War Thunder - Blitzkrieg Wulf


Welcome to the 54th War Thunder Steam Screenshot Competition!

It was a pleasure to see all of your screenshots from last week! There was a great assortment of vehicles that could have been seen in the Battle of Stalingrad, and many vehicles from more modern times! The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 54th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen54. You have time until 17.02.2023 to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.


Important addition: Screenshot theme - Loving the Unloved!
St. Valentine's day is upon us this week! We wanted to ensure all of our vehicles felt loved this week, especially from nations that tend to be less popular than others.

Terms:
  • Your screenshot must feature one or more vehicles from the Japanese, Italian, or French tech trees!
  • You must add the #WTscreen54 tag (title cannot have any other text in it).
[/b]
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.
  • [/list]


    And now, time for the winners of the competition’s 53rd edition - Stalingrad!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2929693474
    https://steamcommunity.com/sharedfiles/filedetails/?id=2929665603
    https://steamcommunity.com/sharedfiles/filedetails/?id=2928322615

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2930257837
    https://steamcommunity.com/sharedfiles/filedetails/?id=2929000737
    https://steamcommunity.com/sharedfiles/filedetails/?id=2928774102

    Each winner will get 300GE! Congratulations and see you next week!
    War Thunder - magazine2


    The Sd.Kfz.222 light reconnaissance armored vehicle was one of the most successful vehicles of this type in service with the German land army and saw intense use in combat during WWII.

    Sd.Kfz.222, SPAAG, Germany/China, rank I
    Features:
    • High mobility
    • 20mm autocannon
    • Shoots both ground and aerial targets
    • Light protection


    In War Thunder, the Sd.Kfz.222 will become one of the initial vehicles in the German and Chinese tech trees. The main difference from its predecessor, Sd.Kfz. 221, lies in its magazine-fed 20 mm automatic cannon, the real game changer. The early Chinese version comes with a KwK30 cannon, while the German version wields KwK38 with higher fire rate and punchy sub-caliber AP rounds.




    The automatic cannon, coupled with the vehicle's good mobility on hard ground and roads, completely re-energise gameplay. The vehicle is well suited for flanking breakthroughs and supporting allied tanks from the second line of attack. In urban battles against lightly armored targets, which are the majority at the initial ranks, a rapid-fire cannon with armor-piercing belt is always more effective than non-automatic guns of larger calibers. Another huge plus for Sd.Kfz. 222 is the ability to shoot down enemy aircraft, thanks to the high elevation angle of the gun.




    The Sd.Kfz. 222’s light armor can be pierced by any heavy machine gun, especially in the area of ​​​​the battle compartment. Although this is not the biggest problem at the initial ranks, you'd better remember that this armored car is one of the most vulnerable vehicles in the German lineup, yielding only to gun trucks.

    In War Thunder the Sd.Kfz. 222 will arrive with the release of the next major update, among other vehicles, aircraft, features and new locations, which we cover in our Devblog series - so don't miss it!
    War Thunder - Blitzkrieg Wulf


    According to legend, Jimmu, the first Emperor of Japan ascended to the throne 2683 years ago on the first day of the first Lunar month — that was February 11th, 660 BC.

    After the Meiji Restoration, the Emperor decreed this day a national holiday; it was temporarily banned after WWII, but was brought back in the mid-1960s.

    On February 11th Japanese temples hold festivals, buildings are decorated with flags, and the royal family addresses the nation.

    From February 10th ( 11:00 GMT) until February 13th (7:00 GMT)

    Play 3 battles using Japanese vehicles (rank III or higher, with an activity of not less than 70%) to receive the “The Guardian of Japan” decal.



    “The Guardian of Japan” decal.

    Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → National Foundation Day in Japan.

    You can find the decal in the “Holidays” tab in the Customisation menu.



