War Thunder - TheShaolinMonk


We are pleased to present our plans to add an exchange for in-game War Thunder items and new opportunities for user-made camouflages in the game.

Today we want to tell you about our plans for the launch of the War Thunder Market – an in-game market in which players will be able to buy and sell items. When the Market launches, all players will be able to buy and sell coupons to get user-made camouflages for vehicles, along with other special in-game items. But we’ll go into that in later in this devblog. For now, we’ll tell you about the Market. Let’s go!

The War Thunder Market

The War Thunder Market is a place where players can buy and sell War Thunder items between each other. Payments on the Market are made with a special in-game currency – Gaijin Coins. Gaijin Coins can be purchased for roubles, dollars and other currencies, or earned on the Market itself by selling items earned in the game to other players. The new currency – Gaijin Coins – is necessary so that users from different countries can easily trade with each other. In the future, it will be possible to spend Gaijin Coins not only on the Market, but also in the War Thunder online store – for example, by buying a premium vehicle pack or Golden Eagles.

What you can buy and sell on the Market

Not all in-game items can be bought and sold on the Market. When the Market is launched for trading, trophies with user-made camouflages will be available (we talk more about those below), along with vehicle trophies, which you can buy in the warbond shop or by using coupons for vehicles and camouflages that you can get from those trophies.

New opportunities for user-made camouflages

Previously it was only possible to implement user-made camos for yourself while other players still saw the standard ones, now some user-made camouflages can be seen by all players in battle. User-made camouflages will be among the first goods on the War Thunder in-game market. Specially for the opening of the Market, we’ve implemented new opportunities for user-made content in the game. Once every few weeks, we’ll select a small number of camouflages exhibited on the WT LIVE platform, and they’ll go to the Market and into the Game. You can get a camouflage by unlocking a special trophy. You can get one of these trophies just by playing on a vehicle at rank III or above. In order to unlock a trophy you should purchase a key for it on the Market. Opening a trophy with such a key will credit you with a coupon for a camo. Both the trophy and the coupon can be sold on the Market. But if you use the coupon, the camo will be applied to your vehicle and you won’t be able to sell it on.

Displaying historical camouflages

We also want to note that not all user-made camouflages selected for the Market will be historical. We understand that some players don’t want to see non-authentic camouflages in battle, so we’re adding an option to the game to set which type of camouflages you will be able to see in battle. You can select between displaying only historical skins, semi-historical or all. By default, the camouflage display option will be enabled for showing only historical camouflages, but when you set any non-historical camouflage on a vehicle, the display option will switch to “Any” mode.

How to earn from camouflage creation

A portion of the money received from selling keys will be shared between the authors of the camouflages that can be obtained by opening the trophy. Authors will receive their payments in Gaijin Coins. We plan to let authors earn real money after their camouflages have earned a specific amount of Gaijin Coins by selling their camos. More details regarding this aspect of the Market can be found in the updated WT LIVE Contribution Agreement.

How camouflages are selected

Gaijin employees will select camouflages from among those exhibited on the WT LIVE platform. The criteria used for the selection may include the vehicle’s popularity among players, the quality of the work and how suitable the camouflage is for the game in our view. Authors of camouflages on War Thunder vehicles that want to see their creations in the game and on the Market should follow the basic principles for creating in-game content. For a camouflage to be a contender for addition to the game, it must not contain forbidden symbols or other graphical or textual elements that contradict the game’s rules of conduct, War Thunder’s age rating or international laws.

Of course, don’t forget about quality and continued support for your content, for example if the requirements for camouflage change. Find out how to properly create a camouflage.

For more information, read the full article here!
War Thunder - TheShaolinMonk


We are pleased to present our plans to add an exchange for in-game War Thunder items and new opportunities for user-made camouflages in the game.

Today we want to tell you about our plans for the launch of the War Thunder Market – an in-game market in which players will be able to buy and sell items. When the Market launches, all players will be able to buy and sell coupons to get user-made camouflages for vehicles, along with other special in-game items. But we’ll go into that in later in this devblog. For now, we’ll tell you about the Market. Let’s go!

