War Thunder - magazine2


Content creators addressed us with their questions and feedback - we read and answer!

Hi all! Lately we have received a huge amount of feedback from players and have been hard at work analyzing, processing and preparing to answer your questions. The most heated discussion came from questions on the economy, and we will definitely answer these too once we’ve had time to look through them all! In addition to dozens of thousands of feedback messages from players, we received a long list of questions from our War Thunder content creators from YouTube, Twitch and other platforms. While we are still analyzing requests and suggestions from players, today we’ll answer some questions from our creators, maybe you’ll find answers to your questions here too. Let’s go!

Vehicles


Q: We are concerned about the comparatively low efficiency of the post-penetration effect of low-caliber HEAT rounds, for example on such vehicles as Ru 251, AUBL 74, leKPz M41, AML-90, PT-76, T92, etc.
A: We’re planning to rework certain aspects of shaped-charge jets for lower caliber rounds. These rounds do have a very narrow post-penetration jet, and there are lots of real world examples of instances where lightly armored vehicles remained mobile and even in fighting condition after taking a hit from HEAT. Because of this we don’t plan on making these particular munitions overly powerful, but in regards to destroying modules and incapacitating crew in the path of the jet we are planning some changes that will make their damage more consistent.

Q: Light vehicles might be very die-hard, being able to absorb 3-4 rounds, because fuses are unable to arm.
A: This is a big topic for players and a common talking point inside our team as well. There are several possibilities we’re considering but they will take some time to develop. We're keenly aware of this issue though and will introduce a solution if and when we can.

Q: Is it possible to make 3D decorations physical so that they can detach from vehicles when hit?
A: Great idea! We’ll look into how complicated this would be to implement, and if it is indeed possible we’ll aim to make them destructible and prone to catching fire as well.

Q: Is it possible to refine the reloading mechanics, when the loader is knocked out during a gun misfire, then the reload cycle starts again?
A: Absolutely, it’s a good point to bring up, especially for vehicles with a very long load time. We have a solution in mind for this one - we can try to save the reload progress after a certain percentage of the reload cycle is reached, say 80% for example. At this stage the round is already in the breach so there’ll be no need to start the entire process over. Also for two-part ammunition, the loading process could be split into two stages, so the cycle won’t reset to the start if one part of the projectile has been prepared and the loader gets knocked out.

Q: Do you plan to increase the mobility of heavy tanks and slow SPGs in the RB mode, like it is in the Arcade?
A: No this one isn’t in our plans. RB is where vehicles should behave as authentically as possible, low mobility is just a real-world drawback these kinds of vehicles have.

Q: Do you like the idea of giving free back-ups when purchasing top-tier Premium vehicles?
A: We do! We’ll consider including an initial amount of free backups with high tier premiums in the future to incentivise players to stay in battle.

Q: There are still turret desync bugs.
A: It’s a complicated issue to solve but an important one, we’re currently working on a fix.

Q: Is it possible to get rid of the desync of server and client?
A: Unfortunately in any network model, including ours, desynchronization between the server and client is sadly inevitable. This is a con for sure. The pro however is that these desyncs usually do not affect the gameplay for all players which is important. The War Thunder networking model (State Sync) was chosen to be the most cheater-proof (in contrast to lag-compensation models like in CS), and, more importantly, it allows us to implement relatively realistic physical interactions. The shortcoming of our model is that there is the possibility of minor (and more rarely major) desyncs, as all clients see the ‘possible present’ of other players, instead of recordings of the past. The lower a player’s ping, the less often desyncs happen, but they will still happen anyway.

Q: Any chance to fix the bugged spotting, when vehicles are invisible for no reason?
A: This issue comes from the server’s anti-cheat algorithms. We do our best to sync them with the game render, but in a dynamic environment with huge open spaces and various client pings, it’s unfortunately impossible to maintain perfect synchronization.

