Nov 24, 2020
War Thunder - Squier

  • A bug which would cause naval vessel crews to be blocked in battle has been fixed.
  • A bug which would cause the decals of one vehicle in a player’s vehicle setup to appear on another vehicle from the same setup has been fixed.
Interface
  • The vehicle menu is now available with the right mouse button.
  • A bug that stopped decal turning with a gamepad in the customization menu has been fixed.
  • A bug that showed the ‘Torpedo travel depth ’ option for all naval vessels has been fixed. This option is now only available to torpedo-equipped vessels.
Aircraft and helicopter model, damage model, characteristic and weaponry changes
  • T-2 — A bug with incorrect positioning of ordnance in the gun pod weaponry has been changed from 2x AIM-9E, to 5x 500-fn.
  • He 111 H-16 — The guidance angle for the rear lower defensive turret has been fixed. The vertical guidance area has been corrected to -75 degrees.
  • M.B.175T — A bug where the MG 151 offensive cannons were not classified as large-calibre weapons has been fixed.
Flight model changes
  • Ju 88A-4/C-6 — A bug with underestimated engine running time at 100% throttle position has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
War Thunder - TheShaolinMonk
  • A bug which would cause naval vessel crews to be blocked in battle has been fixed.
  • A bug which would cause the decals of one vehicle in a player’s vehicle setup to appear on another vehicle from the same setup has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
War Thunder - TheShaolinMonk
https://youtu.be/_DbeRYnUv1Q
A new version of the Dagor Engine, new visual effects, the first battleships, new AI aircraft carriers, VTOL aircraft and much more!.

Dagor Engine 6.0

Major changes in the visual effects in aircraft come to War Thunder: New graphics for shots and explosions, new physics of fire and improved aircraft destruction!

New Skies


Dagor Engine 6.0


New effects


Aircraft

The first vertical take-off and landing aircraft are coming to the game, with the Harrier for the UK and USA, and the YaK-38 for the USSR.

Yak-38


Harrier


New tanks

14 new or upgraded tanks, including the long-awaited T-90A

Leopard 2A6


M1128 Stryker MGS


Fleet

Complete rework of the naval forces progression system, and the introduction of the very first Dreadnoughts

AI Aircraft carriers


Dreadnoughts


Check out the full list of changes here! Check out this article on the Official War Thunder Website here!
War Thunder - TheShaolinMonk


A new version of the Dagor engine, the first battleships, new aircraft carriers, new sky, vertical take-off aircraft and many other important changes.

New Dagor 6.0 engine version

Updated explosion and gunfire effects, physics of fires and aircraft destruction. Reliable traces of projectiles hitting objects in the game world have been implemented. Added visually reliable sky effects, clouds of different types, fog, sunlight scattering and much more.
  • The graphical Dagor game engine has been updated to version 6.0.
  • Update of atmospheric and weather conditions, clouds, fog and light processing. Read more in our devblog.
  • New visual effects for aircraft: reworked gunshot flashes, jet engine effects, effects of aircraft shells and bomb hits, fire effects and destruction of aircraft. Read more in our devblog.
  • The traces of shell hits on ground vehicles have been reworked and improved. On already destroyed and burning ground vehicles, an internal fire can now be seen through gaps. The shape of the penetration now depends on the angle of impact. Armour-piercing shells stuck in the tank’s armour when not pierced completely have been added.
  • New firing effects for ground vehicle machine guns and automatic cannons for calibres between 7.5 and 30mm.
  • For nVidia GPUs of the RTX2000 and RTX3000 series support for DLSS has been added.

Aircraft

Vertical take-off and landing aircraft have been added to the game: A British attack aircraft with the Harrier’s innovative thrust vector deflection technology and the deck Soviet Yak-38 attack aircraft.

USA
  • AV-8A Harrier (Premium)
  • AV-8C Harrier
Germany
  • Bf 110 G-4
  • P-47D-16 RE (premium)
Japan
  • Mitsubishi F-1
USSR
  • MiG-21 bis
  • Yak-38 (Premium)
  • Yak-38M
Great Britain
  • Harrier GR.1 (Premium)
  • Harrier GR.3
Sweden
  • SK60B
China
  • Q-5A/B
  • P-47D-23 RE
Italy
  • F.C.20 Bis
France
  • P-47D-22 RE (premium)

Armoured vehicles

14 new and updated tank models, including the long-awaited T-90A.

