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It’s fixed! №68



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.

[h3]
Please feel free to leave your feedback on these changes in the dedicated "It’s fixed! №68" thread
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From an unexpected angle




Tankers used to feel safe behind heavy armour. And how surprised they were when shrapnel from a shell that had not penetrated the armour penetrated the interior compartments of the vehicle! What on earth was that?

This is a bug for sure. Shells hitting the tank’s hull at sharp angles sent their shrapnel inside ignoring the armour. You’ve noticed that and passed it to us in many reports about this issue and now we are reporting back that we have solved it.. Heavy armour is ready to protect you once again!


Duffer!




In many aviation missions, players face AI controlled anti-aircraft guns: these can be air defence of ships or anti-aircraft guns protecting vehicle convoys or other ground targets. And sometimes an unpleasant situation happens: you are flying over the ship and a second later your aircraft is already critically damaged - the air defence hit the target.

It is quite frustrating when it isn’t another player that shoots you down, but an AI that is shooting without a miss. So now the remote fuses of the AI controlled anti-aircraft guns will be less accurate and hit less often. However, less often doesn’t mean never, so don’t be cheeky. And explosions that you will hear when approaching the target will let you know that you are in the danger zone.

Please notice that airfields are not affected by this change, so they are still dangerous!


Switched off but working?




Helicopters have ballistic calculators for missiles and cannons. While the missile calculator is fine, the cannons had a problem: the “Cannon ballistic sight” indicator was turned off by default because it belonged to the offensive weaponry. However, switching it off had no effect on the turret ballistic calculator which was always active.

You will no longer be bothered by incorrect indicators: the problem has been fixed!


Improving the system of rewarding for useful actions




In air SB and helicopter battles the reward system where players will be rewarded not for each individual action but for the amount of mission points earned in the calculated period. This reward system was introduced last July and you can read a description of it on our forum. This system originally applied to SL and not RP. After seeing over the time that this system worked well we decided to apply it to RP as well which allows us to solve several notable problems.

The first issue was that in longer EC sessions the 30 minutes booster burnt out before the calculation of the received RP at the end of the mission. Now RP will be calculated for each time interval and the booster effect will be correctly applied to them.

The second problem is the unfair use of the mechanics to get RP for the entire mission with active play in short intervals and long periods of inactivity. The calculation of RP at the end of the mission in the game was made on the basis of earned mission points (activity) and the total lifetime of the player in the battle, which was actively used by some players of the EC mode - in a short period of time they scored enough mission points and then didn’t fight in the battle but simply took place of the potential active player in it and worsen the game experience for the enemy. This often destroyed and insulted allies who tried to play actively as this would lead to quicker mission win which is disadvantageous to such dishonest players. The new RP system demotivates such behaviour.

The reward system of useful actions will be used in game modes without explicitly fighting between two teams, so the difference in the RP earned by winning and losing in aircraft SB and helicopter battles has been removed. In helicopter battles which are pure PvE modes a correction was originally made in the calculation of the RP earned by 100% of the player’s team wins, so in this mode the changes will be purely in the calculation multipliers and will not affect the final value.

New rules for RP accrual in aircraft SB have also been added to the mechanics of the delayed airfield landing reward, similar to SL. You will now receive 80% of the calculated amount of both SL (as before) and RP for 15 minute intervals and the remaining 20% for successfully returning to the airfield.


That’s Not All


You’ll find the full list of improvements in the separate changelog - there are many interesting things there. We have fixed a control loss over UAVs when returning to ground vehicle control, restored the correct operation of the game on old Nvidia GPU, capturing mode in the ATGM gunner view no longer reset after exiting it and the vignette no longer blocks the view when switching to the aiming camera.


More improvements


For this digest we have prepared a large set of useful fixes and game improvements. Be sure to read the full list below - there are many interesting things.

Once again, many thanks for all your bug reports that you submitted using our special service.

