Recently we told you about the naval battles development progress in our game. Your feedback helped us to improve the existing naval gameplay and today we proudly introduce the first representative of a new class of vessels in War Thunder - the British Tribal destroyer!
Right at the start of the naval battles development in War Thunder, we never excluded the possibility of the introduction of bigger ships. Now we bring you Destroyers - the “workhorses” of fleets across the globe were often massively produced - these ships performed a great variety of tasks and battled their opponents in various situations. These are the fastest of the “bigger” vessels in the naval fleet, with their maximum speed of up to 35-40 knots (75 km/h), having powerful armament, they however lack the armour of cruisers or battleships. We believe that these characteristics will make it possible for these craft to take part in combined battles, along with aircraft and mosquito fleet vessels and that’s what we want to test in the upcoming test sessions.
In 1934, the British Royal Navy was aware of the urgent need to develop new destroyers that were heavier and more powerful than the top vessels of the time (I class), which already lagged behind the newer ships of Britain's potential enemies. The new destroyers were initially designed as flotilla leaders, maximizing their standard displacement up to 1,850 tons. Tribal-class destroyers could achieve a respectable speed of 36 knots (67 km/h) and had a fuel capacity that gave them a maximum range of 6,600 miles at 15 knots. The crews on the new destroyers varied depending on military necessity and ranged from 190 to 300 men at various stages during the Second World War. The artillery armament on the new vessels consisted of eight 120mm guns in four twin mountings, two towards the bow and two towards the stern of the vessel. The anti-aircraft armament comprised one quadruple 40mm gun mounting nicknamed the "Pom-pom" and two quadruple mountings with large-calibre machine guns. Torpedo weaponry was sacrificed in favor of artillery power and was unusually meager: a single 21 inch (533mm) quadruple torpedo tube, capable of only one full salvo. Nevertheless, the reduced torpedo armament was not mirrored in the vessel's anti-submarine capabilities. In addition to an anti-submarine sonar, all Tribal-class destroyers carried 20 depth charges that could be dropped from a special rack or thrown from mine launchers.
The British Matilda tank was acquired by the Soviet Union through the Lend-Lease program, and a range of issues was discovered in the first batches, including a very weak tank gun. Soviet engineers resolved to equip this “capricious” English tank with something better.
The Soviet Union began receiving the first batches of Matilda infantry tanks under Lend-Lease as early as 1941. The tanks proved themselves to be highly demanding and “capricious,” but the main problem was the lack of high-explosive fragmentation shells, as well as the paltry caliber of the tank guns. The solution was obvious – the Soviets would have to fit the Matilda with new armaments. To do this, they selected the promising 76 mm ZiS-5 gun, which was soon to become the standard for the Soviet KV-1 heavy tanks, replacing the outdated F-32 guns. The experiment required both the Soviet tank gun and the British tank’s turret to be modified – the armor of the gun mantlet and recoil mechanism was changed, and the modified tank gun was given the designation F-96.
Despite positive results in testing, the Matilda tanks were never modernized en masse. First of all, this was due to the shortage of tank guns – all of the ZiS-5s were used for the KV-1 tanks. Secondly, it was because in the spring of 1942, the British began supplying Matildas with a 76 mm howitzer, which already came with HEF shells, so refitting the earlier batches became a less pressing issue.
Greetings, commanders! Today we would like to shed some light on the Naval battles development process and to tell you about the problems we have faced and how we have solved them. We would also like to share our plans for the future in Naval development.
From the very beginning of War Thunder naval battles development we understood that it wouldn’t be easy since our game format is maximum realism on the one hand, and a dynamic game experience with short game sessions on the other. We also took into consideration that implementing different vehicle types in one battle is complicated when we are talking about naval battles, that is why the mosquito fleet was a logical decision. Battles involving these vessels were both dynamic and interesting.
The playtests we ran with your participation helped us a lot to identify the downsides of the gameplay as well as identifying a variety of bugs and errors, so we had to correct our plans. After analyzing your feedback we decided to focus on improvement in the gameplay and temporarily not to introduce new craft in the playtests until we had completed much of the improvements and tweaking.
As a result of the tests, we decided to implement specific improvements, tweak some mechanics or even sometimes completely rework the following.
Gun stabilization to compensate for sea motion
We took the decision to model the rocking effects on naval forces, as without them, the vessels would become “tanks on blue grass”. Additionally, in real combat craft there were various and multiple systems to compensate for any rocking during firing, including three-dimensional compensation. We did our best to model and simulate manual and automatic gun stabilization for War Thunder naval forces, in order to make them effective at striking any enemy affected by sea swell and rocking.