USA
  • M1128
USSR
  • T-72AВ (TURMS-T) (premium)
  • T-90А
Germany
  • Leopard 1A5
  • FlaRakRad
  • Leopard 2A6
Great Britain
  • VFM5
Japan
  • Type 74 F
China
  • PTZ89
Italy
  • Leopard 1A5
  • Celere Sahariano (premium)
France
  • Lorraine 37L
  • Leclerc S2
  • Sweden
  • Strv 122B PLSS

Fleet

Vessels from all the in-game nations have been divided into two separate trees with the traditional vertical research mechanics - coastal and blue-water fleet. The first battleships arrive in the game, as well as the long-awaited aircraft carriers HMS Ark Royal, USS Forrestal and the “Baku”.

USA
  • USS North Dakota (BB-29)
  • USS New Orleans (CA-32)
  • USS Welborn (DD-195) (premium)
  • USS Moffett (DD-362) (premium)
Great Britain
  • HMS Dreadnought
  • HMS Colossus
  • Montgomery (G95) (premium)
  • Class J (leader) (premium)
Japan
  • IJN Ikoma
  • IJN Settsu
  • IJN Satsuki (premium)
Germany
  • SMS Westfalen
  • SMS Helgoland
  • Type 1924 Luchs (premium)
USSR
  • Imperatritsa Mariya
  • Poltava
  • Kerch (premium)
  • Zheleznyakov (premium)
Italy
  • Aquilone (premium)

New missions and locations

New hangars for all vehicle types as well as new locations and missions.

  • Aircraft location “City”.
  • Aircraft AB mission in the location “City”: “Ground Strike: City”.
  • Aircraft RB mission on the location “City”: “Operation: City”
  • New hangar.

