War Thunder - TheShaolinMonk
https://youtu.be/phGQGIct1Oo
In clashes between three of the major military powers of the 21st century, players will battle against each other in combat in the some of the world’s most powerful nuclear submarines. The three dimensional depths of the ocean, realistic physics and modern strategic weaponry will become available this weekend! All players will be able to take part in the initial first test.

The test session will be held from 12:00 GMT on March 31st until 12:00 GMT on April 3rd

In the test version of the game, players will be able to try modern nuclear submarines from the three major military powers, the United States, Great Britain and Russia, where each vessel is armed with a unique selection of guided torpedoes and missiles.

The test will be held in a location inspired by the Spitzbergen ocean area, players will battle to capture one of the strategic zones, and once it’s captured cruise or ballistic missiles will be launched.



Among the powerful armament of the Russian Yasen-class, for example, are the destructive 3M-14K ‘Kalibr’ anti-ship and land-attack cruise missiles, famous from their presence in recent conflicts. The only British nuclear missile platform Vanguard-class, excels in its guided anti-submarine torpedo armament, and at a weight of 2 tons each boasts unparallelled anti-submarine power. The American Virginia-class may have less potent torpedoes on offer, but more than makes up for it with nuclear warheads, each with a yield of up to 200 kilotons, fitted on dozens of the famous Tomahawk missiles.

Silent Thunder aims for a completely new vehicular combat experience. Deep down below in the darkest depths of the world’s oceans, players will have to navigate and detect enemies using sonar and other detection devices, while trying to stay hidden from the ever watchful eyes of their enemies. The slightest sound can reveal their location - so players need to be careful when activating their active sonar, firing a torpedo, even scraping their outer hull against a rock or iceberg can give the game away. This is a game for true naval tacticians!

Break the chilling silence in the Arctic Ocean this weekend!



Want more information about the submarines? Check out our latest Dev Blogs!

The Silent Thunder Team
War Thunder - TheShaolinMonk
https://youtu.be/phGQGIct1Oo
In clashes between three of the major military powers of the 21st century, players will battle against each other in combat in the some of the world’s most powerful nuclear submarines. The three dimensional depths of the ocean, realistic physics and modern strategic weaponry will become available this weekend! All players will be able to take part in the initial first test.

The test session will be held from 12:00 GMT on March 31st until 12:00 GMT on April 3rd

In the test version of the game, players will be able to try modern nuclear submarines from the three major military powers, the United States, Great Britain and Russia, where each vessel is armed with a unique selection of guided torpedoes and missiles.

The test will be held in a location inspired by the Spitzbergen ocean area, players will battle to capture one of the strategic zones, and once it’s captured cruise or ballistic missiles will be launched.



Among the powerful armament of the Russian Yasen-class, for example, are the destructive 3M-14K ‘Kalibr’ anti-ship and land-attack cruise missiles, famous from their presence in recent conflicts. The only British nuclear missile platform Vanguard-class, excels in its guided anti-submarine torpedo armament, and at a weight of 2 tons each boasts unparallelled anti-submarine power. The American Virginia-class may have less potent torpedoes on offer, but more than makes up for it with nuclear warheads, each with a yield of up to 200 kilotons, fitted on dozens of the famous Tomahawk missiles.

Silent Thunder aims for a completely new vehicular combat experience. Deep down below in the darkest depths of the world’s oceans, players will have to navigate and detect enemies using sonar and other detection devices, while trying to stay hidden from the ever watchful eyes of their enemies. The slightest sound can reveal their location - so players need to be careful when activating their active sonar, firing a torpedo, even scraping their outer hull against a rock or iceberg can give the game away. This is a game for true naval tacticians!

Break the chilling silence in the Arctic Ocean this weekend!



Want more information about the submarines? Check out our latest Dev Blogs!

The Silent Thunder Team
War Thunder - TheShaolinMonk


In one of the next updates, we will add many improvements to the "Enduring Confrontation” mode.

Front Line: the Old System

In this screenshot, you can see the front line in its current form. This is the way it’s been ever since the mechanic was introduced to the game.

The red squares mark the sectors of the map that represent the actual position of the front line. The reddish-blue line on the map is nothing more than a convenient visualisation of the actual state of affairs.