    From February 10th, 11:00 UTC until February 13th, 11:00 GMT, these two discounted packs can be found in the Gaijin Store through the in-game hangar:

    Japanese Pacific Campaign (1941-1942) -50%

    • Fighter A6M5 Ko (Rank 4, Japan);
    • Premium account for 15 days;
    • 850 Golden Eagles;
    • Japanese Pacific Campaign.
    Japanese Starter Pack -50%



    Limited time offer: IJN Kiyoshimo, J2M4 Kai and Type 74 mod G/Kai for Golden Eagles!


    Don’t miss the chance to purchase the premium IJN Kiyoshimo destroyer, the premium J2M4 Kai fighter and the premium Type 74 mod G/Kai tank for Golden Eagles!

    The offer is open until February 13th, 11:00 GMT.
    War Thunder - magazine2


    Did you know how easily you can customize War Thunder, or even add your own content to the game? Meet the official content creation tools pack, the War Thunder CDK!

    Get the exact tools War Thunder developers use — we’re constantly updating the Content Development Kit to share new features with our content creators. Recently, we released an updated version of the CDK compatible with the Apex Predators update.

    What you can do with the CDK

    Create unique missions! All those amazing and crazy missions in Custom Battle mode you see are created with the CDK. Mind-blowing wall on wall clashes, testing grounds for all War Thunder vehicles, “battle royales” and many more on the Live WT portal.

    Learn more about War Thunder CDK

    Own locations - from custom hangar pad to unique game maps. Check the player created collections on WT Live!

    Your dream vehicles - create your models and get real money if your vehicle is added to the game.

    Get started with the CDK

    Browse the latest version and complete manuals on how to customize War Thunder in your own way, even beyond the CDK - user-created sights, custom localizations, camos, sound mods. All these are allowed in War Thunder and will help you to enhance your game experience!

    Download the CDK (Wiki article)
    Feb 8, 2023
    War Thunder - Blitzkrieg Wulf




    Ground Vehicles
    • M46, M47, mKPz M47 G, M47 (105/55) — a bug has been fixed where the hull armour values in the armour view mode and info card were different.
    • T-35 — a bug has been fixed where the armour values in the armour view mode and info card were different.
    • Gepard 1A2 — a bug has been fixed where the vehicle was unable to fire from the twin cannon when one of the cannons was damaged (report).
    • T-80UK — a bug has been fixed that prevented fragments from entering the fighting compartment when a small area near the gun mantlet was penetrated.
    • 105mm GP105 — ATGM distance has been reduced from 5,500m to 5,000m; the weight has been increased from 18.8kg to 19.8kg (report).
    • A bug has been fixed that affected the ricochet mechanics, allowing shells to pierce armour at blunt angles (report).
    • Vehicles with external ammo storage (SAM SPAAG, ATGM carriers) have received an adjusted overpressure damage calculation. Hitting the external ammunition isn't followed by overpressure damage to the crew. Vehicle list:Strf 9040 BILL, ASRAD-R, ItO 90M, Pvrbv 551, UDES 33, Lvrbv 701, Roland 1, ItO 90M, Dardo, SIDAM 25 (Mistral), M113A1 (TOW), PGZ04A, M113A1 (TOW), CM25, Type 75 MLRS, Type 60 ATM, Matilda Hedgehog, Ratel 20, Swingfire, Warrior, Striker, ZT3A2, Stormer HVM, ADATS (M113), Strv 81 (RB 52), 2S6, FlaRakPz 1, FlaRakRad, M901, M3 Bradley, M3A3 Bradley, ADATS.
    Aircraft
    • Kh-23M — controlled flight time has been increased from 25s to 30s.
    • A bug has been fixed that caused a zoom sensitivity issue in the ATGM camera (report).
    • AJ37, JA37C — a bug has been fixed that caused a reverse thrust malfunction (report, report).
    Naval
    • A bug has been fixed where a roundoff to the max speed in Arcade battles caused 1 kph difference with the info card limit.
    Game Mechanics
    • The active player timer in Ground, Naval, and Custom battles has been increased from 20s to 100s. When the timer expires, a team with no active players drains victory points, and loses the mission (report).
    Other
    • A bug has been fixed that slowed down any scaling of decals (report).