Location and mission updates
  • The aircraft RB mission in the AB location “Rice Terraces” has been reworked.
Changes in ‘test flight’ missions:
  • New test flight mission for carrier-based jets for USA, Britain and USSR.
  • Models for aircraft carriers in test flight missions for the modern US and British jet aircraft have been changed.
  • New test flight for the Ka-29.
  • New targets in the test missions for ships with large tonnage.
The size of the following naval location has been increased to 128 km (added more sea area along the edges of the location):
  • Honolulu - The island previously was located within range of the location borders and couldn’t be bypassed - now it is possible to bypass it.
  • Saipan
  • Peleliu - A large part of the islands were placed on the edge of the map and it wasn’t possible to bypass them or to locate mission objects on them.
Changes in aircraft AB missions (3rd and final reworking stage):
  • "Ground Strike" Iron Range
  • "Ground Strike" Fjords
  • "Ground Strike" Irland
  • "Ground Strike" Greece
  • "Ground Strike" Moscow
  • "Ground Strike" Normandy
  • "Ground Strike" Green Ridge
  • "Ground Strike" Norway
  • "Ground Strike" Poland
  • "Ground Strike" Rice Terraces
  • "Ground Strike" Top of the World
  • "Ground Strike" Spain
  • "Ground Strike" Guiana Highlands
For part of these missions the airfields have been relocated to new places to keep them away from the mission centre and to reduce the impact of airfield air defense on the mission. 
List of changes:
  • The automatic feature in the destruction of AI vehicles has been disabled. New AI vehicles will appear - ground attackers that spawn for every team and destroy AI ground vehicles. Also in these missions the number of ground vehicles has been increased and both heavy vehicles (dots and tanks) and light vehicles (artillery, anti-aircraft guns and trucks) will be counted as victory points. Previously, destruction of light vehicles didn’t affect victory points.
  • Airfield models have been changed to a new 1700 metres long model.
  • AI vehicle counters have been disabled. In fact, previously they duplicated the victory point lines, but might not depict the actual required number of vehicles for victory, for example when bombing zones were destroyed.
  • Destruction of player-controlled aircraft now gives victory points.
  • Number of AI anti-aircraft guns has been reduced.
  • Troops have been redistributed to make the mission more “even” without being too crowded.
Enduring Confrontation
  • New mission in the aircraft location “Peleliu” with 4 ports on each side. Due to the nature of the landscape it is assumed that it will be reasonable for boats.
  • Vessels used by AI in naval enduring confrontation, the number of the small-medium calibre anti-aircraft guns has been changed to reduce FPS drops in the ports or in convoys (ships under the player’s control will not be affected). Cargo ships and destroyers now have 2 anti-aircraft guns of small and medium calibre and cruisers have 4. The number of large calibre anti-aircraft guns haven’t been changed. The tests showed a significant FPS increase compared to the situation on the production server.
  • Ports in the naval enduring confrontation are now protected by anti-torpedo nets: any torpedos crossing the port border will now detonate. 
Ground Vehicle model, damage model, characteristic and weaponry changes:
  • The size of the vignette has been reduced for a self-propelled anti-aircraft gun sight and default sights for ground vehicles. 
  • M1A2 - The M829A1 shell has been added to ammo loadout.
  • Challenger 2 (2F) - The L27A1 shell has been added to ammo loadout.
  • Pz.II C - The armour scheme of the hull and turret has been clarified. Armour scheme is now more detailed. Sources: Die Panzer-Kampfwagen I und II und ihre Abarten // Panzerkampfwagen II Ausf.a/1, a/2, a/3, b, c, A, B and C: Development and Production From 1934 to 1940.
  • 2С6 - 9М311-1М rocket has been added to the ammunition loadout.
  • Maus, E100 - 12.8/8.8 Pzgr.-TS shell has been added to the ammunition loadout.
  • ARL44 - Values on the armour thickness for the hull and turret have been specified. Source: Notice technique du char de transition ARL-44 France 1944
  • FlaRakPz.1, AMX-30 Roland - Guidance speeds have been changed: from 45 to 85 degrees per minute in horizontal guidance and from 25 to 40 degrees per minute in vertical guidance. Reloading time has been changed from 10 to 5 seconds. Source: Flugabwehrpanzer, Geschichte und heutiger Stand.
  • The following ground vehicle shells have been converted to a more accurate fragmentation scheme:
    • High-explosive fragmentation - HE
    • Cumulative - HEAT
    • Armor-piercing high-explosive / plastic - HESH
Aircraft and helicopter model, damage model, characteristic and weaponry changes:
  • Yak-9 (all modifications), I-16 (all modifications), MiG-3 (all modifications), Yak-3 (all modifications), Mosquito (all modifications), LaGG-3 (all modifications), La-7 (all modifications), La-5 (all modifications), I-185 (all modifications), I-225 — The structural materials of the airframe and fin have been specified. Damage model when hitting from different ammunition types and shells has been improved.
  • Bf 109K - Wing construction materials have been clarified.
  • He 162 (all modifications) - The structural materials of fin have been specified.
  • Piston engines (all types and modifications) - Survivability characteristics when hit from ammunition of different types and calibres have been clarified and improved.
  • Ka-50, Ka-52 - For the APU-6 pylon for the ATGM Vikhr has been implemented with a system of deviation downwards by 12 degrees.  
  • Ka-50 - Detailed cockpit has been added.
  • MiG-21 SMT - Cockpit has been updated. 
  • For most aircraft missiles, a system of the empennage deployment where it was provided as standard has been implemented.
  • The possibility of launching several missiles simultaneously have been implemented for ATGM with beam guidance.
  • Position angles for launch possibility and maneuverable characteristics of the missiles in ATGM’s have been specified. 
  • The possibility of changing the number of used suspended weapons for single use has been added.
  • The possibility to hide radar indications in the interface with a switched off radar and no active counter-detection system has been added for aircraft.
  • Р-60 - Weight of the explosive mass has been changed to 1.150 kg. 
