War Thunder - CyberStonka


The A-10 Thunderbolt II is an American ground attack aircraft developed in the early 1970s by Fairchild Republic and is one of the most recognizable aircraft still in service with the USAF today. Two versions of the iconic ‘Warthog’ will also soon make an appearance in War Thunder, arriving at the top rank of the American aviation tree as part of the next major update “Wind of Change”!

Briefly: A legendary American close air support aircraft, well-known for its simplistic design and deadly effectiveness thanks to its powerful weapons!

A-10A Thunderbolt II, strike aircraft, USA, rank VII
Features:
  • Deadly GAU-8 ‘Avenger’ cannon
  • High number and variety of suspended weapons
  • Good vitality
  • Subsonic

In War Thunder, the legendary A-10A Thunderbolt II will be a highly anticipated new strike aircraft arriving at the top rank of the American aviation tree as part of the next major update “Wind of Change”. Armed to the teeth with a combination of a high-caliber, high rate of fire 30 mm cannon as well as a plethora of advanced and conventional suspended weapons, the A-10A Thunderbolt II guarantees one thing: top rank battles are about to get a lot more explosive in the upcoming update!

Before we get into details about the ‘brrrts’ and ‘bangs’ carried by the A-10A, it’s worth taking a closer look at the equally impressive aircraft itself. The Thunderbolt II is fitted with a pair of TF34-GE-100A turbofan jet engines, producing 8,900 lbf (4,037 kgf) of thrust each, thus allowing the aircraft to reach a top speed of around 457 mph (736 km/h). While seeming rather lackluster in comparison to most other aircraft found at its rank, some of which even fly above Mach 2, it’s worth pointing out that the A-10A doesn’t have the need to be that fast. Being conceived as a dedicated close air support aircraft, the A-10A’s low top speed gives pilots more time to focus on a given target and execute a precision strike. At the same time, thanks to its lower speed and general design, the Thunderbolt II boasts extremely good maneuverability even when outfitted with large payloads.



Coming back to the subject of the A-10A’s weapons, upon obtaining the aircraft, pilots will instantly gain access to the single weapon system that makes the Thunderbolt II the iconic aircraft that it is. We’re of course talking about the 30 mm GAU-8/A ‘Avenger’ cannon. Notorious for its extremely high rate of fire, going up to a staggering 4,200 rounds/min, the A-10A is capable of virtually shredding enemy targets into bits. This doesn’t just apply to lightly armored targets however, but also for more heavily armored MBTs thanks to the A-10’s very potent AP rounds. That being said, if the destruction inflicted by an A-10’s strafing run doesn’t send the enemy rushing for cover, the terrifying sound that follows shortly after most certainly will!

Fun Fact: The heavily armored bottom part of the A-10’s cockpit cell is often referred to as ‘The Bathtub’ due to its design.

However, a rapid-firing high caliber gun is by far not the only weapon the A-10 can bear on its enemies. In fact, pilots can equip their Thunderbolt II with a range of ordnance options, ranging from powerful guided munitions such as the AIM-9L Sidewinder, AGM-65 Maverick missiles as well as 2,000 lbs GBU-8 guided bombs to more conventional 500 and 2,000 lbs unguided bombs, 20mm gunpods and Hydra-70 rockets. As a result, A-10A pilots will always have the choice between engaging targets directly with the powerful ‘Avenger’ cannon, delivering precision strikes with advanced weapons or striking lightly protected targets with conventional weapons.



However, since the A-10A can’t rely on its speed to quickly enter and exit a combat zone and thus avoid enemy fire or detection altogether, it has to fall back on other means. Fortunately, the A-10A has several defensive features and countermeasures in place to protect itself from hostile fire. These come most notably in the shape of both flares and chaff as well as a radar warning receiver, notifying the pilot of a potential SPAA threat in the combat zone. Apart from these systems the A-10’s cockpit is also protected by heavy titanium armor plating and bulletproof glass, thus further improving the aircraft’s resistance to ground fire, even from larger calibers. Therefore, pilots stand a good chance of avoiding enemy fire in the first place but even if some rounds inevitably find their mark, the aircraft’s good protection and rigid design will ensure it takes a lot more than a few hits to bring it down.

The late production version of the A-10A Thunderbolt II will be part of the US strike aircraft research line, while the early Premium A-10A is available for pre-order now! The difference between the aircraft is only in the armament - the early A-10A carries a maximum of two AIM-9L missiles, while the later one is capable of carrying four. AGM-65D missiles are also available for the late version of the A-10A only, while the premium version operates with AGM-65BMaverick missiles.
War Thunder - CyberStonka
We present to you a planned tech tree of the Israeli armored forces to be added to War Thunder in the upcoming major update “Wind of Change”!