Q: Damage by excessive pressure needs more calibration, and also damage of high caliber shells of ground vehicles needs to be increased.
A: For improvements like these we need some more precise examples as there’s a lot of factors involved here, often issues in this area are not reliably reproducible, so we’d appreciate any replays or recordings of issues you’ve found so we can investigate them more effectively. It’s easiest to do this in the hangar.

Q: Please fix the bug that doesn’t allow you to turn over the tank if it’s turned upside down and lies on top of the turret.
A: Ah yes, it's very rare but annoying when it occurs, we’ll look into a fix.

Q: Do you have plans to create a tutorial on mechanics of top tier vehicles, such as anti-aircraft missile systems, drones, etc - with an option to customize controls for such mechanics?
A: Yes we do! We’re planning various tutorial elements for our more modern systems.

Q: Due to the difference in the vehicle generations, there are big problems on Rank V, particularly on BR 7.0-8.0, where there are tanks with APFSDS and stabilizers and without them.
A: Indeed, the technology jump in this BR range is problematically abrupt, we’ll pay special attention to this area in particular and come up with some solutions.

Q: The Killer-Hunter feature is toxic and requires a 2-3 sec delay to make it possible for the commander to take over or react somehow.
A: A delay here would make sense, we’ll consider this.

Q: Currently graphics can noticeably influence player skill: for example, an enemy tank can be almost invisible in deep shadow until it fires. Locations are full of decorative elements that overload players’ attention. Is it possible to brighten up the shadows and lose some greenery and decorations on the locations?
A: It’s a tough question that requires more complex solutions and precise fixes rather than a sort of ‘global update’ to the graphics. The thing is, we can’t just make a game where pro players have their own minimalistic graphics mode, while more casual players have a different one (since that’s just not fair). Dumbing down the game graphically so it’s purely structured around competitive gaming also isn’t an option - our game has and always will be oriented towards a wide spectrum of players with different tastes and preferences, so on this one we’ll have to look at more specific elements that could be improved.

Q: Upgrading helicopters through PvE is too long and hard, and their stock versions are often almost unplayable in other modes.
A: We’re currently trying to figure out what to do with the mode, we’ll announce our decisions at a later time.

Q: Remove volumetric damage. It makes certain tanks too well-defended, track fenders and side skirts absorb hits.
A: Volumetric damage brings many tanks closer to their correct level of protection (Tigers and Panthers for example), and this can’t be achieved without maintaining our current realistic armor model. However, as with every complex system it’s hard to perfect across the board. We need your reports here - you can send us your replays or record anomalies in the hangar. In all cases where volumetric (and every other damage system) isn’t working correctly, we will fix it - or at least we’ll do our best to. We appreciate that volumetric was a big adjustment to tank battles as it wasn’t present from the start of the game and thus required some adaptation, but we believe this more realistic armor model adds to War Thunder, so we’ll work hard on improving it as much as possible.

Q: Decrease the numbers of all convoy AAA in EC and/or give them less accuracy.
A: We’ve fixed this one - already in production.

Q: For Air sim float plane spawns. Instead of spawning all the way back on the map and taking 25 mins to get to the battle, have it be able to spawn at any AF or spawn on the fleet with your float planes. Suggesting when spawning on any AF of course you spawn in the air, and if you spawn on your fleet have it spawn you on the water next to your carrier.
A: We’ll think about this one, the current system was chosen based on player requests. However there are not many floatplanes and they’re almost universally slow, so it probably won’t negatively impact immersion too much if they spawn in the air closer to the action.

Q: I would like to see if WT naval arcade could be made a bit more arcadey to attract more people to the mode, mainly by making rangefinding faster so it might be more fun to play. Maybe also add what ammo to shoot at which target so people have more of an Idea when to use AP or HE and SAP.
A: We agree here - We’ll try to do something to make the mode more approachable, and will likely start with rangefinding.

Q: The attack drones should be removed, they don't bring anything new to the table (helicopters and planes do the same) except that they are much harder to hit/kill. With that there aren't really counters against them except hightier AAs.
A: We’ve spent a lot of time gathering examples and analyzing feedback regarding drones, we’re going to move them up to a higher BR where they can be more easily countered by advanced AA systems.