The War Thunder Market

The War Thunder Market is a place where players can buy and sell War Thunder items between each other. Payments on the Market are made with a special in-game currency – Gaijin Coins. Gaijin Coins can be purchased for roubles, dollars and other currencies, or earned on the Market itself by selling items earned in the game to other players. The new currency – Gaijin Coins – is necessary so that users from different countries can easily trade with each other. In the future, it will be possible to spend Gaijin Coins not only on the Market, but also in the War Thunder online store – for example, by buying a premium vehicle pack or Golden Eagles.

What you can buy and sell on the Market

Not all in-game items can be bought and sold on the Market. When the Market is launched for trading, trophies with user-made camouflages will be available (we talk more about those below), along with vehicle trophies, which you can buy in the warbond shop or by using coupons for vehicles and camouflages that you can get from those trophies.

New opportunities for user-made camouflages

Previously it was only possible to implement user-made camos for yourself while other players still saw the standard ones, now some user-made camouflages can be seen by all players in battle. User-made camouflages will be among the first goods on the War Thunder in-game market. Specially for the opening of the Market, we’ve implemented new opportunities for user-made content in the game. Once every few weeks, we’ll select a small number of camouflages exhibited on the WT LIVE platform, and they’ll go to the Market and into the Game. You can get a camouflage by unlocking a special trophy. You can get one of these trophies just by playing on a vehicle at rank III or above. In order to unlock a trophy you should purchase a key for it on the Market. Opening a trophy with such a key will credit you with a coupon for a camo. Both the trophy and the coupon can be sold on the Market. But if you use the coupon, the camo will be applied to your vehicle and you won’t be able to sell it on.

Displaying historical camouflages

We also want to note that not all user-made camouflages selected for the Market will be historical. We understand that some players don’t want to see non-authentic camouflages in battle, so we’re adding an option to the game to set which type of camouflages you will be able to see in battle. You can select between displaying only historical skins, semi-historical or all. By default, the camouflage display option will be enabled for showing only historical camouflages, but when you set any non-historical camouflage on a vehicle, the display option will switch to “Any” mode.

How to earn from camouflage creation

A portion of the money received from selling keys will be shared between the authors of the camouflages that can be obtained by opening the trophy. Authors will receive their payments in Gaijin Coins. We plan to let authors earn real money after their camouflages have earned a specific amount of Gaijin Coins by selling their camos. More details regarding this aspect of the Market can be found in the updated WT LIVE Contribution Agreement.

How camouflages are selected

Gaijin employees will select camouflages from among those exhibited on the WT LIVE platform. The criteria used for the selection may include the vehicle’s popularity among players, the quality of the work and how suitable the camouflage is for the game in our view. Authors of camouflages on War Thunder vehicles that want to see their creations in the game and on the Market should follow the basic principles for creating in-game content. For a camouflage to be a contender for addition to the game, it must not contain forbidden symbols or other graphical or textual elements that contradict the game’s rules of conduct, War Thunder’s age rating or international laws.

Of course, don’t forget about quality and continued support for your content, for example if the requirements for camouflage change. Find out how to properly create a camouflage.

For more information, read the full article here!
War Thunder - contact@rockpapershotgun.com (Dominic Tarason)

War Thunder

Despite Gaijin’s free-to-play omni-sim War Thunder starting out exclusively as a game of World War 2 aerial combat, recent years have seen it take the fight to Wargaming’s rolling festival of tankitude, World of Tanks, offering its own accessible yet semi-realistic take on armored ground battles.

Sneaking in just a week before World of Tanks’ v1.0 overhaul, War Thunder has refreshed itself with a shiny new graphics engine and a slew of iconic Cold War era tanks to drive, including that chunky American workhorse; the M1 Abrams.

(more…)

War Thunder - TheShaolinMonk
https://youtu.be/JRJ1YdLyBsw
WAR THUNDER PRESENTS Update 1.77 “Advancing Storm”

Advancing Storm” has brought us a new version of the Dagor engine - 5.0 and with it improved graphics, detailed landscapes and weather effects. Locations are more beautiful and realistic, the sounds are more impressive and we have added two dozen new vehicles including five tanks at the 6th rank: Т-64B, M1 Abrams, Challenger, Leopard 2K and AMX-30 Brenus.