This is how the Israeli ground forces tech tree is planned to look like at its start. First tanks, armored vehicles. self-propelled guns and SPAAGs come to War Thunder in the upcoming major update “Wind of Change”!

Since the Israeli army was formed after the end of World War II, research for Israeli ground vehicles will begin immediately from rank IV. All owners of early access packs will be able to take part in closed testing of the Israeli ground forces immediately after the “Wind of Change” update is live. Terms of access for all other players will be published later.

After the end of closed testing, to start researching the Israeli ground forces, the player will need at least one purchased ground vehicle of rank IV (or higher) in any of the following playable nations: USA, USSR, Great Britain, France or Israel.

In the “Wind of Change” major update we will begin the closed beta testing of the Israeli ground forces! Each Early Access Pack guarantees early access to beta testing, and until it starts you will be able to master your crews in all vehicle slots. Early Access Pack vehicles will have 3 free respawns in Arcade and Realistic battles in War Thunder before the “Wind of Change” update is released.
War Thunder - CyberStonka

Introducing the next major update teaser for War Thunder - "Wind of Change"
Mar 10, 2022
War Thunder - CyberStonka

A new location for mixed battles, inspired by the coastal regions in the Middle East!

With the upcoming major update, a new location for mixed battles comes to the game - meet “Sun City”, a location based on the resort towns of the Middle East!

In this location, our artists tried to convey the diversity of landscapes and architecture of the coastal zone of the Middle East. In the centre of the location is a small resort town, with its white houses, bike lanes, bridges and terraces. By the sea is a beach, a wide and mostly open area with golden sand. In the suburbs, there’s a small industrial zone among the blooming fields.


Sun City will be waiting for you in the upcoming War Thunder major update we are working on right now. Don't miss our devblogs and be the first to know about the most interesting things to come. While we are completing the update, you can become one of the first testers of Israeli ground vehicles that will also appear in the game with the release of the next update!
War Thunder - CyberStonka

Today we want to talk about the global graphical improvements, 4K/8K game client, and artistic neuronet.
Necessary Changes
The latest War Thunder vehicle and asset models are created in 4K, or even 8K resolutions, but textures of such sizes significantly increase the size of the game client. In addition, the game has a lot of content created with textures in 2K resolution, for example, some of the aircraft with which War Thunder began its journey back in 2012. But as time goes by, monitor resolutions, hard drive sizes and internet speeds grow, so we want to make the game look better. We are introducing a new ULTRA HD texture pack that brings a higher resolution to War Thunder that meets the standards of modern games. It's time to change for the better, and we are taking this step in the next update of the game!

Game clients to choose from
To move to the new graphics with high resolution textures, we need to rebuild all the textures in the game. Three types of game client will be available for players after the update is released: minimal (minimal size, suitable for trial playing at 720p resolution), standard, with textures of the same resolution as you see them in War Thunder now, suitable for playing at resolutions up to 1080p; and improved, which will bring textures of tanks, planes, helicopters and elements of the game environment to 4K/8K resolutions, and which is suitable for playing at Ultra-HD (1440/2160p). Unfortunately, even players who prefer to use standard or minimal clients, will have to download a rather large update once, with the release of the upcoming update. This is required for the technical features of the transition to high-resolution global rendering, as well as improved technology for creating land surfaces that also requires rebuilding most of the textures of the game environment.

Players who wish to upgrade to UHD textures will be prompted to download additional game data that will be installed after the standard client. The same option for selecting texture quality will be available to owners of new generation game consoles as free DLC (make sure you have enough space and 4K support). For previous generation consoles, the client with high-res textures will not be available due to lack of memory in the consoles.

Artistic neuronet
Most of the textures of ship models, tanks and up-to-date elements of the game environment do not require any modifications to go into ultra-high resolution format - they were originally created in 4K and 8K formats, and then compressed to save disk space. However, things are different with aircraft textures. The fact is that most of the War Thunder aircraft textures were created in direct relation to the dimensions of the models, which means that we do not have these files in the sizes necessary for high-quality display in high resolution. There was only one way out: redo all the textures for most of the aircraft in the game! It would take several years for our artists to complete such a task, even with the help of partner studios (one plane is at least 8 texture maps, apart from cockpit textures. Gaijin programmers came to the rescue, creating a neural network that was taught how to scale textures based on a complex analysis of the original image, and the network was trained precisely on the textures of War Thunder vehicles. The essence of the technology lies in the fact that artificial intelligence analyzes image areas and individual pixels in them and supplements the image with new pixels. The resolution increases, thus improving the quality of the final texture.