  • Р-60M - Weight of the explosive mass has been changed to 1.350 kg. 
  • FAB-50 - 1000 used on aircraft have been replaced by the SV version.
  • New icons for the mine weapon modification and guided “air-to-surface” missiles have been added.
  • A new effect for aerobatic smoke has been added.
  • A-4B — cannons have been changed to Colt Mk 12 Mod 0.
  • T2 — the mistakenly installed ballistic calculator has been removed.
  • T2 — the max number of 250-500 lb bombs has been reduced to 5.
  • F-4E — mounted weapon presets have been corrected. Twin preset with 10x750lb M117 bombs + 4xAIM-9E now has 4xAIM-7E missiles. 
  • F-4C — mounted weapon presets have been corrected. Twin preset with 4xAIM-9E and 4xAIM-7D missiles now has M61 gun pod.
  • Mounted weapon menu has been fixed. The following aircraft now have the correct icon for mounted armament:
    • He 111 H-2/H-6/H-16
    • He 177 A-5
    • F.222.2
    • Me 262 A-1A
    • Do 17 E-1/Z-2/Z-7
    • Ju 288 C
    • BV.238
    • F3H-2
    • Meteor F Mk.8 Reaper
Flight Model changes: 
  • Ju 87 (all series) - Flight model has been updated. Engine operating modes have been specified. Distribution of fuel across tanks has been corrected. Wings, fuselage, flaps and propeller blade polars have been recalculated and updated. The control over aircraft during the release of flaps and air brakes has been specified. Aircraft control when diving at high angles has been improved.
  • Ju 88А-1/4/C-6 - Flight model has been updated. Engine operating modes have been specified. Distribution of fuel across the tanks has been corrected. Wings, fuselage, flaps and propeller blade polars have been recalculated and updated. The control over of the aircraft during the release of flaps and air brakes has been specified. Aircraft control when diving at high angles has been improved.
  • D-371-HS9, DB-7 – a bug has been fixed with incorrect bonuses from the ‘Cover’ upgrade (in RB the module affects speed)
  • B17BS - a bug has been fixed with uncontrollable floats.
  • F3F-2 — The flight model has been updated.  Engine operating modes have been specified. Wings, fuselage, flap and propeller blade polars have been recalculated and updated. The control of aircraft during the release of the landing gear has been specified.
  • P-63 (all series) — The flight model has been updated.  Engine operating modes have been specified. Thermodynamic model has been updated, it is more dependent  on speed and altitude. Effect of focus shift when landing gear and flaps are extended has been increased. The control of the aircraft during takeoffs and landing has been improved. Climb time and maximum speeds  have been adjusted according to the operational manual. Stalling behavior has been specified.
  • Sea Fury FB11 — max speeds and Mach speed have been corrected within 5% of safety factor.Climb rate and max speed have been corrected according to the passport. Wings, fuselage and flap polars have been recalculated for high M speeds. Thermodynamic model has been updated, it is more dependent  on speed and altitude.  Effect of focus shift when landing gear and flaps are extended has been increased.
  • Т2 — engine has been reworked (efficiency at high speeds with 100% thrust has been reduced slightly, climb rate in WEP mode has been slightly increased). Increased efficiency of controls at high speed has been fixed.
  • BI — engine efficiency at low thrust has been corrected.
  • Swordfish (all series) — mouse-aim controls have been improved.
  • AM-1 Mauler — FM has been specified. Stall speed has been reduced, speed has been increased on long combat mode, climb rate has been significantly improved, controls have been improved.
Naval fleet model, damage model, characteristic and weaponry changes:
Naval weaponry:
  • Maximum firing range and armour penetration for Italian 120mm shells have been corrected.
  • IJN Chidori, IJN Mutsuki - 120mm HE shell with a base fuze has been added.
  • IJN Tone — Missing ready-use shells for two 127mm Units have been added.
  • S-38b, Type 1939 (T31) — G7e torpedoes have been replaced with G7a.
  • Type 1939 (T22) — Traverse angles have been corrected for the port front (bow) 20 mm mount.
  • IJN Shimakaze — Type 93 model 1 torpedo model has been replaced by the Type 93 model 3.
  • Admiral Graf Spee — Ballistics on the main calibre cannons has been fixed. Accuracy has been improved. Main calibre shell markings have been fixed.
  • 127-mm/40 cannon type 89 (IJN Mogami) — Muzzle speed, weight and explosive mass and type in the anti-aircraft shells have been corrected.
  • Isuzu — Torpedoes have been changed to 533 mm Type 54.
  • HMS London, HMS York, HMS Kent — A bug where the torpedoes weren't reloaded in AB game mode has been fixed.
  • Type 1924 Leopard — Hint in the X-Ray view for the two main calibre stern guns has been fixed.
  • IJN Mutsuki, Chidori — Fire rate of the Type 3 120 mm/45 cannons has been increased to 10 shots per minute.
  • MO-4 — Maximum elevation angles for the 21-KM cannons have been corrected.
  • Bartolomeo Colleoni, Raimondo Montecuccoli — Reserve torpedoes have been added.
  • S-38, S-38b — Maximum number of the 20 mm ammunition that can be taken into the battle has been fixed.
  • Torpedo running depth.
    • In RB mode, you may set torpedoes running depth before entering battle: 1m or 4m.
    • In AB, torpedoes automatically select the optimum depth for hitting the target, if the sea floor permits.
Naval modifications and crew skills:
  • Crew system has been reworked. Blue-water ships, from light cruisers, crew compartments redistributed to the internal spaces of a ship that is not occupied by other modules. Modules such as boiler rooms, transmission, magazines, artillery turrets, multilevel elevators and torpedo tubes now have their own crew. If such a module is damaged or destroyed, the disabled crew is replenished from other compartments as the module is repaired. When a compartment is destroyed, its crew is irretrievably lost.
  • The number of drainage pumps operational is now important. Damaging these pumps,the water is pumped out more slowly. The maximum penalty for pumping speed in case of disabling of all pumps is 25% of the maximum.
Naval characteristics, physics and damage model:
  • Coal bunkers are built with solid armour and provide additional protection in approximately the following proportion: 1m of coal = 27mm of structural steel. Bunkers have been added to the armour view where you can see their actual thickness at every point.
