War Thunder - Blitzkrieg Wulf


The beginning of the Closed Beta Test for the French Naval forces, new and updated graphical effects for flares, afterburners, rockets and missiles along with new hit marks on ground vehicles. More than 50 new or updated vehicles. Amongst them 14 new ships for the French Navy! But sailors are not the only ones to find something for themselves here! The Mighty F-14B, three different Sukhoi jets, the unusual M1 KVT tank or the first tank from India in WT - Vijayanta! Two new locations, fortifications mechanics, new weapons for aircraft and much more awaits you in La Royale update!


New mechanics and graphical updates
Something nice for everyone! New fortification mechanics for naval maps, new flare effects, new flight effects for rockets and missiles and updated flight physics for most anti-aircraft and anti-tank missiles. More realistic hit marks from high-explosive shells, functional radiators for armoured vehicles and wire-guided ATGMs trailing a visible wire behind them!



Ground vehicles
18 new vehicles, among them the eye-catching German Raketenautomat, the Israeli Magach Hydra and a 155mm Au F.1 SPG from France! It is also impossible to ignore the early WWII Pz.38(t) n.A. or a US Cold War vision of the Soviet MTB - M1 KVT!





Aviation
A dozen aircraft, from the new reserve machine - the BF2C-1 biplane to the F-14B - a new top-tier naval jet for the American tech tree. Along with it will come the Su-25T and Su-39, J8F and Mirage 2000 5F. We haven't forgotten about older machines either. Wirrway has undergone a full facelift and received a new 3d model.





Helicopters
6 machines received a brand new cockpit, and the Ka-50 and Ka-52 have been upgraded with a crew ejection animation.

Naval Fleet
The 14 new ships will give the start of the French Navy's closed beta tests. On top of that, the following ships will be coming to the game: German Z-46, Soviet Braviy, British HMS Daring and Japanese Ise!




New locations and missions




Changelog for Update 2.27.0.19 - the Major Update

Not all changes have been listed in this Steam post - just the main ones. Check out the post on our website for a full list. Enjoy!