The neuronet processed the textures of aircraft, helicopters, instrument panels and the interior of cockpits, as well as environmental elements in the locations - the textures of buildings, rocks, sidewalks and cobblestone pavements, curbs, palisades, and many others. Artificial intelligence did an excellent job - the quality of all textures in the game has increased significantly without loss of detail. We noticed only one aspect of the neural network algorithms in the processing of the smallest technical inscriptions on the fuselages of aircraft. These service marks for ground services were not readable before, but after processing by the neuronet, their shape became bizarre, reminiscent of the Elvish script from Tolkien's works - the neural network doesn’t know specific languages. However, all more or less significant inscriptions, marks and decals on the hulls and fuselages of the vehicles remained perfectly readable, so we consider this assumption quite acceptable. together with a significantly increased quality of textures in general. Corrections of such inscriptions will require manual work, which we will be carrying out over future updates.
What else?
You will first meet the ultra high-quality War Thunder in the upcoming open dev testing session of the next major update. Scalable textures, new surface rendering, as well as numerous improvements and fixes will be brought to the game by the updated graphic engine; Dagor Engine v. 6.5. The Gaijin dev team are polishing them right now in order for you to have a chance to test them and leave your feedback. More devblogs about graphic features of the War Thunder major update are on the way - and you’d better not to miss them!
War Thunder - CyberStonka

Fans of sports competitions freeze in anticipation of the football referee’s whistle. Step into the shoes of a football tank commander and hit the opponents' goal. This is the first of two popular events that not only return, but get better with valuable rewards for participants and winners!

From 16:00 GMT on the 11th of March until 05:00 GMT on the 31st of March

War Thunder welcomes you to the “Fiery Ball” event. With prizes!

Rewards for the best players

In this event, rewards will be given for goals and assists. The more points you score during the entire event, the more prizes you will get!

Silver decorations for 10, 50 and 100 goals and assists.
Coupon for gold decorations for 300, 600 and 1000 goals and assists.

Coupon for one of the decals: "Dragons" Team banner or "Tigers" Team banner for 200 and 400 goals and assists.

Coupon for the football camouflage for the M551 for 500 and 800 goals and assists.
  • M551: Football camouflage "Tiger"
  • M551: Football camouflage "Dragon"
PlayStation and Xbox players can exchange each coupon they receive for 100 Warbonds.

You can track your progress by clicking on “Nickname → Achievements → A fiery ball”.
Training and participation
The main stage begins at 16:00 GMT on the 11th of March. From that point on, every goal and assist in the event will bring you points. More points means more valuable rewards.

Before the main stage, you can participate in the training event.

“A fiery ball” is available in the events 3x3 (for random players, not in a squad) and 4x4 (for squads).

Participation is possible in the following time windows: 16:00-21:00 GMT and 00:00-05:00 GMT. Matches that have already begun will be finished even after the end of the gaming window and all the points earned in them will be counted.
Terms
The match has 2 regular 5 minute halves each. In the case of a draw, players will get 2 additional periods of 1.5 minutes each. If the results after two additional periods is still a draw - the victory will not be awarded to any team.
To win in the 3x3 match prematurely it is necessary to achieve a 3 goal advantage.
To win in the 4x4 match prematurely it is necessary to achieve a 5 goal advantage.
Daily Trophy
Every day for your first victory in the “Fiery ball” event you will get a battle trophy with one of the random prize out of possible one:
  • 3-5 universal backup vehicles
  • 20-50% RP booster for 3-10 battles
  • 20-50% SL booster for 3-10 battles
  • Random wager
  • Random order
You can track the status of your daily trophy by clicking on “Nickname → Achievements → A fiery ball → Daily reward“. You can get a new trophy from 16:00 GMT the following day.
Mar 9, 2022
War Thunder - CyberStonka


In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder on the website special section.

Improved artillery targeting smoke


Recently every artillery strike in ground battles began with a few hits of targeting smoke: this mechanic allowed lighter vehicles to react in time to the fire and try to escape. But in the original implementation the smoke markers were rather bright and stood out too much.

In its updated form they will fit much better into the overall colour picture of a battle and the quality of the detailing of the effect itself has been increased. You can check it out already!

Corrected the data in many vehicle cards


It is very difficult to navigate through almost 2,000 game units, if not just the detailed cards for shells, missiles and of course the vehicles themselves. The data from these built-in War Thunder reference cards is almost always calculated within the game and unfortunately there was an error in this process.

