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T1E1 (90 mm): Up the Ante!



Today, we’ll be taking a look at the T1E1 (90 mm), a vehicle that derived from fitting the T1E1 with a more powerful 90 mm cannon. Although this upgrade didn’t ultimately change the outcome of the development program, this unique up-gunned variant of the T1E1 will soon arrive to the American ground forces tree as part of the next major War Thunder update!

[h2]T1E1 (90 mm): A Heavy Tank for the USA at Rank III[/h2]

At a glance:
  • Powerful 90 mm T7 cannon, albeit with a longer reload than the 76 mm.
  • More varied ammo selection: M77, M71 (default), M82, M313 (unlocked through modifications).
  • Decent survivability, however not outstanding.
  • Average mobility with the same forward and backwards speed.
  • No stabilizer compared to the T1E1.
Vehicle History
[expand]
By 1943, the focus of the Armored Corps changed. The resulting shift toward the increased production of medium tanks, such as the M4 Sherman, resulted in the effective cancellation of the M6 heavy tank project. By 1943, only a few dozen units were left on order with the few built prototypes undergoing testing at Aberdeen Proving Grounds. During testing, engineers anticipated that the standard 76 mm cannon would be deemed insufficient. Therefore, a prototype of the T1E1 was rapidly modified to field the T7 90 mm cannon. Although the performance of this armament was noted as superior over the standard 76 mm cannon, it ultimately made no difference to the tank program’s already sealed fate. In the end, only 40 production units of the M6 heavy tank were manufactured, none of which ended up being equipped with the larger cannon.
[/expand]

[h2]Meet the T1E1 (90 mm)![/h2]

The T1E1 (90 mm) is a special modification of the T1E1 heavy tank that you already might be familiar with. Representing a direct upgrade over the standard modification of the T1E1, the up-gunned version of this experimental American heavy tank chiefly provides better firepower, making it a battlefield behemoth. Let’s take a closer look!



If you’ve already gathered experience with the M6A1 and T1E1 heavy tanks in the game, you’ll find many similarities with this further development of early American heavy tank design. Inheriting many of the basic T1E1’s specifications, the T1E1 (90 mm) features the same chassis, suspension, armor layout and engine as its direct predecessor. As such, this vehicle is going to offer you a familiar blend of workable survivability and reasonable mobility, although coming at the cost of a comparably high silhouette, making it easier to spot and hit during engagements as a result.



The most important difference however is found with the T1E1’s main armament. Despite it not appearing as such at first glance when compared to its close relatives, the T1E1 features a larger 90 mm T7 cannon. Representing the experimental version of the M3 cannon which would later find its way onto famous U.S. tanks, such as the M36 or M26 Pershing, the T7 features similar ballistic properties as its later production counterpart and can thus boast good penetrating capabilities as well as a wide range of ammunition options, including APCBC.



Overall, the larger caliber cannon will especially come in handy for dealing with more heavily protected opponents at longer ranges. This will further increase the T1E1’s lethality and allow it to take part in long-range combat even more effectively.



The T1E1 (90 mm) is arriving to the American ground forces tree as the last member of this heavy tank family with the next major War Thunder update. In the meantime, stay tuned to the news as we’ll continue to share more details about the upcoming update. Until then, happy hunting tankers!

Please note that this vehicle’s characteristics may be changed before it is added to the game.

Prinz Eugen Temporarily Returns to Celebrate the Anniversary of its Launch



Named after the 18th century Austrian general, the Prinz Eugen heavy cruiser was launched on August 22nd 1938. In May 1941, it took part in Operation Rheinübung and helped in the attack of the British battlecruiser HMS Hood. From mid-1943, Prinz Eugen provided artillery cover for German troops on the Eastern Front. After the war, it was handed over to the United States and was destroyed during nuclear tests at Bikini Atoll.

[h2]Prinz Eugen is temporarily available for Golden Eagles![/h2]
This heavy cruiser is available for 8020 Golden Eagles.

When: From today until August 26th (09:00 GMT).
Where: Germany > Bluewater fleet > Premium vehicles.