With the current implementation of the front line mechanic, the game doesn’t know anything about whether a given square on the map belongs to one side of the conflict or the other. It just keeps track of the “front line” squares – seven separate map sectors. As a result, ground vehicles can spawn in the enemy’s territory, especially in situations where the front line has advanced a long way forward or backward in a certain map sector. This is especially relevant for squares the front line is passing through.

Additionally, in its current implementation, the front line can only move in two directions: left or right (the principle is the same for maps where the front line moves horizontally – it can only move up or down). As we can observe in the attached screenshot, this state of affairs leads to horizontal breaks, and the front itself only shifts in one of the two possible dimensions, which makes it impossible to depict encircling maneuvers or other complex front line paradigms.



Front Line: the New System



The new system unambiguously determines the side of the conflict to which every map sector belongs. It also makes use of the “not used” state – in Sicily, this applies to ocean sectors which do not have any additional colour applied to them.

In this screenshot, the map sectors controlled by the German army are marked in blue (in this case we’re fighting on the German side), and the Allied sectors are in red. This division by colour has been added to the screenshot for the sake of clarity. It won’t be used in the game.

The new implementation of the front line solves several problems at once. One of these problems is unit placement: as you can see, although the outline of the front line in the screenshot is rather complex, both teams’ units are placed on the map correctly, each on their own side.

The reddish-blue visualisation line is now drawn along the exact front line, and the front line itself is now a barrier between two sectors belonging to the different sides.

In addition, the front line can now move in two dimensions – it can shift either horizontally or vertically in any mission:

In the above screenshot you can see Germany attacking Ally-controlled sector D-4 from Axis-controlled C-4. If Germany wins the land battle it will capture several adjacent sectors belonging to the Allied troops.

When a land battle is generated, in the case of a “vertical” attack like this, the units from both sides will still be placed as though the attack were being conducted horizontally, but in subsequent updates, additional zones will be added that will allow units to be placed more correctly. Since these zones will have to be added to all existing mission and all potential options for the positioning of ground battles within them, adding them is going to be a time-intensive process.

In future updates to this mode, we are planning to make it possible for encircling maneuvers to have a real impact on the course of the game and for missions to react accordingly. We are also planning to add new templates corresponding to this state (such as supplying the surrounded forces).



Controlling Airspace

In this screenshot, you can see the letter A in sector E-4 next to the front line:



This is a new PvP template called "Air Supremacy." It is intended for fighters. Objective like this will appear in various areas near the front line from time to time. They represent an air zone the size of a map sector with an altitude of 6,000 meters. The team that captures this zone in an air battle will complete the objective. The teams will have 15 minutes to complete this objective, and it takes a single aircraft 450 seconds (from neutral state - grey) to capture the zone, with the speed of capturing the point being proportional to the number of aircraft attempting to capture it. A side can only capture the zone if there are no enemy aircraft at all (not counting AI planes) within it.

If the time for the objective runs out, the zone disappears, and both teams fail the objective. Right now, the time left to complete the objective is not displayed anywhere, but we are planning to create a timer showing the time left for a specific objective directly in the text of the objective in the log.

If one of the teams captures the zone, that team completes the objective and earns extra victory points. After a while, a land battle will also begin in this sector in which the team that captured the air zone will be the attacking side. If Germany (the blue side) captures the air zone in the example provided, after a while Germany’s ground forces will begin an attack from E-4 in one of three potential directions: D-4, E-5, or F-4. If the Allied players (the red team) capture the zone, an Allied attack will be conducted against E-4 from D-4, E-5, or F-4. Attack aircraft pilots will thus be able to predict likely areas in which a large number of ground troops will be stationed and prepare in advance.

Changes to Objectives for Bombers

When enemy airfields are found, objectives to destroy them will no longer be displayed in the log. We assume that bomber pilots are pretty used to the symbols on the map and understand that these symbols alone mean that the targets are available. Nevertheless, destroying airfields will still earn victory points for the team and rewards for the players. This change will allow bombers to focus less on airfields and free up space in the log (which, depending on graphical settings, frequently does not fit on many players’ HUDs) so that less obvious and repeating objectives can be shown there. Bombers will still be given objectives to destroy bases as before.