Check out the full list of changes here!

-Here's a taste of what's being introduced!-

Improved graphics and sound

We have greatly improved the graphics! The picture has become more voluminous and textured, the shadows now look more life like and on roads and tracks, after rain there are puddles and mud. Relief detailing has transformed the landscape diversifying the terrain already familiar to the eye and thanks to the new algorithm of smoothing and contact shadows; buildings, grass, foliage and other small details look even better.

Be sure to listen to how cool the reworked sounds in the game are. Each shot is now collected from several sound "layers" so that the sounds of shots become more detailed.

New ground vehicles

A few examples...







The ground vehicles have been reinforced with some of the more iconic tanks from the 70’s and 80’s in the 20th Century : the Soviet T-64B, the American M1 Abrams, the British Challenger, the German Leopard 2K and the French AMX-30B2 Brenus. All of them are distinguished by great weapons, better armour, high speeds and mobility.

The T-64B is armed with a launcher for Cobra guided anti-tank missiles, and the AMX-30B2 Brenus is equipped with dynamic protection. The Leopard 2K is incredibly mobile, has a quick-firing cannon with an excellent stabilizer and will be able to cope with low-flying air targets thanks to a 20mm anti-aircraft gun. The legendary M1 Abrams, the ancestor of current modern US tanks, is becoming the new top of the American research tree. This machine has some of the most advanced military technologies available at the time including crew protection from ammunition fire. Often after an ammunition fire, the crew of the “Abrams” will be able to continue the battle - it’s fantastic!

By the way some of these vehicles are still in service with different nations.

New aircraft

A few more examples...







The German He 177 Greif heavy bomber was created for our game by a player; Daniel Joy_Division__ Zaitsev, under the profit sharing program - Revenue Share. There is also the Martin M.B.5 - a great alternative for the late Spitfire in the British research tree, this will be one of the best prop fighters in the game. Additionally. a new Soviet top aircraft will be introduced with the La-200 which has two jet engines placed one after another.

In total in this update we have added 14 new and updated aircraft models.

There are many other features in update 1.77 “Advancing Storm”! Download and play it now!

Check out the full list of changes here!
War Thunder - TheShaolinMonk
https://youtu.be/JRJ1YdLyBsw
WAR THUNDER PRESENTS Update 1.77 “Advancing Storm”

Advancing Storm” has brought us a new version of the Dagor engine - 5.0 and with it improved graphics, detailed landscapes and weather effects. Locations are more beautiful and realistic, the sounds are more impressive and we have added two dozen new vehicles including five tanks at the 6th rank: Т-64B, M1 Abrams, Challenger, Leopard 2K and AMX-30 Brenus.

Check out the full list of changes here!

-Here's a taste of what's being introduced!-

Improved graphics and sound

We have greatly improved the graphics! The picture has become more voluminous and textured, the shadows now look more life like and on roads and tracks, after rain there are puddles and mud. Relief detailing has transformed the landscape diversifying the terrain already familiar to the eye and thanks to the new algorithm of smoothing and contact shadows; buildings, grass, foliage and other small details look even better.

Be sure to listen to how cool the reworked sounds in the game are. Each shot is now collected from several sound "layers" so that the sounds of shots become more detailed.

New ground vehicles

A few examples...







The ground vehicles have been reinforced with some of the more iconic tanks from the 70’s and 80’s in the 20th Century : the Soviet T-64B, the American M1 Abrams, the British Challenger, the German Leopard 2K and the French AMX-30B2 Brenus. All of them are distinguished by great weapons, better armour, high speeds and mobility.

The T-64B is armed with a launcher for Cobra guided anti-tank missiles, and the AMX-30B2 Brenus is equipped with dynamic protection. The Leopard 2K is incredibly mobile, has a quick-firing cannon with an excellent stabilizer and will be able to cope with low-flying air targets thanks to a 20mm anti-aircraft gun. The legendary M1 Abrams, the ancestor of current modern US tanks, is becoming the new top of the American research tree. This machine has some of the most advanced military technologies available at the time including crew protection from ammunition fire. Often after an ammunition fire, the crew of the “Abrams” will be able to continue the battle - it’s fantastic!