About this heavy cruiser
  • Prinz Eugen is well-armored and has a powerful main battery of 8 x 203 mm guns that can handle any opponent. Thanks to its large crew, good armor and 18 x 40 mm Bofors guns to help protect against aircraft, Prinz Eugen is capable in many combat scenarios.

Following the Roadmap: Research Bonuses Testing Has Concluded



Today, we’re ready to introduce to you the long-awaited Research Bonuses for New Nations. In this article, we’ll be explaining how it works in full and we’ll also be having testing for this new feature, the dates and times can be seen below.

In summary: Each nation and vehicle tree per nation (Army, Helicopters, Aviation, Bluewater fleet, and Coastal fleet) will each have 3 battles with research bonuses if you have a “top” vehicle researched and purchased in one of the respective trees in another nation. Bonus numbers can be seen in the “Table of research bonus numbers for each tree type and rank” table below. The bonus is calculated from the base Research Point gained in a battle, and bonus battles reset daily at 00:00 GMT. The number of bonus RP can be seen in the battle results screens, and testing for this new feature will start from August 22nd until August 29th.

[h3]Testing dates[/h3]
The 7-day testing phase for Research Bonuses For New Nations has now concluded. We’d like to thank everyone for taking part, posting their results and leaving feedback and constructive criticism. We’ll now be taking a look at the testing results as well as feedback and will get back to you at a later date — soon after the upcoming major update.

[h3]How this feature works [/h3]


Each nation and each vehicle tree per nation (Army, Helicopters, Aviation, Bluewater fleet, and Coastal fleet) will each have research bonuses for 3 battles if you have a “top” vehicle researched and purchased in a tree.

In each tree there are vehicles that are considered “top”. Once you’ve researched and purchased these vehicles, you’ll receive research bonuses for other nations that you don’t have any “top” vehicles for yet. The size of the research bonus depends on the rank of the vehicle being researched and will apply to the first 3 battles each day.

[h3]What counts as a “Top” vehicle?[/h3]
Above, we’ve mentioned “top” vehicles. But what counts as a “top” vehicle?

A “top” vehicle is:
  1. A vehicle that is in the research tree. The following do not count: premium and squadron vehicles, a locked vehicle (such as an event vehicle), store pack vehicles, and hidden or vehicles on the Market.
  2. A vehicle that is last in its line in the research tree. If the last in the line is in a group, then the first vehicle in the group is considered the “top” one.
  3. A vehicle where the maximum Battle Rating of the vehicle among all modes is no more than 2 steps lower than the maximum Battle Rating of the vehicle in this research tree (in the tree type in a nation).
  4. A vehicle that is located at the maximum rank in the research tree.

You can easily identify the top vehicle by looking in the tree — it’s connected by an arrow to the new Research Bonus Block at the bottom. If the arrow from the “top” vehicle to the new Research Bonus Block in a research tree is not red, this indicates that research bonuses have been unlocked for a particular nation’s tree.

[h3]Example of this feature in use[/h3]


For example, if you have the M1A2 SEP V2 researched and purchased in the USA Army tree, which is the final vehicle at rank VIII in this tree: you now have access to research bonuses for any nation that you don’t yet have a “top” vehicle unlocked for in their respective Army tree. This now means you can research, let’s say, the Strv 81 that’s at rank V in the Swedish Army tree with a 50% research bonus (this number is for rank V Army) to the base research gained for 3 battles per day. You can also research any other Army tree that you don’t have “top” vehicle researched and unlocked yet for any nation for 3 battles as well.

Since you have the M1A2 SEP V2 which is considered a “top” vehicle, you’ll not get any research bonuses towards the USA’s Army tree, even if you’re still researching a vehicle in this tree. This is because this new feature is catered towards research bonuses for other nations where you may not have any or many vehicles unlocked.

Adding to the above, let’s also say that you have a “top” aircraft in Great Britain researched and purchased, for example the Sea Harrier FA 2. You now have research bonuses for any nation’s Aviation tree where you don’t yet have a “top” aircraft researched and purchased.

[h3]Checking which nations you currently have bonuses for[/h3]
To see which nations you have research bonuses for, hover over this new block section in each of the Army, Aviation, Helicopters, Bluewater / Coastal fleet trees. In the below example, this account has research bonuses for the Army trees in Germany, Japan, China, Italy, France, Sweden and Israel. On this account, 2 battles have already been played for Germany, which is why there’s 1 left. For the other nations, there’s still 3 battles that can be played with research bonuses.