Q: Suggestion to stop helicopters (and other aircraft) from firing their weapons after they are considered ‘dead’ by the game, as it’s not enjoyable to die to a player you’ve already beaten.
A: In reality, ‘destroying’ an aircraft (in terms of inflicting damage that makes the aircraft uncontrollable) doesn’t make it harmless. We do like this ‘last chance’ aspect to gameplay (There's a beast deep inside you, it will not die.. It will fight back!) It’s a system that goes both ways, firstly it is realistically possible - and it might make a player's day to get a kill with a doomed aircraft. However we do see the issues it brings, especially with misleading kill messages. We need to do a bit more thinking on this one.

Q: Suggestion to allow phasing through teammates at the start of the match to prevent blocking, in the same way air realistic has after just taking off.
A: We can’t see a way to do this one for ground vehicles - players inevitably will exploit it (when spawning, players will deliberately try to drive through each other to end the cooldown while taking up the same space, which will cause a lot of issues unfortunately).

Other


Q: Add the ability to report racists, homophobes and similar to customer support
Allow me to send a report to customer support with a screenshot of in-game violation and possibly even a copy of the replay file.
A: Good idea, we’ll add an easier way to report such instances. Each in-game report already has a chat log attached. Creating an automatic screenshot or something along those lines though is much harder and can introduce difficulties. We’ll try to show the chat log to the user submitting a report to streamline the process.

Matchmaking


Q: Please add more maps to the top tier Air RB (12.0 BR). Even smaller maps. Some maps are very rare.
A: Currently we have 10 maps at this BR. Certain maps will appear more rarely if players have them banned. We’ll aim to add more maps at this rating. For smaller maps though, players often request less of this for top tier jets (usually words like ‘claustrophobic’ are used).

Q: For me, the big problem is the size of the maps on the Air RB. It happens that prop planes are thrown on a simulation map. Please remove large maps from Air RB on low and medium tiers.
A: Agreed - big maps can become boring sometimes when populated with slower aircraft with a lot of downtime between engagements. When we implement a way of displaying which maps appear at which BRs (see below) we’ll adjust the appearance of large maps at the lower tiers. Regarding smaller maps for top tiers though - see the request above. We’re trying not to add smaller maps to fast jet battles and will try to introduce less instances of this, however currently many players do still ask for them.

Q: I’d like you to increase the chances of going into battle on a vehicle of maximum available for this battle BR. I once performed an experiment and found out that I got into battles using the highest BR vehicles only in 11-14% of cases. Sure, overcoming hardship is valuable, but not that often: it’s demoralizing.
A: Ultimately, the session consists of players within your BR spread who are currently in the queue, there’s no additional factors that directly put you at a certain battle rating. On top of this regarding ‘full uptiers’, only 4 players on each team have the possibility of being at the top BR, so even if you are at a lower BR relatively in a match, you won’t be fighting a team entirely comprised of vehicles more advanced than yours.

Q: Add an unlimited amount of bans/5 bans.
A: The problem with this one is that we already have situations with the current one ban system, where some maps are rarely ever played. Adding additional bans (5 bans for sure) will lead to situations where all available maps are banned from the current queue, meaning matches won’t be able to start at all, or only after significant waiting times.

Q: Add some way to vote for map/map preferences.
A: This is something we want to think about more. We are willing to have some kind of voting system in place, but at the same time it’s important for players to have a variety of maps too, especially as certain vehicles are inevitably more suitable for certain styles of map.

Q: Add BR limitations for each map and show it to players.
A: Good idea - showing the BR range for a map in the map preferences window would be very useful, we’ll try to implement it.