    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.
    Feb 7, 2023
    War Thunder - Blitzkrieg Wulf


    We would like to present to you the next batch of changes in the “World War” game mode and inform you about the upcoming opportunity to test your skill in historical battles.

    More about World War

    Nordwind

    Update: The start of WWM operation “Nordwind” has been postponed for technical reasons. We will announce the new start date in this article. We apologize for any possible inconvenience.

    Participate in the World War mode operation “Nordwind”

    Operation “Nordwind” has been updated. We have seriously redesigned the vehicle groups and army compositions to give you more tactical options. For example the M18 GMC has been moved from the SPG group (now this group will be designated “Medium SPG”) to a separate group “Light SPG” that also includes its premium version, so you no longer have to choose between the power of the M36 GMC or the mobility of the M18 GMC - both can be used in one battle. The aircraft groups have also undergone a noticeable change - fighters are now divided into separate groups according to the models. A small number of Me 262 A-1a/Jabo are available to the German side in reinforcements and along with significant rebalancing of army and reinforcements this operation can be played out in a new way


    Check out the current list of available vehicles.

    Past changes


    Right during the previous launch of the game mode in November last year we managed to make some important and noticeable changes that unfortunately we had no opportunity to talk about - now we are correcting this oversight.

    We have removed the timer for players to enter battles in all operations. Previously squadron players had a few minutes to prioritize entering the battle during which other players in that operation could only look at the battle on the global map and wait for their turn. In past implementations of player entry into WWM battles via the global battle list - this solution was justified and useful as a huge number of players from the global battle list scored the most relevant battles in a few seconds. Now we let a strictly limited number of players into each operation and the timer for entering a battle no longer makes sense. Squadron players have priority to enter their operation within the first 10 minutes of its start, during which time random players will not be able to join the operation through the main World War menu. Accordingly, if squadron players take all 80 available places in their operation during the first 10 minutes and will play in that composition until the end, no random player will be able to join them as was the case with previous global battle list mechanics.

    We have removed the restriction (ban) on random players entering the battle based on the imbalance of sides in the battle. Previously this restriction (ban) didn’t apply only to squadron players - they could stand in full against a less prepared opponent in battles with any numerical superiority. Random players in this situation were forced to look at this battle only on the global map, waiting for the next one or looking for a new operation. Now the system of searching for an operation by players balances the amount of players in the operation by not connecting players in the operation itself in which the chosen side is already outnumbered. Thus unbalanced battles can still occur in operations with difference in numbers of participants for each side (which could not be compensated by random players looking for an operation through the search menu) but all players in an operation can play all the battles of that operation and they no longer have to spend most of their time searching for the right battle.

    We have been actively collecting your questions and comments in the forum section for WWM and have compiled a summary of them with detailed answers.

    Improving the mechanics of the operation search
    In the previous paragraph we mentioned several times the new operation search mechanics that should distribute random players from the general search queue to suitable operations without allowing the number of players in them to overflow and become unbalanced. Under real life conditions we found flaws in this system that were not revealed by synthetic tests which in some cases led to ignoring our given constraints on the maximum allowed number of players in an operation and allowed imbalance. The system has been redesigned by taking into account the detected features and is ready now for a new test.

    Also, after quitting an operation and trying to find a new operation, the player has been removed from the player list of the operation only after 10 minutes (the maximum allowable time of inactivity in the operation) due to which such “dead souls” could accumulate in the player list of operations. Now when joining a new operation the player will be removed from the list of active players of the previous operation and the maximum time of inactivity has been reduced to 5 minutes. The activity of the player (not the commander) in this case is the presence of the player in the window of the selected WWM operation or in any of its battles.

    Thus the list of the players in operations should be more up-to-date that will allow the operation search system to find a more appropriate operation and the system itself has become noticeably better in technical terms.