On this same account, for the Aviation portion, this account has 3 research bonus battles for the USA, Germany, USSR, Japan, China, Italy, France, Sweden, and Israel.



A daily bonus research icon is also shown on each nation and can be hovered over to see which vehicles are receiving bonus research.





[h3]The numbers[/h3]
Bonus Research Points are catered towards the mid to higher ranks, where the amount of research points required to unlock a vehicle is higher. This means that ranks I, II and III will not have any research bonuses. These are the following bonus numbers:

Table of research bonus numbers for each tree type and rank

This information can be seen by hovering over the new research icon on a vehicle that you’re researching. This icon will only appear on a vehicle that you’re currently researching in a tree that is receiving research bonuses.



Once you’ve played the 3 research bonus battles for a nation and vehicle type tree, the reset happens at 00:00 GMT everyday (the time shown in-game is specific based on your local time).

The bonus amount is calculated on the base Research Points gained in a battle, the same as how Skill Bonuses work.

For Enduring Confrontation (EC), every 30 minutes spent in one battle will count as an additional battle, similarly to how Boosters work. However, unlike Boosters, the length of the battle only determines how many bonus battles you spend in it. It doesn’t affect the bonus size, as it is always calculated as a percentage of the whole base RP. So, for example for a 3-hour long EC session your reward would be increased for the same percentage as a usual battle, even though you have spent your bonus battles before the end of EC session.

[h3]How to see your bonuses after a battle[/h3]


Research Bonuses work in any random battles game mode, and will be applied if a vehicle of this kind was used in it. For example, the bonus for aircraft will also be added to the base reward acquired with aircraft in Ground and Naval Battles, not just in Air Battles.

If you played a battle and received 0 mission points and 0 base RP with a respective vehicle, for example a helicopter in Ground Realistic Battles where the battle ended and you had no time to do anything, you will not receive any research bonus to helicopters. The research bonus battle for helicopters is also not spent, so you’ll not waste 1 of the 3 research bonus battles for helicopters in a nation.

So, you’ve played a battle and got research bonuses for a nation you haven’t researched much of yet. Nice! The bonus you receive is shown in the My results screen under “New nation research bonus” as well as in the Battles section in the messages area.

[h3]Get testing![/h3]
As mentioned above, you can log into the game now and try out everything that we’ve explained above. Give it a go!

[h3]FAQ[/h3]
[expand]
Here are some real-life like scenarios and answers. Please feel free to ask any questions that you have.

Q: I only play German ground vehicles and have a rank VIII ground vehicle unlocked, the Leopard 2A7V. But for Great Britain I have nothing in ground, I’m starting from rank I and would like to try them. Will I have any bonuses?
A: Yes, but not for rank I, II or III. At these ranks, the daily bonus symbol will be on the vehicle you’re researching, but will instead say +0%. When you start researching a rank IV vehicle in Great Britain, you’ll get +25% bonus, and the respective amounts for each rank (as mentioned above) going up.

Q: I only play one nation, the USSR. I have a max rank vehicle unlocked and purchased in Aviation, Army and Helicopters for this nation, but have nothing unlocked in any other nation. How many bonuses will I get?
A: For the other 9 nations, you’ll have 3 battles where you’ll have bonus research points when researching them at rank IV or higher. For example, 3 for USA Aviation, 3 for USA Army, and 3 for USA Helicopters and so on, and the exactly same for each of the other nations too.

Q: I only play the USA, and I have every single plane in the USA tree researched and purchased, but only up to rank IV for their ground tree. Will I get bonuses for the ground tree?
A: No. Bonuses only apply to their respective vehicle type trees. Since you have rank VIII USA aviation unlocked, you’ll get bonuses starting from rank IV in all other nation’s aviation trees if you don’t have a “top” aircraft unlocked for them yet; not ground.

Q: If I don’t plan to play with a vehicle from a nation that has a research bonus available, can I disable the display of the bonus icons?
A: Yes. You can toggle the display of the bonus icon in the research branch using the “Show remaining bonus in headers” option.