Update 2.21.1.99


[h2]Ground vehicles[/h2]
  • A bug has been fixed that caused fragment damage on internal modules of a vehicle from a shell hit at acute angles even without armour penetration (report, report, report).
  • A bug has been fixed that disabled collision on a respawned vehicle after complete devastation in Test Drive.
  • RakJPz 2 (HOT), Shturm-S, Khrizantema-S — a bug has been fixed that shifted the sight, making it impossible to guide an ATGM.
  • A bug has been fixed where it was unable to control a scout drone after switching to a ground vehicle if drone launch and naval recon aircraft have been assigned to the same button..
  • ZSU-37-2 — a bug has been fixed that caused the vehicle model to disappear at some viewing angles.
  • SANTAL, MEPHISTO — a bug has been fixed that caused an underestimated thickness of the bulkhead in the engine compartment (report).
  • FIM-92 — missile autopilot has been reconfigured, pitch bobbing reduced.

[h2]Aircraft[/h2]
  • M.D.452 IIC —a bug has been fixed where bomb pylons remained in a setup without secondary armaments (report).
  • SM.92 — separate bomb drop has been added for the 250kg and 500kg bombs.
  • Ka-50 — a bug has been fixed where one missile remained visible on the pylon after all “Vikhr” missiles were depleted (report).
  • A bug has been fixed that prevented the enabling of the cannon ballistic calculator.
  • A bug has been fixed that made a vignette to occlude the view while switching to the targeting camera.
  • AIM-92 — missile autopilot has been reconfigured, pitch bobbing reduced.
  • A bug has been fixed where a target lock in the ATGM sight was disabled by switching to another view.

[h2]Naval[/h2]
  • Some incorrect values of naval vessel buoyancy in the damage indicator after rejoining the game session have been fixed.

[h2]Missions[/h2]
  • The accuracy of the setting of remote detonators for AI controlled air defence on ships and anti-aircraft guns in ground battles and columns of vehicles has been reduced for aviation game modes.This will reduce the amount of sudden fatal damage to a player’s aircraft.

[h2]Other Changes[/h2]
  • The mechanism of accruing RP in the system of the rewards for useful actions (already used in air SB and helicopter battles) has been changed. Now RP will be awarded in the same way as SL - for each time interval and not once at the end of the mission. As a result of this change, RP boosters will work correctly and prolonged inactivity in a battle will become unprofitable. The system of rewards for useful actions is used in modes without a clear flight between the two teams, so the difference in SB and helicopter battles has also been removed.
  • In air SB we have added the mechanics of delayed RP accrual when landing on an airfield that operates similar to the SL mechanics. Now, 15 minute intervals will be given 80% of the calculated reward and the remaining 20% after successful return and landing on the airfield.
  • A bug that caused artefacts on textures on an older Nvidia GPU after the release of the “Fire and Ice” update 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.

War Thunder 10 year anniversary merchandise

A mere month ago War Thunder turned 10 years old. We hope you participated in the festivities with us and we are also happy to announce another part of our celebration: a special batch of merchandise to commemorate this important date!



We’ve got T-shirts, hoodies, bags and mugs decorated with special artwork commemorating the 10th anniversary of War Thunder! T-shirts, hoodies and mugs come in two colors: pick whichever you like! Our T-shirts are made of high-quality, breathable fabric with Velcro panels sewn onto the shoulders, where you can attach Velcro backed patches.

Our merchandise is delivered to most countries around the world. Check it out:

To the merch store

SUB-I-II: Speed and Bite



The SUB-I-II is one of four prototypes of what would eventually become the Type 73 APC in service with the JSDF from 1973. Coming to War Thunder as part of the next major update, Japanese tankers may look forward to the arrival of a specific version of this prototype, featuring a 20mm turret that didn’t make it into the production variant!

Briefly: A prototype version of the Japanese Type 73 APC, outfitted with an experimental 20 mm roof-mounted turret.

[h2]SUB-I-II, SPAAG, Japan, rank IV[/h2]
Features:
  • Fast-firing 20mm cannon
  • Decent mobility
  • Light protection
  • Amphibious


In War Thunder, the SUB-I-II will be a new SPAAG arriving in rank IV of the Japanese ground forces tree as part of the next major update. Being the experimental version of the same chassis of the Type 75 MLRS already familiar to some seasoned tankers in War Thunder, the SUB-I-II exchanged its access to a rocket launcher for a much more practical fast-firing 20mm autocannon. Sounds interesting enough? Then keep on reading for more details!



As previously mentioned, the SUB-I-II represents a prototype of the Type 73 APC, which in turn serves as a basis for the Type 75 MLRS. Therefore, it should come as no surprise to tank commanders that both vehicles share nearly identical characteristics in regards to mobility and protection for example. As a result, the SUB-I-II is fairly mobile and can conquer even harsher terrain due to its low weight but as this comes at the expense of rather light protection, this means that the vehicle isn’t particularly well-suited for close-quarter brawls and head-on engagements with the enemy.



