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Answers from the developers



Dear players,

We have another round of questions and answers for you, with War Thunder producer Vyacheslav Bulannikov!

[h2]Ground[/h2]



Question: Are there any plans for a subtree for the Italian ground forces line to bolster their lineups much in the same way South Africa and Finnish vehicles provided their respective trees?
Answer: Yes, we have such plans.

Question: With the recent rework of domestic crew voices for naval forces, is it possible we will see something similar for Ground Forces? Including the sub-tee nations of South Africa and Finland as well as separated crew voices for British ground vehicles that currently still use American crews.
Answer: Yes, we are already working on it.

Question: Some years ago, it was mentioned that more British light tanks were under consideration. Are there any plans for many of their most famous, such as the Saladin, Skorpion, FV721 Fox, FV432/30, Ferret and several Warrior variants that currently have not found their way to the game? Is there potential for a whole light tank based line? As there are domestic examples available to add from almost all ranks.
Answer: Yes, the vehicles are in planning.

Question: With the new directional damage indicators in Ground Forces, are there any plans or considerations for allowing an option to switch between the new / old effects, or turning them off for greater customization?
Answer: The work is in progress right now, and we probably will implement it in the first major update of 2023.

Question: When will the rank of a vehicle and, accordingly, its profitability be changed in accordance with the Battle Rating of a vehicle that has had its BR changed multiple times? For example, the E.B.R. (1954), which initially had a BR of 4.7 and rank III, but now after BR rise it is 6.3, and the rank is still III and, accordingly, the profitability, which is at the level of AMX-13-M24, which has a BR of 3.7, and the rank is actually II.
Answer: The SL multiplier does not reflect profitability. If a vehicle has a small SL multiplier, it means that it earns too much, and not that it has such profitability. For example, E.B.R. (1954) does 5,000 SL/min in battles, but should get 4,000 SL/min - so its SL multiplier is 0.8; and the AMX-13-M24 earns 2,000 SL/min, and should get 2,500 SL/min - and its multiplier will be 1.25. And despite the fact that the AMX-13-M24 will have a multiplier of 1.25 versus 0.8 for the E.B.R. (1954), AMX will receive 2,500 SL/min and E.B.R. 4,000 SL/min.

[h2]Aviation[/h2]



Question: Now that we have modern 4th Generation aircraft, is it planned to introduce ejection seats for the animations of higher rank aircraft when the aircraft is destroyed? Right now, all of these vehicles still use the standard pilot bailing out with a parachute (carried over from WW2 vehicles) rather than the more realistic ejection seat these aircraft would feature.
Answer: Yes, we have such plans and hope to introduce the feature this year.

Question: With more complex countermeasure systems that contained multiple differing types of countermeasures at once, such as the BOZ pod being introduced on Tornado, will we soon see a rework to the countermeasure system that allows the pod to carry and fire both flare and chaff of different types at the same time? Additionally, other aircraft like the Mirage 2000 and Harrier GR.7 have MAWS functionality in reality, which is currently available in game on helicopters, but not fixed wing aircraft. Will this also be introduced for aviation?
Answer: Since most countermeasure systems have the same caliber for both flares and chaff, and can be interchanged, we have implemented a system for choosing the required ratio of different types of countermeasures for the player to choose from. However, for systems such as BOZ, where the number of countermeasure types is very different and cannot be interchanged, such a system is not suitable and requires a complex solution. And systems such as MAWS are not universal - they use infrared sensors mainly to detect SAM launches, in contrast to ultraviolet sensors used, for example, in modern helicopters. The implementation of this system is in the plans, but it is too early to talk about the release dates now.

Question: Japan is one of the nations that lacks top-tier SAM and close support aircraft. Any plans to fill these gaps with domestic vehicles, or by adding any kind of a subtree, say, South Korean?
Answer: In fact, Japan doesn't possess modern ground strike jets, but this year we plan to add multi-purpose aviation, capable of dealing with ground targets.

Question: Do you plan to return the lead marker for aircraft which were able to calculate it in reality?
Answer: We are considering implementing instrumental lead indicators, first of all, as part of the cockpit HUD view, but probably in the third-person view as well.