Q: If a new “top” vehicle is added to the tree, will I be able to research it using the bonus? If I got a “top” vehicle in a tree, will I never be able to get a bonus?
A: The bonus status will be updated when new vehicles are introduced. You can either lose it or get it. If you have a top vehicle for only one nation, and this nation gets a new top vehicle right after the one you have, then your bonus will be lost until you acquire the new vehicle. If you have a bonus from several nations, and a new top vehicle is added to one of the trees right after the only top vehicle you have there, then this tree will receive the bonus again.
[/expand]

Update 2.37.0.150



[h2]Aircraft[/h2]
  • Tornado GR.1, Tornado IDS (all variants) — the missing limit on the maximum allowed release speed of 1.0M has been added for all bombs.

[h2]Ground Vehicles[/h2]
  • Object 122MT “MC” — the penetration of the HEAT shell has been increased from 440 mm to 470 mm. (Report).

[h2]Interface[/h2]
  • A bug that caused the name of naval gun belts to display incorrectly in the tooltip in the messages with the battle results has been fixed.

[h2]Matchmaking[/h2]
  • “Airfield Domination” missions in Air Arcade battles have been disabled for Battle Ratings 10.7 and higher.

[h2]Economy[/h2]

[h2]Other[/h2]
  • A bug that caused the safe exit zone to not appear in Ground Arcade battles if the previous air event had not ended before the start of the next one has been fixed.
  • Test-drive trophies in the Warbond shop now only contain test-drives for 24 hours. Before, they only contained either 1 or 3 hour test-drives.
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.

It's fixed! №95



Today, we’ll be going over the bug fixes and improvements that we’ve made to the game over the past 2 weeks. Let’s take a look!

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

[h2]Full Reward For AAA Orders[/h2]



Orders allow you to receive increased rewards for performing certain actions in battle. For example, the AAA order triples the Silver Lion amount received for destroying aircraft. However, in light of the recently introduced Severe Damage mechanic to the game, this order did not work as intended. If you first inflicted severe damage on the enemy and then finished them off, the order only increased the reward for destroying the vehicle. The reward for severe damage remained at the normal amount, as if there was no order. This reduced the reward, which you’ve told us about.

Here’s a clear example: you activated the order and shot down 5 aircraft. You received 12,765 SL for destroying aircraft and 51,075 SL for severe damage. The order tripled only the first amount (12,765 x 3 = 38,295), which is incorrect. Since we’ve fixed this bug, in this situation you would also receive a bonus for severe damage (51,075 x 3 = 153,225).

[h2]More Detailed Information[/h2]



We know that many of you like to look at the results of a battle, and we’re happy to offer even more detailed information to those who are interested in it. Now in the tooltip in the battle results, you can see the name of the ammunition that was used to hit the target and the received mission points.

Plus, in the vehicle stat card and in the module tips in X-ray mode, you can now see how upgrading the crew will affect some characteristics. It now displays both their current value and the value they will achieve with a top crew.

[h2]Incendiary Bombs Have Become More Useful[/h2]



We’ve now made incendiary bombs better and have increased the damage they deal to bases. Based on the base durability in Air Battles at the top ranks, 100 kg and 250 lb bombs will cause 36% damage, 200 kg and 500 lb bombs 42%, and 500 kg and 750 or 1,000 lb bombs will be able to destroy half health of bases. At lower Battle Ratings, the base durability will be lower, so in terms of percentages, these bombs will be even more effective.

We’ve also slightly changed the principle of operation of incendiary bombs. Now, the share of damage from the initial hit will be higher than before, and the fire, accordingly lower.

[h2]Action Panel HUD Icon Collapse[/h2]



It’s possible to collapse the action panel in-game. However once collapsed, the button to expand the action panel still remained at the bottom of the HUD. We’ve seen some feedback about this; while this icon is small, it is still there on the screen and can slightly get in the way. You can now hold down the action panel collapse key to hide it completely.

[h2]That’s not all![/h2]
You can find the full list of fixes and improvements in each separate update note. Here’s some more: Crews no longer overlap country selection buttons, and there are now safe exit zones for aircraft in Ground Arcade battles, which we’ve touched on here.