    Deserved reward


    We have received a huge amount of comments from operation commanders that their work in the WWM between seasons wasn’t rewarded in any way, even though it was very difficult and important. It is hard to argue with these arguments so we have added a Silver Lions reward for commanders at the end of each operation. The reward will be calculated at the end of each operation based on the sum of the mission points of all players in all battles of the operation and distributed evenly to all commanders of that operation based on their activity (more about commanders activity). The additional reward multiplier is different in case of victory (1.1) or defeat (0.9). For example if there are two commanders with an activity of 25% and 75% and the sum of all players points in all battles of the operation is 100000 they will receive 0.25 * 100000 * 1.1 = 27500 and 0.75 * 100000 * 1.1 = 82500 Silver Lions respectively for their efforts in command. According to our calculations a full playable operation (1.5-2 hours) will bring their commanders about 250,000-500,000 Silver Lions.

    At the same time, we are wary of creating many rash operations whose commanders would like to get an easy reward without putting any effort in it. Therefore from now on the creation of WWM operation is a paid service. Its cost will currently be 70,000 SL that will be deducted from the player who has declared the squadron for a WWM operation at the time the squadron will enter the operation. Placing the squadron in the opponent’s search queue in case of an early withdrawal from the queue will not result in a waste of game currency.

    At the same time we are well aware of the situation of a quick victory over the enemy (primarily when its commanders are inactive). In such cases the winning team may not have enough time to score enough points in battles to make the requester commander's operation balance positive. Therefore for him the operation reward will be recalculated additionally to compensate the expenses: if his calculated commander reward will be less than the activity times the operation creation costs - it will increase to that value. For example in the case of a quick victory over the enemy in which only 20,000 mission points have been earned in battles if there are two commanders - 80% activity for applicant and 20% activity of second commander the commanders rewards will be calculated as follows. Calculated reward for applicant will be 0.8 * 20000 * 1.1 = 17600 SL which is less than the product of the activity by the creation cost of the operation (0.8 x 75,000 = 60,000), so his reward will be raised to 60,000 SL. For the second commander the reward will be 0.2 * 20000 * 1.1 = 4400 without any additional recalculations. Expenditure compensation applies only to the requesting commander as it is aimed only at compensating expenditures not at increasing the reward in quick operations. Spend compensation is proportional to the applicant commander's activity in order to avoid attempts to transfer game currency through it.

    Bonus reward for soldiers and operation results window
    Bonus reward based on the results of the WWM operation was always there but has been displayed only in the message with the results of the operation so few people guessed about it. Now at the end of the operation all its participants who made any contribution will be shown a pop-up window with details of personal achievements and bonus reward which will be calculated from the sum of the Silver Lions earned in all battles of the operation and is in case of victory 30% of this amount and in case of defeat 10%.

    For commanders the operation results window will also show the sum of all players' points in all battles of the operation and the commander's personal activity, the parameters from which the command reward will be calculated.

    All these values are also duplicated in the message with the operation results and you can always return to them to re-examine them.

    Battle group
    This is the name of a special type of squad of ten whose participation is only allowed in WWM battles. In the past, any change to the battle group would reset it back to a normal four man squad by making it almost impossible to use. We have corrected all the problems we found and are happy to announce that you can now play WWM battles again with as many as ten squads of comrades!

    Defense In Depth


    Tank armies in WWM differ markedly from infantry armies in both quantity and quality of available vehicles as well as some game mechanics. Infantry armies move noticeably slower than tank armies, but are faster to entrench, making them ideal for creating and replenishing front lines. Tank armies on the other hand are needed for breakthroughs and encircles although no one prevents them from being trenched on important parts of the front.

    By entrenching a tank army, the commander deprives himself of an important offensive and quickly maneuverable unit which he can not move in this state and has to wait again each time for a long entrenchment time in case the front line moves. The long entrenchment of a tank army is now reflected in the new mission mode - Onslaught / Defense In Depth.

    When attacking an entrenched tank army, be prepared to do more than just storm the enemy fortifications and seize a strategic point - now you have to do it twice! When you capture a point on the first line of defense, the mission combat area expands and shifts, a new capture point appears deeper in the rear of the defenders and the attackers must make another decisive dash to capture it and win the battle.

