Apache helicopters. Each module is responsible for a specific set of functions of the helicopter’s electronic equipment. The list of added modules include Flight Control Panels, an Electro-optical station, a Radar, Avionics blocks and IRCM blocks.



The following functions are distributed among the new modules: an RWR, Targeting optic, Weapon control, NVD, Sensors, MFD/HUD, Guided weapon control and IRCM. Some modules can be responsible for multiple functions at once and multiple modules can be responsible for the same function. For example, both the Flight Control Panels and Avionics blocks are responsible for the use of Weapon control, and a single Avionics block are responsible for both NVD and MFD/HUD.



[h3]Modules For Other Helicopters[/h3]
As for filling in remaining helicopters with modules, those already in the game will be given modules gradually with the release of subsequent updates as we’re going to be looking at on-board systems for each of them and make changes to the models. New helicopters that are added will be introduced with a full set of modules straight away.

[h3]How Does Disabling Modules Work?[/h3]
Let’s talk about how disabling systems works. For helicopters that have new modules, it’s quite simple — each system can be disabled either by the complete destruction of the module or by damaging it, but with a certain chance depending on the type and amount of damage.



In the damage model of helicopters that didn’t have new modules added, all on-board systems are included in the fuselage damage model. If this is damaged, all avionic functions may also be disrupted, with the probability of this also depending on the type and amount of damage. However, since it’s much easier to damage the fuselage than individual modules, the chances of various systems failing when the fuselage is damaged are lower than when individual modules are damaged. Additionally, unlike the destruction of a specific module — which is guaranteed to lead to the failure of the corresponding system — when the fuselage is destroyed, all electronics will not be immediately disabled. Instead, each system will retain some chance of being disabled with each subsequent hit.

[h3]Updated Tail Destruction Conditions[/h3]
Previously, helicopter tails could only be torn off by various means of hits, but not by collisions with anything else. It is important to note that even though the ground obviously has 100% efficiency against aircraft, it is not considered a specialized mean of destruction. At least it wasn’t considered such in the game until now.

However, since a bump even on the hull of a helicopter can quite easily cause damage to the elements inside, which depending on the severity of the collision, can lead to damage of the tail or even to it being ripped off. We’ve now introduced the mechanics of destruction of elements in the tail booms of helicopters from hard clams, both by the tail itself and by the fuselage of the helicopter when hitting the ground and environment, such as trees and various buildings.

This will minimize the number of successful take offs after very hard bumps against the ground where the helicopter doesn’t crash but instead flies on to base or even continues to fight as if nothing had happened.

[h3]Improved calculation of center of mass displacement after tail boom separation[/h3]



In addition to all of the above, in the near future (before the release of the next major update), we’ll be reworking and supplementing the calculation of the center of mass and balancing of helicopters when damage leads to the separation of various parts. For example, the center of gravity of a helicopter shifts forward when the tail is torn off, leading to a nose-dive that would need to be compensated by increasing the cyclic pitch (counteracting the lowering of the nose). This will lead to a strong limitation of maneuverability for coaxial helicopters when there is tail separation, while for helicopters with a classic tail rotor design, the behavior after tail boom separation will be more realistic.

That’s all for now. Check out the updated helicopter damage model in game and let us know what you think!

Screenshot Competition – Dance of Dragons!



Welcome to the 137th War Thunder Steam Screenshot Competition!


Thanks for sharing your captures with us last week, they looked fantastic! This week brought the third major update of the year- Dance of Dragons. What is your favorite part of the latest update? The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 137th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen137. You have time until the 20th of September 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 new vehicle included in “Dance of Dragons”, or on any of the reworked locations.
    You must add the #WTscreen137 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 136th edition – Anti-Air![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3326846598
https://steamcommunity.com/sharedfiles/filedetails/?id=3326803053
https://steamcommunity.com/sharedfiles/filedetails/?id=3326608260

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3326558400
https://steamcommunity.com/sharedfiles/filedetails/?id=3330133026
https://steamcommunity.com/sharedfiles/filedetails/?id=3328521824

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

Update 2.39.0.23



[h2]Aircraft[/h2]
  • J-10A — maximum overload in a turn in Arcade Battles has been increased (maneuverability has been improved).
  • J-10A — underestimated range of the radar in HMD and pulse-doppler head-on (PD HDN, HPRF waveform) modes has been increased.
  • Yak-23 — “takeoff” flap position has been added. Source: “Самолет Як-23. Техническое описание. Книга 1.”
  • YAH-64, AH-64D (all variants), AHS, AH Mk.1 Apache — detailed damage model has been added: new modules have been added.
  • LS-6 250 bomb — a visual model of the bomb has been corrected.

[h2]Ground Vehicles[/h2]
  • A bug that caused the replay of the destruction of a player’s vehicle to not show when the player’s vehicle was destroyed due to an explosion of a blowout panel ammunition rack has been fixed. (Report).

[h2]Graphics[/h2]
  • A bug that caused some visual effects, like fire on destroyed vehicles, to not display at long distances has been fixed.
  • A bug that caused the “Landscape Quality” option to not affect the quality of the landscape has been fixed. (Report).

[h2]Interface[/h2]
  • Notifications about disabled avionic elements of a helicopter as well as about the inability to use the functions that these elements provide when trying to use them have been added.
  • A bug that caused player titles to sometimes not display in Air Realistic Battles has been fixed. (Report).
  • A bug that caused APS indication zones to display incorrectly has been fixed. (Report).
  • A bug that caused the award icons to not show in the afterbattle stats window under the “Awards” tab has been fixed. (Report).
  • A bug that caused the detected targets indicators to have very small sizes on radars for some SPAAs has been fixed. (Report).
  • A bug when watching server replays that sometimes caused the players in team lists to display as if they all have left their vehicles which prevented the normal viewing of the replay has been fixed.
  • A bug that caused the round turret reload indicator to not update and show an incorrect value when switching between weapons has been fixed. (Report).

[h2]Other[/h2]
  • Bugs that caused occasional crashes to occur when pressing shortcuts in replays have been fixed.
  • A bug that caused occasional crashes to occur when pressing the active scouting shortcut has been fixed.
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.