New vehicles

Ground vehicles
USA
Germany
USSR
  • BTR-80A
  • Object 435
Great Britain
  • SARC Mk IVa
  • Vijayanta
Japan
  • Type 87 RCV (P)
China
  • ZTZ88B
  • Object 211
Italy
  • Freccia
France
Sweden
Israel
Aircraft
USA
Germany
  • Su-22M4
USSR
  • Su-25T
  • Su-39
[/url]
[/list]
Great Britain
  • Wirraway - model has been updated
China
  • J-8F
Italy
  • Tornado ADV
France
  • Mirage 2000 5F
  • Lancaster MR.7
  • PBY-5A Late (premium)
Sweden
  • AJS37
Helicopters
USA
  • AH-1G — Cockpit has been updated
Germany
  • BO 105 CB-2 — Cockpit has been updated
USSR
  • Kа-50, Kа-52 — crew ejection feature has been added
Japan
  • AH-1S Early — model has been replaced by the AH-1E model.
Sweden
  • HKP9A — Cockpit has been updated
  • HKP9A (FC) — Cockpit has been updated
Israel
  • Tzefa A — Cockpit has been updated
  • Tzefa B — Cockpit has been updated
Naval
Germany
  • Z-46
USSR
Great Britain
  • HMS Daring
Japan
  • IJN Ise
France - Closed Beta Testing of the French Navy has begun
  • Bourrasque
  • Chacal
  • Panthere
  • Vautour
  • Milan
  • Le Malin
  • Jeanne d'Arc
  • Primaguet
  • Colbert
  • Lorraine
New locations and missions
  • New location for combined battles “Iberian Castle”.
  • New location for naval battles “Franz Josef Land”.
  • Snowy trees in winter versions of the Poland, Maginot Line, and Bulge locations have been fixed.
  • The behaviour of bushes when they’re being trampled or shot through has been fixed.
  • Air AB:
Two missions of the new type, Air Conquest, have been added on two locations: Israel and Smolensk. Mission rules:
  • There are three capture zones in the mission: a small central air zone and two airfield zones on the sides of the central zone
  • There is ground support in the mission as in the “assault” missions and the models and placing of the ground vehicles depend on the battle rank.
  • There are bases for bombing in the mission which spawn 15 seconds after being destroyed.
  • Player aircraft respawns are not as high as in Assault missions and the number of respawns has been reduced.
  • Bomber respawns are higher than respawns for fighters and closer to the centre of the mission (in normal assault missions bomber respawns are further from the centre of the mission than fighters).
Location and mission updates
  • Single missions and historical campaign
    • Multiple bug fixes in single missions and historical campaigns.
    • In the historical campaign, naval vessel models have been replaced with more detailed ones. In this regard some edits have been made to the mission balance.
Enduring Confrontation
  • Transferred some of the missions that remained in the old format to the new one (changing the mission grid from 7x7 to 8x8 cells, increasing the total mission space by expanding the grid, new positions for airfields to make the distances between them larger):
    • Bulge
    • Korsun
    • Khalkhin Gol
    • Kursk
    • Ruhr
    • Stalingrad
    • Winter Stalingrad
    • Tunis. Also increased the number of possible positions of airfields.
    • Port Moresby. Also the mission has been rotated by 45 degrees relative to the previous version to make the ratio of sea to land squares for each team about the same.
  • In all missions for aircraft “Enduring Confrontation” low, medium and pre-top ranks will now use WWII aircraft carrier models. German aircraft carriers will now use Japanese aircraft carriers. For top ranks all nations still use the Forrestal.
Ground Vehicle model, damage model, characteristic and weaponry changes:
  • Challenger 2 (2F) — Small gaps in hull roof armour at the join of armour plates has been fixed.
  • Chieftain Marksman — A bug of radar antenna not pointing vertically has been fixed..
  • Comet I (All versions) — A bug due to which fragments and bullets could pierce the sides of the gun mantlet has been fixed.
  • Ferdinand, Elefant — A bug which consisted in damage of stern ammo if armour was not pierced has been fixed.
  • Flakpanzer 341 — The breech sections of the guns have been divided into separate modules.
  • Leopard 2A4 (All versions) — A bug due to which shrapnel and bullets could pierce under the gun mantlet has been fixed.
  • M47 — The Incorrect placement of ammo racks in the turret has been fixed.
  • M60 AMBT — A bug where one of the ammo racks could be damaged without breaking through the armour has been fixed.
  • Merkava Mk.4 LIC — A bug that caused a grid to be displayed in commanders sight camera has been fixed.
  • Pz.III N — The commander's DM protruding through the roof of the commander's cupola has been fixed.
  • QN506 — Discrepancy between the visual model and armour of the lower front part of the hull has been fixed.
  • Sd.Kfz.221 (s.Pz.B.41) — A bug due to which the commander's DM did not match the visual model has been fixed.
  • TAM 2IP — A gap in the armour above the gun mantlet has been fixed.
  • Type 59 — A gap in the armour between the gun mantlet and the turret has been fixed.
  • Type 90, Type 90 (B) — A bug due to which shrapnel and bullets could pierce the turret has been fixed.
  • Vickers Mk.7 — A bug due to which shrapnel and bullets could pierce the turret has been fixed.
  • BM-31-12 — A bug due to which a high launcher elevation view in the camera of the gunner’s historical sight could be blocked by the vehicle’s structural elements has been fixed.
  • IS-1, IS-2 — The design angle of the armour of the lower frontal part of the hull has been changed from 24 to 30 degrees.
  • T-28, Т-28E — A bug due to which some of the ammo racks could be damaged without breaking through the armour has been fixed.
  • T-28 (all modifications) — A bug due to which fragments and bullets could pierce the turret ring of small towers has been fixed.
  • T-34-85, T-34-85E, T-34-85 Gai, Phòng không T-34, Т-34-100 — The structure of the fuel tanks has been adjusted.
  • WZ1001(E) LCT — A gap in the armour under the gun mantlet has been fixed.
  • ZTZ96A, ZTZ96A (P) — A bug due to which shrapnel and bullets could pierce the turret ring has been fixed.
  • Jagdtiger — a bug in protection of the lower front hull plate has been fixed that made it possible to pierce the bottom part of the plate with shells of low armour penetration.
  • 9М112, 9М113, 9М117, 9М117M1, 9М119, 9М119M1, 9М133, 9М133FM3, 9M114, 9M120, 9M120F-1, 9M220O, 3М7, MGM-51B, MGM-51C, MP ACRA, MIM-146, TOW, I-TOW, TOW-2, TOW-2A, MILAN, MILAN-2, HOT, HOT-2, 302 ATGM, HJ-9, GP105, GP125, HJ-73E, Type-79, ZT3A1, ZT3A2, Roland-1, Roland-2, Roland-3, RB-70, RB 70 Mk.2, BOLIDE — switched to a new physical aiming model.
  • SU-152 — A gap in the armour between the roof and the front part of the combat compartment has been fixed.
  • Т-80 — Colour of modules in X-Ray view has been corrected.
  • КВ-1E, KV-IB, Object 248 — Colour of shells in X-Ray view has been fixed.
  • L3/33 CC — A bug because of which the gunner's sight was absent in X-Ray view has been fixed.
  • AMX-30, AMX-30 (1972) — armour element covering gunner’s sight aperture has been added.
  • ZTZ99A — A bug where the front fuel tank could receive damage without armour penetration has been fixed.
  • Tiran 4S — A bug where fragments and bullets could pierce the turret ring has been fixed.
  • Churchill NA75 — Armour gaps in the area of machine gun nest have been fixed.
  • Type 4 Ho-Ro — The order of ammunition consumption has been clarified. Number of shots has been changed from 28 to 24.
  • BMD-4, BMP-3 — A bug with lack of jamming of the 30 mm automatic cannons on overheating has been fixed.
  • Skink — Vertical guidance angles have been changed from -4,5/+77 to -5/+80 degrees. The weight has been changed from 28600 to 27600 kg.
  • M19A1 (all) — The weight has been changed from 17500 to 18670 kg.
  • M50 — Reverse speed has been changed from 7,88 to 16,2 km/h.
  • XM803 — Traverse speed has been changed from 36 to 42 and vertical guidance speed has been changed from 20 to 42.
  • Object 268 — The order of ammunition consumption has been clarified.
  • Centurion Mk.I — Maximum speed has been changed from 37 to 38 km/h.
  • SARC Mk VI (all) — armour scheme has been clarified. Thickness has been revised.
    • Turret front: 30 - > 20
    • Hull rear: 10 -> 14
    • Hull sides: 8 - > 16
    • Hull top: 5 - > 10
  • OTOMATIC — Engine power value has been changed from 830 to 1100 hp.
  • Type 64 — Weight of the vehicle has been changed from 24000 to 22000 kg.
  • ST-A3 — A gap in the armor of the commander's cupola has been removed.
  • StuG III F — A bug because of which the left side ammo could be damaged without armor penetration has been fixed.
Aircraft and helicopter model, damage model, characteristic and weaponry changes:
Weaponry
  • 25mm ADEN 25 cannon — The weight of the cannon has been changed from 198 to 130 kg.
  • 30mm ADEN Mk.4 cannon — The weight of the cannon has been changed from 150 to 87 kg.
  • SD10C bomb — The weight of the bomb has been changed from 10 to 7 kg.
  • SLAP and SLAP-T ammo— Ammo belt icons have been fixed.
  • НАР FFAR Mighty Mouse — Missile weight has been changed from 8 to 8.98 kg and explosive weight has been changed from 0.89 to 0.91 kg.
  • 3000 lbs M118 Demolition bomb — Tritonal explosive weight has been changed from 856.4 to 898.8 kg.
  • FAB-100M-43 bomb — Weight of explosives has been changed from 36.02 to 49.93 kg.
  • Separate bomb drop has been added for the aircraft using the following bombs: 100pn AN-M30A1 bomb, 250pn AN-M57 bomb, 10kg SD10C bomb, 50kg SC50JA bomb, 50kg D.T. No.2 bomb, 50kg G.A. MMN bomb, 100kg No.1 bomb, 100kg 100/50 G.P , GP 50T bomb, 100kg SAP 100M bomb, 100kg GP 100T bomb, 160kg A.P 160 bomb, 60kg Type 97 Number 6 HEbomb, 100kg Army Type 94 HE bomb, 100kg FAB-100M-43 bomb, 50kg FAB-50 bomb, 100kg FAB-100 bomb, 50-kg mb m/37AT bomb, 50kg sb m/42 bomb. G.P. 250 lb Mk.IV bomb, M.C. 250 lb Mk.I bomb.
  • QJK99 machine gun — Information displayed on the ammunition “AP incendiary bullet with bursting shell” has been fixed.
  • 9M127, 9M114, 9M120, 9M14-2, 9М17M, 9M17P, 9M123, I-TOW, TOW-2, HJ-8A, HJ-8C, HJ-8E, HJ-8H, HOT, HOT-2, HOT-3, AS-12 — switched to a new physical aiming model.
  • Kh-25, Kh-25ML, Kh-29L, Kh-29T, AS.34, AS-30L Nord, PARS 3 LR, AGM-62A, AGM-62A ER, GBU-8, GBU-15(V)1/B, KAB-500Kr, KAB-500L, LS-500J, TS250, BGL-400, BGL-1000, Mk.13, Mk.18, GBU-24 Paveway III, GBU-10 Paveway II, GBU-12 Paveway II, GBU-16 Paveway II — flight model has been corrected, autopilot has been improved.
  • CCRP display has been added for guided bombs.
Retarded bombs have been added for the following aircraft:
  • Mk 82 Snakeye:
    • A-10A, A-10A Late, F-16A, F-5A, F-5C, F-5E, F-4C Phantom II, F-4E Phantom II, F-100D, F-4F Early, F-4F, F-16AJ, F-4EJ, F-4EJ ADTW, F-4EJ Kai, F-16 MLU, F-5A (China), F-5E (China), SAAB-105G, Netz, Kurnass, Kurnass 2000, F-105D, F-100A
  • Mk 81 Snakeye, Mk 82 Snakeye:
    • A-6E Tram, F-8E, A-7D, A-7E, A-7K, F-4J Phantom II, F-4S Phantom II, A-4B, A-4E Early, AV-8A, AV-8C, A-1H, A-4E (Israel), Ayit
  • OFAB-250SH, FAB-500SH:
    • MiG-29 (Germany), Su-22UM3K (Germany), Su-25, Su-25K, MiG-29, MiG-27M, MiG-27K, Su-17M2, Su-17M4, Su-22M3, Yak-141
  • 1000pn Mk.13 №117:
    • Tornado GR.1,Harrier GR.1, Harrier GR.3, Sea Harrier FRS.1, Harrier GR.7, Phantom FGR.2, Phantom FG.1, F-4J(UK) Phantom II, Jaguar GR.1, Jaguar GR.1A, Buccaneer S.1, Buccaneer S.2
  • 250-4:
    • J-8B, Q-5A, A-5C
  • 250-4, 500-4:
    • J-7E, J-7D, Q-5L
  • Mk 83 AIR:
    • Tornado IDS, Tornado IDS ASSATA1
  • Mk 82 AIR, Mk 83 AIR:
    • F-14A Early
  • Mk 83 AIR:
    • Tornado IDS
  • 250 kg Type 25 200, SAMP Mk 82 250 Snakeye:
    • Mirage 2000D-R1
  • 250 kg Type 25 200:
    • Mirage 2000C-S5
  • 250 kg Type 25 200, 400 kg Type 21 200:
    • Mirage IIIC, Mirage IIIE, Shahak, Mirage 5F, Mirage F1C, Mirage F1CT, Mirage F1C-200, Milan, Jaguar A, Jaguar E
  • SAMP Mk 82 250 Snakeye:
    • Nesher, Kfir C.2, Kfir Canard, Kfir C.7, A-4H, A-4E Early (M)
  • Su-25 (all modifications), Su-17 (all modifications) , Su-22 (all modifications), MiG-27 (all modifications), MiG-23 (all modifications) — Suspended fuel tank has been added to the armament nomenclature.
  • Tornado GR.1 — PGM-500 and PGM-2000 bombs have been added to the armament nomenclature.
Secondary weapon customization added to aircraft:
  • A.109EOA-2, A21A-3, Bf 110 C-7, Bf 110 F-2, Bf 110 G-2, Bf 110 G-4, BO 105 CB-2, BO 105 PAH-1, BO 105 PAH-1A1, IAR 316B, F3H-2, F4U-7, F7F-3, F11F-1, F-100A (China), F-100D, F-100D (France), FJ-4B, FJ-4B VMF-232, G.91 pre-serie, G.91 R/1, G.91 R/3 (Germany), G.91 R/4, J-6A, Mystere IVA, Hornet Mk.I, Hornet Mk.III, Hunter F.6, Hunter FGA.9, M.D.450B Barougan, M.D.450B Ouragan, M.D.450B Ouragan (Israel), P-51D-5, P-51D-10, P-51D-20 (China), P-51D-20-NA (Israel), P-51D-30, P-51H-5-NA, P-51K (China), SA.341F Gazelle, SA.342M Gazelle, Sa'ar, Sambad, Scimitar F Mk.1, Super Mystere B2, TBD-1, Wyvern S.4, Be-6, IL-2 (Germany), IL-2 (1941), IL-2 (1942), IL-2М (1943), IL-2 M-82, IL-2M “Avenger”, IL-2М Type 3, Mi-4AV, MiG-19PT, MiG-19S, Pe-2-1, Pe-2-31, Pe-2-83, Pe-2-110, Pe-2-205, Pe-2-359, Pe-3 (early), Pe-3, Pe-3bis, Su-7B, Su-7BKL, Su-7BMK, Etendard IVM