    Invitation to the operation
    One more point inspired by your ideas and wishes. Many of you have been playing War Thunder for a long time and have many friends with whom you play together from time to time. But at the same time you and your friends can be in different squadrons for some historical or game reasons. You can play WWM together in a squad but what if one of you is the commander? We added the mechanic of inviting other players from your contact list to the operation (similar to inviting a squad). Sending an invitation is available in the operation window for squadron players with the rank of Sergeant or higher.

    Other changes
    • Current and maximum number of air armies has been added to the airfield panel.
    • A hint about the impossibility to raise an air army if the army limit has been reached has been added on the airfield panel.
    • The maximum number of the respawn scores has been reduced to 300. There are no more rare vehicles in operations on which you can respawn outside of the vehicle allocation for a significant amount of respawn scores (over 1000) and air and AAA have a significantly lower price (100-150 scores) so the former respawn score limit becomes severely overstated.
    • The damage model for trucks used in convoys adds a second crew member to the passenger seat who can replace the driver if necessary.
    • The damage model of trucks used in convoys has been replaced by a closer research tree model. Previously these trucks had an increased chance of fire and a more fragile damage model overall.
    • AA Defence and Air Raid missions have been reworked:
      • now, the AI vehicles that are not the mission objective and whose destruction doesn’t reduce the number of defender points don’t appear in the mission;
      • now, when attacking an infantry army, infantry platoons from the army will be replaced in missions not with SPAAGs but with anti-tank guns as in the Advance to Contact / Defense missions;
      • now, when attacking an artillery army, the AI vehicles will not fire at the aircraft.
    • In all asymmetric missions, in which the loss of attacker points occurs with the time of the mission, a timer to the end of the mission has been added under the team points, the value of which corresponds to the timer in the statistics window of the mission.
    • In all modes the marking of AI-controlled vehicles which are mission objectives has been removed. Thus, it will become impossible to determine the approximate location of the targets by the arrows on the edge of the screen.
    • In the Column / Column Interception missions when the convoy advances, the old spawn points of the defenders will not be deleted but remain active along with the newly added ones.
    War Thunder - Blitzkrieg Wulf


    Dear players,

    We have another round of questions and answers for you, with War Thunder producer Vyacheslav Bulannikov!

    Ground



    Question: Are there any plans for a subtree for the Italian ground forces line to bolster their lineups much in the same way South Africa and Finnish vehicles provided their respective trees?
    Answer: Yes, we have such plans.

    Question: With the recent rework of domestic crew voices for naval forces, is it possible we will see something similar for Ground Forces? Including the sub-tee nations of South Africa and Finland as well as separated crew voices for British ground vehicles that currently still use American crews.
    Answer: Yes, we are already working on it.

    Question: Some years ago, it was mentioned that more British light tanks were under consideration. Are there any plans for many of their most famous, such as the Saladin, Skorpion, FV721 Fox, FV432/30, Ferret and several Warrior variants that currently have not found their way to the game? Is there potential for a whole light tank based line? As there are domestic examples available to add from almost all ranks.
    Answer: Yes, the vehicles are in planning.

    Question: With the new directional damage indicators in Ground Forces, are there any plans or considerations for allowing an option to switch between the new / old effects, or turning them off for greater customization?
    Answer: The work is in progress right now, and we probably will implement it in the first major update of 2023.

    Question: When will the rank of a vehicle and, accordingly, its profitability be changed in accordance with the Battle Rating of a vehicle that has had its BR changed multiple times? For example, the E.B.R. (1954), which initially had a BR of 4.7 and rank III, but now after BR rise it is 6.3, and the rank is still III and, accordingly, the profitability, which is at the level of AMX-13-M24, which has a BR of 3.7, and the rank is actually II.
    Answer: The SL multiplier does not reflect profitability. If a vehicle has a small SL multiplier, it means that it earns too much, and not that it has such profitability. For example, E.B.R. (1954) does 5,000 SL/min in battles, but should get 4,000 SL/min - so its SL multiplier is 0.8; and the AMX-13-M24 earns 2,000 SL/min, and should get 2,500 SL/min - and its multiplier will be 1.25. And despite the fact that the AMX-13-M24 will have a multiplier of 1.25 versus 0.8 for the E.B.R. (1954), AMX will receive 2,500 SL/min and E.B.R. 4,000 SL/min.

