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The M728 CEV is Discounted for the U.S. Army Corps of Engineers Anniversary!

[p][/p][p]The Corps of Engineers was established in the American Army in 1775, but was disbanded shortly after the end of the Revolutionary War. The Act for the Peaceful Organization of the Army, signed on March 16th 1802, established the Corps of Engineers as a permanent, separate branch of the armed forces. The Corps of Engineers designs, builds, and maintains canals, dams, ports, and locks, helps protect the environment, and responds to natural disasters.[/p][p] [/p][h2]The M728 CEV is available to purchase at a 30% discount for 5,740 Golden Eagles![/h2][h3][/h3]
[p]When: From March 16th (09:00 GMT) until March 19th (09:00 GMT).[/p][p]Where: USA > Army > Premium vehicles.[/p]
[p][/p]
  • [p]The M728 CEV will remain available for purchase at full price after the promotion ends.[/p]
[p] [/p][carousel][/carousel][p]About this tank[/p]
  • [p]The CEV in M728 CEV (rank V) stands for “Combat Engineering Vehicle”. This vehicle is based on the M60 MBT but is distinguished by its enormous bulldozer blade and cannon. Its 165 mm gun can only fire the M123 HESH round, which has a TNT equivalent of nearly 23 kg! The round is low velocity, but can take down any enemy if landed well.[/p]

Screenshot Competition – From Above!



Welcome to the 215th War Thunder Steam Screenshot Competition!


We enjoyed seeing the range of screenshots shared last week! This time, we’re focusing on scenes viewed from above. Capture a screenshot from an elevated or aerial perspective, showcasing the battlefield from above the action! The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 215th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen215. You have time until the 20th of March 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 should be taken from above the vehicle.
    You must add the #WTscreen215 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 214th edition – Pioneers of Battle![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3680826302
https://steamcommunity.com/sharedfiles/filedetails/?id=3680644240
https://steamcommunity.com/sharedfiles/filedetails/?id=3680443395

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3683102773
https://steamcommunity.com/sharedfiles/filedetails/?id=3681133792
https://steamcommunity.com/sharedfiles/filedetails/?id=3683666909

