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It's fixed! №92



The Seek & Destroy major update brought many features, but also a handful of unfortunate bugs. In this It’s Fixed article we’ll be talking about some bugs that we fixed that arose due to the release of the major update.

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

[h2]Loading Ammunition Fixes [/h2]



Loading ammunition into ground vehicles was in reverse order. The loading of shells into each of the ammunition racks of the first and second stages occurred in reverse order, and if the vehicle had several second-stage ammunition racks, the lowest priority one was filled first. We’ve fixed this now.

For example, on the M1 Abrams tanks, after the first stage stowage was filled, the last stowage of the second stage located in the hull began to be filled. Additionally, filling inside all ammo racks occurred from top to bottom, and not from bottom to top.

[h2]Visual Weapon Selector Fixes & Default Key Bind Change[/h2]



One of the main features added in the Seek & Destroy major update was the visual weapon selector for aircraft.

We’ve now changed the default key for this feature to Caps Lock thanks to your feedback on this. This is a more convenient key that is likely not used for many players, and is still easy to reach on the keyboard and only requires one press rather than two keys. The previous default key (SHIFT + A) could be accidentally activated when using other functions, for example taking away mouse control while the selector was displayed on the screen, causing potential problems in battle.

We’ve also fixed a couple of bugs relating to the selector as well. For example, messages in battle overlapped it, and streak aircraft flying in air events in Ground Battles didn’t have the selector available.

And some good news for console players, as we’ve now released the visual weapon selector on all platforms! One temporary exception is that air events in Ground Battles will receive the visual weapon selector on consoles after the client update.

[h2]Shaped Charge Shells Fix[/h2]
We recently discovered a bug in the operation of shaped charge shells. Due to this issue, these shells sometimes ignored the first piece of armor that they faced in their path and no shrapnel formed. We’ve now fixed this problem!

[h2]We’ve Done Some Tree Trimming[/h2]



On the Guiana Highlands, Vietnam Hills, Mysterious Valley and Rice Terraces locations, we’ve reduced the height of some trees.

However, this is not the end of our tree trimming, as we’re aware of problems on Golan Heights, Rocky Pillars and Rocky Canyon and are already working on them. Be sure to let us know if you find any exceptionally and outlandish tall trees anywhere else, and we’ll dispatch our tree trimmers to their location to give them a trim.

[h2]Separate Flare + Chaff Fixes[/h2]
With a lot of work done on separating flares and chaff and changes in how they could be selected, unfortunately they were left unfinished on their release.

We’ve now fixed the vast majority of bugs associated with flares and chaff, for example an insufficient number of each, discrepancies in stat cards and in battle, and the ability to launch them in some cases. You can now use flares and chaff separately for all aircraft where this feature was present.

[h2]Naval Fleet Fixes[/h2]



A bug where multiple fixed torpedo launchers could launch in a single salvo with torpedo launcher selection enabled is now fixed. You reported this one to us, thanks for the report! Torpedoes will now be launched one at a time, as they should do.

The Protection Analysis for ships did not work in custom hangars either, which we’ve now fixed as well.

[h2]There’s more[/h2]
You can find a complete list of fixes and improvements in the below changelogs.


[h2]Today's update: Update 2.37.0.27[/h2]


[h2]Ground Vehicles[/h2]
  • A bug where the loading of ammuniton within ammo racks of all stages and within the order of second-stage ammo racks on all vehicles occured in reverse order has been fixed. (Report, Report).
  • A bug that caused shaped charge shells to not interact with the first armor element in its path been fixed.
  • CV9035DK — gaps in the armor and a piece of the driver’s controls sticking out of the armor have been fixed.
  • T-80U-E1 — the sight of the anti-aircraft gun has been fixed. (Report, Report). A bug that caused the gun to be shifted in the commander sight with “aim mode” turned on has been fixed. (Report).
  • T-80UK — low-poly display of the gunner model in x-ray view has been fixed. (Report).
  • XM800T — location and appearance of the ammo has been fixed. All racks except the one connected to the gun have been removed, and the shape of the main ammo rack has been changed.
  • ADATS, ADATS (M113) — the visual effect of the smoke trail from the MIM146 missiles has been corrected to accommodate the used smokeless propellant. (Report).
  • 120S — the hydraulic pump description in the X-ray view which was previously named as horizontal drive has been fixed. (Report).
  • M908 — the shell type has been changed to HE-OR (High Explosive Obstacle Reduction).
  • BMD-4 — a bug that caused the indication of the first-stage ammo left to not display has been fixed.
  • ZBD04A — a bug that caused the indication of the first-stage ammo left to not display has been fixed. (Report).
  • Namer 30 — overestimated thickness of the barrel has been reduced from 35 mm to 10 mm. A bug that prevented the overheat of the barrel has been fixed.
  • Wiesel 1A4 — a bug that caused the overpressure effect to work on the crew when hitting the cannon breech and ammo which are located outside of the crew compartment has been fixed.
  • Object 279 — a bug that caused the tank to be tilted towards the rear side has been fixed. (Report).
  • A bug that caused hits on trees by purely kinetic shells to play an explosion effect has been fixed.