This time we found the issue that affected more than dozen vehicles and caused an error in the displaying of their armour thickness. Although the problem applied only to the cards and the initial thickness in battles was counted correctly we fixed the bug for many different vehicles from different nations: Т-34-57, Т-34-57 (1943), Т-34 (1st Gv.T.Br.), Т-34 (1943), Type 62, Type 62 (USSR), T26E5, Strv m/41 S-I, Centurion Mk.5/1 (RAAC), Т-10А, Т-10М, BT-5, RBT-5, 9P149, 9P157, Sturer Emil, VK 45.01 (P), FIAT 6614, Tortoise, A.C.IV, M15 CGMC and M3 GMC.

Stabilized the gun marker in SB


This was also a bug and occured when trying to zoom in from the 3rd person view (commander view). The gun aiming marker shifted slightly and disrupted aiming. This annoying problem is already a thing of the past!

Update 2.13.0.171
Ground vehicles
  • Strv m/40L, Strv m/39 — coaxial machine guns Ksp m/36 have been changed to Ksp m/39.
  • Type-10 — hull tilt angles have been corrected while the suspension control is enabled (report).
  • Type-10 — pivot speed has been increased.
  • VEAK 40 — vehicles in test drive have been changed to modern ones.
  • PT-16/T14 — targeting limits of the AA machine gun have been corrected to avoid shooting through the elements of the turret top.
  • Bkan 1C — 3rd person view camera position has been fixed.
  • T-34-57, T-34-57 (1943), T-34 (1 Gv.T.Br.), Т-34 (1943), Type 62, Type 62 (USSR), T26E5, Strv m/41 S-I, Centurion Mk.5/1 (RAAC), T-10A, Т-10M, BT-5, RBT-5, 9P149, 9P157, Sturer Emil, VK 45.01 (P), FIAT 6614, Tortoise, A.C.IV, M15 CGMC, M3 GMC — Armour values in the info card have been corrected.
  • Type 87 RCV — gear select ratios have been specified.
  • Type 87 — gunner sight magnification has been specified.
  • Grant I, Grant I (USA) — the thickness of the armour plate below the 75mm gun has been fixed from 12.7 mm to 22,2 mm.
  • AS 42 — gun recoil has been removed.
  • Targeting marker tilt, occurring after zooming in  while in 3rd person view in SB, has been fixed.
  • VT1-2, Strv 103-0, Strv 103A, Strv 103С — vehicle movement has been fixed, while looking around with a mouse with hull control enabled.
Aviation
  • Etendard IVM - calculator for the constantly computed impact point (CCIP) for bombs has been added (report)
  • Sa`ar - a bug has been fixed where in some cases wing components might remain on the wing tips when the wings are torn off.
  • Firebrand TF.Mk.IV - separate rocket launch has been added for the setup of “2х 250lbs G.P. Mk.IV bomb + RP-3 rockets”
  • ITP (М-1) - separate rocket launch has been added for the RS-82 and RBS-82 rockets
  • Kfir C.7 - launch order has been corrected for the Zuni Mk32 Mod 0 ATAP rockets.
Naval
  • USS Candid - display for the first stage ammo count has been corrected for the 76mm gun.
  • Explosives type of the British AP and semi-AP round has been changed for the following guns:
  • -343mm/45 Mk 5(H) - from Lyddite to Shellite
  • -152mm/45 BL Mk XII - from Lyddite to TNT
  • -152mm/50 BL Mk XXIII - from Lyddite to TNT
  • -152mm/50 QF Mk N5 - from Lyddite to TNT
  • -190mm/45 BL Mk VI - from Lyddite to TNT
  • TNT equivalent of the Shellite has been corrected to 0.94.
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 - CyberStonka
We’re about to update our graphical Dagor Engine to version 6.5. Today we would like to talk about new capabilities of surface rendering in the War Thunder game environment.

In one of the previous updates of the Dagor graphics engine, we transferred the War Thunder graphics physically based rendering. We talked in detail about the principles of material differentiation and their physical parameters that the Dagor Engine deals with when rendering surfaces, as well as the principles for calculating the reflectivity of various surfaces within a complex physical model.