    Aviation



    Question: Now that we have modern 4th Generation aircraft, is it planned to introduce ejection seats for the animations of higher rank aircraft when the aircraft is destroyed? Right now, all of these vehicles still use the standard pilot bailing out with a parachute (carried over from WW2 vehicles) rather than the more realistic ejection seat these aircraft would feature.
    Answer: Yes, we have such plans and hope to introduce the feature this year.

    Question: With more complex countermeasure systems that contained multiple differing types of countermeasures at once, such as the BOZ pod being introduced on Tornado, will we soon see a rework to the countermeasure system that allows the pod to carry and fire both flare and chaff of different types at the same time? Additionally, other aircraft like the Mirage 2000 and Harrier GR.7 have MAWS functionality in reality, which is currently available in game on helicopters, but not fixed wing aircraft. Will this also be introduced for aviation?
    Answer: Since most countermeasure systems have the same caliber for both flares and chaff, and can be interchanged, we have implemented a system for choosing the required ratio of different types of countermeasures for the player to choose from. However, for systems such as BOZ, where the number of countermeasure types is very different and cannot be interchanged, such a system is not suitable and requires a complex solution. And systems such as MAWS are not universal - they use infrared sensors mainly to detect SAM launches, in contrast to ultraviolet sensors used, for example, in modern helicopters. The implementation of this system is in the plans, but it is too early to talk about the release dates now.

    Question: Japan is one of the nations that lacks top-tier SAM and close support aircraft. Any plans to fill these gaps with domestic vehicles, or by adding any kind of a subtree, say, South Korean?
    Answer: In fact, Japan doesn't possess modern ground strike jets, but this year we plan to add multi-purpose aviation, capable of dealing with ground targets.

    Question: Do you plan to return the lead marker for aircraft which were able to calculate it in reality?
    Answer: We are considering implementing instrumental lead indicators, first of all, as part of the cockpit HUD view, but probably in the third-person view as well.

    Question: Any plans of transferring all BR 11.3+ aviation in the ARB mode to the EC-size maps of 128x128km+ ? Playing the 3rd-4th generation jets on the maps designed for piston-engined aircraft is not very interesting.
    Answer: No, we don’t want to transfer the top-tiers completely on the biggest maps, but their quantity will be increased for sure. We are working on it right now and preparing to introduce some large missions for the top-tier aircraft.

    Question: Do you plan a more functional environment for airfields, apart for AA guns? Destructible radars, jamming stations, drone control centers, ballistic and SAM missiles that, when destroyed, affect the enemy AA efficiency? Any plans for destructible runways, if there are more than one in the mission?
    Answer: Probably yes.

    Question: Do you plan to introduce anti-radar missiles for aircraft that have them? In 11.0+ mixed battles SAM SPAAGs dominate aircraft, anti-radar missiles might help.
    Answer: Yes, we’re considering this type of missile. Unfortunately, there are lots of problems and actual data of their efficiency is controversial. Anyway, such missiles require a lot of effort in collecting data, and possibly specific simplification in their in game mechanics. For example, we know that none of the massively used ARM produced in the 1960s -1980s were not capable of properly detecting and effectively hitting the SAM SPAAG often used in War Thunder. Their targets were mainly such systems as S-75/S-300/Hawk/Patriot, with uncertain efficiency though. Nonetheless, we do consider ARM as a possible balancing media of close-support aircraft against missile SPAAGs.

    Question: More physics for aircraft bombs? Such as weight to armor penetration ratio?
    Answer: Yes, kinetic damage is planned for aircraft bombs.

    Naval



    Question: Is there any news or developments you can tell us about the development of the French Coastal and Bluewater fleets?
    Answer: Stay tuned for news.

    Question: The previous update brought some variety of camo options for destroyers in all nations. Is it possible we will see customization for small Coastal Vessels and the return of many of the skins from back during the closed testing of Naval Forces?
    Answer: Yes, such customization options both for ships and boats are planned for the upcoming updates.