Aircraft Carriers

An Allied aircraft carrier that acts as a sort of fourth airfield has been added to the Sicily map. The aircraft carrier doesn’t stay idle, but sails along the coastline and around the destroyers. If the aircraft carrier is destroyed, it will respawn after a while at the edge of the map and gradually return to its original route. The aircraft carrier has three lives, after which it will not respawn.

[Enduring Confrontation] Sector of Montmedy

A new confrontation that adds battles on the Franco-Belgian border, where German troops crossed the Maginot Line.

Wind has been added to this mission for testing purposes (northeasterly, 4-8 meters per second).
War Thunder - TheShaolinMonk


In one of the next updates, we will add many improvements to the "Enduring Confrontation” mode.

Front Line: the Old System

In this screenshot, you can see the front line in its current form. This is the way it’s been ever since the mechanic was introduced to the game.

The red squares mark the sectors of the map that represent the actual position of the front line. The reddish-blue line on the map is nothing more than a convenient visualisation of the actual state of affairs.

With the current implementation of the front line mechanic, the game doesn’t know anything about whether a given square on the map belongs to one side of the conflict or the other. It just keeps track of the “front line” squares – seven separate map sectors. As a result, ground vehicles can spawn in the enemy’s territory, especially in situations where the front line has advanced a long way forward or backward in a certain map sector. This is especially relevant for squares the front line is passing through.

Additionally, in its current implementation, the front line can only move in two directions: left or right (the principle is the same for maps where the front line moves horizontally – it can only move up or down). As we can observe in the attached screenshot, this state of affairs leads to horizontal breaks, and the front itself only shifts in one of the two possible dimensions, which makes it impossible to depict encircling maneuvers or other complex front line paradigms.



Front Line: the New System



The new system unambiguously determines the side of the conflict to which every map sector belongs. It also makes use of the “not used” state – in Sicily, this applies to ocean sectors which do not have any additional colour applied to them.

In this screenshot, the map sectors controlled by the German army are marked in blue (in this case we’re fighting on the German side), and the Allied sectors are in red. This division by colour has been added to the screenshot for the sake of clarity. It won’t be used in the game.

The new implementation of the front line solves several problems at once. One of these problems is unit placement: as you can see, although the outline of the front line in the screenshot is rather complex, both teams’ units are placed on the map correctly, each on their own side.

The reddish-blue visualisation line is now drawn along the exact front line, and the front line itself is now a barrier between two sectors belonging to the different sides.

In addition, the front line can now move in two dimensions – it can shift either horizontally or vertically in any mission:

In the above screenshot you can see Germany attacking Ally-controlled sector D-4 from Axis-controlled C-4. If Germany wins the land battle it will capture several adjacent sectors belonging to the Allied troops.

When a land battle is generated, in the case of a “vertical” attack like this, the units from both sides will still be placed as though the attack were being conducted horizontally, but in subsequent updates, additional zones will be added that will allow units to be placed more correctly. Since these zones will have to be added to all existing mission and all potential options for the positioning of ground battles within them, adding them is going to be a time-intensive process.

In future updates to this mode, we are planning to make it possible for encircling maneuvers to have a real impact on the course of the game and for missions to react accordingly. We are also planning to add new templates corresponding to this state (such as supplying the surrounded forces).



Controlling Airspace

In this screenshot, you can see the letter A in sector E-4 next to the front line:



This is a new PvP template called "Air Supremacy." It is intended for fighters. Objective like this will appear in various areas near the front line from time to time. They represent an air zone the size of a map sector with an altitude of 6,000 meters. The team that captures this zone in an air battle will complete the objective. The teams will have 15 minutes to complete this objective, and it takes a single aircraft 450 seconds (from neutral state - grey) to capture the zone, with the speed of capturing the point being proportional to the number of aircraft attempting to capture it. A side can only capture the zone if there are no enemy aircraft at all (not counting AI planes) within it.

If the time for the objective runs out, the zone disappears, and both teams fail the objective. Right now, the time left to complete the objective is not displayed anywhere, but we are planning to create a timer showing the time left for a specific objective directly in the text of the objective in the log.

