The 1.53 “Firestorm” Update is coming and the devs keep on developing. Our locations’ artists have given us a sneak peek at new screenshots of the location “Jungle”. Objects and textures have been reworked and updated, though the map topology has remained the same. Just check out how the vegetation looks now! We are sure you will agree - Impressive!
The 1.53 “Firestorm” Update is coming and the devs keep on developing. Our locations’ artists have given us a sneak peek at new screenshots of the location “Jungle”. Objects and textures have been reworked and updated, though the map topology has remained the same. Just check out how the vegetation looks now! We are sure you will agree - Impressive!
We are pleased to announce that we are currently testing the Steam Controller for use in the SteamOS version of War Thunder! We would greatly appreciate your feedback! General feedback within this announcement would be greatly appreciated. If you experience problems, or you think you've found a bug, be sure to lodge a Bug Report.
We are pleased to announce that we are currently testing the Steam Controller for use in the SteamOS version of War Thunder! We would greatly appreciate your feedback! General feedback within this announcement would be greatly appreciated. If you experience problems, or you think you've found a bug, be sure to lodge a Bug Report.
We present the A7M1 aircraft with the Nakajima NK9H engine: a plane without the powertrain flaws its prototype possessed. This engine’s mass-dimensional properties were perfectly suited to the plane’s airframe. With this engine, it displayed positive speed characteristics and excellent climb capability. When coupled with the NK9H engine, the A7M1 could climb to six thousand meters in six minutes, while its maximum speed amounted to 615 km/h. In combination with its excellent maneuverability and it’s fantastic armament, armour, and visibility, this makes the A7M1 (NK9H) one of the most threatening fighters in-game, capable of fulfilling the role of both air-superiority fighter and interceptor.
Sergei Volkov, Lead Flight-model designer:
Immediately after the A6M Zero aircraft were deployed, work began on the next-generation carrier-borne fighters. At the beginning of 1941, the requirements for a new vehicle were formulated, but due to Mitsubishi’s high workload, practical work relating to the design of the aircraft only began in 1942. As a result, the A7M1 was born. Test flights revealed a very serious flaw in the prototype – specifically, serious problems relating to its powertrain. The NK9K engine provided only two thirds of its rated power, and all attempts to improve it to sufficient standards failed. The maximum speed of this model turned out to be the same as for later model A6M Zero fighters, while its climb capability was even worse. The A7M1 required a whole 10 minutes to climb to six thousand meters! Despite these drawbacks, the prototype was considered to have proven itself to be a full-fledged successor to the A6M Zero in all of its more ‘positive’ characteristics. Its excellent maneuverability, steadiness in all flight modes, stable diving and improved durability made it clear that an excellent new fighter had been developed.
We present the A7M1 aircraft with the Nakajima NK9H engine: a plane without the powertrain flaws its prototype possessed. This engine’s mass-dimensional properties were perfectly suited to the plane’s airframe. With this engine, it displayed positive speed characteristics and excellent climb capability. When coupled with the NK9H engine, the A7M1 could climb to six thousand meters in six minutes, while its maximum speed amounted to 615 km/h. In combination with its excellent maneuverability and it’s fantastic armament, armour, and visibility, this makes the A7M1 (NK9H) one of the most threatening fighters in-game, capable of fulfilling the role of both air-superiority fighter and interceptor.
Sergei Volkov, Lead Flight-model designer:
Immediately after the A6M Zero aircraft were deployed, work began on the next-generation carrier-borne fighters. At the beginning of 1941, the requirements for a new vehicle were formulated, but due to Mitsubishi’s high workload, practical work relating to the design of the aircraft only began in 1942. As a result, the A7M1 was born. Test flights revealed a very serious flaw in the prototype – specifically, serious problems relating to its powertrain. The NK9K engine provided only two thirds of its rated power, and all attempts to improve it to sufficient standards failed. The maximum speed of this model turned out to be the same as for later model A6M Zero fighters, while its climb capability was even worse. The A7M1 required a whole 10 minutes to climb to six thousand meters! Despite these drawbacks, the prototype was considered to have proven itself to be a full-fledged successor to the A6M Zero in all of its more ‘positive’ characteristics. Its excellent maneuverability, steadiness in all flight modes, stable diving and improved durability made it clear that an excellent new fighter had been developed.