Flight Model changes:
  • Fw 189, Fw 200C-1, Potez 630, Potez 631, Potez 633, D.520 (all modifications), D.521, C.202 (all modifications), Do 335 (all modifications), J35 (all modifications), J29 (all modifications), F4F (all modifications), SBD-3, SB2U-2, SB2U-3, V-156-F, V-156-B1, OS2U (all modifications), H-34 (all modifications), Martin 167-A3, F2A-1, F2A-3, B-239 (Sweden), He 177 A-5, I-29, Yak-2, Yak-4, TBD-1, F3F-2, XA-38, A2D-1, F-82E — Engine fire extinguishing system has been added.
  • LaGG-3 (all modifications), La-5, La-5f — Flight model has been updated. Engine modes and fuel distribution between the tanks have been corrected. Polars of wings, fuselage, empennage, and propeller blades have been recalculated and corrected. The plane’s behaviour during landing gear and high-lift device deployment has been corrected.
  • Do 217 J-1, Do 217M-1 — Flight model has been fully updated according to the actual features of the physical model. Polars of wings, fuselage, empennage, and propeller blades have been recalculated and corrected. Moments of inertia have been corrected.
  • P-39 (all modifications) — A bug which led to the appearance of aircraft on the runway with non-zero speed (in motion) has been fixed.
  • F-4S Phantom II — Maximum speed has been increased to Mach 1.08 with 4 х AIM7 setup on the ground.
  • F-4J Phantom II, F-4J(UK) Phantom II — Maximum speed has been decreased to Mach 1.15 with 4х AIM7 modification.
  • F-16 (all modifications) — Destructive overload has been corrected to 13.5G at 10750 kg.
  • J-8B, J-8F — Differential deflection of the horizontal empennage has been added. Roll rate has been increased and handling has been improved.
  • Mirage 2000 (all modifications) — Mouse control has been improved. Allowed angles of attack at low speed and more accurate limiting of overload at high speed have been increased. The amount of fuel has been corrected.
  • Bf 109 G-2, Bf 109 F-4 — Asymmetric centering and balancing have been fixed.
  • Tornado (all modifications) — Control and roll swing in AB have been fixed.
  • F-100A China — Physical model has been aligned with later version of the F-100A with J57-P-21A engine. Yaw channel vibration damper has been added. Yaw control at high speeds has been adjusted.
  • F-100D — Yaw and pitch dampers have been added. Yaw control at high speeds has been adjusted. Static thrust at sea level has been increased.
  • PBY-5/5a (all modifications) - Maximum fuel weight has been adjusted (reduced). Engine cooling system has been redesigned (engines don’t overheat at cruising modes). A bug with uneven engine heating has been fixed (engines were heating with a big temperature difference).
  • F-14A, F-14B - Wing sweep angle automatic has been reconfigured closer to real speed dependencies. F-14B - top speed has been increased to M=2.4.
  • B7A2 - A bug causing incorrect engine power has been fixed.
Naval fleet model, damage model, characteristic and weaponry changes:
Naval weaponry:
  • Reloading on a captured point has been reworked. — ammunition of the non automatic artillery now replenishes in batches, instead of shell after shell. The number of rounds in a batch depends on the maximum capacity of the ammo stowage.
  • USS Candid — a bug has been fixed due to which the mortars were unable to reload.
  • USS Nevada — a bug with incorrect catapult launch of the scout plane has been fixed.
  • HMS Abdiel — a bug with overestimated gun spread has been fixed.
  • Duguay-Trouin — 75mm HE round with a base fuse has been added.
  • Mark 108 Weapon Alpha — engine characteristics and the drag have been adjusted to correct the trajectory.
  • Saetta P-494 — fixed an error when launching the Nettuno missile with a high elevation angle against distant targets that caused the missile to collide with the water surface soon after launch.
  • Nettuno — Rocket engine operation mode parameters and air resistance have been specified. The weight of explosives in the missile’s warhead has been reduced to 6 kg.
Naval characteristics, physics and damage model:
  • Propeller shafts are separated into independent modules. Now they have their own functionality and damage model: the propeller shaft pairs with the specific engine room and operates as a part of it. If the shaft is damaged, the ship loses speed in proportion to the force generated by this shaft. If there is no damage to the engine room, the maximum speed will still drop until the shaft is repaired. For now, shafts are separated only on battleships. With each new upcoming update, other vessels will also receive separate shafts.
  • The damage model for battleships has been improved - the crew of a battleship is now distributed mainly in the citadel. Modules covered with armour are now of great value. A situation where significant losses might be inflicted on the crew located outside the armour protected area in auxiliary calibre mounts, on or below the upper deck has been fixed. Now another battleship or battlecruiser can deal serious one-time damage to a battleship if it successfully penetrates its armour and hits the most important internal modules. Note that this approach more clearly demonstrates the tactics of battle on battleships: choosing the distance to the enemy, choosing the angle by which the ship's hull is turned, etc. And let us recall that the losses in the ship's crew show not only and not so much the "killed and wounded", but, mainly, people who have lost the opportunity to perform their combat duties. The crew is always tied to a specific module, such as a boiler room, gun, or gun mount. A disabled mount is conditionally equal to the loss of its entire crew, before replenishment and repair.
The training system for new players have been reworked:
  • Help for assigned keys, events, and abilities has been added, It will be shown more proportionally, no more than two or three tips/hints per battle. Displayed will be only the information which a new player needs and the function has not been used yet.
  • The loading screens for the first naval battles have been redesigned to include up-to-date and visual information on targets and missions.
  • The control help window (F1) has been redesigned - all information has been updated.
  • Help on the orientation in the hangar between the first battles has been added.
  • Help for modifications and ammo has been added.
  • Dynamic training for blue water ships control has been integrated in the first sea battle.
Economy and research
  • PT-76 (China) - The tank will be hidden (in two weeks from the major update release) from the Chinese ground vehicles tree and will be not available for research. Vehicle will be added to the group with the new unit from this update - the Object 211 and will remain with players who have researched and purchased this unit.
  • R3 T20 - BR in RB/SB has been changed from 5.0 to 5.7.
  • Kfir C.2 - BR in AB has been changed from 10.3 to 10.7, in RB from 10.7 to 11.0 and in SB from 10.3 to 10.7.
  • Kurnass 2000 - BR in RB has been changed from 11.7 to 11.3, in SB from 11.7 to 11.3.
  • CR.32 — Possibility for a second flight without the use of back-up has been added in AB and RB game modes.
  • New reserve aircraft BF2C-1 has been added for the US research tree.
  • P-26A-33, P-26B-35 — Have been moved from the reserve US aircraft tree to the regular vehicles with BR of 1.0 in all game modes.
Customization
  • Camouflage presets for the coastal fleet for all nations available for completing tasks and for purchase with GE have been added. The order of getting camouflages is as follows: first the player gets a monochrome then a spotted deforming one. When adding camouflages in past updates there was a technical bug and the order of getting camouflages for large ships was broken; it means first players received spotty and then monochrome. Since fixing the order of getting camouflages of previous updates affects many players this change will be applied in the next major update so that everyone can get what they want under the old conditions. After the next major update the order of getting camouflages for all ships will be brought to the same design.
  • “Four-color Geometric camouflage” available for GE has been added to the postwar Soviet destroyers and frigates.
  • Colors of the “CARC Tri-color camouflage” have been corrected for the Chinese ground vehicles.
  • Colors for "Deforming Tri-color camouflage" for South African ground vehicles have been corrected.
  • Set of camouflages for Indian ground vehicles has been added.
Interface
  • Control window for keyboard shortcuts, text symbols have been replaced with icons.
  • The visual style for showing keyboard buttons in tooltips has been updated.
  • Some of the tips above the action panel have been reduced in size and moved to the damage indicator in the ship’s HUD, so as not to block the view in the centre.
  • The server selection system has been improved. It now takes into account the user's ping to determine the best server cluster.
  • Indication of the laser radar has been redesigned for ground vehicles and helicopters equipped with the appropriate systems, the notification now uses two indicators - one for quick notification of the player similar to hit “arcs”, second on the azimuth scale for accurate determination of the direction. The ability to fine tune these indicators has been added (ground vehicles and helicopter battle settings).
  • Battle Pass challenges have been removed from the “Achievements” section of the player’s profile. All functionality for interacting with challenges will be available in the Battle Pass window. You can track the progress of current challenges during the battle through the personal task window.
Sound
  • All voice localizations of ground vehicle crews have been re-worked and also received a new command system.
  • Feature based on the dependence of the degree of tension of the situation around the vehicle: medium tension, high tension. This change doesn’t apply to Israeli vehicles yet, but work is in progress.
  • The US ground vehicles research tree has received its own crew voices different from crews of the British vehicles.
  • 4 new voice localizations for ground vehicle crews have been added: Hungarian, English (Australia), Finnish and English (South Africa).
  • If a crew belongs to a sub-vehicle tree, for example Finnish, Vietnamese or any other and if the crew voice language in the settings is set to the country of the vehicle, it will be voiced accordingly.
  • Guns of ground vehicles now sound correctly when switching views from first and 3rd person. That is when firing from the first person view sounds an internal shot and external one which is muffled by the hull of the vehicle. Or not muffled in case of an open turret. Also when switching from gunner’s view to 3rd person view the sounds of the gun mechanisms as well as falling shells and belt fragments will be muted by the hull of the vehicle.
  • Sound of flying artillery shells (whistling, hissing) are now tied directly to the shells. Previously it was a backing sound for the duration of the artillery strike for those who received it.
  • The positioning of the engine sounds of ground vehicles has been improved and the range of their audibility to the players has been increased.
  • New sounds for Gatling system automatic cannons have been created. Ground vehicles: 20 mm M168. Aircraft: 20 mm M61A1, 20 mm JM61A1, 7.62 mm M134 Minigun. Fleet: 20 mm JM61, 30 mm AK-630.
Matchmaking
  • Night battles are temporarily disabled.
  • Changing the matching settings for high-rank battles in order to collect more complete battles at the cost of a minimal increase in waiting time.
  • Strike UAV moved to higher ranks (vehicle BR above 9.7, matching BR above 10.7) to allow players to have SAM systems capable of countering them.
  • Hydroplane respawn points moved to the map centre, allowing them to spawn over the friendly airfield.
  • Reduction of the effectiveness of AI anti aircraft guns located on fields and convoys in all aircraft modes.
War Thunder - magazine2