By the way some of these vehicles are still in service with different nations.

New aircraft

A few more examples...







The German He 177 Greif heavy bomber was created for our game by a player; Daniel Joy_Division__ Zaitsev, under the profit sharing program - Revenue Share. There is also the Martin M.B.5 - a great alternative for the late Spitfire in the British research tree, this will be one of the best prop fighters in the game. Additionally. a new Soviet top aircraft will be introduced with the La-200 which has two jet engines placed one after another.

In total in this update we have added 14 new and updated aircraft models.

There are many other features in update 1.77 “Advancing Storm”! Download and play it now!

Check out the full list of changes here!
War Thunder - TheShaolinMonk
https://youtu.be/Q4zh4HQbn5o
In update 1.77 “Advancing Storm” we are updating the sounds for all the MLRS vehicles in the game. Recently, we talked about the major work we have done on the sounds for ground vehicle weapons and the whole sound panorama in ground battles in the upcoming update 1.77 “Advancing Storm”.

Today we would like to let you hear for yourself the reworking of sounds for rocket launcher systems. We have completely reworked the sound of the launching of rockets to make it more realistic. We have updated the sounds for the launching of rockets in all vehicles with MLRS including the famous Katyusha, the deadly Calliope and the magnificent Panzerwerfer 42.

You will be able to compare the sound of your Katyusha which you know from the military newsreels with the in-game sounds very soon in War Thunder update 1.77 “Advancing storm”!

The War Thunder Team
War Thunder - TheShaolinMonk
https://youtu.be/Q4zh4HQbn5o
In update 1.77 “Advancing Storm” we are updating the sounds for all the MLRS vehicles in the game. Recently, we talked about the major work we have done on the sounds for ground vehicle weapons and the whole sound panorama in ground battles in the upcoming update 1.77 “Advancing Storm”.

Today we would like to let you hear for yourself the reworking of sounds for rocket launcher systems. We have completely reworked the sound of the launching of rockets to make it more realistic. We have updated the sounds for the launching of rockets in all vehicles with MLRS including the famous Katyusha, the deadly Calliope and the magnificent Panzerwerfer 42.

You will be able to compare the sound of your Katyusha which you know from the military newsreels with the in-game sounds very soon in War Thunder update 1.77 “Advancing storm”!

The War Thunder Team
War Thunder - TheShaolinMonk


In War Thunder update 1.77 “Advancing Storm”, we present a new system for loading ammo in tanks during battle.

More and more tanks and SPGs with an automatic loading and mechanized ammo racks are coming to War Thunder. Previously, any reloading was based on the following principle: the player could fire all shells from a magazine with little interval between shots, after which they had to wait quite a long time waiting for the magazine to fully reload to be able to fire again. This logic does not reflect the real operating principles of automatic loaders and mechanized ammo racks, so we’ve decided to update this aspect of the game.

The maximum fire rate shown for a tank in the game will be achieved only when using a first-order ammo rack. If shells in the first-order ammo rack run out and are not restocked, then the reloading time will increase when other racks are used .

In War Thunder 1.77 Advancing Storm the maximum rate of fire shown in the vehicle's info card may only be reached if you use a first-order ammo rack (if it’s available). After the first-order ammo rack is emptied, a new shell from another rack will be loaded into the barrel immediately. After this, the mechanized ammo rack or automatic loader will begin reloading. In the process of reloading a first-order ammo rack, events can develop in different ways, depending on whether it is mechanized or not:
  • If the first-order ammo rack is mechanized (the vehicle is equipped with a loading mechanism or mechanized ammo rack) then the vehicle will reload only using this option. Thus, after the first-order ammo rack is spent, a new round from the other ammo racks will be first loaded into it and only then will be loaded into the barrel, then the shot can be fired. Meaning that there are two consequent loading cycles. In case the shot is not taken, then after a time-out the ammo rack is replenished using ammo from other racks. E.g. T-64B ammo replenishment (after the first-order ammo rack is empty) will take 42 seconds instead of 7 (35 to replenish the rack + 7 to load the round)
  • If the vehicle doesn’t have a mechanized first-order ammo rack, then after the first-order ammo rack is empty, a new round from the other ammo racks will be loaded directly into the barrel and the reloading time is increased. If there is no further shot fired, then after a time-out, the ammo rack is replenished by ammo from other racks. The time-out for both scenarios is the same. E.g Abrams M1 with an un-mechanized ammo rack reload time for one round from the first ammo rack takes 5 seconds, if all 25 rounds of the first-order ammo rack are fired then it will take 10 seconds for the reload.
  • If, during the process of first-order ammo rack replenishment there is a shot fired (it doesn’t matter whether it’s mechanized or not), replenishment is interrupted and only ammo that is already in this ammo rack will be used for reloading. When the firing cycle ceases, replenishment will continue after the same time-out.
First-order ammo rack replenishment from other racks is shown as a special (check picture below) on screen indicator . You can follow the reloading process and number of rounds whilst in battle - just press the “x-ray mode” key (“o” by default). Remember that ammo rack allocation is individual to each vehicle and may depend on the location and layout of the loading mechanism and crew.