In SB ground vehicles, the gunner view now represents the view from, where physically the sight was mounted on specific ground vehicles.
New mechanism for measuring target distance for RB and SB game modes with new modification “rangefinder” which has been added for ground vehicles that were equipped with a mounted range finder.
It is now possible to earn “vehicle for rent” in a trophy.
Ingame chat has been changed. General channels have been removed.
In the combined ground vehicle battles, new special markers have been added. These markers show the position of the enemy when he shoots and hits an ally, or when the enemy is hit by an allies. Marker will be visible for ground and air forces above the point where the shot was fired and will not move if the enemy moves.
MGs, both AA and twin are now available for all ground vehicles that were equipped with them.
Specific errors have been fixed, armouring details have been improved as well as improvement on the layout of modules and components for the following vehicles: IS-2 mod.44, Т-34-85 (all modifications), Т-44, Maus, Leopard I, M60, Т-54 mod.47, Т-34-100, Pzkpfw V (all modifications), Panzerjager IV L48, M3 Lee, IS-4М, Т-10М, Т-54 mod.51, Ferdinand, Pz.kpfw 35(t). Minor fixes have affected most Ground Vehicles.
Physical collision damage interaction has been improved on multiple vehicles.
New Locations and Missions
“Stalingrad”. New location for combined battles (Domination, Battle, Conquest)
“Advance to the Rhine”. New ground battle city map for combined battles (Domination, Battle, Conquest)
“New Guinea”. new aircraft missions in Domination, Ground strike missions
“Spain”. New aircraft missions for Alternative History mode
Improved the environment around capture points and gameplay improvements for location "Mozdok"
Location “Carpathians” has been significantly revised.
A few settlements in the location “Poland” have been added.
The size of the bushes in the locations “Poland” and “Normandy” has been reduced.
Balancing changes on the locations “Finland” and “Eastern Europe”.
Research and Economy
Vampire FB.5 and Venom FB.4 moved to “Hawker” line following the Tempest Mk.II
Damage Model
Affecting all Ground Vehicles with a separate loading chance of ammo explosion - the chance has been significantly decreased. An ammo rack can be destroyed by a direct hit of cumulative jet or close explosion of ammo containing 150 gr or more explosives. A loading rack is still vulnerable to all damage including spalling. For example: KV-2, IS-2, IS-3, IS-4, Т-10М, SU-152,SU-122, ISU-122, ISU-122S, ISU-152, SU-122-54, SU-122P, М103, Т28, Т95, Т32 Mouse, Jagdtiger, Tiger II 105, М26Е1.
In the T-34 series, a hit in the oil tank can no longer lead to fuel explosion.
The mechanics regarding repairing has been changed. Now track repairs will start automatically if the vehicle does not move.
To activate repair mode, you will need to hold the repair button for 1.5 seconds.
Reload on capture and base points now starts automatically, if the player doesn't move and will be interrupted if he starts to move.
The penetration of late-war as well as post-war AP shells with detachable trays have been fixed and adjusted.
Added ability for the M41 and SPAA M42 to perform a neutral turn.
The maximum speed of the T-44 has been reduced to 60 km/h, according to “Guide to exploitation of T-44” NKO USSR 1946, page 5.
New modification/module “Rangefinder” added for M103, M47, M60, Leopard-I, SU-122-54, Panther F, Panther 2 and Tiger 2 105. This will allow the measurement of range of up to a distance of 2.5km in Realistic/Simulator Battles and 1.5 km in Arcade Battles.
Interface
The amount of explosives contained in a shell has been added to the info card for ground vehicles
New battle statistics interface
New daily rewards interface
New crew skill interface
Decals and Camouflages
New decals for both ground vehicles and aircraft have been added. Requirements for receiving certain decals have been adjusted
Clarified the conditions for obtaining decals for ground vehicles and aircraft.
The current provided patchnotes reflect the major changes within the game as part of this Update. More may be added, or removed.
In SB ground vehicles, the gunner view now represents the view from, where physically the sight was mounted on specific ground vehicles.
New mechanism for measuring target distance for RB and SB game modes with new modification “rangefinder” which has been added for ground vehicles that were equipped with a mounted range finder.