[h2]Aircraft[/h2]
  • A bug that caused the countermeasure counter in the interface to twitch, changing its values multiple times when releasing flares or chaff has been fixed.
  • Rooivalk Mk1F CSH — a bug that caused the inability to load all countermeasures has been fixed. (Report).
  • AH Mk.1 Apache — a bug that caused the inability to load large-caliber countermeasures has been fixed. (Report).
  • Sea Harrier FA 2 — a bug that caused the inability to load countermeasures from the BOL pods has been fixed.
  • AIM-7F, AIM-7M — a bug with the premature self-destruction of the missile has been fixed. (Report).
  • MiG-23, MiG-27 — speed loss in a forced turn has been reduced, automatic correction of the wings sweep angle has been reconfigured to improve maneuvering at average speeds.
  • Super Mystere B2, Sa’ar, Sambad — fuel mass has been reduced, thrust, maximum speed and angular speed of a steady turn at low altitude have been increased.
  • Mystere IVA, Mystere IVA (Israel) — the maximum fuel amount has been decreased to 1660 kg (one of the fuel tanks is not fueled for combat missions).
  • A bug in single missions that sometimes caused the inability to control allied aircraft after switching to them has been fixed.

[h2]Naval Vessels[/h2]
  • A bug where multiple fixed torpedo launchers could launch in a single salvo with torpedo launcher selection enabled has been fixed. (Report).
  • A bug where the Protection Analysis for ships did not work in custom hangars has been fixed.
  • IJN Haruna, IJN Kongo — a bug that led to the destruction of these ships through listing with insufficient damage to cause such high list angles has been fixed. (Report).
  • RN Andrea Doria — the firing angles of the 40 mm anti-aircraft guns has been adjusted. (Report).
  • Paris — description of the rangefinders for the main battery stern turrets has been added. (Report).
  • Marat — a bug that allowed the central main battery turrets to be fired through the central funnel has been fixed. (Report).

[h2]Sound[/h2]
  • A bug that caused the missile and flare launch sounds to be missing in some cases has been fixed. (Report).

[h2]Interface[/h2]
  • Missing localization for researchable belts and ammunition in the battle results screen has been fixed. (Report).
  • The default keybind for opening the visual weapon selector bar has been changed to “Caps Lock” by default.
  • The ability to use the visual weapon selector has been added to consoles. The ability to use it for streak aircraft in Ground Arcade battles will be available soon with a client update.
  • A bug where the visual weapon selector was missing in air streak events in Ground Battles has been fixed.
  • A bug where tooltips were superimposed over the visual weapon selector has been fixed.

[h2]Locations[/h2]
  • On the following locations, the height of some unnaturally high trees has been fixed: Guiana Highlands, Vietnam Hills, Mysterious Valley and Rice Terraces.

[h2]Other[/h2]
  • A bug with Ambient Occlusion that caused ATGM, smoke launchers and anti-aircraft guns to become very dark in color on winter maps has been fixed. (Report).
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.

Following the Roadmap: Additions in the Second Major Update of 2024



Last week, we released Seek & Destroy, War Thunder’s second major update of 2024. This update came with a plethora of additions that we had planned on our Roadmap, and today we wanted to highlight them to you.

[h2]Separate Flares and Chaff[/h2]
Since it was only possible to select pre-made countermeasure loadouts consisting of four different options, we wanted to provide players with as much customizable options as possible. You’re now able to manually adjust the exact ratio of flares to chaff that you want for an aircraft, which you can do from the hangar when going for a test flight, or straight in the battle respawn screen. Go ahead and customize each aircraft to however you desire!