  • The impact of shock waves on vessels rolling from close explosions and hits from large shells has been reduced.
  • Zara – Roll angle in a turn has been corrected.
  • HMS Peacock – Roll angle in a turn has been corrected.
  • HMS London (69) – Roll angle in a turn  has been increased accordingly with other ships of this class.
  • Type 1939 (T31), Jaguar-Klasse (140), HMNZS Leander — Anti flood pumps have been added.
  • HMS Southampton — Excessive roll in turn has been fixed.
  • Koln F220, Lubeck F224 — The incorrect display of the 375 mm reactive bombs in the ammo storage has been fixed.
  • IJN Shimakaze — Number of crew members has been increased from 267 to 282.
  • Pr.1204 Late — A bug where in the X-Ray view the mines were displayed even without selecting the necessary modification has been fixed.
  • Kanonenboot K-2 — Vulnerability of compartments in the central ship part has been fixed.
  • USS Brooklyn, USS Helena, Clemson (DD-366), Clemson (DD-213) — Previously missed base fuze shells have been added to the protection analyzer.
Naval Visual models and visual parts:
  • HMS Peacock – The animation of casing ejection has been added for the main calibre turret.
  • MS-53 – Leers have been added to the stern turret.
  • Chikugo — A bug with the display of the rocket launcher (hovering above deck) has been fixed.
  • Class J (leader) — A bug with the display of objects on the deck (hovering above it) has been fixed.
  • Köln F220, Lübeck F224 — The visual effects of the funnel exhaust has been replaced from coal smoke to gas turbine vapour.
  • Krasny Kavkaz — Incorrect ship draft in hangar has been fixed.
  • 165 ft PC-466 Carmi — A bug with non visually rotating main calibre turrets has been fixed.
Interface
  • Indicator of AI firing mode (by default button “E”), has been moved to the action panel.
Economy and research
  • The research tree for the fleet has been divided into two separate vertical trees: Coastal Fleet(small) and Blue-water Fleet(large). The research of the Blue-water fleet begins with reserve destroyers that are now available to all players when beginning naval gameplay. Learn more about it on our web page.
  • Pz.III E - Has been moved to the “reserves” category and added to the group with Pz.III B
  • T2 - BR in all game modes has been lowered to 10.0.
Customization
  • Decals for identification marks have been added.
  • Jaguar GR.1, Jaguar A - Additional camouflages that are available for completing tasks and purchasing for Golden Eagles have been added.
  • New collections have been added: decorations “Ammunition” and “decals Game Updates”.
  • New patterns for Japanese top ranked ground vehicles have been added.
  • New camouflage pattern has been added to German ground vehicles.
  • Camouflage sets for following vehicles have been updated. Conditions for their receipt have been recalculated::
    • M551
    • M163
    • M247
    • M60A1 (AOS)
    • M60A2
    • Tiger II (P)
    • Tiger II (H) Sla.16
    • Panther D
    • Ferdinand
    • Nashorn
    • Waffenträger
    • Brummbär
    • Jagdpanther
    • Bfw. Jagdpanther
    • Sd.Kfz.234/1
    • Sd.Kfz.234/2
    • Sd.Kfz.234/3
    • Flakpanzer 341
Interface
  • The visual style of the interface has been updated. Interface background has become more transparent. Background blur has been added.
  • Interface navigation using a gamepad and keyboard has been improved. D-Pad on the gamepad and keyboard arrows move the mouse cursor over the interface elements.
Game mechanics
  • In ground battles, destroyed player’s vehicles now remain on the battlefield until the end of the mission. In this case any player can hook a tow cable to any destroyed vehicle and tow it to another location to free up a route or passage or to use it as cover.
  • The nickname of a player that gives the target designation has been added and is placed now above the target designation marker for squads of 3 or more players.
  • Smoke indication on capture points has been disabled in ground and naval missions.
  • Capture point markers have been moved from the world (game space) to the HUD in ground and naval missions. The distance to the capture point border in the view area has been added.
  • For ground and naval missions, the number of grid cells have been standardized. In missions where the width of the battle zone is less than 5,000 m the number of full cells is equal to 7 and with a width of 5,000 m or above - 10.
  • The display of the grid cell size on the mini map has been added to ground and naval missions.
  • “Reference” vehicle modification in test drive will now use all modifications (except mutually exclusive ones) and not just those affecting vehicle characteristics.
  • The rules for calculating respawn costs for aircraft and its weaponry in the respawn scores have been changed in ground realistic and simulator battles:
    • Respawn cost multiplier for AP researchable belts has been added. As arrmour-piercing belt will be counted belt with penetration ar right angle from 40mm at the distance of 500m. The cost of such a belt will be 20% of the vehicle cost.
    • Fixed cost multiplier for suspended weaponry has been replaced by a calculate one based on the total weight of the suspended weaponry (except guided missiles air-to-surface). The multiplier will be calculated by interpolation from 3 to 25% of the vehicle cost with an armament weight of 50 - 1000 kg. The values going beyond the interpolation limits uses the marginal coefficient values.
    • For suspended weaponry with guided missiles air-to-surface will use a fixed multiplier of 25% of the cost of the aircraft.
    • The basic respawn cost value on the attacker aircraft has been reduced to the respawn cost value on the fighter.
    • Suspended weaponry of attacker aircraft have now a respawn cost similar to fighter aircraft.
  • Respawn costs for helicopters in the ground simulator battles have been reduced:
    • Basic 300 → 250
    • With ATGM 450 → 430
  • The automatic firing of illumination shells have been added to night ground battles. From the start of the mission within a given periodicity, four illumination shells (two from each team) will be fired (synchronised) between the respawn zones to the capture zones. These mechanics have been implemented in random battles and in the custom battles for the following modes: Domination, Battle and Conquest.