Any first-order ammo rack has the highest priority for resupply, thus when the ammo rack is empty or almost empty, ammo will be stocked there first (when a player is on the cap zone) and then subsequently, to the other racks. Also as long as the ammo is not spent and any fire is ceased, remaining ammo will always be loaded in the first-order ammo rack.



The first vehicles that will receive first-order ammo rack functionality are:

Leopard 1, Leopard A1A1, M46/M46 Tiger, M47/mKPz.47, M48A1, MBT-70/KPz-70, M60/M60A1 (AOS)/M60A1 RISE (P), T95E1, STB, Type 74, Centurion Mk.10, Vickers MBT, Т-54 (all modifications), Т-55А, Т-62, IS-3, Object 906, FV4004, Conqueror, Object 268, Object 120, SU-122-54, AMX-30 (all modifications), Chieftain (all modifications).

These changes make any operation of automatic loaders and mechanized first-order ammo racks more logical, and tank commanders will have new options for battle tactics based on the reloading features of their vehicle and the enemy vehicles.

On some vehicles (basically vehicles of rank 5 and 6 in the game) there are no special recesses for convenient storage and subsequent shifting of shells (move the shell from one recess to another) other than to juggle the ammunition in the crew area which would be impractical . For such vehicles, charging ammunition location will not be possible.

The War Thunder Team
War Thunder - TheShaolinMonk


In War Thunder update 1.77 “Advancing Storm”, we present a new system for loading ammo in tanks during battle.

More and more tanks and SPGs with an automatic loading and mechanized ammo racks are coming to War Thunder. Previously, any reloading was based on the following principle: the player could fire all shells from a magazine with little interval between shots, after which they had to wait quite a long time waiting for the magazine to fully reload to be able to fire again. This logic does not reflect the real operating principles of automatic loaders and mechanized ammo racks, so we’ve decided to update this aspect of the game.

The maximum fire rate shown for a tank in the game will be achieved only when using a first-order ammo rack. If shells in the first-order ammo rack run out and are not restocked, then the reloading time will increase when other racks are used .

In War Thunder 1.77 Advancing Storm the maximum rate of fire shown in the vehicle's info card may only be reached if you use a first-order ammo rack (if it’s available). After the first-order ammo rack is emptied, a new shell from another rack will be loaded into the barrel immediately. After this, the mechanized ammo rack or automatic loader will begin reloading. In the process of reloading a first-order ammo rack, events can develop in different ways, depending on whether it is mechanized or not:
  • If the first-order ammo rack is mechanized (the vehicle is equipped with a loading mechanism or mechanized ammo rack) then the vehicle will reload only using this option. Thus, after the first-order ammo rack is spent, a new round from the other ammo racks will be first loaded into it and only then will be loaded into the barrel, then the shot can be fired. Meaning that there are two consequent loading cycles. In case the shot is not taken, then after a time-out the ammo rack is replenished using ammo from other racks. E.g. T-64B ammo replenishment (after the first-order ammo rack is empty) will take 42 seconds instead of 7 (35 to replenish the rack + 7 to load the round)
  • If the vehicle doesn’t have a mechanized first-order ammo rack, then after the first-order ammo rack is empty, a new round from the other ammo racks will be loaded directly into the barrel and the reloading time is increased. If there is no further shot fired, then after a time-out, the ammo rack is replenished by ammo from other racks. The time-out for both scenarios is the same. E.g Abrams M1 with an un-mechanized ammo rack reload time for one round from the first ammo rack takes 5 seconds, if all 25 rounds of the first-order ammo rack are fired then it will take 10 seconds for the reload.
  • If, during the process of first-order ammo rack replenishment there is a shot fired (it doesn’t matter whether it’s mechanized or not), replenishment is interrupted and only ammo that is already in this ammo rack will be used for reloading. When the firing cycle ceases, replenishment will continue after the same time-out.
First-order ammo rack replenishment from other racks is shown as a special (check picture below) on screen indicator . You can follow the reloading process and number of rounds whilst in battle - just press the “x-ray mode” key (“o” by default). Remember that ammo rack allocation is individual to each vehicle and may depend on the location and layout of the loading mechanism and crew.