Not familiar with the differences between flares and chaff? Check out our helpful Wiki article that explains both in detail.



[h2]Additional modules for ground vehicles[/h2]
Back in April, we had a vote on several proposed options that aimed to reduce shells that passed through lighter vehicles to cause little to no damage to the crew or modules. Additional modules for vehicles won with a 85.84% yes vote, so we’ve been at work implementing as many modules as possible.

The goal of these modules is to fill up the free space inside of the vehicle with devices which provide some functionality to the vehicle and can be destroyed, meaning shots against lighter vehicles with them will cause more damage where they should, rather than passing through and doing nothing, which can get frustrating.

In the Seek & Destroy major update, the following lighter vehicles received extra internal modules: 2S38, PUMA, Type 87, Type 93, Type 81 (C), Gepard (all variants), FlaRakRad and Pantsir-S1.

As mentioned in April, this work will take a while as we have to manually create modules for each vehicle. Because of this, in the future new modules will be added to other vehicles, with the highest priority being SAM/SPAA vehicles as many have large voids inside of them.

The complete list of each module and what happens when you destroy or damage them is here:
[expand]
  • Autoloader — destroying this module stops the ability to reload the gun, but the possibility of shooting ammunition already loaded into the breech remains.
  • Fire Control System (FCS) — destroying this module blocks subsystems linked to the FCS depending on the combat vehicle, such as rangefinders, night vision devices, LWRs and the gun stabilizer. The list of parts can be checked in the module tooltip in X-ray mode when hovering over the FCS module. The destruction of this module for vehicles with an uninhabited turret or vehicles where weapons are controlled through control panels (for example, 2S38, PUMA) also blocks guidance and the ability to fire.
  • Power system — damaging this module can cause a module fire and also stops the operation of associated systems such FCS, or the radar. The list of parts can be checked in the module tooltip in X-ray mode when hovering over the Power system module.
  • Driver controls — damaging this module stops the possibility of moving the vehicle.
  • Electronic equipment — damaging this module stops the possibility of using sensors such as IRST, LWR and radar.

[/expand]



[h2]Healing wounded crew members[/h2]
Back in April, we also had a vote about the healing of wounded crew members, where 85.67% said yes. Previously, crew members could be permanently damaged, making them “red” for example, and they’d lose a bit of percentage of their duties.

Now your ground vehicle’s crew members will automatically heal to a degree that doesn’t induce debuffs to their battle skills after a certain amount of time passes after being hurt.

During a healing process, a healing icon next to the crew in the damage panel is shown, and the status (the color state in X-ray) of a crew member being healed changes.



[h2]Updated crew models by different eras[/h2]
WWII era German and post-war Soviet crew members for open-top ground vehicles have received a fresh and makeover. They are now more historically accurate to how they really looked. Jet pilot models in the J-11, MiG-29 (all variants), Su-27, Yak-141, A-10 (all variants), F-14 (all variants), F-15 (all variants), F-16 (all variants) have been updated too.

We also plan to further update both tank crews by adding USMС tank crews in the cold war tropical variant uniforms, and aircraft crews by adding US and Swedish pilots with HMDs, and crews for late German and British aircraft.



[h2]Visual weaponry selector for aircraft[/h2]
Pressing a keybind in battle on aircraft that can carry multiple different types of weapons to change to a type of weapon could sometimes be frustrating. So we’ve now added a visual weapon selector while in battle for aircraft that can create secondary weapon loadouts.

Press the keybind or [ALT] + mouse click on the new icon in game to bring up the visual weapon selector. Press your mouse on the weapon you want and it will select it so that you can use it!

Please note that this feature is only available on PC at the moment — we’ll soon be enabling it on console. Sorry about the delay here!



[h2]Dragging and dropping vehicles from the research tree[/h2]
Ease of use and usability are pivotal. You’re now able to drag any vehicle in a research tree and drop it into a crewslot to add it to your preset.

With the introduction of this drag and drop feature we also wanted to provide you a consistent experience when interacting with the crewslots. So we’ve added a handy drag and drop so that you can remove vehicles from your preset. Simply click and drag on a vehicle in your lineup, and a remove box will appear. This is identical to removing them from a preset through the sending your crew on holiday (now called Remove from the preset); it’s just much quicker.