Q: My biggest and worst problem in WT is maps in Ground RB is that I don't want to play small maps in top tier battles (things like Berlin - Finland - Cargo Port - Alaska - Small Fulda - Small Maginot Line... etc).
A: We also don’t like all of the maps at high ranks as well, although players’ opinions differ (Many players like Finland or Berlin at high ranks, but at the same time many also don’t), but as suggested above we’ll introduce a way to show the BR limitations for maps. The enjoyment a map brings is often very subjective, but in instances where a particular map is noticeably widely disliked we will pay it extra attention.

Missions and locations


Q: In Tank RB we often get Battle mode with points already captured, and that demotivates the players from moving. I think this mode should go.
A: These scenarios can foster a more sedentary style of gameplay, we’ll probably reduce the chance of these maps appearing in the rotation, and likely remove some of them.

Q: I’d like the developers to manage the maps in a way so that modern vehicles won’t appear in WWII locations like Berlin.
A: We partially agree on Berlin (and maybe Rhine too) but not generally. We’ll try to remove the most obvious elements from maps that specifically relate to a certain timeframe to make them more universal, and we’ll think about introducing a modern version of Berlin too, that could be interesting.

Q: Do you plan to exclude night missions from rotation in case the player doesn’t have night vision and thermal sight modules, or maybe introduce an option to disable those missions?
A: We have decided to make night battles optionally available, we’ll announce exactly how this will be implemented a bit later.

Q: Collision models of various obstacles, garbage and other things should be either removed, replaced or reworked.
A: We’re working on it! Collision with even small objects can be jarring sometimes in certain circumstances, any examples you have of such issues with screenshots and descriptions will really help us improve this area as quickly as possible.

Q: It would be great to increase the duration of session creation to increase the number of players in battles and make them more intense. I think that waiting for 20 more seconds in the hangar and not ending up in an 8v8 battle on a large map is worth it.
A: We’ll think about this one - Unfortunately there’s no universal solution regarding a bracket of queue time that would apply to every situation, but some additional matchmaking options could improve the situation.

Q: Are there any plans to additionally reward the top 5 players at the end of the battle?
A: We do have plans along these lines for sure, but we’re just not sure if rewarding the top positions is the healthiest way to go: it’s tempting and a good reward, but it creates unhealthy competition for those 5 places (meaning that players may be compelled to grief or get the way of those in the lead).

Q: European Province: The city part is done well because it is separate small location. The open terrain around can be shot through the hills and there is also the possibility of shooting from one spawn to another.
A: Indeed, we’re aware of the problems here. We will aim to fix the instances where it’s possible to engage from spawn to spawn in some of the higher BRs.

Q: Surroundings of Volokolamsk: Very large location with a huge unused space. If your flank is clean then you are either too lazy or don't have enough time to react to the other one. I think it is necessary to leave only a small version of it.
A: It’s certainly a large location with a lot of empty space - we’ve already changed the rotation settings for this map, now it’s only available in ground RB and only from the session rank of 9.7 - also please note, a session rank of 9.7 means that these are battles for vehicles between the ratings of 8.7 - 9.7.

Q: Red Desert: Huge spaces with shots from covers on the top of rocks. Maybe you will remove this location from the rotation?
A: At the moment this map is only available from 9.7 and above so the huge spaces can be crossed relatively quickly by the faster vehicles at this tier, Red Desert is also still in the top 5 most liked locations from our map “like” system. However we will keep an eye on its overall popularity among players.

Q: El Alamein: Positions on the tops of the cliffs make it difficult to play. Line A and line 8.
A: You’re right, we’ll fix them.

Q: Battle of Hürtgen Forest: Now in the rotation we have the larger version where the activity of the players is lower than before. I propose to return the old version with 3 city capture points.
A: We don’t see a decrease in activity in this arrangement, but the capture points really do need to be redone, we’ll improve them.

Q: Mozdok [Battle]: The location is either for the fast tanks which can take up positions at the beginning or about “standing at one point” as the respawn points are located opposite each other and are shot through. There is no goal to capture the point, no goal to leave the position. Can this mission be removed?
A: It’s possible, we will yes. The mobility of the tanks that see this map do make its layout quite unsuitable.