It is now possible to earn “vehicle for rent” in a trophy.
Ingame chat has been changed. General channels have been removed.
In the combined ground vehicle battles, new special markers have been added. These markers show the position of the enemy when he shoots and hits an ally, or when the enemy is hit by an allies. Marker will be visible for ground and air forces above the point where the shot was fired and will not move if the enemy moves.
MGs, both AA and twin are now available for all ground vehicles that were equipped with them.
Specific errors have been fixed, armouring details have been improved as well as improvement on the layout of modules and components for the following vehicles: IS-2 mod.44, Т-34-85 (all modifications), Т-44, Maus, Leopard I, M60, Т-54 mod.47, Т-34-100, Pzkpfw V (all modifications), Panzerjager IV L48, M3 Lee, IS-4М, Т-10М, Т-54 mod.51, Ferdinand, Pz.kpfw 35(t). Minor fixes have affected most Ground Vehicles.
Physical collision damage interaction has been improved on multiple vehicles.
New Locations and Missions
“Stalingrad”. New location for combined battles (Domination, Battle, Conquest)
“Advance to the Rhine”. New ground battle city map for combined battles (Domination, Battle, Conquest)
“New Guinea”. new aircraft missions in Domination, Ground strike missions
“Spain”. New aircraft missions for Alternative History mode
Improved the environment around capture points and gameplay improvements for location "Mozdok"
Location “Carpathians” has been significantly revised.
A few settlements in the location “Poland” have been added.
The size of the bushes in the locations “Poland” and “Normandy” has been reduced.
Balancing changes on the locations “Finland” and “Eastern Europe”.
Research and Economy
Vampire FB.5 and Venom FB.4 moved to “Hawker” line following the Tempest Mk.II
Damage Model
Affecting all Ground Vehicles with a separate loading chance of ammo explosion - the chance has been significantly decreased. An ammo rack can be destroyed by a direct hit of cumulative jet or close explosion of ammo containing 150 gr or more explosives. A loading rack is still vulnerable to all damage including spalling. For example: KV-2, IS-2, IS-3, IS-4, Т-10М, SU-152,SU-122, ISU-122, ISU-122S, ISU-152, SU-122-54, SU-122P, М103, Т28, Т95, Т32 Mouse, Jagdtiger, Tiger II 105, М26Е1.
In the T-34 series, a hit in the oil tank can no longer lead to fuel explosion.
The mechanics regarding repairing has been changed. Now track repairs will start automatically if the vehicle does not move.
To activate repair mode, you will need to hold the repair button for 1.5 seconds.
Reload on capture and base points now starts automatically, if the player doesn't move and will be interrupted if he starts to move.
The penetration of late-war as well as post-war AP shells with detachable trays have been fixed and adjusted.
Added ability for the M41 and SPAA M42 to perform a neutral turn.
The maximum speed of the T-44 has been reduced to 60 km/h, according to “Guide to exploitation of T-44” NKO USSR 1946, page 5.
New modification/module “Rangefinder” added for M103, M47, M60, Leopard-I, SU-122-54, Panther F, Panther 2 and Tiger 2 105. This will allow the measurement of range of up to a distance of 2.5km in Realistic/Simulator Battles and 1.5 km in Arcade Battles.
Interface
The amount of explosives contained in a shell has been added to the info card for ground vehicles
New battle statistics interface
New daily rewards interface
New crew skill interface
Decals and Camouflages
New decals for both ground vehicles and aircraft have been added. Requirements for receiving certain decals have been adjusted
Clarified the conditions for obtaining decals for ground vehicles and aircraft.
The current provided patchnotes reflect the major changes within the game as part of this Update. More may be added, or removed.
What new things are awaiting you in the soon to be released major update? With new vehicles, and features such as working rocket launchers on some tanks, there will be plenty of content to please every War Thunder player! Very soon you will be able to see and experience the first batch of British armoured vehicles. In addition to this, the developers have updated the game engine, added two new locations, and have introduced many more exciting features that will increase the quality of gameplay in all regards.
The first batch of British ground vehicles
While the research tree of the British ground forces remains in development, the most loyal fans of the British nation, and those that will help contribute to the further development of these vehicles, will be the first to experience them in battle. We are proud to introduce the following British ground force vehicles: A13 Mk.II, 17 pdr. M10 65th. Anti-Tank Regt and A43 Black Prince.