    Question: At the moment, naval gaming modes look “suspended”. On the one hand, we have AB/RB sessions, which are too arcade; on the other hand naval EC, with massive battles. dynamic tasks and progressive spawn, but with basic arcade mechanics which feel obsolete here. Where will naval battles go? Will it be more arcade, or realistic? Do you plan to introduce some kind of simulator battles based on the EC?
    Answer: We plan to develop both modes. Simulator battles are not planned.

    Question: Do you plan to introduce a circuit flight mode for scout planes in naval battles?
    Answer: Yes, we plan to improve this mode and add it to the game in the upcoming updates.

    Question: Do you plan to revisit the damage from fragments, which reportedly calculate only explosive weight of a shell? At the moment, the damage to the crew compartments of ships deal only with external explosion with no damage to the compartment from explosions inside.
    Answer: We have just checked the damage mechanics of the fragments inside compartments - all works as intended, right as before. At the moment we see no reason to revisit the fragment damage to the crew compartments.

    Helicopters



    Question: Is it under consideration to include the AGM-114L for helicopters that used it, given the advancement of weaponry added to the game since the introduction of the previous variants of Hellfire?
    Answer: This missile is not considered at the moment, since it is capable of completely ignoring smoke screens, which is far off balance.

    Misc

    Question: Is there any consideration into splitting Battle Ratings for Aircraft and Ground battles? Many aircraft can perform strongly or poorly in one mode over the other (particularly attackers) but due to the influence of one or the other, some vehicles find themselves in tough spots based on their ground loadouts or capabilities. For those that prefer to use the aircraft in Air RB, is there any possibility of separate battle rating calculations for both modes?
    Answer: This might sound weird, but every time we discuss this idea inside the team and see statistics, it turns out that aircraft which are expected to “perform strongly” with their BR split in fact are quite effective in their gaming modes. This was forcing us to cancel this option.
    War Thunder - Blitzkrieg Wulf


    Welcome to the 53rd War Thunder Steam Screenshot Competition!

    Last week had an impressive selection of smokey screenshots! It was a pleasure to see such variety and creativity. Superb! The three most popular and three selected by us will get 300 GE. See the winners down below!

    Let’s begin the 53rd edition of our competition!

    Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen53. You have time until 10.02.2023 to submit your screenshot.

    After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.


    Important addition: Screenshot theme - Stalingrad!

    Terms:
    • Your screenshot must feature one or more vehicles from the German or Soviet research tree!
    • You must add the #WTscreen53 tag (title cannot have any other text in it).
    [/b]
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.
  • [/list]


    And now, time for the winners of the competition’s 52nd edition - Smoke!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2925074808
    https://steamcommunity.com/sharedfiles/filedetails/?id=2924564010
    https://steamcommunity.com/sharedfiles/filedetails/?id=2925376378

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2926736257
    https://steamcommunity.com/sharedfiles/filedetails/?id=2925287225
    https://steamcommunity.com/sharedfiles/filedetails/?id=2924560789

    Each winner will get 300GE! Congratulations and see you next week!
    War Thunder - Blitzkrieg Wulf


    The Battle of Stalingrad began in the summer of 1942: both German and Soviet command considered the city to be of critical importance. In autumn the Red Army during Operation Uranus successfully encircled the Wehrmacht forces near Stalingrad. Axis powers failed in their attempt to break through, and on February 2nd, 1943 field marshal Paulus went against Hitler’s orders and surrendered. This victory became one of the most important events of WWII.

    From February 2nd (10:00 GMT) until February 6th (07:00 GMT)

    Play 3 battles using Soviet vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Vehicles of Victory: T-60” decal. You can also earn the “Ampulomet” decoration for ground vehicles by winning 5 battles using Soviet ground vehicles.



    Vehicles of Victory: T-60” decal
    Ampulomet” decoration


    Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Victory in Stalingrad Day.