[h2]Today's update: Update 2.37.0.148[/h2]


[h2]Ground Vehicles[/h2]
  • A bug that sometimes caused shells to not switch when the ATGM was loaded into the gun has been fixed. (Report).
  • Chi-Nu — the sight magnification has been changed from the default values (1.9x-3.5x) ​​to a fixed 4x. (Report).
  • Alecto I — the sight magnification has been changed from the default values (1.9x-3.5x) ​​to a fixed 4x. (Report).
  • TOG II — a bug where the radio operator was responsible for firing the twin machine gun instead of the gunner has been fixed. (Report).
  • ZSU-57-2 — a bug where it was possible to fire from one of the barrels even if the gunner lost consciousness has been fixed. (Report).
  • Churchill Crocodile — the thickness of the armor of the trailer with fuel tanks has been changed. The thickness of the side armor and the bottom has been increased from 12 to 14 mm, the thickness of the roof has been reduced from 12 to 8 mm. (Report).
  • Object 122MT “MC” — a bug that caused the ATGM launcher rigidly attached to the gun to not be stabilized has been fixed. (Report).
  • LAV-AD, Magach Hydra — reload time of the rockets after replenishment at a capture point has been reduced from 30 to 2.5s.
  • KV-2 (1940) — a bug with the lack of fire or detonation when some shells and charges in the ammunition load were hit has been fixed.


[h2]Aircraft[/h2]
  • Tornado ADV — a bug that caused the BOL-304 countermeasure dispensers to remain on the pylons has been fixed. (Report).
  • PARS 3 LR — missile mass has been reduced from 49 kg to 41 kg. (Report).
  • PARS 3 LR — maximum available overload has been increased from 8 g to 10 g. (Report).
  • Fakour-90, Yasser, Sedjil — fuel mass has been increased from 285 to 295 kg. (Report).
  • Damage from incendiary bombs to bases has been increased.
    • Damage from 100 kg and 250 lb incendiary bombs has been increased to 36% of base durability in top-tier battles.
    • Damage from 250 kg and 500 lb incendiary bombs has been increased to 42% of base durability in top-tier battles.
    • Damage from 500 kg and 750-1000 lb incendiary bombs has been increased to 50% of base durability in top-tier battles.
  • For incendiary bombs, the ratio of damage dealt immediately on impact to the damage dealt over time has been changed. The portion of immediate damage on impact has been increased.


[h2]Controls (PlayStation and Xbox only)[/h2]
  • A bug where air target tracking did not work while in a ground vehicle has been fixed. (Report).


[h2]Interface[/h2]
  • A bug where the brush cursor was missing when applying decals/decorations has been fixed.
  • A drag-and-drop icon and a tooltip on hover have been added to the menu points of actions for vehicles and crews that can dragged and dropped in the hangar. This informs you what actions can also be perfomed by dragging and not just by clicking.
  • A bug where the battle log window would also open when opening the visual weapon selector in the HUD has been fixed.
  • The ability to hide the action bar collapse button has been added. It collapses when you hold down the action bar collapse key, which you can learn about from the new context hint.
  • Ammunition used to destroy a target and the amount of mission points acquired for the action have been added to the reward tooltip of the battle results in the messages window.
  • Values ​​for the top crew for some parameters of a vehicle have been added to vehicle stat cards.
  • Values ​​for the top crew for some parameters of a vehicle have been added to the module tips in the vehicle X-ray.
  • In the vehicle X-ray, in the tooltip for the FCS module, its influence on horizontal/vertical guidance and the ability to fire has been added, where applicable.
  • A bug that caused the tooltip of the FCS module to sometimes contain duplicated notes on its influence on the stabilizer has been fixed.
  • A bug where crews overlapped the country selection buttons has been fixed.
  • A bug where placing vehicles into a crew caused crews without a vehicle to not have a crew slot number has been fixed.
  • When opening multiple Travel Suitcases, the rewards are now sorted in order from least valuable to most valuable.
  • When receiving a duplicate reward after opening the Travel Suitcase, the total amount of Silver Lions received and the crossed-out duplicate reward are now shown.
  • The “Add to Wishlist” button has been added to the test flight window for unpurchased vehicles.
  • The “Buy” button in the achievements window has been renamed to “Complete instantly”.


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.