After your feedback and suggestions, we would like to show you the development roadmap of War Thunder for the next few months.

These are not all the changes and suggestions that we would like to introduce to the game according to your wishes and comments, but, as it seems to us, the main ones. We will not be able to do more in the near future, and most likely, after the implementation of the roadmap, you may have other suggestions, comments, and priorities that may change in general. Therefore, we plan to have another session of collecting feedback in the fall, after the work is completed.

This is a really large roadmap and we probably won’t be able to complete some points in time.

Besides the proposed changes being significant, this is the most essential change to the game's economy in 9 years. Additionally, it is being rolled-out at a radically expedited pace in light of the current circumstances.

Therefore, please perceive this roadmap as an experimental and exploratory endeavor. In the interest of transparency: Should it turn out that the changes outlined herein, whether in part or in their entirety, cause damage to the economic well-being of War Thunder that poses a risk to the further development of the game, we may decide to modify or roll back some or all of those changes.

On the other hand, some things may be completed before time. In these cases, we won’t wait for the scheduled dates and deploy improvements as soon as they are ready.

Please note that the roadmap points might be subject to change.

Economy Revision - Our plan in detail

Legend



Changes to Silver Lions mechanics
  • Improved the balance of Silver Lions (SL). Increasing the reward multiplier and reducing the cost of repairing vehicles to make all vehicles break even for the average player, including without a Premium account.
  • Calculation of the economic parameters of each vehicle from average indicators instead of vehicle statistics. For all vehicles of the same type and one Battle Rating (BR), the average statistical indicators will be calculated, after which they will be used to calculate rewards and repair costs for each vehicle in accordance with its economic rank (rank and position in the rank).
  • Improvements to Premium accounts, if your total repair cost exceeds your income, you will be compensated after the battle, ensuring that your SL tally for the match remains at zero, unless you have teamkilled.
  • Adding free back-ups to newly purchased Premium vehicles.
  • Dynamic repair costs reduction. The shorter the lifetime, the cheaper the repair (without changing the max repair cost by the date of feature introduction).
  • Capture point reward for vehicles that failed to survive until capture completion.
  • Free repair if destroyed by an ally.
  • Detailed calculation of the reward in the mission results window, as well as in the private message window after the battle ends.