If one of the teams captures the zone, that team completes the objective and earns extra victory points. After a while, a land battle will also begin in this sector in which the team that captured the air zone will be the attacking side. If Germany (the blue side) captures the air zone in the example provided, after a while Germany’s ground forces will begin an attack from E-4 in one of three potential directions: D-4, E-5, or F-4. If the Allied players (the red team) capture the zone, an Allied attack will be conducted against E-4 from D-4, E-5, or F-4. Attack aircraft pilots will thus be able to predict likely areas in which a large number of ground troops will be stationed and prepare in advance.

Changes to Objectives for Bombers

When enemy airfields are found, objectives to destroy them will no longer be displayed in the log. We assume that bomber pilots are pretty used to the symbols on the map and understand that these symbols alone mean that the targets are available. Nevertheless, destroying airfields will still earn victory points for the team and rewards for the players. This change will allow bombers to focus less on airfields and free up space in the log (which, depending on graphical settings, frequently does not fit on many players’ HUDs) so that less obvious and repeating objectives can be shown there. Bombers will still be given objectives to destroy bases as before.

Aircraft Carriers

An Allied aircraft carrier that acts as a sort of fourth airfield has been added to the Sicily map. The aircraft carrier doesn’t stay idle, but sails along the coastline and around the destroyers. If the aircraft carrier is destroyed, it will respawn after a while at the edge of the map and gradually return to its original route. The aircraft carrier has three lives, after which it will not respawn.

[Enduring Confrontation] Sector of Montmedy

A new confrontation that adds battles on the Franco-Belgian border, where German troops crossed the Maginot Line.

Wind has been added to this mission for testing purposes (northeasterly, 4-8 meters per second).
War Thunder - TheShaolinMonk


From now until 07:00 GMT on the 26th of March

This weekend in the sky and on the ground the melee will be ruled by large calibres!

Everyone who has already researched any vehicle of rank III or higher can participate to the event “Large Calibre”. Victory will go to the team which is first to achieve 100 frags. The number of respawns is not limited. And there are no other rules!

Large Calibres (aircraft AB)

In this event in the sky over Khalkhin-Gol, go head to head in unforgiving aerial battles with only the hard-hitting aircraft, 37mm cannons or higher. Destroy the enemy and lead your team to victory!

Participating vehicles:▼
  • A-26B-10
  • Pokryshkin’s P-39N-0
  • P-39K-1 (USSR)
  • P-39N-0
  • P-39Q-5
  • P-63A-10
  • P-63A-10 (USSR)
  • P-63A-5
  • P-63A-5 (USSR)
  • P-63C-5
  • P-63C-5 (USSR)
  • P-39Q-15 (USSR)
  • Me 410A-1/U4
  • Me 410B-2/U4
  • Ju 87G-1
  • Ju 87G-2
  • Hs 129B-3
  • XA-38 Grizzly
  • Yak-9T
  • Yak-9K
  • Yak-9P
  • Su-6 (M-71F)
  • Su-6 (AM-42)
  • Tempest Mk.V (Vickers P)
  • Hurricane Mk.IV
  • Mosquito FB Mk.XVIII
  • Ki-102 otsu
  • Ki-96
  • Ki-44-II otsu
  • Ki-45 otsu
  • Ki-45 tei
  • Ki-45 hei
  • Ki-108
  • Ki-109
  • Yak-9UT
  • P.108A series 2
  • Yak-3T
  • LaGG-3-34
    I
  • l-2-37
  • PBJ-1H
  • P-63C-5 (France)
  • Yak-9T (France)
Large Calibres (ground vehicles, AB)

The event takes place in the “Tunisia” location with the format of team deathmatch for tanks with 100mm calibre cannons or higher.

Participating vehicles :▼
  • M4A3 (105)
  • Dicker Max
  • Brummbär
  • KV-II 754r (Germany)
  • StuH 42 G
  • КВ-2 1939
  • KV-2 1940
  • SU-152
  • SU-122
  • SU-100Y
  • Ho-Ro
  • Chi-Ha Short Gun
[Enduring Confrontation] Zhengzhou (RB)

This is a classic confrontation in RB with historical vehicle line-ups from the Soviet and Japanese vehicles.

A reward for the battle will be given after the end of the mission. It is now possible to perform achievements in the event - for example to unlock camouflages.