Despite the complexity of the global illumination and light reflection models, rendering allows certain assumptions. In reality, natural soil surfaces feature a very heterogeneous ability to reflect and scatter light. Such surfaces are very textured, so direct light, repeatedly reflected from the edges of soil particles, continuously refracted and creating a myriad of microshadows, is actually absorbed by them. On more reflective land surfaces - such as snow, sand, rocks, and gravel - light reflects and scatters in the same way, but in this case, a significant part of the direct light is reflected onto surrounding objects. Previously, the surfaces of the War Thunder game environment had the following properties: albedo, roughness, micro normality, metallicity and a translucency. The translucency parameter was responsible for the partial absorption of direct sunlight in order to harmonize the parameters of materials for dynamic global illumination in real time, and achieve realistic looking scenarios in shading, reflection and the scattering of light. The ability to reflect light for all dielectrics was considered constant at 4%, like most dielectrics in the real world. But to more accurately materialize surface properties, it is desirable to have such parameters as reflectance (the ability of the surface to reflect, rather than scatter light), and visibility - the percentage of visible light, taking into account the surrounding microsurface, apart from the model’s geometry.

The Dagor Engine 6.0 allowed us to introduce these parameters into the calculation model, but the details of the environment textures themselves were not in the game, both for technical reasons (client’s size), and because of the fact that many environmental textures were made on previous versions of the Dagor Engine . As a result of this assumption, we were not able to reliably materialize the details of the textures from various surfaces. In addition, artifacts caused by the effect of the translucency map were sometimes observed - for example, an unnatural appearance of grass-covered hills when viewed against the sun.

In the Dagor Engine version 6.5 we have moved to completely reliable reflections from the texture elements of various surfaces, and also introduce microshadows. These algorithms perfectly complement the displacement mapping technology that is used to create War Thunder locations. At the same time, we have updated the ambient occlusion for all types of surfaces in the game, due to which the appearance of the ground and objects of the game environment in locations has been noticeably improved.

Each of the locations’ elements - from the smallest pebble to a huge rock - now reliably reflects light with the edges of its textured surface and creates realistic shadows. These micro reflections and micro shadows interact in the global illumination system and make War Thunder locations even more authentic. Together with the actual land surfaces and objects of the environment, the appearance of puddles, clods of dirt, traces of tracks on the ground, sand and snow have also been improved.

From the upcoming Developers Diaries you will know more cool stuff about new graphical features and options in the improved Dagor Engine 6.5. Stay tuned, be the first to know the news!

If you want to check interactive comparison before/after, please check article on our website.
War Thunder - CyberStonka

How do you prove a right to own something valuable in the pirate community? Especially if incredible floating islands are at stake amongst which your secret base will look great. The air battle has begun!

Pirate clans of bears and foxes continue their dispute over the area of floating rocks. With eight unique aircraft and a stunning combat location, air pirate battles are back with valuable rewards for participants and winners making it even better!
From 11.00 GMT on the 10th of March until 11:30 GMT on the 30th of March
War Thunder welcomes you to the “TailSpin” event. With prizes!
Best Pirate Awards
This event has 10 stages. Each lasting 2 days. 50 kills or assists for destruction during each stage will bring you one completed task. Complete more challenges and earn more rewards!

  • For 4 and 7 completed tasks
Humanized icons of our “heroes”. Just as confident as their furry alter egos.

  • For 9 and 10 completed tasks
Charismatic air pirates in your avatar picture will not disappear even after the event is over.

These avatar pictures will be given out as coupons which can be applied to your account or traded on the market.

  • Decal for 2 completed tasks.
  • Loading Screens for 5 and 8 completed tasks.
You are the part of the most colorful War Thunder game event and everyone around you will know it

If you already have avatars with humanized event characters or decals you will receive alternative awards in silver lions instead of these rewards.

You can follow your progress by clicking on your “Nickname → Achievements → “TailSpin”.
Daily Trophy
Every day for your first victory in the “TailSpin” event you will get a battle trophy with one of the random prize from the available items:
  • random prize from the available items:
  • 3-5 universal backup vehicles
  • 20-50% RP booster for 3-10 battles
  • 20-50% SL booster for 3-10 battles
  • Random wager
  • Random order
You can track the status of your daily trophy by clicking on “Nickname → Achievements → TailSpin → Daily reward“. You can get a new trophy from 17:00 GMT the following day.
War Thunder - CyberStonka

Dear friends! On International Women’s Day we would like to remind you how important it is to give attention, kind words, love and of course flowers to our most beautiful and irreplaceable girls. And of course we invite you to complete your collection of holiday decals in War Thunder!

From 11:00 GMT on the 7th of March until 11:00 GMT on the 9th of March
A festive “March 8th” pinup is waiting for you in the game.
  • Play 3 battles in vehicles of rank III or higher (70% activity in the battle) and get the unique “March 8th” pinup decal.

“March 8” decal

You can follow your progress by clicking on your “nickname → Achievements → International Women's Day.
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