Changes to progression and Research points
  • Condensing of tech trees by grouping of vehicles and decreasing required Research points (RP) to research vehicles in groups by two times.
  • Reduction of research and purchase costs of rank VI-VII aircraft.
  • Skill bonuses in RP. Extra reward for a certain number of kills in a session. The required kill number, as well as the bonus value are determined by the game mode and vehicle rank. For example, the approximate values for rank III arcade ground vehicle battles are: 3 kills +15%, 6 kills +30%, 9 kills +50%).
  • Detailed calculation of the reward in the mission results window, as well as in the private message after the battle ends.
  • Research bonuses for new nations. After obtaining a top vehicle of one nation (such a vehicle will be clearly marked in the research tree), a bonus is added to the research of vehicles of this type in other nations, where the top-tier vehicles have not yet been received. The bonus is given for three battles every day for each nation separately and depends on the rank of the researched vehicle. Approximate values are: rank IV +15%, rank V +25%, rank VI +35%, ranks VII-VIII +50%.
  • Revision of the naval progression. /

Other progression updates
  • Revision of the use and obtaining of the fire prevention equipment, repair sets for tanks and ships, as well as countermeasures for aircraft.
    • FPE of ground vehicles will be split into default for single use fire extinguishing, and an improved type, which requires module research and is capable of extinguishing fire twice.
    • FPE of naval vessels will also be split into default and improved. The default one will take longer to put out the fire, with no limit on the number of uses.
    • “Parts” in ground vehicles and “Tool Sets” of naval vessels will also be split into default and improved. Default tools available without modification research will field repair of all modules, not only mobility ones, until partial functionality, similar to Arcade battles repair mechanics.
    • Standard countermeasures will become available immediately to researched aircraft. Options such as “chaff only”, “improved flares”, “mixed”, “flares priority”, will be available by researching the module. Additional options, such as BOL pods or additional chaff pods will remain available by module research.
  • Mission points reward for repair and fire extinguishing assists of allies.
  • Helicopter research progression by playing ground vehicles. A player will be able to select either tank, or helicopter, to channel the research points in ground battles.
  • Addition of the limited list of Battle Tasks and some Battle Pass tasks to existing Aviation Simulator battles. Exact approach can be refined later.
  • Battle tasks and Battle Pass tasks available in ground Simulator Battles.
  • Keeping progress of the daily login reward in the PC version by collecting daily rewards in WT Mobile.

Matchmaking

Locations and missions
  • Strike UAV moved to higher ranks (vehicle BR above 9.7, matching BR above 10.7) to allow players to have SAM systems capable of countering them.
  • Hydroplane respawn points moved to the map center, allowing them to spawn over the friendly airfield.
  • Reduction of the effectiveness of AI anti aircraft guns located on fields and convoys in all aircraft modes.
  • Special winter trees for winter versions of locations.
  • Fixing issues with bushes when shot-through or after a collision.
  • Locations "Poland" and "Eastern Europe": changing the landscape outside the towns in order to get rid of large forests and hills, introduction of fields with small interspersed forest/hills instead. This will get rid of the massive problems of standing in forests where no one is visible, and will lead to more active gameplay.
  • Changes to the landscape/design of locations in “El Alamein”, “Aral Sea”, “American Desert”, “Japan”, “Sinai”, “Normandy” based on player feedback: removing places from which one can control most of the map and encouraging fights at closer range.
  • Changing the landscape/design of locations “Alaska”, “Seversk”, “Vietnam”, “Maginot Line”, “38th parallel”, “Stalingrad”, “Karelia” based on player feedback. Planned to remove the places from which one can control most of the map.
  • Massive revision of asset collision in ground vehicle locations in order to get rid of inconsistencies of visual and physical models.
  • Improvement of “Jungles” by reducing the number of positions camouflaged by vegetation, which will improve visibility and reduce the number of shots from ambushes.

Gameplay
  • Refinement of the damage model for small-caliber HEAT rounds. Fragments of the shaped charge jet along the flight axis will be capable of inflicting damage to the crew in the dimensions of the fighting compartment of any tank, if they are not stopped by more massive obstacles.
  • Improved indication for spawn zone protection. First is a more obvious indication of hits on players protected by the spawn zone, so that the shooter understands why their shots went through the protected vehicles. The second is an indication of players firing at the spawn zone: such shooters will be additionally marked in the game world and on the mini-map, similar to being scouted.
  • Finalization of the mechanics of the commander's sight in tanks. Adding a short delay to hunter-killer mechanics.
  • The ability to accept an apology for a teamkill. When accepting an apology, the apologizing player is not awarded penalty points, followed by a possible kick from the session and a ban for this teamkill.
  • Destructible 3D decorations, adding the ability to shoot down or destroy (taking into account the settings of damage to allies in the selected game mode). At the same time, we do not plan to add the effect of the decoration on the projectile to simplify the vehicle damage model.
  • Reworking of network logic to solve one of the problems of ghost shells (“disappearing shells”) - the favored killer mechanic (“killer advantage”). In the case of a small difference in time within the player's ping, limited, for example, by 120 ms, between receiving damage blocking their shot on the server and the player's own shot, consider that the player managed to shoot. At the moment, the player sees their shot, which did not happen on the server, and believes that their shell has disappeared.
  • Refinement of the tank and landscape collision solver in order to fix situations when a tank that has flipped on its turret top is almost impossible to turn over.
  • Improved target hit alert in the aircraft battles. For an air target that is considered shot down under current conditions, but still has the ability to hit its offender, or if there are munitions on fire, we are going to add a delay on reporting the frag, possibly blocking the control of the shot aircraft after some time.

Others
  • Making it easier to report hate speech in a chat, adding a separate category of complaints, as well as showing the chat log that is attached to the complaint.

For your convenience, you can also find the above mentioned topics presented in the planned timeline:

War Thunder - magazine2


Dear players,

First and foremost, we would like to express our gratitude for your patience during the past few weeks as we diligently worked on outlining the roadmap for the highly anticipated revision of the War Thunder economy.

We understand that many of you were eager to receive concrete information regarding our plans and actions to address your concerns in a timely manner. Please be assured that during this time, we have been fully committed to meticulously analysing your feedback and our own data to devise a plan of action to improve the current state of the War Thunder economy.

These proposed changes are not arbitrary. Over the past several years, we have been working behind the scenes to improve the economic models for our game. To that end, we've been experimenting with various new economy models internally to strike the right balance between maintaining an engaging gameplay experience and ensuring the long-term viability of the game. These models have been crafted to suit a range of gaming preferences, while also considering the need for a fair monetization system that would allow us to continue improving and expanding War Thunder. We have conducted long-time tests on thousands of random players, by increasing their progression speeds with different ratios and analysing their long term engagement compared to baseline.

The changes we're now planning to introduce are a direct result of these tests, trials and the analysis of our statistics data. You will undoubtedly observe that some of the proposed changes are quite significant, and we believe they have good chances to improve the experience for both free and premium players, while ensuring the economic viability of the game.

Please note, however, that we're in a stage of accelerated implementation: we had planned to introduce these changes gradually, but now, we've decided to radically expedite the process. This may lead to having to modify or revert some or all of those changes, if we realise that they are just not working in the live game.

To provide clarity, we have categorised our planned changes into two primary areas: the balancing of Silver Lions earnings and expenditures, and the Research Points based progression system. All changes are scheduled to be implemented gradually throughout 2023, and each section will include the targeted implementation dates as currently planned. We will provide comprehensive information through dev blogs and articles to further explain the changes as they are being rolled out and ensure clarity where needed.

We sincerely hope that you find these changes enjoyable and beneficial to your War Thunder experience. We highly value your feedback and eagerly anticipate hearing your thoughts and insights in the comments of this post, on social media platforms, on the official forum and on other discussion areas that we read.

Full roadmap of planned changes



Changes to the Silver Lion Economy

Improving the Balance of Silver Lions

A significant portion of the feedback we received was focused on the current balance of Silver Lions. Indeed, the general rules for balancing SL earnings have not undergone significant alterations in recent years. Meanwhile, the number, variety, and ranks of vehicles have steadily increased, and numerous additional opportunities to spend SL have emerged. Consequently, the capabilities of players to earn SL can no longer reliably meet their demands, which unfortunately we did not address promptly enough.