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

Ninth Wave: New Water and Naval Battle Effects

[p][/p][p][/p][p]In the Ninth Wave major update, we’ll be adding completely reworked water and updated effects for naval battles![/p][p][/p][h3]New Water[/h3][p]In the Ninth Wave major update, we’re introducing the result of extensive work on updating the visual component of water in War Thunder’s naval and combined battles. Unlike singleplayer games, where ripples on the water are primarily shader-based texture processing on the graphics card, water must also exist on the server in multiplayer games. However, the server doesn’t render any images, instead it operates purely mathematically. Therefore, generating water to ensure a synchronized image for all players in a multiplayer session must be done on the central processor. This approach significantly limits our implementation capabilities; we can only use CPU calculations without the need for graphics resources. Nevertheless, even with this toolkit, we have managed to significantly improve the physics and visual appearance of water in War Thunder.[/p][p][/p][p]Before[/p][p][/p][p]After[/p][p][/p][p][/p][p]A separate area of ​​work focused on shading, which is how surfaces interact with light and the camera. Subsurface scattering was implemented in the new render, calculating the distribution of light as it interacts with objects beneath the water’s surface, creating a sense of the water’s interior volume. A new principle for anisotropic distribution of reflections on the water surface at different viewing angles complements this imagery under varying sea conditions.[/p][p][/p][p]Before[/p][p][/p][p]After[/p][p][/p][p][/p][p]The foam generation system also required special attention. It’s now based on the physics of vortices and wave resonance, rather than a random mask. Foam is generated in turbulent zones when wavefronts collide with obstacles or each other, and its behavior is governed by the laws of physics. The foam structure itself now has a microrelief: an overlay normal map causes highlights to glide across the bubbles, creating the effect of a three-dimensional, slowly settling suspension.[/p][p][/p][p]Before[/p][p][/p][p]After[/p][p][/p][h3]Water Effects[/h3][p]Along with physically accurate water, completely new physically accurate effects were also required. One of the key changes was the support for an animated height map for water effects. This allows the geometric shape of the water to change according to the needs of each effect, such as a bullet cutting through the water's surface, a bomb explosion, the wake from a torpedo slicing through water, or even a raindrop disturbing the mirror-like water surface. This effect is procedural, meaning it literally deforms the surface mesh, creating a sense of tangible depth even in static frames.[/p][p][/p][p][/p][p]Alongside this, the transparency and blending algorithms have also been reworked, which is especially noticeable when two different elements meet — like when foam particles or splashes overlap opaque objects, such as rocks or ship hulls. New logic for the transparency and render modes has also been developed, these improvements eliminate artifacts that previously distorted reflections at sharp viewing angles. Now the water’s surface maintains clarity and physically accurate brightness even at minimal angles to the camera. [/p][p][/p][p]Before[/p][p][/p][p]After[/p][p][/p][p]We’ve also carried out reorientation of water environment particles to increase the detail on all image planes at every graphics setting, and at every lighting intensity in each part of the image. The water doesn’t just correctly reflect light; it has a “physical” structure now, reacting authentically and dynamically to changes and interactions![/p][p][/p][h3]Naval Battles[/h3][p]We get the closest perspective on water in naval battles, and now, aside from the updated water and splash effects, we’ve reworked all of the effects that can be seen in battle. Every interaction with shells, bombs, bullets, and even shell casings with the water has been improved. Shell and bomb explosions raise epic pillars of smoke, foam and spray, machineguns throw up fountains of water, and each shell casing that falls overboard interacts accurately with the water! Torpedoes not only look authentic, shimmering in the waves while leaving a foamy wake; they now have markers on the mini-map so you can track your launches more effectively and see if they’re on course.[/p][p][/p][p][/p][h3]A Storm is Coming Soon![/h3][p]To get you fully immersed in the atmosphere of a harsh naval battle, we’ve also refined the weather settings. Each weather preset now looks much more dramatic, every battle will be unlike any other! Instead of the previous, somewhat arbitrary lighting changes, you can now clearly distinguish between clear skies, dense clouds, and the heavy gloom of an approaching storm. We’ve adjusted the cloudiness settings and also tweaked the tone maps to better disperse sunlight across the scene. These settings will be available in Naval Battles and in the Test Sail menu, so experiment to find the perfect weather to suit your mood![/p][p][/p][p]Before[/p][p][/p][p]After[/p][p][/p]

Server Maintenance (13.03.26)

[p][/p][p][/p][p]Server maintenance (13.03.26)[/p][p][/p][p]Hey everyone, some players may currently experience issues logging into the game due to Steam authentication issues. We're working to resolve this as quickly as possible. Thank you for your patience, please try again a little later.[/p]

Discounts on a Hungarian Tank and some Aircraft for Hungarian Revolution Day!

[p][/p][p]In 1848-49, the “Spring of Nations”, a series of democratic and national liberation uprisings swept across Europe. One of them erupted on March 15th 1848, in Pest. Protesters put forward 12 demands to the Austrian monarch, which he agreed to. Hungary became more autonomous within the empire, and serfdom was abolished. March 15th is a widely celebrated public holiday in modern Hungary.[/p][p][/p][h2]Discounts on Hungarian vehicles![/h2][p]The following vehicles are available at a 30% discount.[/p][h3][/h3]
[p]When: From March 13th (11:00 GMT) until March 16th (11:00 GMT).[/p][p]Where: Italy > Aviation / Army > Premium Vehicles.[/p]
[p][/p][carousel][/carousel]
  • [p]Bf 109 G-2 (rank IV) — 3,248 Golden Eagles[/p]
  • [p]Bf 110 G-4 (rank III) — 1,015 Golden Eagles[/p]
  • [p]Tigris (rank IV) — 3,416 Golden Eagles[/p]
  • [p]Mi-24P (rank VI) — 6,111 Golden Eagles [/p]