Sound
  • New authentic sound design for the Swedish vehicles such as the CV 90120, Lvkv 9040C, CV 90105 TML, Ikv 91, Ikv 103, Ikv 72 has been added.
  • New sound design for engines assigned to a number of wheeled vehicles with similar engine configuration such as the Type 16, R3 T20, Fiat 6614, Fiat 6616, Aubl 74, R3 T106 FA, Centauro ROMOR, Centauro, Centauro MGS has been created.
  • The Leclerc and Leopard 2A5 have received new improved engine sounds.
  • The engine sound of the T-80 tank and its modifications has been reworked.
  • The sound of the dropped casing for tanks with external extraction has been fixed (tanks like Strv 103А, Strv 103С, Strv 103-0, Lvkv 9040C, Strf 9056, Т-72A, Т-72B, T-72B3).
  • Engines on allied/enemy ground vehicles now sound as diverse as the player vehicle (not implemented for x86 Windows versions due to technical limitations of the platform). This means that enemy/allied vehicles now have the same preset of authentic engine sounds as the player’s vehicle.
  • The mechanism of the sounding of close overflights has been reworked and operates with more stability.
  • The F-104 (and its modifications) have received new sounds for the turbine and are more accurately reflected in the sound of the engine operating phase.
  • Sounds of firing and explosions on ground vehicles now change more naturally as the distance to them changes.
  • Firing sounds for ground vehicles and ship cannons have been reworked to be a more natural balance of frequencies and audibility in all elements of the shots.
  • The mechanism of the sound of breaking waves against a boat or ship’s bow has been created. The nature of the sound depends on the size of the vessel, its speed and the wave state of the sea.
  • New sound design for waves on the sea depending on the wind force has been created.
  • New music content has been added to the game. The new music will be played in aircraft (ranks V-VI) and ground (ranks VI-VII) battles. Also the new music theme will also be played at the game start.
  • The sound settings “Effects volume”, “”Engine volume” and “Firing volume” cannot be made quieter than 50% of maximium volume now.
The War Thunder Team
War Thunder - TheShaolinMonk
We continue to talk about the improvements in the game's appearance that will be brought by the updated graphics engine ‘Dagor Engine 6.0’ in the next major update “New Power” for War Thunder.
We recently showed new skies and visual improvements for War Thunder aircraft. Today we continue to expand on how the new graphics engine in War Thunder will change the look of the game.