Any first-order ammo rack has the highest priority for resupply, thus when the ammo rack is empty or almost empty, ammo will be stocked there first (when a player is on the cap zone) and then subsequently, to the other racks. Also as long as the ammo is not spent and any fire is ceased, remaining ammo will always be loaded in the first-order ammo rack.



The first vehicles that will receive first-order ammo rack functionality are:

Leopard 1, Leopard A1A1, M46/M46 Tiger, M47/mKPz.47, M48A1, MBT-70/KPz-70, M60/M60A1 (AOS)/M60A1 RISE (P), T95E1, STB, Type 74, Centurion Mk.10, Vickers MBT, Т-54 (all modifications), Т-55А, Т-62, IS-3, Object 906, FV4004, Conqueror, Object 268, Object 120, SU-122-54, AMX-30 (all modifications), Chieftain (all modifications).

These changes make any operation of automatic loaders and mechanized first-order ammo racks more logical, and tank commanders will have new options for battle tactics based on the reloading features of their vehicle and the enemy vehicles.

On some vehicles (basically vehicles of rank 5 and 6 in the game) there are no special recesses for convenient storage and subsequent shifting of shells (move the shell from one recess to another) other than to juggle the ammunition in the crew area which would be impractical . For such vehicles, charging ammunition location will not be possible.

The War Thunder Team
War Thunder - TheShaolinMonk


In War Thunder update 1.77 Advancing Storm, we are launching the long-awaited branch of Reggiane Italian fighters. Say hello to the first model – the Re.2000 serie 1!

Entering the Italian Royal Air Force contest to design a new fighter with a radial engine and large-caliber armament was a new experience for Reggiane. This Italian engineering company had previously only worked on large bombers. However, engineers Roberto Longhi and Antonio Alessio were confident that they could bring something new to the table. The construction of the monoplane fighter they designed for the contest was made from aluminum alloy and inspired by the American Seversky P-35 project. The Re.2000, as its creators called it, underwent extensive testing at the end of the summer in 1939. The fighter demonstrated superb flight and speed qualities compared to the other contest entries. When pitted against the Bf 109 E, the landmark German fighter of its time, the Re.2000 proved more maneuverable. Surprisingly, the metal monoplane even outflew the agile Fiat CR.42 biplane in testing! However, the Re.2000 ultimately lost the contest for serial production for the Italian air force – testing revealed leakage problems in the fuel tanks. Foreign customers expressed keen interest in the aircraft – the British ordered 300 units for the RAF (of course, the order was canceled when Italy joined the war), and Finland, Yugoslavia, Switzerland, and Portugal were also interested. Sweden purchased 60 units of the model and Hungary purchased 70 units and a production license (the Hungarian versions were given the designation “Héja”). The design of the first Re.2000 fighter series was the basis for future developments at Reggiane, being more successful than its ill-fated predecessor.





You've got to try this pleasingly responsive aircraft in War Thunder update 1.77 Advancing Storm! We are definitely going to keep adding to the Reggiane fighter branch in coming updates. See you on the battlefield!

For more information, read the full Dev Blog article on the Official War Thunder Forums!
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