Therefore, we aim to implement a comprehensive revision of the SL economy into the game. Our goal is to increase the amount of SL earned per battle and reduce the SL cost required to repair destroyed vehicles.

This revision will lead to increased SL earnings across the board, with a particular focus on medium to high rank vehicles. Our goal is to ensure that the average player at all ranks can maintain a positive or at least neutral SL balance, even without an active Premium account.

In the past, repair costs were primarily based on a vehicle's effective performance in battle. This meant that the best-performing vehicles would have the highest repair costs, requiring players to excel in battle to maintain a positive balance. This therefore made it difficult to constantly play a vehicle with a high repair cost, with many players having to periodically earn SL by playing vehicles that had lower repair costs. Our primary intention at that time was to prevent the emergence of vehicles that had clear advantages in earnings compared to their counterparts. By equalising the effective earnings through high repair costs for the best vehicles and low repair costs for the underperforming ones, we sought to enhance the variety of vehicles encountered in the game.

Since our transition to a rank-based vehicle economy starting February 2022, the repair costs of individual vehicles were balanced less on their effective performance in battle and more dependent on the rank of the vehicle. This has resulted in a 1.5 to 2-fold reduction in maximum repair costs, depending on the vehicle and game mode. For example, in Air RB, the B-29, which was the most expensive vehicle to repair, saw its cost decrease from 48,000 SL to around 16,000 SL, and currently, the most expensive vehicle to repair in Air RB sits at around 22,000 SL.

Our planned revision will mean further substantial changes to vehicle repair costs. We will not only reduce them across the board, but also modify the way they are calculated moving forward. While we still consider repair costs as an important factor in incentivizing players to assess risks appropriately and avoid "wasting" their vehicles, we believe a more streamlined approach to calculating repair costs is more suitable.

Following the next economy update, repair costs will no longer be balanced individually for each vehicle based on its performance or rank. Instead, economic parameters will now be calculated using the data of all vehicles of the same vehicle class and Battle Rating, after which they will be used to calculate reward multipliers and repair costs for each vehicle in accordance with its economic rank, which is determined by the vehicle's rank and position within that rank. In effect, this means that all vehicles of the same class, Battle Rating and economic rank will share the same reward multiplier and repair cost going forward.

This change will make repair costs more consistent among similar vehicle types and reduce the need for frequent follow-up economy adjustments. It will also decrease the magnitude of those remaining adjustments since the overall performance of an entire class of vehicles is unlikely to change drastically.

However, this new approach may lead to situations where certain individual vehicles are more effective at earning SL at a given Battle Rating than others. In such cases, we may use other methods, such as adjusting the vehicle's Battle Rating, modifying its technical and combat characteristics where possible, i.e. altering access to certain shell types or adjusting reload speeds, or applying general balancing factors to all vehicles in that class. To clarify, we will only be changing soft factors such as these, and won’t artificially alter any elements such as armour thickness or top speed etc to change a vehicle’s performance.

It is important to mention that while these upcoming changes are quite radical overall, not all vehicles will experience significant alterations. For instance, the impact on helicopters in Arcade Battles will be limited, since these vehicles already have low repair costs and high earnings, and thus generally maintain a positive SL balance on average.

However, there will be noticeable changes for higher-ranked vehicles in general, particularly for less commonly played nations. Take the French MARS 15 in Realistic Battles, for example. Its repair cost will be nearly halved, reducing from 11,200 SL to 5,900 SL, while its reward multiplier will increase from 1.6 to 1.8. Similarly, ground vehicles of ranks V to VII across all modes will see a reduction in repair costs ranging from 15% to 40%, accompanied by reward multiplier increases between 20% and 50%. In Arcade Battles, the repair costs for SPAAGs will drop significantly, such as the WZ305, which will decrease from 16,700 SL to 6,500 SL. Likewise, light tanks in Simulator Battles, like the Strf 9040B, will undergo similar changes, with repair costs in this particular case decreasing from 14,800 SL to 6,800 SL.

Similar drastic adjustments will also be evident for aircraft. In Realistic Battles, many aircraft of ranks VI to VIII will experience a 20% to 40% reduction in repair costs and a corresponding increase in reward multipliers by 30% to 50%. For instance, the Swedish J29F will have its Air RB repair cost reduced from 20,000 SL to 12,700 SL, while its reward multiplier will climb from 2.8 to 3.8. These changes will be similarly pronounced in Arcade and Simulator Battles, and in some cases even more significant, with certain vehicles having their repair costs reduced by three to four times. For instance, the F-104S.ASA in Arcade Battles will see its repair cost change from 13,400 SL to 4,000 SL, while the Mirage F1C in Simulator Battles will have its repair cost reduced from 38,600 SL to 12,200 SL.

As we prepare for the upcoming economy update, we have compiled several tables outlining the planned changes. We eagerly await your feedback on these proposed adjustments:

Average repair cost and reward changes table by ranks

Repair cost changes by vehicle

If the community votes in favour of these changes, this economy update will be released a few weeks after the “La Royale” Update.

Vote



Improving Premium Accounts: Income Insurance

While we aim to ensure that vehicles break even for the average player across all ranks regardless of having a Premium account, it is important to consider scenarios where multiple vehicles are lost in a single battle without achieving any kills, or any other contribution to the team’s success.

In such cases, it is highly probable that the expenses for repairs will outweigh the earnings, even with a Premium account. Consequently, we have made the decision to enhance the Premium account feature in order to prevent players from accumulating a negative balance, even after an exceptionally unsuccessful battle. If your total repair cost exceeds your income, you will be compensated after the battle, ensuring that your SL tally for the match remains at zero, unless you have teamkilled.

This additional feature will be automatically included with every Premium account and will not require a separate purchase. It will also apply to all currently active Premium accounts without any additional action required.

We plan to add this mechanic in one of the updates during the summer of 2023.

Dynamic Reduction of Repair Costs

In addition to a significant reduction in vehicle repair costs, we have an important and intriguing change planned regarding how these costs are calculated. Currently, repair costs are determined based on the average lifespan of a vehicle. However, it is evident that the actual lifespan of a vehicle can vary greatly in different scenarios.

Consider this: a player surviving for 10 minutes, eliminating 5 or 6 enemies, capturing a point, landing numerous hits, and providing several assists would render a repair cost of 6,000 to 7,000 SL quite insignificant. On the other hand, being taken out in the initial minutes of a battle without having taken a shot or captured a point would make that same repair cost appear significantly higher. The price is the same, but the consequences are a lot more negative.

Given this disparity, we have made the decision to refine the system and directly correlate repair costs to the actual lifespan of vehicles. In other words, the shorter time your vehicle remains operational in battle, the lower its repair cost will be (but in any case not higher than a certain limit). This information will be displayed on the stat card of each vehicle, indicating the repair cost per minute alongside the maximum possible repair cost. Furthermore, when voluntarily leaving a vehicle, the maximum repair cost will be applied as a default.

We hope this mechanic will make repairs more forgiving in the event of an unsuccessful battle.

We plan on adding this mechanic in one of the updates during the summer of 2023.

Improvements for Premium Vehicles

Across the board, Premium vehicles have always had an increased reward multiplier and a reduced repair cost compared to regular vehicles. On average, Premiums will almost always break even, but on top of this, the overall increase in reward multipliers and the reduction of repair cost will apply to them too, hence Premium vehicles will earn even more.

Furthermore, we plan to provide a set of Backups with each newly acquired Premium vehicle. This means that while players are familiarising themselves with their new vehicle, they will have the ability to respawn if the battle does not quite go to plan.

We plan to add this feature in one of the updates during the summer of 2023.