Q: Fields of Poland: the situation here is better than with the “European Province” although the expansion doesn't look justified everywhere.
A: Perhaps we can remove the forests around the edges of the map and replace them with fields to deter players from focusing on the outskirts.

Q: Port Novorossiysk [Domination]: the teams capture their points being fully defended, and then meet up in front of a huge open area that makes them afraid to advance, so they just stick to the corridors. We need a full rework of the central point, with safer passages from both sides. The fact that you can effectively fire from across the river also contributes to the stalemate, making the players stay on line 7 with zero kills.
A: We see your points, but have to disagree on this one - from our data and heatmaps (and also personal experience!), the map has a good intensity of action, it often only takes one or two tanks from either team to funnel in behind enemy lines to break defenses. We’d also highly recommend some smoke shells for this map too if your tank carries them, as the sightlines are quite narrow it’s possible to block one entirely with a single shell, allowing your team time to advance.

Q: Sinai: a great map, but positions on spawn points on A1-A2 get in the way: it’s hard to get to the player who camps there. Would like for those positions to be removed on Sands of Sinai as well.
A: Thank you for bringing this one up, we’ll look into it.

Q: Ardennes: there’s a lot of excess space from А1 to С3, same as in the opposite corner on G8.
A: It may seem like empty space, but we see these routes are often utilized by players.

Q: Poland, Abandoned Factory and Eastern Europe: examples of good maps. I’d like to see a new location in the future update that is similar in size and junction layout to these maps and hear the player feedback.
A: We’ll try to introduce a map along these lines in one of our next updates, probably at the end of the year. We’re actually working on something quite similar to what you’ve described at the moment.

Q: Vietnam: have you considered partially draining the swamp on point A? Many players avoid it since it’s so hard to move around there.
A: Yes this is possible, that’s a good point.

We’d like to thank all of our players and creators who’ve submitted comments and suggestions for the development of the game. In this text we’ve responded to the feedback we managed to sort and take into account, we appreciate everything you’ve sent us - even if it hasn’t directly appeared in this text. We’d also like to remind you that this is only the beginning, and we have a lot of work ahead of us! We plan on continuing to promptly share our upcoming plans with all of you, along with regularly answering your questions.
War Thunder - Blitzkrieg Wulf


Welcome to the 69th War Thunder Steam Screenshot Competition!

You submitted many beautiful screenshots last week, well done everyone. The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 69th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen69. You have time until 02.06.2023 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.


Terms:
  • This week, we would love to see a picture of your vehicle during sunset!
  • You must add the #WTscreen69 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 68th edition:

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2978991661
    https://steamcommunity.com/sharedfiles/filedetails/?id=2979089582
    https://steamcommunity.com/sharedfiles/filedetails/?id=2978566315

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2978205254
    https://steamcommunity.com/sharedfiles/filedetails/?id=2978701085
    https://steamcommunity.com/sharedfiles/filedetails/?id=2978292717

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


    Both researchable and Premium versions of the advanced Su-25 attack aircraft are to be added in the upcoming La Royale major update. Pre-order now to get special bonuses!

    Su-25T, strike aircraft, USSR, rank VII.

    Su-39, strike aircraft, USSR, rank VII. Premium pack offer.

    Features:
    • 16 Vikhr ATGMs
    • Expanded arsenal
    • Directional infrared countermeasures
    • Night sight

    The Su-25T project was an attempt to create an anti-tank aircraft that would be able to operate both during the daytime and at night, equipped with targeting systems and guided munitions to defeat armored vehicles. The list of equipment for the future aircraft was formalized in 1979, it was based on the Shkval targeting and navigation system and the Mercury television sight. The prototype passed the factory tests in 1987, by 1990 the project was prepared for mass production but due to the collapse of the USSR it did not start. A small batch of completed aircraft took part in the Chechen War in 1996. After the transfer of the production base from Tbilisi, Georgia to Ulan-Ude, Russia, the project was re-focused for export. An export version with slightly different avionics was designated the Su-39. In total, three attack aircraft of this configuration were built. Due to lack of funding, the project was closed.

