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Meet update 1.91 “Night Vision"!


https://youtu.be/JYtUGCymOYE
WAR THUNDER PRESENTS Update 1.91 “Night Vision”


Night Vision and Thermal Sight devices, Chinese air and ground forces, a map rotation filter, new sound engine, three new locations, new ground vehicles, helicopters, naval vessels and aircraft - including the Phantom II and MiG-21, plus numerous fixes and updates for existing machines and game mechanics. This, and much more awaits you in update 1.91 "Night Vision"!

Chech out the full list of changes here!
Night Vision Devices and Thermal Sights




New nation - China!






38 new machines including ground vehicles, fighters and bombers from World War II till more modern times!

12 new aircraft and 7 ground vehicles for other nations


Including the F-89B and F-89D...

... and the SIDAM 25 Mistral

8 new helicopters


Such as the Eurocopter Tiger...

... and the Lynx AH Mk.1

Sound engine

https://youtu.be/vu9V5thgans
  • Cargo port
  • Palau islands
  • Japanese port

11 new vessels, map rotation filter, MFD displays, new tone mapping system, and hundreds of bug fixes and updates!

Chech out the full list of changes here!

[Development] New tone mapping system



We’re pleased to share with you our new tone mapping system which is being implemented in update 1.91 “Night Vision” making the game appear softer and slightly less saturated.

Dear friends,

War Thunder update 1.91 “Night Vision” is almost upon us, and today, we’d like to talk a little about some of the visual features that will be waiting for you when the update lands.

At the moment, we’re working on HDR monitor support (monitors capable of showing a high dynamic range of the visuals), and as part of this preparation, we are going to introduce a new tone mapping system in update 1.91. The updated tone mapping will make the game appear a little softer and more “cinematic”, as all colour conversions are to be completed in the HDR range. The game will support changes to the temperatures of colour (warm, cool, etc), depending on the time of day and weather. In addition, the new tone mapping system works slightly faster than the previous one.

Check out a few screenshots taken with the new tone mapping system. The beauty you see will be on your own monitor very soon, so stay tuned!

Check out and compare the changes here!

[Development] F-89B and F-89D Scorpion: Jet Bros



The Scorpion was designed to fight Soviet bombers back before the Cold War was even a thing. It carries a massive number of rockets for its time and was the world’s first aircraft to carry air-to-air nuclear rockets. Get ready for two different versions of the F-89 Scorpion jet!

In War Thunder 1.91 Night Vision we offer two versions of the Scorpion – the F-89B and F-89D – which will become rank V premium aircraft in the US Airforce line. Like the Australian Boomerangs, they are acquired in order. Each modification is interesting in its own way, but they’re especially good together. The F-89B is a typical early post-war jet interceptor. Its not-worst-at-its-rank speed and rate of climb allow it to catch up to any piston-engine aircraft and fight early jets on an even footing. The F-89B is splendidly equipped for hunting other aircraft – its six 20mm M24A1s with a high rate of fire and 1,200 rounds are conveniently located in the front section of the fighter and allow the pilot to fire long, accurate volleys with barely any jams. Traditionally there are several kinds of ammo to choose from, including armour-piercing rounds, which allow you to deal with AA guns and armoured cars.





As for the F-89D, it’s exclusively an assault aircraft designed to deliver concentrated strikes against ground targets. The two unguided rocket launchers installed on the front part of the fuel tanks at the ends of the wings hold 104 Mighty Mouse rockets, each of which contains the equivalent of over a kilogram of TNT. In addition, another 16 HVARs, which fare quite well even against the sturdiest tanks, can be attached to the pylons. This modification has no guns, but why would you need guns when you have SO many rockets?

Check out the full Dev Blog article here!

[Development] New soundscape tools in War Thunder

https://youtu.be/vu9V5thgans
You probably already know that from the end of last year we have been working hard on the transition of War Thunder to the new Fmod Studio sound engine. The game is constantly evolving, graphics are improving, new technologies appear, and sound is also evolving. Over the past year and a half, extensive sound work has been done: we reworked essentially all the sounds of aircraft engines, and made them dependent on the player’s view angle. The sound of an aircraft from the front, side and rear now sound different, which undoubtedly has a positive effect on the sound picture of the flight making it more realistic. In the same way, the sounds of guns for aircraft and ground vehicles were reworked, similarly for tank engines. The dependence of a tank shot sound on the terrain, where the tank is located, has been introduced. All these are only a small part of the results of sound improvements made over the past one and a half to two years. All these changes were met by you the players very positively, as we learnt from the results of the polls on our website. In addition, we monitor the War Thunder forums to stay in the loop in regards to your wishes for sound. Some write wishes and critique via personal messages on social networks, or e-mail. Thank you!