Question: Any plans of transferring all BR 11.3+ aviation in the ARB mode to the EC-size maps of 128x128km+ ? Playing the 3rd-4th generation jets on the maps designed for piston-engined aircraft is not very interesting.
Answer: No, we don’t want to transfer the top-tiers completely on the biggest maps, but their quantity will be increased for sure. We are working on it right now and preparing to introduce some large missions for the top-tier aircraft.

Question: Do you plan a more functional environment for airfields, apart for AA guns? Destructible radars, jamming stations, drone control centers, ballistic and SAM missiles that, when destroyed, affect the enemy AA efficiency? Any plans for destructible runways, if there are more than one in the mission?
Answer: Probably yes.

Question: Do you plan to introduce anti-radar missiles for aircraft that have them? In 11.0+ mixed battles SAM SPAAGs dominate aircraft, anti-radar missiles might help.
Answer: Yes, we’re considering this type of missile. Unfortunately, there are lots of problems and actual data of their efficiency is controversial. Anyway, such missiles require a lot of effort in collecting data, and possibly specific simplification in their in game mechanics. For example, we know that none of the massively used ARM produced in the 1960s -1980s were not capable of properly detecting and effectively hitting the SAM SPAAG often used in War Thunder. Their targets were mainly such systems as S-75/S-300/Hawk/Patriot, with uncertain efficiency though. Nonetheless, we do consider ARM as a possible balancing media of close-support aircraft against missile SPAAGs.

Question: More physics for aircraft bombs? Such as weight to armor penetration ratio?
Answer: Yes, kinetic damage is planned for aircraft bombs.

[h2]Naval[/h2]



Question: Is there any news or developments you can tell us about the development of the French Coastal and Bluewater fleets?
Answer: Stay tuned for news.

Question: The previous update brought some variety of camo options for destroyers in all nations. Is it possible we will see customization for small Coastal Vessels and the return of many of the skins from back during the closed testing of Naval Forces?
Answer: Yes, such customization options both for ships and boats are planned for the upcoming updates.

Question: At the moment, naval gaming modes look “suspended”. On the one hand, we have AB/RB sessions, which are too arcade; on the other hand naval EC, with massive battles. dynamic tasks and progressive spawn, but with basic arcade mechanics which feel obsolete here. Where will naval battles go? Will it be more arcade, or realistic? Do you plan to introduce some kind of simulator battles based on the EC?
Answer: We plan to develop both modes. Simulator battles are not planned.

Question: Do you plan to introduce a circuit flight mode for scout planes in naval battles?
Answer: Yes, we plan to improve this mode and add it to the game in the upcoming updates.

Question: Do you plan to revisit the damage from fragments, which reportedly calculate only explosive weight of a shell? At the moment, the damage to the crew compartments of ships deal only with external explosion with no damage to the compartment from explosions inside.
Answer: We have just checked the damage mechanics of the fragments inside compartments - all works as intended, right as before. At the moment we see no reason to revisit the fragment damage to the crew compartments.

[h2]Helicopters[/h2]



Question: Is it under consideration to include the AGM-114L for helicopters that used it, given the advancement of weaponry added to the game since the introduction of the previous variants of Hellfire?
Answer: This missile is not considered at the moment, since it is capable of completely ignoring smoke screens, which is far off balance.

[h2]Misc[/h2]

Question: Is there any consideration into splitting Battle Ratings for Aircraft and Ground battles? Many aircraft can perform strongly or poorly in one mode over the other (particularly attackers) but due to the influence of one or the other, some vehicles find themselves in tough spots based on their ground loadouts or capabilities. For those that prefer to use the aircraft in Air RB, is there any possibility of separate battle rating calculations for both modes?
Answer: This might sound weird, but every time we discuss this idea inside the team and see statistics, it turns out that aircraft which are expected to “perform strongly” with their BR split in fact are quite effective in their gaming modes. This was forcing us to cancel this option.

Screenshot Competition - Stalingrad!



Welcome to the 53rd War Thunder Steam Screenshot Competition!