Participating vehicles :▼

USSR
  • Yak-7B
  • Yak-9
  • Yak-9T
  • Yak-9U
  • Yak-9UT
  • LaGG-3-35
  • La-7
  • La-7B-20
  • P-63A-5
  • Il-10
  • Il-2M type 3
  • Pe-2-205
  • Pe-2-359
  • Tu-2S
  • Il-4
Japan
  • Ki-43-I
  • Ki-43-II
  • Ki-43-III otsu
  • Ki-84 hei
  • Ki-84 ko
  • Ki-84 otsu
  • J2M2
  • J2M3
  • J2M4 Kai
  • J2M5
  • J2M5
  • Ki-45 hei
  • Ki-45 ko
  • Ki-45 otsu
  • Ki-45 tei
  • Ki-49-IIb
  • Ki-49-IIb/L
  • G4M1
The War Thunder Team
War Thunder - TheShaolinMonk


From now until 07:00 GMT on the 26th of March

This weekend in the sky and on the ground the melee will be ruled by large calibres!

Everyone who has already researched any vehicle of rank III or higher can participate to the event “Large Calibre”. Victory will go to the team which is first to achieve 100 frags. The number of respawns is not limited. And there are no other rules!

Large Calibres (aircraft AB)

In this event in the sky over Khalkhin-Gol, go head to head in unforgiving aerial battles with only the hard-hitting aircraft, 37mm cannons or higher. Destroy the enemy and lead your team to victory!

Participating vehicles:▼
  • A-26B-10
  • Pokryshkin’s P-39N-0
  • P-39K-1 (USSR)
  • P-39N-0
  • P-39Q-5
  • P-63A-10
  • P-63A-10 (USSR)
  • P-63A-5
  • P-63A-5 (USSR)
  • P-63C-5
  • P-63C-5 (USSR)
  • P-39Q-15 (USSR)
  • Me 410A-1/U4
  • Me 410B-2/U4
  • Ju 87G-1
  • Ju 87G-2
  • Hs 129B-3
  • XA-38 Grizzly
  • Yak-9T
  • Yak-9K
  • Yak-9P
  • Su-6 (M-71F)
  • Su-6 (AM-42)
  • Tempest Mk.V (Vickers P)
  • Hurricane Mk.IV
  • Mosquito FB Mk.XVIII
  • Ki-102 otsu
  • Ki-96
  • Ki-44-II otsu
  • Ki-45 otsu
  • Ki-45 tei
  • Ki-45 hei
  • Ki-108
  • Ki-109
  • Yak-9UT
  • P.108A series 2
  • Yak-3T
  • LaGG-3-34
    I
  • l-2-37
  • PBJ-1H
  • P-63C-5 (France)
  • Yak-9T (France)
Large Calibres (ground vehicles, AB)

The event takes place in the “Tunisia” location with the format of team deathmatch for tanks with 100mm calibre cannons or higher.

Participating vehicles :▼
  • M4A3 (105)
  • Dicker Max
  • Brummbär
  • KV-II 754r (Germany)
  • StuH 42 G
  • КВ-2 1939
  • KV-2 1940
  • SU-152
  • SU-122
  • SU-100Y
  • Ho-Ro
  • Chi-Ha Short Gun
[Enduring Confrontation] Zhengzhou (RB)

This is a classic confrontation in RB with historical vehicle line-ups from the Soviet and Japanese vehicles.

A reward for the battle will be given after the end of the mission. It is now possible to perform achievements in the event - for example to unlock camouflages.

Participating vehicles :▼

USSR
  • Yak-7B
  • Yak-9
  • Yak-9T
  • Yak-9U
  • Yak-9UT
  • LaGG-3-35
  • La-7
  • La-7B-20
  • P-63A-5
  • Il-10
  • Il-2M type 3
  • Pe-2-205
  • Pe-2-359
  • Tu-2S
  • Il-4
Japan
  • Ki-43-I
  • Ki-43-II
  • Ki-43-III otsu
  • Ki-84 hei
  • Ki-84 ko
  • Ki-84 otsu
  • J2M2
  • J2M3
  • J2M4 Kai
  • J2M5
  • J2M5
  • Ki-45 hei
  • Ki-45 ko
  • Ki-45 otsu
  • Ki-45 tei
  • Ki-49-IIb
  • Ki-49-IIb/L
  • G4M1
The War Thunder Team
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.

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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!
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