    The close combat Su-25 daredevil turns into an elegant tool with high-precision weapons! Meet the new Su-25T and Su-39 attack aircraft, which significantly expand the tactic capabilities of the series thanks to modern electronics and new weapons!

    Pre-order - Su-39 Pack

    • Su-39 (Rank 7, USSR)
    • 2500 Golden Eagles
    • Premium account for 20 days
    • Pre-order bonus: unique "Sergey Strikes Back!" title
    • Pre-order bonus: "The Legend" decal

    • Pre-order bonus: experimental tricolor camouflage with insignia of the Russian Air Force

    To pre-order click Shop > Online Store whilst in the in-game hangar.



    The Su-25T and the Premium Su-39 received a major upgrade to the electronics. The targeting system with the Mercury camera pod allows pilots to aim guided munitions at an operational distance at daytime, and at a distance of about 4 km at night. The directional infrared countermeasure system in the aircraft’s tail helps to protect the aircraft from missiles with infrared seekers.

    Thanks to more advanced targeting equipment, the attack aircraft received new guided weapons. Probably the most noticeable set will be a set of 16 Vikhr ATGMs, which are familiar to you from top-tier Soviet helicopters. The Su-25T and Su-39 can also carry KAB-500Kr guided bombs, and in addition to the Kh-29L and Kh-25ML missiles, which pilots know from the previous versions of Su-25, “fire and forget” Kh-29T missiles appeared. New aircraft are also capable of carrying a pair of R-60M - excellent maneuverable short-range air-to-air missiles.





    The choice of unguided weapons from the early versions of the Su-25 was also preserved on the new attack aircraft - bombs and unguided rockets in various calibers, incendiary tanks and cannon containers with 23-mm cannons. There will also be available the 250 and 500 kg retarded bombs, a new feature of the La Royale major update. Dropping and firing the unguided munitions are easy and fun thanks to ballistic computers.




    The advanced Su-25T and Su-39 attack aircraft will appear in the game with the release of the La Royale major update. Don't miss the chance to pre-order the menacing Su-39 to get special bonuses and become the first pilots of the most advanced Russian fire support aircraft in War Thunder!
    War Thunder - magazine2


    The Swedish Home Guard was founded on May 29th, 1940, as World War II was heating up. Sweden managed to remain neutral, so the Home Guard never participated in battles. Today 20 000 people are still ready to join the ranks by the Command’s decree — and sometimes help out with rescue missions and police work.

    From May 26th (12:00 GMT) until May 30th (12:00 GMT)

    Play 3 battles using Swedish vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Coat of Arms of the Swedish Home Guard” decal.


    “Coat of Arms of the Swedish Home Guard” 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 → Swedish Home Guard Day.

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



    SAV 20.12.48 temporarily on sale


    To commemorate this day, experimental Swedish SPG SAV 20.12.48 will be back for sale for Golden Eagles for the duration of the event. It’s very mobile, able to put up a smokescreen to retreat safely, and its 120 mm cannon reloads in a blink of an eye — in merely 1.2 seconds!

    War Thunder - magazine2


    The Israel Defense Forces were created on May 26th, 1948, during the Arab-Israeli War, uniting the existing paramilitary groups. They began with no aircraft and with merely three tanks, but soon evolved into one of the most professional and well-armed armies in the world. In all conflicts involving Israel Defense Forces they emerged victorious.

    From May 26th (9:00 GMT) until May 30th (9:00 GMT)

    Play 3 battles using Israeli vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Israel Defense Forces” decal.


    “Israel Defense Forces” 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 → Israel Defense Forces Anniversary.