The introduction and rollout of the new ‘Dagor’ Engine 4.0
Dagor Engine 4.0: new technologies With the introduction of ‘NVIDIA Waveworks’ to War Thunder, players will be able to experience incredibly realistic waves and foam effects for oceans, seas, rivers and lakes which will also factor in wind strength and direction. An interesting feature is that this technology provides water surfaces and the ability to interact with other game objects and players. More about Dagor engine 4.0 in our Devblog. https://www.youtube.com/watch?v=i135o2djHdY
New render techniques: Very soon, we will be proud to introduce a new graphical technology that will be introduced to War Thunder. This technology will make the graphics of War Thunder even more realistic and beautiful. Introducing ‘Physically Based Rendering’, which will provide physically correct image rendering. How do the visual special effects of a film differ from a scene render in War Thunder? How much time is needed in order to get a realistic image in the conditions of constantly changing asynchronous events? The answers to these questions, and many others, can can be found in our Devblog.
New visibility With the gradual transition to the new Dagor Engine 4.0, update 1.53 will introduce significant changes to the visibility mechanics relating to ground forces and aircraft battles. Because of the improved capabilities the Dagor Engine 4.0, bushes and trees will now show in ground force battles at the same distances in all graphical settings (up to and including High quality settings). More information about the new visibility system can be found in our Devblog.
Destructible environment When tanks were first introduced to War Thunder, one of the most common questions players would ask was "Will environments be destructible?" We answered that they would be, but not straight away. At that time, the development team had a whole range of other important and complicated problems to solve. As time went on, the tank trees expanded, the gameplay improved and new maps were introduced. Finally, the time has come for the destructibility we promised you! More about this can be found in our Devblog.
What new things are awaiting you in the soon to be released major update? With new vehicles, and features such as working rocket launchers on some tanks, there will be plenty of content to please every War Thunder player! Very soon you will be able to see and experience the first batch of British armoured vehicles. In addition to this, the developers have updated the game engine, added two new locations, and have introduced many more exciting features that will increase the quality of gameplay in all regards.
The first batch of British ground vehicles
While the research tree of the British ground forces remains in development, the most loyal fans of the British nation, and those that will help contribute to the further development of these vehicles, will be the first to experience them in battle. We are proud to introduce the following British ground force vehicles: A13 Mk.II, 17 pdr. M10 65th. Anti-Tank Regt and A43 Black Prince.
The introduction and rollout of the new ‘Dagor’ Engine 4.0
Dagor Engine 4.0: new technologies With the introduction of ‘NVIDIA Waveworks’ to War Thunder, players will be able to experience incredibly realistic waves and foam effects for oceans, seas, rivers and lakes which will also factor in wind strength and direction. An interesting feature is that this technology provides water surfaces and the ability to interact with other game objects and players. More about Dagor engine 4.0 in our Devblog. https://www.youtube.com/watch?v=i135o2djHdY
New render techniques: Very soon, we will be proud to introduce a new graphical technology that will be introduced to War Thunder. This technology will make the graphics of War Thunder even more realistic and beautiful. Introducing ‘Physically Based Rendering’, which will provide physically correct image rendering. How do the visual special effects of a film differ from a scene render in War Thunder? How much time is needed in order to get a realistic image in the conditions of constantly changing asynchronous events? The answers to these questions, and many others, can can be found in our Devblog.
New visibility With the gradual transition to the new Dagor Engine 4.0, update 1.53 will introduce significant changes to the visibility mechanics relating to ground forces and aircraft battles. Because of the improved capabilities the Dagor Engine 4.0, bushes and trees will now show in ground force battles at the same distances in all graphical settings (up to and including High quality settings). More information about the new visibility system can be found in our Devblog.
Destructible environment When tanks were first introduced to War Thunder, one of the most common questions players would ask was "Will environments be destructible?" We answered that they would be, but not straight away. At that time, the development team had a whole range of other important and complicated problems to solve. As time went on, the tank trees expanded, the gameplay improved and new maps were introduced. Finally, the time has come for the destructibility we promised you! More about this can be found in our Devblog.