    You can find the decal in the “Holidays” tab in the Customisation menu, and the decoration — in the “Weapons” tab.
    War Thunder - magazine2


    Welcome to the second War Thunder Steam Community Spotlight!

    Following on from the First War Thunder Community Spotlight, the War Thunder Steam Community Management team has continued looking at the community hub for War Thunder, and have yet again spotted some outstanding screenshots and artwork that our players have been creating! So once again, we’ve picked our favourites and thought that we'd share them with the rest of the Steam community. Take a look below.

    Let's begin!

    A 1:16 scale T-34/76! At 40cm (15in) long, 20cm (8in) wide and weighing 1.1kg (~2 pounds), this amazing looking model was built and painted by hand. An outstanding achievement, nice work!

    "1:16 T-34/76" by #1 South African Bowling player






    The T34 heavy tank and T26E1-1 "Super Pershing" are absolute units, and this is what has been sketched here! We love this hand-drawn pencil sketch of these two powerful machines. Nice work!

    "(American T34 and Super Pershing) The perfect tank doesnt exi..." by C0orav






    The player “Yar man” featured in our first spotlight, and they are back for the second! This amazingly created T26E1-1 "Super Pershing" model in 1:35 scale has been perfectly painted and created, and even a comparison in the background of the tank in our game. Amazing work!

    "T26E4 super pershing 1:35 model" by Yar man






    A Jagdpanther model vs our in-game model! This looks really cool, we love the comparison here between them.

    "Jagdpanther Model" by McKay






    The powerful A6M5 and N1K1-J fighters of the Japanese tech tree are a force to be reckoned with! This amazing, hand drawn pencil sketch of these two fighters looks fantastic. Well done!

    "A6M5 and N1K1-J" by 449138878






    This MiG-21 Bis drawing using all types of pencils looks so good! This took the player “4rtemis” over 24 hours of work to complete. We really appreciate all the detail in this drawing, keep up the good work!

    "Mig 21bis "0880" drawing" by 4rtemis






    Player “10011001101ab” created this IFV of lego… but what is it? Stryker? R3 T20? AGS? These are not necessarily IFV’s, but regardless! This neat little lego model looks cool, nice work!

    "just an ifv (does this count as art?)" by 10011001101ab






    During our recent 10 year anniversary, we added the long-awaited Sturmtiger tank during our anniversary event. We only felt it was right to include this amazing model of the Sturmtiger to show it off! Thanks for posting this on our Community Hub, and great work!

    "38 cm Sturmmörser auf Panzerkampfwagen VI Tiger" by Some weird dude






    What’s this? This seems to be what AI think of the snail! It looks creepy, but it’s really the snail! Funny and nice work, Mr Genius (With the help of AI!)

    "AI generated Snail" by MGenius






    What would your reaction be if you saw this giant 380 mm round heading in your direction? Well, honestly, you would be screwed. Adding insult to injury, this Sturmtiger’s smiley face really makes us laugh.

    by LegateMagnus






    The Khrizantema-S created by the player “Poggemann” is their favourite tank and also first ever model. This is a really good first model, you should be proud of yourself! Well done and keep up the good work!

    "First model" by Poggemann






    In our recent update, we added the Israeli F-16A Netz to the game, and the player “FULZY” has created an outstanding, heavily edited screenshot! We love the closeup and details, nice work!

    "> N E T Z <" by FULZY






    In our game, jet pilots are fully modelled, including the reflection in the helmet visors! The player “Baldman” captured this beautifully, great screenshot here!

    by Baldman






    These sketches of the Ju 87 D5 and Ju 87 G2 look really good, the player “Schnekism” drew these while half asleep! We can’t wait to see what you draw when you are fully awake. Well done!

    "Ju87 variant sketches" by Schnekism






    A fantastic drawing of the German F-104G, the details are outstanding, we really like this work. Nice job, “Isan”!

    "=Fall=" by Lewd-Tenant Isan




    That's all for now!

    The wonderful work created by our community that we have shared has been posted to the War Thunder Community Hub - make sure you check it out and even share your own creations. We look forward to seeing you next time!

    ...