Hit effects on armoured vehicles

War Thunder: New Power has improved the appearance and “physics” of hits on ground vehicles. Physically correct armour scars appear on ground vehicles in places where shells hit, now their shape depends on the angle of the shell's collision with the vehicle's armour. In some cases, the projectile can even get stuck in the armour! If armour is penetrated, holes of different diameters appear on the armour, depending on the calibre of the projectile. If a vehicle is on fire, you can see the flame through any holes.





Illuminating shells

In a previous update, War Thunder introduced night vision devices and thermal imagers, which completely changed the feeling of combat at night or in poor visibility conditions. However, not all vehicles in the game have such equipment, and it takes time to research the night vision modules. To make players without night vision able to combat in the dark, we are introducing illumination shells to night locations. AI artillery shoots illumination rounds from time to time over various areas .This improves visibility in combat in the most critical areas of the location. Slowly descending through the air, the illumination projectile lights for a short time, and then goes out. Thus, players without night vision devices will be able to navigate the battlefield more effectively. At the same time, players with night vision devices will be able to see targets better through devices, or not use the active IR spotlight to avoid detection by the enemy. In addition, a parachute with an illumination projectile can be shot down by machine gun or cannon fire.

Shadows from dynamic lights

We’ve increased the maximum number of dynamic lights and added dynamic shadows. Now we’re able to model reliable lighting effects from different sources, such as spotlights and streetlights!





Effects on the grass

In Dagor Engine 6.0, the physics of grass has been improved - when firing a ground vehicle cannon, you can see the effect of the shock wave on the grass.

Burnt out vehicle towing

In the new version of the game, the hulls of destroyed ground vehicles remain on the battlefield until the end of a battle. In some cases, this can be a problem for advancing tanks: for example, when a narrow passage to a capture point is blocked with wrecked vehicles. Now you can use the tow cable to drag a destroyed tank out, or even to barricade an enemy's advance! Additionally, a burned-out tank might be good cover that you can bring with you to a capture point and have cover to hide even in an open field. Experiment!

Bending and vibrations on wings

Now wings can bend in flight under the influence of turbulence. Also, visible vibrations appear on the wing during takeoff, landing, or maneuvering and at high speeds. The nature and intensity of such vibrations depends on the flight model of each aircraft.

Pixel reflectance of surfaces

Various materials in the game environment have a texture with a reflectance power. In previous versions of the game, all dielectrics had a reflectivity value of 0.04, like most dielectrics in the real world. However, in some cases, this may not be enough - for example, normal water reflects half as well and the painting of metal surfaces leads to a complex interaction of dielectrics and metals, and a constant value for all materials becomes insufficient. The correct reflectance on the surfaces creates accurate reflections from various light sources, which make the overall game more natural.

Deep learning super sampling

Thanks to the DLSS 2.0 technology (deep learning super sampling), artificial intelligence performs correct smoothing of objects in the game world for high image resolutions without overloading the computer hardware. This type of image upscaling works with the RTX series of graphics cards.

Hit marks on the environment

In the New Power update, we are implementing realistic hit marks on objects in the game world. Depending on the calibre and type of projectile, voluminous hit marks of different shapes remain on all surfaces. An AP shell hit on a concrete wall will leave a pothole with carbon deposits around the point of impact, and a hit of, say, an APFSDS shell leaves a hole with a small chip around the penetration point. Realistic hit marks of different diameters and types of damage also appear on unpaved and rocky surfaces.

Dagor Engine 6.0 allows us to introduce lots of improvements to War Thunder. In the following Major Updates we will present new graphical features for ground vehicles and naval vessels, stay tuned and see you soon!

To see examples of these updates, check out the article on the Official War Thunder Website here!
War Thunder - TheShaolinMonk


Battle Pass comes to War Thunder! It is a seasonal event, where you can take part any time you like. Get handy combat items, and exclusive items! Decals, titles, decorations, avatars, and even Premium vehicles!

We will announce the start of the first Battle Pass season when it's ready.

Track your progress in the tab on the right side of the hangar screen.

In Battle Pass, you earn progress points and progress through the levels. Every level gives access to a special prize.

For more information, check out the full article here!


War Thunder - pryanick


The Yak-38 was a Soviet strike fighter with VTOL capabilities, developed in the early 1970’s by the Yakovlev design bureau for use aboard Kiev-class aircraft carriers. Soon, two of the more widespread variants of this highly interesting aircraft will join the top ranks of the Soviet aviation tree in the next major War Thunder update. “New Power”!

In War Thunder, the Yak-38 and its later modification is the Soviet response to the Harrier jet - also arriving in the game as part of the upcoming ‘New Power’ update and covered in a previous devblog. Unlike the Harrier however, the Yak-38 incorporates even more unorthodox design choices and offers its future pilots a greater selection of secondary weapons, which when coupled with its VTOL capabilities make it a true force to be reckoned with on the battlefield!



Among the most notable differences which distinguish the Soviet Yak-38M from the Harrier is the fact that the Yak-38M is powered by up to three jet engines, compared to the Harrier’s one. The main engine is a Tumansky R-28-300 turbofan engine, generating 7,300 kgf of thrust and powering the aircraft’s two rear thrust nozzles. The other two engines are a pair of Kolesov RD-38 turbojet engines, mounted vertically behind the cockpit and generating 3,250 kgf of thrust each.

The latter engines are used by the aircraft solely for VTOL maneuvering, whereas the Tumansky engine is used both for VTOL as well as generating thrust for forward movement. Pilots can easily observe this engineering symphony during VTOL maneuvers as large hatches open up on both the ventral and dorsal side of the aircraft allowing air to flow through the two vertically mounted engines, while the rear thrust nozzles get pointed downward, enabling hovering. Overall, the Yak-38M can reach a top speed of around 1,150 km/h in normal flight while also being able to get up to 450 km/h in hover mode.