Last week had an impressive selection of smokey screenshots! It was a pleasure to see such variety and creativity. Superb! The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 53rd edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen53. You have time until 10.02.2023 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 - Stalingrad![/h2]


[h3]Terms:[/h3]
    Your screenshot must feature one or more vehicles from the German or Soviet research tree!
    You must add the #WTscreen53 tag (title cannot have any other text in it).
  • 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 52nd edition - Smoke![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2925074808
https://steamcommunity.com/sharedfiles/filedetails/?id=2924564010
https://steamcommunity.com/sharedfiles/filedetails/?id=2925376378

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2926736257
https://steamcommunity.com/sharedfiles/filedetails/?id=2925287225
https://steamcommunity.com/sharedfiles/filedetails/?id=2924560789

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

Victory in Stalingrad Day



The Battle of Stalingrad began in the summer of 1942: both German and Soviet command considered the city to be of critical importance. In autumn the Red Army during Operation Uranus successfully encircled the Wehrmacht forces near Stalingrad. Axis powers failed in their attempt to break through, and on February 2nd, 1943 field marshal Paulus went against Hitler’s orders and surrendered. This victory became one of the most important events of WWII.

[h2]
From February 2nd (10:00 GMT) until February 6th (07:00 GMT)
[/h2]

[h3]Play 3 battles using Soviet vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Vehicles of Victory: T-60” decal. You can also earn the “Ampulomet” decoration for ground vehicles by winning 5 battles using Soviet ground vehicles.[/h3]





Vehicles of Victory: T-60” decal

Ampulomet” decoration




Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Victory in Stalingrad Day.

You can find the decal in the “Holidays” tab in the Customisation menu, and the decoration — in the “Weapons” tab.

War Thunder Steam Community Spotlight - 2nd Edition!



Welcome to the second War Thunder Steam Community Spotlight!

Following on from the First War Thunder Community Spotlight, the War Thunder Steam Community Management team has continued looking at the community hub for War Thunder, and have yet again spotted some outstanding screenshots and artwork that our players have been creating! So once again, we’ve picked our favourites and thought that we'd share them with the rest of the Steam community. Take a look below.

[h2]Let's begin![/h2]

A 1:16 scale T-34/76! At 40cm (15in) long, 20cm (8in) wide and weighing 1.1kg (~2 pounds), this amazing looking model was built and painted by hand. An outstanding achievement, nice work!

"1:16 T-34/76" by #1 South African Bowling player



[hr][/hr]

The T34 heavy tank and T26E1-1 "Super Pershing" are absolute units, and this is what has been sketched here! We love this hand-drawn pencil sketch of these two powerful machines. Nice work!

"(American T34 and Super Pershing) The perfect tank doesnt exi..." by C0orav



[hr][/hr]

The player “Yar man” featured in our first spotlight, and they are back for the second! This amazingly created T26E1-1 "Super Pershing" model in 1:35 scale has been perfectly painted and created, and even a comparison in the background of the tank in our game. Amazing work!

"T26E4 super pershing 1:35 model" by Yar man



[hr][/hr]

A Jagdpanther model vs our in-game model! This looks really cool, we love the comparison here between them.

"Jagdpanther Model" by McKay



[hr][/hr]

The powerful A6M5 and N1K1-J fighters of the Japanese tech tree are a force to be reckoned with! This amazing, hand drawn pencil sketch of these two fighters looks fantastic. Well done!

"A6M5 and N1K1-J" by 449138878



[hr][/hr]

This MiG-21 Bis drawing using all types of pencils looks so good! This took the player “4rtemis” over 24 hours of work to complete. We really appreciate all the detail in this drawing, keep up the good work!

"Mig 21bis "0880" drawing" by 4rtemis



[hr][/hr]

Player “10011001101ab” created this IFV of lego… but what is it? Stryker? R3 T20? AGS? These are not necessarily IFV’s, but regardless! This neat little lego model looks cool, nice work!

"just an ifv (does this count as art?)" by 10011001101ab



[hr][/hr]

During our recent 10 year anniversary, we added the long-awaited Sturmtiger tank during our anniversary event. We only felt it was right to include this amazing model of the Sturmtiger to show it off! Thanks for posting this on our Community Hub, and great work!

"38 cm Sturmmörser auf Panzerkampfwagen VI Tiger" by Some weird dude



[hr][/hr]

What’s this? This seems to be what AI think of the snail! It looks creepy, but it’s really the snail! Funny and nice work, Mr Genius (With the help of AI!)

