War Thunder - TheShaolinMonkCM
Today we would like to introduce you to a famous project of German engineering, the E-100! This vehicle will be added to the game in one of the upcoming future updates. Neither regular nor Premium, the E-100 will be a rare vehicle obtainable only through participation in certain specials.



The design of the experimental super-heavy E-100 tank originated in 1943 as part of the German ‘Entwicklung’ (‘development’) series of tanks. Work on the development of the vehicle was continued until the end of World War II. By then, in early 1945, the chassis and power plant of the massive vehicle were ready for testing.

The main weaponry was planned with different options, including a 150mm cannon, but by the time of construction of the prototype hull, this option wasn’t ready and the most realistic option was to use the turret and weaponry similar to the Maus.





The E-100 was armed with a 128mm KwK 44 cannon, accompanied by a coaxially mounted 75 mm KwK 40 cannon. However, there was one difference: The KwK 44 received a shorter barrel with a mounted muzzle brake. This is the weapon configuration that the vehicle has represented in our game.

The vehicle featured a 12-cylinder Maybach HL 230 carburetor engine with a performance of 700 HP. With further future development, it was originally planned to install the more powerful Maybach HL 234 engine, which was intended to deliver a performance of 900 - 1200 HP. This engine is already in-game, and is installed in the Panther II and Tiger II 10.5. The E-100 variant in War Thunder will also be fitted with this engine so that it may achieve its full potential.

Combined, they closely resemble the E-100 as it could have been used in combat if the war continued in 1945.


We have tried to recreate the vehicle as closely as was possible in our game. To do so, we used the few scraps of data we could find as well as all the photos of the fifty modules and components used in this tank.

An interesting feature of this tank is it’s armour: The upper part of the side and the top of the tracks is protected by 75 mm thick screens, which were supposed to be dismounted during transportation by train. In the game, these screens may get ripped off in battle after receiving a couple of hits.

Continue reading the full Dev Blog in the Official War Thunder Forums!
War Thunder - TheShaolinMonkCM
Today we would like to introduce you to a famous project of German engineering, the E-100! This vehicle will be added to the game in one of the upcoming future updates. Neither regular nor Premium, the E-100 will be a rare vehicle obtainable only through participation in certain specials.



The design of the experimental super-heavy E-100 tank originated in 1943 as part of the German ‘Entwicklung’ (‘development’) series of tanks. Work on the development of the vehicle was continued until the end of World War II. By then, in early 1945, the chassis and power plant of the massive vehicle were ready for testing.

The main weaponry was planned with different options, including a 150mm cannon, but by the time of construction of the prototype hull, this option wasn’t ready and the most realistic option was to use the turret and weaponry similar to the Maus.





The E-100 was armed with a 128mm KwK 44 cannon, accompanied by a coaxially mounted 75 mm KwK 40 cannon. However, there was one difference: The KwK 44 received a shorter barrel with a mounted muzzle brake. This is the weapon configuration that the vehicle has represented in our game.

The vehicle featured a 12-cylinder Maybach HL 230 carburetor engine with a performance of 700 HP. With further future development, it was originally planned to install the more powerful Maybach HL 234 engine, which was intended to deliver a performance of 900 - 1200 HP. This engine is already in-game, and is installed in the Panther II and Tiger II 10.5. The E-100 variant in War Thunder will also be fitted with this engine so that it may achieve its full potential.

Combined, they closely resemble the E-100 as it could have been used in combat if the war continued in 1945.


We have tried to recreate the vehicle as closely as was possible in our game. To do so, we used the few scraps of data we could find as well as all the photos of the fifty modules and components used in this tank.

An interesting feature of this tank is it’s armour: The upper part of the side and the top of the tracks is protected by 75 mm thick screens, which were supposed to be dismounted during transportation by train. In the game, these screens may get ripped off in battle after receiving a couple of hits.

Continue reading the full Dev Blog in the Official War Thunder Forums!
War Thunder - TheShaolinMonkCM
Dear players!
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!







War Thunder - TheShaolinMonkCM
Dear players!
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!







War Thunder - operf1


Dear Players!
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.

The War Thunder Team
War Thunder - TheShaolinMonkCM


Dear Players!
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.

The War Thunder Team
War Thunder - TheShaolinMonkCM


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.

See video of this aircraft in action here!

The War Thunder Team
War Thunder - TheShaolinMonkCM


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.

See video of this aircraft in action here!

The War Thunder Team
War Thunder - TheShaolinMonkCM


Game mechanics
  • 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.
  • Introduction of the new Dagor Engine 4.0
  • New water rendering based on NVIDIA WaveWorks technology;
  • New destructible environment based on NVIDIA GameWorks technology.
  • 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.

Crew skills

New vehicles
USA
GermanyUSSRGreat BritainJapan
  • A7M1 (NK9H)

Changes in Vehicle Models
  • 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
  • New system of destructible environments for locations “Berlin”, “Stalingrad Factory” and “Advance to the Rhine” has been added.

Changes in Locations and Missions
  • 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.
  • Changes:
    See the full Preliminary Patch notes for more information!

Changes in Flight Models

Changes in Ground Vehicles
  • 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.
War Thunder - TheShaolinMonkCM


Game mechanics
  • 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.
  • Introduction of the new Dagor Engine 4.0
  • New water rendering based on NVIDIA WaveWorks technology;
  • New destructible environment based on NVIDIA GameWorks technology.
  • 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.

Crew skills

New vehicles
USA
GermanyUSSRGreat BritainJapan
  • A7M1 (NK9H)

Changes in Vehicle Models
  • 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
  • New system of destructible environments for locations “Berlin”, “Stalingrad Factory” and “Advance to the Rhine” has been added.

Changes in Locations and Missions
  • 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.
  • Changes:
    See the full Preliminary Patch notes for more information!

Changes in Flight Models

Changes in Ground Vehicles
  • 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.
...