On the other hand, what makes the SUB-I-II stand out from its close relatives is its Rh 202 20mm autocannon, mounted on top of the vehicle. Being a weapon familiar to many tankers from high rank battles, the cannon can be used both against light ground targets as well as aircraft to almost the same devastating effect. However, even with dedicated armor-piercing ammunition loaded, aspiring commanders of the SUB-I-II must still bear in mind that this is only a 20mm cannon, meaning that it may not be effective against more heavily armored opponents without turning the engagement into a point blank shootout.



In short, the SUB-I-II will not only expand the roster of available Japanese ground vehicles at its rank in general, but it will also give seasoned tank commanders access to a highly versatile combat vehicle, capable of assisting its allies by scouting out enemy positions and engaging suitable targets from the flanks while also capturing strategic points along the way and defending them from potential air attack.

The SUB-I-II will soon make an appearance in tanker’s hangars as it arrives in War Thunder as part of the next major update. In the meantime, be sure to stay tuned to the news to catch all the latest developments surrounding the upcoming update. Until then, happy hunting tankers!

AMX-32 (105): The Sidekick



Arriving in the high tiers of the French ground forces tree as part of the next major update, the second variant of the AMX-32 - a further development of the renowned AMX-30 MBT - will soon make its way into War Thunder ground battles!

[h2]AMX-32 (105), main battle tank, France, rank VI.[/h2]

Features:
  • Fast-firing 105 mm cannon
  • Thermal vision
  • Gun stabilizer
  • 20 mm coaxial cannon
  • Mediocre protection




The AMX-32 (105) is the second of the two variants of the AMX-32 making its appearance in War Thunder as part of the next major update. Arriving as a reinforcement to the high tiers of the French ground forces tree, the AMX-32 (105) possesses near identical characteristics to its already well-familiar sibling with the only exception being its armament. Let’s take a closer look!




Unlike the original AMX-32 which veteran French tankers have already had plenty of time to get accustomed to, the AMX-32 (105) comes equipped with, as the name already suggests, a 105 mm main gun unlike the 120 mm cannon found on the existing variant. As a result, tank commanders will be faced with a tradeoff: is it preferable to have more raw stopping power in the form of a larger caliber gun or is a faster rate of fire more important to win a gun duel? Either way, French tankers will now have both options available to them and can therefore always pick the most suitable version of the AMX-32 for the job at hand.



While the two vehicles distinguish themselves from each other in their armament, the remaining specifications remain virtually unchanged. The new AMX-32 (105) inherits the same general layout, powerplant and armor scheme as its predecessor including all of its handy features such as gun stabilization, thermal vision and laser rangefinding while also maintaining a decent level of mobility for a rank VI MBT. Just be sure to avoid direct exposure to enemy fire as the AMX-32’s armor will often not be sufficient enough to stop potent armor-piercing rounds used in high-rank battles.

The AMX-32 (105) will soon be available to all tankers at the top ranks of the French ground forces tree as a new high tier main battle tank. In the meantime, be sure to keep a close watch on our news as we continue unveiling other exciting new additions and features awaiting you in the next major update. Until then, happy hunting tankers!

Screenshot Competition - Explosions!



Welcome to the 44th War Thunder Steam Screenshot Competition!


Your screenshots submitted last week were very creative! Many vehicles have quite a powerful bite, even relying on their secondaries! The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 44th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen44. You have time until 09.12.2022 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]Important addition: Screenshot theme - Explosions![/h2]

[h3]Terms:[/h3]
    Kaboom! Everyone enjoys a good explosion in War Thunder. The bigger, the better! Right?
    Remember: The coolest players don’t look at the explosions!
    You must add the #WTscreen44 tag (without other text).
  • 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 43rd edition - Switching to Secondaries![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2893951646
https://steamcommunity.com/sharedfiles/filedetails/?id=2893516975
https://steamcommunity.com/sharedfiles/filedetails/?id=2894189273

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2893788416
https://steamcommunity.com/sharedfiles/filedetails/?id=2894396141
https://steamcommunity.com/sharedfiles/filedetails/?id=2894857260

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