"AI generated Snail" by MGenius



[hr][/hr]

What would your reaction be if you saw this giant 380 mm round heading in your direction? Well, honestly, you would be screwed. Adding insult to injury, this Sturmtiger’s smiley face really makes us laugh.

by LegateMagnus



[hr][/hr]

The Khrizantema-S created by the player “Poggemann” is their favourite tank and also first ever model. This is a really good first model, you should be proud of yourself! Well done and keep up the good work!

"First model" by Poggemann



[hr][/hr]

In our recent update, we added the Israeli F-16A Netz to the game, and the player “FULZY” has created an outstanding, heavily edited screenshot! We love the closeup and details, nice work!

"> N E T Z



[hr][/hr]

In our game, jet pilots are fully modelled, including the reflection in the helmet visors! The player “Baldman” captured this beautifully, great screenshot here!

by Baldman



[hr][/hr]

These sketches of the Ju 87 D5 and Ju 87 G2 look really good, the player “Schnekism” drew these while half asleep! We can’t wait to see what you draw when you are fully awake. Well done!

"Ju87 variant sketches" by Schnekism



[hr][/hr]

A fantastic drawing of the German F-104G, the details are outstanding, we really like this work. Nice job, “Isan”!

"=Fall=" by Lewd-Tenant Isan




[h3]That's all for now![/h3]

The wonderful work created by our community that we have shared has been posted to the War Thunder Community Hub - make sure you check it out and even share your own creations. We look forward to seeing you next time!

[h2]Click here to view the Community Hub[/h2]

It’s fixed! №71



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 in the website special section.

[h3]
Please feel free to leave your feedback on these changes in the dedicated "It’s fixed! №71" thread
[/h3]

Decorations in place




You may have encountered decorations that weren’t properly attached to ground vehicles and were floating mid-air. Turns out, there were several reasons this might have happened.

For example, if we updated the model of the vehicle, in some cases the players had to reattach the decorations for them to display properly. Or, for example, if the player applied additional armour to their vehicle, mounted decorations on top of it, and then removed the modification (with an evil laugh, we bet), the decorations remained where they initially were.

Well, no need to worry that your tank will look weird: we’ve fixed both errors, so the decorations should look exactly as you want them to.


Runaway cursor




Many multiple monitor users reported this issue: when playing in fullscreen mode, the cursor sometimes escaped to the other monitor, and that could prove fatal during heated battles. It happened in sea and helicopter battles when the Alt button was pressed, when the chat was opened, or when you sent or received your teammates’ radio commands.

We’re happy to inform you that the bug has been quashed, and the issue is no more! Now players with multiple monitors should be able to enjoy the battles with no hurdles.


Small boats, beware




Vehicle destructibility is an integral part of War Thunder, and we try to make sure that hits have realistic consequences. And we’ve discovered an exception to this rule: hulls of the smaller boats weren’t breaking when hit by a large calibre shell.

Now we’ve updated hull break parameters of small boats, so beware: hits by large calibre shells are going to tear them apart!


Smart torpedo sights




Great news for captains - we have improved the control over torpedo tubes! Let us tell you in detail!

All torpedo tubes on ships and boats in the game can be divided into three groups according to the fire sectors: fixed torpedo tubes (for example, the German E-boats), tubes on the axis of the ship, able to fire on both sides (for example, the Japanese IJN Shimakaze ), and side torpedo tubes with a traverse sector on the left or right side of the ship (HMS Southampton, Soviet Sverdlov, USS Atlanta, and others).

Previously, the player had to manually select a torpedo tube by pressing a button ("Q" by default). In some cases, this was uncomfortable and could confuse the player in the heat of battle, especially with side-mounted torpedo tubes with a limited traverse sector. We have tried to solve the issue. Instead of switching available torpedo tubes by the button, their sight now switches following the direction of the player’s camera. The Q button now only turns the sight on or off, and the torpedo tube is selected according to the available traverse angles and the direction of the player's view.


For example, if a ship has torpedo tubes on her sides (Kirov, Hipper), you don’t need to press “Q” to choose the torpedo tube on the other side. Just activatall torpedo sides with the “Q” button and turn the camera to the side you want to fire from. The same works with rotating torpedo tubes (like on most destroyers in the game) - the available torpedo tubes will be selected automatically. Ships and boats with fixed torpedo tubes toggle available tubes in the same manner, although in the limited traverse sector.