[h2]Rearranging crew slots[/h2]
Have you had your main crew, perhaps a level 75 air crew or level 150 ground crew, in a completely random place in your crew preset, but wanted it to be the first? Don’t worry any longer, as you’re now able to rearrange crews. Click on the crew area under the vehicle slot in the hangar and then the arrow going left and right. Select where you’d like the crew to go and bob’s your uncle, it’ll move to whichever you select.

This simply moves the crewslots around; you don’t pay any extra Silver Lions for this, and you can move them as many times as you’d like. It’s important to note however that the positions of the crew slots are specific to each preset, if the crew slots are rearranged on one preset, that readjustment won’t change the position in any other presets.

Currently, it’s not possible to drag and drop crews to rearrange them, however we’ll be working on this in the future.



[h2]New Air Conquest missions in Air Arcade[/h2]
We’ve made some Air Conquest changes in Air Arcade as well as adding some new missions. The aim has been to improve gameplay as well as providing more locations.

Air defence when spawning in has been improved, with the height of spawning in aircraft being reduced. Moving ground vehicles have also been added, as well as new missions on the Vietnam, Ladoga and Normandy location.

So if you’re an Air Arcade player who enjoys Air Conquest, now’s the time to go and have some fun!

[h2]Aircraft Missile Timers[/h2]
Information about when your radar homing missiles, SACLOS and laser beam riding ATGMs and laser-guided missiles and bombs will hit their target has now been added to an aircraft’s Heads-up display (HUD). This timer starts counting down the number of seconds to impact once the missile has been fired.

[h2]That’s all for now[/h2]
We’ve reached the end of today’s post. Check out the latest Roadmap infographic below. In the meantime, we’ll be working hard on Summer’s Roadmap additions and will keep you updated when we can. See you!

40 New User-Created Camouflages in the Seek & Destroy Trophy!



We’ve just released the Seek & Destroy major update last week, which means it’s time for a new trophy with coupons! The Seek & Destroy trophy includes 40 camouflages created by 38 authors: 6 fictional, 15 semi-historical and 19 historical. These new camouflages are ready to please owners of vehicles from all countries and ranks, except rank I. Preference of course is given to vehicles in the Seek & Destroy major update! You can also get a unique decal and rare vehicles: just play to get this new trophy.

[h2]Contents in the Seek & Destroy trophy:[/h2]

  • Coupons for rare vehicles.
  • 19 camouflage coupons for ground vehicles.
  • 18 camouflage coupons for aircraft.
  • 2 camouflage coupons for naval vessels.
  • 1 camouflage coupon for helicopters.
  • Coupon for the “Seek & Destroy” decal.


Some camos in this trophy:
[expand]

[/expand]


[h3]
To unlock the trophy, you’ll need the new “Seek & Destroy” key that can be purchased on the Market for GJN. Read more about the Market and Gaijin Coins on the Wiki.
[/h3]

[h2]How to get the trophy[/h2]
Camouflage trophies can be earned with a certain probability after any battle on vehicles rank II or higher, with activity of no less than 50% (except for [Assault] PvE mode). PlayStation and Xbox players can purchase the trophy in the Item Shop and open it with Golden Eagles. Read more on our Wiki.

PC players must purchase a key from the Market to open the trophy, with part of the cost going to the camouflage creators. You can activate a key from the trophy on your account or sell it on the Market for Gaijin Coins — just like the trophy itself.

You can become a creator of user camouflagescheck out an updated guide on our wiki! It will bring you both glory and real money as a part of the War Thunder partnership program!

War Thunder devs apologise for using picture of Challenger shuttle disaster in artwork promoting latest update

The developers of multiplayer aerial combat sim War Thunder have apologised after a picture of the real-life Space Shuttle Challenger disaster, which killed seven crew members when it exploded just 73 seconds after launch in 1986, was used in artwork promoting the game’s recent Seek & Destroy update.


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War Thunder somehow released official art with the debris cloud of the Challenger Space Shuttle disaster as background




War Thunder by Gaijin Entertainment is a large-scale military simulation with an emphasis on realism, and the game's known for one thing in particular: a community that just cannot stop itself from leaking classified military documents to win forum arguments about virtual tanks. Well, that and having game footage used (without the studio's knowledge) in the background of Russian propaganda clips...
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