Having established that the Yak-38M is no slouch when it comes to its flight characteristics, it’s also worth noting that the aircraft has access to a fairly powerful weapons arsenal too! The aircraft can be equipped with a range of unguided bombs and rockets, additional gunpods as well as guided munitions in the shape of the infamous R-60 AAM and Kh-23M AGM. This allows it to tackle a wide range of combat missions, from ground support to combat air patrol, with relative ease.



While the Yak-38M will be available to all pilots as the new top aircraft of the Yakovlev line in the Soviet aviation tree, the earlier Yak-38 modification will be exclusive to a special bundle available in our online store. Although the differences between the two aircraft are minimal, the Yak-38 most notably offers its prospective owners additional rewards thanks to its premium status as well as instant access to the new VTOL mechanics for pilots particularly eager to try them out!

The Yak-38 and Yak-38M are arriving in War Thunder as part of the upcoming update ‘New Power’ and will soon find their place at the top ranks of the Soviet aviation tree. In the meantime, be sure to stay tuned to the news as we continue unveiling what other exciting new additions await you in the update ‘New Power’ - coming very soon! We’ll see you in the next one, pilots.
War Thunder - TheShaolinMonk


Imperatritsa Mariya was one of the first dreadnought battleships that entered service with the Russian Empire before the outbreak of the First World War. Meet the top ship in the Russian Navy line in the War Thunder "New Power" update!

The battleship Imperatritsa Mariya will appear in our game with the release of the New Power update at rank V of the USSR Navy research tree. In terms of the approach to the composition of artillery and armor, the battleship is a classic dreadnought, but the layout with a flat deck, four three-gun turrets on a longitudinal axis and an almost complete absence of superstructures significantly distinguish the Mariya from her peers.

The main caliber on the ship is four three-gun turrets with 305mm cannons, all the turrets can fire simultaneously at one target from the left or right side. In addition to a massive one-second salvo, the Russian battleship is distinguished by the truly devastating semi-armor-piercing shells for the main caliber with a mass of 471 kg and an explosive mass over 55 kg! Imperatritsa Mariya has an impressive secondary caliber - 20 130mm cannons, 10 on each side. The main armament of the battleship is supplemented by four single-tube torpedo tubes with a supply of torpedoes. But the anti-aircraft armament of the Imperatritsa Mariya leaves much to be desired - you will have only four 75mm unitary loading cannons, one on the roof of each gun turret. Of course, such a battery is not capable of effectively fighting enemy aircraft.





Meet the Imperatritsa Mariya in the upcoming War Thunder update “New Power” along with battleships from other gaming nations - the big ships are coming!

Check out the full Dev Blog article here!
War Thunder - TheShaolinMonk


The Celere Sahariano was a late war experimental Italian medium tank, developed in response to the highly mobile British cruiser tanks encountered in the deserts of North Africa. Although the war ended before the Celere Sahariano could enter production, it will soon reinforce the lower ranks of the Italian ground forces tree in the upcoming “New Power” War Thunder update!

In War Thunder, the Celere Sahariano will be a new premium medium tank arriving to the lower ranks of the Italian ground forces tree with the release of the upcoming major update. Unlike most other Italian tracked fighting vehicles found at this rank, the Celere Sahariano combines superb mobility with a small profile and quick firing cannon, making for an excellent low rank scout and representing a good alternative to some of the heavier frontline fighters found at the same rank.





The Celere Sahariano will soon be arriving in War Thunder and will reinforce the Italian ground forces tree as a new medium tank of the lower ranks, available to tankers with the release of the upcoming update. In the meantime, be sure to stay tuned to the news to catch all the latest developments in the next major update “New Power”, coming to the game in the near future. Until then, happy hunting tankers!

Check out the full Dev Blog article here!
War Thunder - pryanick

The 11th of November has a special place in the Polish People's hearts. On this date, Poland celebrates the anniversary of regaining independence! 102 years ago, on November the 11th 1918, after 123 years, Poland reappeared on European maps. To celebrate this anniversary, we have prepared a special event!

From the 11th of November (11:00 GMT) until the 13th of November (11:00 GMT)
Participate in 3 battles using vehicles from the British tech tree of rank 2 or above and with an activity of 60% or more to receive the decal “Polish Hussars Helmet”.


Polish Hussars Helmet

  • The tasks can be completed in random battles except Enduring Confrontation and Assault missions
  • To follow your progress just click on your Nickname → Achievements → Independence Day of Poland.

Lanovsky's P-47M-1-RE Thunderbolt

Purchase a Premium Lanovsky's P-47M-1-RE Thunderbolt for the US Tech Tree.
Note! Aircraft will only be available for purchase until the 13th of November (11:00 GMT)!
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