If a ship has several torpedo tubes on each side, a new tube available to fire from the same side toggles automatically. If a torpedo sight is disabled and the enemy is in the fire sector, the torpedoes fire in salvo by pushing the torpedo fire button.

We hope this improvement will make the torpedo tube control easier and will allow you to better concentrate on the battle. Like it? Share your opinion in the comments!


That’s Not All


You’ll find the full list of improvements in the separate changelog - there are many interesting things there. Frame rate doesn’t drop anymore when the AB-205A-1 discards its rocket tubes, MiG-29’s HUD now shows ammo count of the secondary munitions, and gun funnel no longer follows the player’s view when playing in VR.

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 2.23.0.99


[h2]Aircraft[/h2]
  • AB-205A-1 — a bug has been fixed that caused a FPS drop after empty rocket tubes were discarded (report).
  • MiG-29 — ammo count of the secondary munitions has been added to the HUD.
  • AGM-12 — a bug has been fixed that caused an underestimated number of fragments when fired from helicopters.
  • F-105D — the number of chaff rounds for the AN/ALE-2 pod has been fixed from 16 to 192.
  • SAAB J-35 (all versions) - controllability at low speed has been improved for the “simplified’ and “mouse aim” control modes.

[h2]Ground vehicles[/h2]
  • A bug has been fixed where there might be spaces between a 3d decoration and a ground vehicle hull after a model update.
  • A bug has been fixed where 3D decorations mounted on additional armour remained in air after disabling this modification.
  • LAV-AD — incorrect description of the commander’s NVD has been corrected (report).
  • Challenger 2 — a bug has been fixed where rubberized sideskirts remained after ERA modules are shot off.
  • ZSU-57-2, WZ305 — a bug has been fixed where there were two identical researchable magazines with AP chambered shells. The BR-281 magazine has been changed to BR-281SP armour piercing solid rounds (report).
  • OTOMATIC — the tracer has been removed from 76/62 HE-MOM and 76/62 SAPOM rounds (report).

[h2]Naval[/h2]
  • New mechanics for torpedo sights. Previously, the player had to manually select a torpedo tube by pressing a button ("Q" by default). Instead of switching available torpedo tubes by the button, their sight now switches following the direction of the player’s camera. The Q button now only turns the sight on or off, and the torpedo tube is selected according to the available traverse angles and the direction of the player's view.

    For example, if a ship has torpedo tubes on her sides (“Kirov”, “Hipper”), you don’t need to press “Q” to choose the torpedo tube on the other side. Just activate all torpedo sights with the “Q” button and turn the camera to the side you want to fire from. The same works with rotating torpedo tubes (like on most destroyers in the game) - the available torpedo tubes will be selected automatically. Ships and boats with fixed torpedo tubes toggle available tubes in the same manner, although in the limited traverse sector. If a ship has several torpedo tubes on each side, a new tube available to fire from the same side toggles automatically. If a torpedo sight is disabled and the enemy is in the fire sector, the torpedoes fire in salvo by pushing the torpedo fire button.
  • Hull break parameters of boats have been fixed. Previously the hulls of the smaller boats might not break with a large calibre shell hit.

[h2]Interface[/h2]
  • A bug that caused the cursor and cannon marker to display jerkily during turret rotation when looking from the player’s view in referee mode has been fixed.

[h2]VR[/h2]
  • A bug has been fixed where the gun funnel followed the player’s view. Now it is centred in the HUD.

[h2]Sound[/h2]
  • The reload sounds of all guns in ground vehicles are now brighter and thicker, with the reload stages heard with more detail.
  • Guns on ground vehicles of 100mm+ calibres with manual reloading now have their own reload sounds, which are thicker.
  • Sounds of the empty cartridges of the gun rounds have been reworked for the gunner’s view camera. Authentic drop sounds of cartridges of various calibres have been used.
  • Suspension sounds on ground vehicles have been reworked for tilting and vertical speed-ups in order to more dynamically and stabley reflect the various conditions of the suspension.
  • BM-13 Katyusha MLRS received its own sounds different from the other systems.

[h2]Other[/h2]
  • A bug has been fixed where a cursor might move to the second monitor in full-screen mode in naval and helicopter battles (report).
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.