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



    Discounts on Israeli vehicles


    Israel Defense Forces Day bundle: 30% off
    • Ezer Weizman's Spitfire Pack;
    • M-51 Pack.
    We prepared a discounted bundle of a tank and a fighter plane to commemorate this anniversary! Ground vehicles are represented by the Super Sherman — a medium tank on a reliable M4A3 chassis equipped with a 105 mm gun with AP shells capable of piercing 400 mm of armor! And for aircraft fans there’s a Spitfire LF Mk.IX that was flown in the 1940s by Ezer Weizman, an ace pilot who later led the Israeli Air Force and even became the country’s President. This fighter with powerful 20 mm autocannons is capable of impressive vertical maneuvers and also boasts decent suspended weaponry.

    To purchase, click Shop > Online Store whilst in the in-game hangar.
    War Thunder - magazine2


    The new J-8F is an upgraded version of the famous Chinese jet fighter, equipped with helmet-mounted sight and advanced weapons! Meet one of the champions of the upcoming La Royale update!

    J-8F, jet fighter, China, rank VIII

    Features:
    • New fire control system
    • High max speed and climb rate
    • Deadly all-aspect PL-8 missiles
    • Drains energy in turn-fighting


    The modern J-8F jet fighter will become China's new top-tier aircraft, which will be available in the upcoming La Royale major update. Today we will tell you about this wonderful aircraft, and also reveal the plans of the War Thunder development team for long-range air combat missiles.

    So, the new J-8 series aircraft comes as a remedy for those imperfections the previous model the J-8B had. The J-8F received modern avionics - a new, more reliable and sensitive radar, as well as a new fire control system, which includes not only the HUD, but also the pilot's visor. From the previous model, the new J-8F receives very good PL-5B missiles, however, the new all-aspect PL-8 with a launch range of up to 18 km will become the main weapon for air combat. The high G-tolerance of the PL-8 missiles, combined with convenient sight via a helmet-mounted targeting system, make the J-8F one of the best interceptors in War Thunder.

    The J-8F is known to carry the PL-12 BVRAAMs (beyond-visual-range air-to-air missiles), but adding them to the game would mean the J-8F has a significant advantage over all opponents on the battlefield. Our team also had the idea to equip the fighter with PL-11 missiles as a placeholder, but such missiles could not be used on the J-8F due to lack of the target illumination radar. Therefore, we decided to introduce a set of 6 PL-8 missiles for the J-8F, which make the aircraft an excellent duellist at medium and close distances. The PL-12 missiles, same as other medium-range active seeker missiles for fighters of other game nations, will appear in War Thunder at the same time in one of the future game updates.




    The J-8F is also equipped with new engines with slightly better thrust ratings. The fast fighter becomes a little faster - now its maximum speed at high altitude is about 2350 km/h (~M 2.25). In the La Royale update, both J-8 aircraft will also receive differential elevator deflection, which significantly improves roll speed. Excellent maneuverability for its weight, one of the distinguishing features of the series, has become even better! It is worth remembering however that the aircraft tends to bleed speed quickly in sharp turns, so altitude and speed are still the key to success for the J-8F.

    Despite its primary purpose as an interceptor, the J-8F can also be used in mixed battles. To kill armored vehicles, the fighter is equipped with new high drag bombs and Type 90-1 HEAT rocket pods. As usual, the weapon configurator will help the pilot to configure the aircraft for any combat mission!




    The J-8F fighter, nicknamed “Handsome Sky Lad” in China, will be added to rank VIII of the Chinese aviation tech tree in the La Royale update, which is almost ready. We can’t wait, just like you!
    May 25, 2023
    War Thunder - magazine2


    Aircraft SB [Enduring Confrontation]

    • The accuracy of SPAA vehicles in vehicle convoys and in the fields of ground battles has been reduced.
    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 - magazine2


    The BTR-80A armored personnel carrier is one of the iconic vehicles originating from the Soviet army. Meet the workhorse of the Russian motorized infantry in the incoming La Royale update!

    BTR-80A, light tank, USSR, rank IV

    Features:
    • 30mm auto-cannon
    • High max speed
    • Amphibious
    • Huge profile
    • Poor armor


    The BTR-80A comes to the game as a new Soviet mid-rank light tank. The iconic profile of the APC will appear in the hangars of Soviet tankers with the La Royale update!