Revising Teamkill Penalties

Teamkilling has always been a continuous talking point in War Thunder, and we understand the frustration that comes with being intentionally damaged or destroyed by malicious teammates. Based on the feedback you've provided, we will implement several changes to address your concerns. That being said, we do believe that the concept of "friendly fire", as in the accidental or irresponsible harm to allied players, has its place in the more realistic game modes of War Thunder, so our priorities are focused on minimising the damage and frustration teamkills cause.

Firstly, we will completely remove having to pay for repairs if your vehicle is destroyed by an ally - regardless of the reason that leads to your destruction by a teammate.

Additionally, we'll add an apology mechanic - if you’re teamkilled, you’ll be able to accept an apology from the player that destroyed you. This allows you to judge on a case-by-case basis whether you deem the destruction by a teammate an unfortunate, but forgivable, situation of "friendly fire" that requires no further action against the offender.

In this case, all players in the match will be informed of this via the battle chat and the killer will not be kicked out of the session for this teamkill.

We plan on adding this mechanic in the next major update in September 2023.

Improving Capture Point Rewards

Currently, the reward for capturing a point is given to each player on the point at the moment of capture. A fault of this approach however is that players who assisted, but were destroyed before the point could be completely captured, are not rewarded for their effort. A number of players drew attention to this issue, and so we have decided that all players who helped capture the point should be rewarded, not just those who survived until the end.

Capturing points can at times be fairly risky, so we hope this change will help to incentivise players to capture points more often.

We plan to add this mechanic in one of the updates during the summer of 2023.

A More Detailed Battle Log

After a battle, sometimes it can be difficult to work out exactly how your final SL and RP reward has been calculated. The total is of course dependent on your actions in battle, so for transparency and clarity we have decided to make the post-battle results screen more detailed.

Now, the battle log will show exactly which actions each part of your total SL and RP reward came from, and this information will also be available in the Battle Results tab in your Messages.

We plan on adding this feature in the major update planned for September 2023, and will continue to improve and expand on it in the future as well.



Changes to Progression and RP

Streamlining Research Trees and reducing the RP cost of foldered vehicles

Players naturally appreciate foldered vehicles as they eliminate the need to research them in order to progress higher up the ranks in a specific research tree. From a slightly different perspective, fewer players tend to utilise these foldered vehicles, which has a detrimental effect on the variety of vehicles in battles and leaves many interesting machines underappreciated. Consequently, this situation gives rise to additional challenges, such as distorted data on their effectiveness, making it more difficult to balance them properly. Considering the ongoing expansion of vehicles in War Thunder, some compromise is required. Fortunately, we believe we have found a solution.

First and foremost, instead of reducing the number of foldered vehicles, our new plan is to include more vehicles within folders. This approach allows you to bypass researching a significant number of similar vehicles in each research line. Additionally, visually condensing the research tree will make it appear less intimidating right from the start.

As mentioned earlier, implementing this change alone could potentially result in even more vehicles being underutilised, which we aim to avoid. To address this, we will make the research requirement for these vehicles much more accessible. All vehicles within a folder, except for the initial vehicle, will have a 50% reduction in research cost. Our intention is to encourage regular gameplay with foldered vehicles while simultaneously enabling players to skip vehicles that don't pique their interest.

We plan to rework most ground and air research trees in the economy update by September 2023.

Reducing the Research and Purchase Cost of Rank VI-VII Aircraft

While our goal is to compact research trees, the issue of high research costs for aircraft in ranks VI and VII is a topic that is frequently discussed and has been closely monitored by our team for some time. Initially, we intended to address the progression of ranks VI-VII for both aircraft and ground vehicles simultaneously, once rank VIII ground vehicles were introduced. However, we have decided to separate these events and prioritise reducing the research cost of these aircraft sooner.

We plan to reduce the research and purchase cost of aircraft in ranks VI-VII in the economy update by September 2023, and will share more details on the exact changes in a future dev blog.



Rewarding Your Skill

A topic we have talked about a lot within our team and recently in our Q&A as well, is finding a way to sufficiently reward players for outstanding performance in battles.

The first initial problem is working out what constitutes an ‘outstanding performance’, as this kind of metric is often relative to each individual player. Secondly, it is not always the case that a high position on the scoreboard reflects clear superiority over the enemy team. Like us, most players like the PvP nature of War Thunder, so we have decided to create some additional RP bonuses based on how many enemy vehicles a player destroys. The size of the bonus and the number of kills required to earn it will depend on the game mode and the rank of the vehicles used - we’ll tell you all about the specifics once the mechanic is introduced into the game.

But as a preliminary example, where these numbers are approximate and are subject to change, we’ll structure the bonus like this - In Tank Arcade Battles while using rank III vehicles:

- Level I : For destroying 3 enemies you’ll receive a 15% RP bonus
- Level II: For destroying 6 enemies you’ll receive a 30% RP bonus
- Level III: For destroying 9 enemies you’ll receive a 50% RP bonus

So, if you destroy 3-5 enemies, you’ve not let your team down and will receive a Level I Skill bonus. If you destroy 6-8 enemies, you’ve effectively left two players on the enemy team without respawns, for that you’ll earn a Level II bonus. If you destroy over 9, you’ve really gone above and beyond and shown complete superiority over the enemy, earning a Level III Skill bonus, awarding you with a large, well deserved RP boost.

We plan on implementing this mechanic along with the next major update in September, 2023.

Bonuses for researching new in-game nations

Currently, War Thunder features 10 playable nations, and we have no intentions of stopping there! However, as we introduce new nations, it becomes increasingly challenging to capture the attention of veteran players. They have already traversed the ranks multiple times, and therefore, each new journey through a different tree becomes less captivating.

To address this, we plan on implementing a system to alleviate the situation. If a player has a "top" vehicle in a vehicle branch within one nation, they will receive a RP bonus when researching the equivalent branch of other nations.

In the research tree, certain vehicles will be marked as "top" vehicles for each nation at any given time. Once a player gets one of these vehicles, they will receive an RP bonus when researching other nations where they haven't yet obtained the top vehicles. The size of the bonus will depend on the rank being researched and will be applicable for the first three battles played each day.

The preliminary bonus for each rank will be:

For rank IV +15%
For rank V + 25%
For rank VI + 35%
For ranks VII and VIII + 50%

These are our initial plans, but we may adjust them by the time the new mechanics have been introduced.

We plan to add these bonuses in a future major update, planned for October-November 2023.

A More Detailed Battle Log

As previously mentioned in the "Changes to the Silver Lion Economy" section of this plan, our objective is to incorporate additional information into the Battle Log, providing more comprehensive details about your earnings in battles. These changes will also cover the Research Points you have earned.

We plan on adding this feature in the major update planned for September 2023, and will continue to improve and expand on it in the future as well.
War Thunder - Blitzkrieg Wulf


The French Émile Bertin light cruiser lacks protection, but is capable of inflicting deadly damage. The Agile glass cannon of the seas comes to the game in the La Royale update!

Émile Bertin, light cruiser, France, rank IV

Features:
  • Punchy AP rounds
  • High mobility
  • Multiple AA guns
  • Poor protection


The Émile Bertin light cruiser will be available at the very beginning of the French navy CBT in the La Royale major update. The ship is almost stripped of armor, but features excellent mobility and powerful APCBC rounds, capable of taking on ships of heavier classes. Meet the French ‘glass cannon’ of rank IV!

Émile Bertin can be classified as a cruiser only in terms of armament. Her protection is hardly different from destroyers and it is very difficult for a ship to survive a hit. Such a sacrifice had to be made to maintain a small displacement and reduce the cost of production. The hull of the ship is made of structural steel up to 25 mm thick, only the navigation bridge and magazines have additional armor plates. In this regard, active actions at the head of a group of allies or engaging other ships alone will usually end badly for the French light cruiser. Yes, Émile Bertin can’t take the heat, but that's where her cons end!