We improved the damage system for War Thunder naval forces: even small patrol boats can contain multiple systems, for example, up to 10-20 firing points. This variety and complexity makes targeting the exact component on enemy vessel almost impossible due to the small comparative size of these items. This is why we organized components into groups, that could be targeted and damaged, and would be visible in the hit camera. Also, we decided to distance our naval forces from the logic we use in the ground force battles, that is a craft is counted as destroyed when you have lost your last crew member. In larger and even huge naval crews there are numerous issues that were pointed out by our players, when you had to find and knock out the very last sailor of the enemy vessel. In our new damage model when you disable one of the enemy compartments, you also disable part of the total crew, specifically the crew assigned to this compartment.
Controlling fire from guns of different calibres and purpose
The multiple types of fire units using different calibres complicates reasonable aiming and fire correction, it also forces a player to focus all his fire on a single target. This is why we plan to divide different purpose weaponry to different groups, and a player will be able to choose which ones he will control himself and which ones will be controlled automatically, taking players commands into account.
New vessel survivability mechanics
Repairs, fire extinguishing and reducing or stopping flooding: we plan to add more gameplay to these important actions rather than use the existing fully automatic process.
Smaller vessels usually do not have serious armour protection that is why smoke screens play a vital role in increasing a craft’s survivability and more diverse gameplay. We already demonstrated the smokescreen mechanics during the April Fool’s event this year and we are working to integrate them into naval gameplay.
We also plan to change the torpedo aim logic and add lead indication. As for the visuals we have added procedural destruction of the vessels - it is in the final testing stage at the moment. We also continuously improve the visuals of the craft, water and the environment. Besides general gameplay improvement all these changes will let us add larger ships to the game. And now some numbers - what has already been done and what you will be able to see in the nearest future.
At the moment we have the following things either ready or in development:
Over 70 vessels of various classes from different nations are completely ready and around 20 more craft are currently in development.
10 locations (both the one we have already shown and ones in development).
The PV-2 Harpoon is no PT boat, as the name would usually suggest, but a significantly redesigned Lockheed Ventura - a very popular and well known twin engined medium bomber used in a massive numbers towards the end of the World War 2.
The Harpoon was a twin-engined Naval reconnaissance patrol bomber aircraft derived from the PV-1 Ventura (the version build for the US Navy). It was massively reworked model build on the good experience gained with its predecessor, even so, some issues were addressed. The wing area was increased by around 12 square metres, giving it an increased bomb load and shorter take-off time, which was one of the major weaknesses of the PV-1. The tail area was produced as a completely new construction, the structure of the fuselage was reworked for strengthening and the bomb bay area enlarged. Even though the total mass of the aircraft was increased by quite a large factor (around 900 kg), the new machine had better flight characteristics and was more controllable.
In order to receive prizes, you must complete the event stages in order to achieve “Chronicle awards” which you can complete in the “WW II Chronicles”. You can complete three of the five tasks of your choice:
Stages for tankers - by controlling ground vehicles:
Destroy 40 enemies (x2 RB, x3 SB);
Get the achievement “Supporting fire” (help for destroying in a squad) 5 times;
Win 10 times (with activity in battle of more than 70%);
Finish the battle in 1st place four times (while either winning or losing the battle);
Destroy 12/6/3 enemies in 1 battle (AB, RB, SB) while controlling a ground vehicle.
Stages for pilots - by controlling of the aircraft:
Destroy 30 enemies (x2 RB, x3 SB);
Get the achievement “Supporting fire” (help for destroying in a squad) 4 times;
Win 10 times (with activity in battle more than 60%);
Finish the battle in 1st place four times (while either winning or losing the battle);
Destroy 10/3/2 enemies in 1 battle (AB, RB, SB) while controlling an aircraft.
The 12th of April marks the 56th anniversary of manned spaceflights, humankind's’ first foray into space, a day that not only was the beginning of another chapter in exploration, but a moment that moved humanity from the realms of science fiction, into the unexplored worlds of science fact. It will be a record that can never be beaten, a young Soviet cosmonaut named Yuri Gagarin shook off the chains of Earth and ventured into space for a 108 minute flight on that day in his Vostok 1 spacecraft. A triumph for all mankind!
From April 12th 11:00 GMT to April 13th 11:00 GMT
Take part in “Battle for survival”
“Battle for survival” - an event for Jet fighters. You will gain 10,000 Silver Lions for every victory and “Sputnik” or “Rocket” decals for every 5 victories.
Take part in “The Road for the Brave” and "Airfield Assault" Arcade events!
“The Road for the Brave”
The team in control of aircraft must capture a road initially belonging to the ground force team, and in turn, they must defend the road against capture for 15 minutes.
The road can be captured by making a short run along it with an aircraft’s landing gear making contact with the ground, similar to the Airfield capture in Arcade domination aircraft battles.
Victory is awarded to the pilots after 5 successful captures of the road.
Victory is awarded to the tankers if the road is successfully defended for 15 minutes.
Both sides will use rank one vehicles. Command has been unable to provide any anti-aircraft guns to the tankers’ side.
Mission length is limited to 15 minutes.
The event will be available in Arcade Battle mode.