During the process of implementing all these improvements, we began to realize that the old Fmod Ex sound engine, which was introduced long ago with any customer support stopped a few years ago, it was beginning to exhaust itself, maximising our potential with it here. Therefore, we decided to transfer all sounds to the new Fmod Studio sound engine, which allowed us to introduce a specific number of new features even at the transition stage, eliminate old bugs caused by the old engine’s features, reduce memory load, which will affect the “stability” of the sound picture and most importantly open ample opportunities for future sound innovations.

Fun fact: The uncompressed sound sources of War Thunder contain more than 82,000 files summing up to about 20 gigabytes!

The transition was quite difficult. The uncompressed sound sources of War Thunder contain more than 82,000 files summing up to about 20 gigabytes. All this had to be transferred to a new project. Even though Fmod Studio allowed us to import the project from the old version - all the resulting sound events had to be checked and finished off manually, since the old project used effects and controllers that were not implemented in the newer version. It was also necessary to make sure that all this would work properly on other platforms besides the PC. Now, finally, we can say that this work is done.

For sound mods enthusiasts, there are two bits of news: both a good one and a bad one. The bad thing is, that sound mods made for previous versions won’t work in 1.91. This is due to the brand new Fmod Studio data formats. However, soon after the release of 1.91, we plan to share the source files for the game’s sound assets for mod creators. So, stay tuned.

The new audio engine offers solid groundwork for further improvements. In the future, we will be able to expand the functionality of the sound design for the game in accordance with modern industry standards (HDRA, binaural sound, occlusion of objects, etc.)

Currently, we can highlight the improvements in the following points compared to the previous version:
  • Increased positioning accuracy of sound objects.
  • The detail of the mix has increased due to the introduction of multiple dependencies of sound groups from each other. For example, if there is an explosion nearby, the volume of other sounds decreases in proportion to the level of the explosion sound.
  • Many sound producing game objects (explosions, aircraft engines, gun shots) have increased in hearing radius for the listener, thanks to more advanced tools of the new sound engine.
  • Thanks to a powerful and diverse toolkit for real-time sound processing, the sound changes more dynamically, depending on the in-game parameters (hearing range, viewing angles, rpm engines, etc.).
  • Earlier, part of the logic for the formation of a sound environment laid on the game engine. Now it is shifted to an audio engine, which has a positive effect on the optimization and stability of the game as a whole.
  • Thanks to the improved compression and decoding algorithms for the sound content of the new audio engine, we are able to reduce the consumption of RAM, which also positively affects the stability of the game as a whole.

That's all for now friends. We really need and appreciate your continued constructive criticism of the sound in War Thunder. Share your suggestions and ask questions in the comments below, as well as on the War Thunder forums!

The War Thunder Team

[Development] CM11: When Old Meets New



The CM11 is a mid 1980s main battle tank, developed as a hybrid design from already available individual components of existing US tanks. Coming as part of the upcoming update 1.91 “Night Vision”, the CM11 will soon await all seasoned tank commanders at the top ranks of the brand new Chinese research tree!

In War Thunder, the CM11 will be one of the vehicles available to players at the top ranks of upcoming Chinese research tree, coming to the game with the release of update 1.91. The CM11 combines familiar aspects of several well-known US tank designs, thus offering a completely different dynamic to what might appear as just a regular M48 or M60 tank at first glance.





Being in essence a hybrid of the M60A3’s hull and M48A1’s turret, the CM11 offers exactly the same levels of protection and mobility which seasoned US tankers in War Thunder have come to expect from these two vehicles, albeit with a little twist. This twist comes in the shape of ERA packages, mounted on the CM11’s turret and hull. Although the ERA will certainly help shield the vehicle from chemical munitions, it does increase the vehicle’s standard weight, thus reducing overall mobility as a result.

Check out the full Dev Blog article here!