    The BTR-80A armored personnel carrier was designed for delivering troops to the combat area and providing them with fire support, including against lightly armored vehicles. The vehicle is armed with a 30mm 2A72 automatic cannon and armor-piercing shells with a maximum penetration of about 60mm. The gun has a good rate of fire, heats up slowly and is fed by belts.




    The 8x8 design allows the BTR-80A to perform well even on soft terrain. On paved roads the BTR-80A can reach speeds of up to 87 km/h.

    The cons of this APC are its size and poor protection. The long hull and high profile make the BTR-80A visible from afar and hard to hide - and hiding is vital for this vehicle, since its armor can only protect against shrapnel and light machine guns. Any .50 machine-gun with armor-piercing bullets would pierce this giant quite easily.




    However, the charisma of the legendary BTR-80A is much stronger than its shortcomings! In the La Royale update, we invite you to test the BTR-80A, as well as dozens of other new vehicles, in which you will be able to see new locations, new game features and improvements to your favorite game!
    May 24, 2023
    War Thunder - Blitzkrieg Wulf


    Ground vehicles
    • Pantsir-S — incorrect animation of the folded radar has been fixed.
    Aircraft
    • A bug has been fixed that caused incorrect data display after switching off the HUD interface (rеport).
    Naval
    • PT-658 — 3rd person view zoom camera position has been fixed.
    • Dynamic water line has been added to the naval hit camera to show current depth, trim and heel of the ship.
    Graphics
    • A bug has been fixed where the helicopter vortex effect on the ground or over the ground surface was not visible to others.
    Other
    • A bug has been fixed where rapid toggling through nations might cause vehicles on the Premium vehicle pad to remain from the previously selected nation instead of the current.
    Interface
    • A bug has been fixed that prevented a refresh of the countermeasure selection after editing of the user weapon setups.
    • A bug has been fixed that prevented help with the repairing indication on squad member vehicles.
    • Shortcut conflict has been fixed while opening personal tasks with a gamepad in the spectator’s mode.
    • Players are now able to open personal tasks from the statistics window.
    Mac
    • A bug has been fixed where the system cursor was visible in the game.
    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 - magazine2


    The French 155mm Au F.1 SPG built on the chassis of the AMX-30 main battle tank and features an autoloader with 36 round mechanized ammo rack!

    Au F.1, SPG, France, rank V

    Features:
    • Timed fuse shells
    • Huge automated ammo rack
    • High rate of fire
    • High profile
    • Mediocre protection


    In the La Royale update, the Au F.1 self-propelled gun will become a new French vehicle at research rank V. The huge turret accommodates a long 155 mm gun with an autoloader and mechanized ammo rack for 36 (sic!) rounds, which provides a rate of fire of just 7.5 seconds per shot!

    The Au F.1 lacks armor-piercing shells and the player starts researching the vehicle with high-explosive fragmentation rounds that contain 6.8 kg of TNT. This is a quite effective weapon that often leads to the destruction of the crew by the overpressure and almost always heavily damages enemy modules. However, after researching the time fuse shells the Au F.1 reveals new combat opportunities. These rounds feature more powerful explosives and detonate above the roof of the tower or engine compartment of enemy vehicles, which are always protected much weaker than the front and sides. The rangefinder is of great use here, it is time to master it, if you haven’t before.




    Au F.1 is built on the chassis of the AMX 30 tank and has good speed characteristics for its dimensions, but if we talk about survivability, then these same dimensions become the main drawback of the vehicle. The massive breech of the gun, a huge ammo rack for large-caliber shells, the autoloader and crew seats require a lot of space. The Au F.1's turret is truly gigantic, while being protected only from shrapnel and partly from autocannon fire. The Au F.1 is difficult to hide and very difficult to survive under enemy fire.




    You can research the charismatic and dangerous Au F.1 self-propelled gun in the next major War Thunder update called La Royale. In the meantime, we will continue to introduce you to the most interesting news of the upcoming update. See you soon!
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