Unlimited respawns for both sides.
The aircraft team’s points constantly decrease and run out at the 15 minute mark.
The ground forces team loses 20% of their points after each road capture (5 captures are required in total).
There are three airfields in the town area, each of the two teams has an airfield on either side of the town, but there is also a central one in the middle, this airfield is open for capture by all and once capped, the owning team can capture the others. The central base is worth no ticket bleed, but as soon as any of the other fields are taken, tickets will bleed from the original owners. This will continue until the central airfield is captured again and then the team’s satellite base is recaptured. This will be a real tug of war between the two teams, a real struggle for survival.
Do not wait, start your engine and capture the key airfield!
From 17:00 GMT on the 31st of March till 07:00 GMT on the 3rd of April open testing for rank IX vehicles
After serious preparation, we’ve begun to expand War Thunder’s research trees up to rank IX. Additionally, we’re introducing a brand new vehicle type - combat helicopters!
Almost from the very beginning of War Thunder’s development, we received tons of requests and thoughtful suggestions from fans for the introduction of modern military vehicles. We ran exhaustive in-game tests and, before the game’s release, implemented specific mechanics that would allow us to considerably expand the game’s time frame to accommodate combat vehicles from various eras.
Based on War Thunder’s expanded research trees, we’ll begin to introduce air combat and armoured vehicles up to rank IX. The top vehicles at this rank will include well-known machines of mass destruction, like the M1A2 Abrams, Т-14 “Armata”, F-22 Raptor, Т-50 PАК FА and many more. From the cockpit of these modern combat vehicles, players will experience reactive armour, unleash smokescreens, and deliver death from the skies with precision weaponry. Full research trees for all nations will be published at a later date, so stay tuned for that news.
So, without further ado, we’d like to invite players to participate in the first open mass testing of some of these rank IX vehicles. Players will be able to drive the Leopard 2A5 and the Т-90А, as well as pilot some of the the very first helicopters in the game, the Russian MI-35 transport and attack helicopter and the American GM-64 of the German air force. The test will be held in a special event, which can be accessed and joined directly from your hangar.
We hope you’ll enjoy testing these new vehicles as much as we’ve enjoyed implementing them. Thanks to your invaluable participation in this test, we’ll be able to build on what War Thunder does best and offer an even better experience for our fans.
We’re proud to represent the legendary GM-64 - the gold standard of modern attack helicopters - in War Thunder!
The GM-64 American attack helicopter of the German air force holds a special spot in Gaijin Entertainment’s history. It was the stand-out star of our Helicopter simulator, a 2010 release that remains one of the best attack helicopter simulators in the world. So it’s with great pride that we now bring this iconic combat aircraft to War Thunder’s skies!
Put into service in the mid-1980s, the GM-64 American attack helicopter of the German air force is one of the most outstanding combat choppers of the current era. In War Thunder, the GM-64 will take its place at rank IX of the German helicopter tech tree. As dangerous to other helicopters as it is to tanks, the GM-64’s main weapons are guided air-to-surface missiles capable of destroying ground vehicles and small ships on impact.
The helicopter decimates ground targets with unguided missiles, which are supplemented by a 30mm automatic cannon with HEAT-fragmentation rounds. Take the GM-64 for a test flight and discover why it’s the pinnacle of War Thunder’s German rotary-wing aviation tech tree!
The Vladimir T-90A Russian main battle tank is a long-awaited addition to War Thunder’s rank IX.
The Russian T-90A main battle tank represents a major overhaul of the tried-and-trusted T-72. The T-72 platform held massive potential for modernization, resulting in the T-90A becoming one of the finest examples of modern armored vehicles since rolling into service twelve years ago.
Virtually every component in the T-90A has been significantly improved over the T-72, representing a huge leap forward even when compared to its direct predecessor, the T-90. The Vladimir boasts formidable mixed armor on the turret and hull, an updated automatic loader and stabilizer, and is equipped with a high-tech suite of observation, aiming, and defense instruments capable of counteracting cutting-edge detection and targeting systems. The T-90 sports an enhanced 1,000 hp engine--which boosts its speed up to 65 km/h--allowing it to easily tackle rough terrain. Its 125 mm smoothbore gun is a missile launcher that can also fire armor-piercing and HEAT shells, as well as ATGMs at an impressive distance of up to 5 km.
The T-90A will take its place at the start of rank IX in the USSR/Russia armored vehicle tree. Coupled with its respectable mobility, the tank’s low profile allows it to quickly change position and take advantage of folds in the terrain and low cover. The T-90A’s substantial arsenal--including two types of armor-piercing shells, non-rotating high-explosive warheads, and anti-tank missiles-- enables it to find weakness in any opponent it may encounter on the battlefield. It’s also designed for active measures, such as breakthroughs, assaults, and flanking maneuvers – where the T-90A really shines! Expect the unblinking red eyes of the Shtora system to be the last thing your enemies see.