The ship is armed with 152 mm guns, three triple-barreled turrets, 9 in total. In addition to domestic French shells, the magazines include the American Mk.35 APCBC, but due to the difference in the characteristics of the guns, with higher velocity and armor penetration than other ships able to offer. At close range, Émile Bertin is capable of penetrating most heavy cruisers and even causing trouble for some enemy battlecruisers, not to mention lighter ships. Universal 90-mm guns have high-explosive and remote fuse shells, allowing the captain to engage high-altitude aircraft or wipe the crews on the ship decks. Also, Émile Bertin wields 4 twin-barreled 37 mm cannons as well as 25 AA heavy machine guns.




The feather-light Émile Bertin speeds up to 40 knots (74 km/h) and maneuvers well, making her a good point capper and allowing the ship to be the first to take cover for artillery and torpedo ambushes. By the way, the light cruiser also has a catapult for the maneuverable reconnaissance GL .832 hydroplane, which can easily capture points hidden from the main enemy group behind rocks and islands.

The Émile Bertin will be a good choice for the first ship in battle or a point capture ship when the battle rages on far away. She may not be the easiest ship to play, but a skilled captain will definitely find the right time and place for the light cruiser's talents in battle. Émile Bertin and dozens of other French ships will be waiting for their first commands in the La Royale update. Be the first to command her into battle, place an order for French Navy CBT early access packs in our store!
War Thunder - Blitzkrieg Wulf


Welcome to the 71st War Thunder Steam Screenshot Competition!

Your screenshots from last week looked great! We enjoyed getting to see the vehicles you enjoyed playing with. The three most popular and three selected by us will get 300 GE. See the winners down below!
Let’s begin the 71st edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen71. You have time until 16.06.2023 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 your screenshots of vehicles with large weapons!
    • Aircraft with armament of 30mm or more.
    • Tanks, vessels with armament of 120mm or more.
  • You must add the #WTscreen71 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 70th edition - Hidden Gems:

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2984316199
    https://steamcommunity.com/sharedfiles/filedetails/?id=2986185525
    https://steamcommunity.com/sharedfiles/filedetails/?id=2986183890

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2984700547
    https://steamcommunity.com/sharedfiles/filedetails/?id=2984413828
    https://steamcommunity.com/sharedfiles/filedetails/?id=2984495822

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


    More improvements for SACLOS missiles are coming with the La Royale update to bring more balance and authenticity to missile duels.

    Multi-missile beam riding

    Hi guys! Today we continue to examine more details about the improvements to missiles in the game, and first of all we will talk about multi-missile fire. We tried to describe this technically complex topic first in simple words, followed by a more detailed description of the aspects of this improvement. Hope you like it!



    Simple: in the upcoming La Royale update we’re going to improve beam-riding SACLOS missiles (see the vehicle list below) to make multi-missile fire more authentic, i.e. allowed in a short period of time. Previously, aircraft and ground vehicles ignored this limitation and missiles could be fired one after another, being all guided to the target at the same time. Helicopter and aircraft pilots exploited this gameplay simplification by overloading the protection of SPAAs. For example, in a duel between the French Roland 1 and the Russian Ka-52, the SAM has only two combat-ready missiles, while the helicopter could unleash all of its 12 Vikhr ATGMs, not taking into account the limited allowed salvo delay. The French could shoot down the first two ATGMs, the third missile sent the vehicle back to the hangar. Now, multi-missile salvo is allowed only during a short period of time. When exceeded, the initial missiles fired lose control.



    Details:

    Laser beam riding guidance is a method of missile guidance, when the laser projector of the launcher projects in space the guidance field in the form of a cone-shaped laser raster. The radiation is modulated by several frequencies so that the signal in different points of the raster is different and the receiver on board the missile can determine in which point of the control field the missile currently is, after which the autopilot of the missile steer missile back to the center of the control field and thus to the line of sight on the target.




    Since the launcher does not transfer commands to each missile directly, as well as have no data on their position, theoretically such systems have no limits on the number of simultaneously cruising missiles remaining in one guidance cone. Multi-missile fire is used to increase the target kill chance. However, real systems have such limitations due to the fact that in order to ensure the commensurability of the beam diameter and target dimensions and maintain a constant input signal level, the beam opening angle decreases as the missile moves away from the launcher. The reduction of the beam opening is provided by an optical system with a variable focal length (pancratic optical system).


    Operation of the pancratic optical system while beam-riding a single missile and multiple missiles launched with delay.

    Beam-riding guidance mechanics in the game were also capable of multi-missile guidance, as well as jam-resistance from active interference both for aerial and ground carriers. However, actual limitations of beam-riding guidance were previously simplified in War Thunder, due to which such missiles have advantages especially in helicopter vs SAM duels. Pilots were able to fire multiple missiles, when first missiles triggered countering surface-to-air missiles of the SAM, while following missiles reached the target when the combat-ready SAM ammunition was depleted. In reality, the guidance system is capable of providing a guidance field only for a limited number of missiles grouped on the trajectory. The farthest missiles will have the laser raster too wide and a signal too low, while the just launched mussels will have too narrow raster preventing missiles from guidance by the beam. The same feature will be implemented into the game.

    In the La Royale update, a pilot or SAM operator will still be able to multi-missile guidance, but only if they were launched within a short time interval. The next missile fired outside this interval will switch the control field to itself and control of previously fired missiles will be lost. The allowed fire time will be displayed in the pilot HUD or gunner’s sight.

    List of vehicles:
    • Ka-50
    • Ka-52
    • Mi-28NM
    • AH Mk.1
    • Su-25T
    • Su-39
    • “Orion” strike UAV
    • BMP-2M
    • ASRAD-R
    • ADATS
    • ZT3A2
    • Stormer HVM
    • ADATS (M113)

    Distant arming of the missile proximity fuze

    Another improvement to the SAM missiles to avoid false arming of the fuse while cruising to target. In reality, proximity fuzes of the radio-guided anti-air missiles feature an option of distant arming, activated while approaching the target. This option improves the missile jamming resistance, as well as allows to avoid false initiation of the fuse. Previously, War Thunder employed simplified mechanics of the non-contact sensors due to which they remained always armed and might be initiated by close missiles fired from airplane or helicopter to the SPAA. An aircraft versus SAM duel was never fair enough.

    We decided to get rid of this simplification in the La Royale update. If a radar of the anti-aircraft vehicle locks on target, the fuse sensor is activated only by approaching the target. This will allow us to avoid false arming by close missiles or enemy aircraft. However, if a missile is fired without locking on target, or get manual command to line of sight (MCLOS), the target sensor remains active from the launch, since the missile has no data on the distance to target

    The list of surface-to-air missiles with distant arming sensors:
    • VT-1
    • Roland-2
    • Roland-3
    • 9M331
    • 9M311
    • 9M311M1
    • 95Ya6
    War Thunder - Blitzkrieg Wulf


    On June 10th, 1918 an Italian MAS 15 torpedo boat, commanded by lieutenant Luigi Rizzo, scouted an Austro-Hungarian dreadnought Szent István — and sank it with only two well-placed torpedo hits. It was a triumph for the Italian fleet, and since 1939 this date is celebrated as Italian Navy Day.

    Destroyer RN Geniere temporarily available for Golden Eagles


    To commemorate this holiday, RN Geniere, a Soldati-type destroyer, will be available for purchase for Golden Eagles from June 9th (9:00 GMT) until June 12th (9:00 GMT). This destroyer is very maneuverable and quite fast: it doesn’t lose much speed while turning and boasts great acceleration, allowing it to effectively dodge enemy salvos and torpedoes. In addition, Its main calibre’s armor-piercing shells are a great asset in destroying enemy ammo racks and engines!

    From June 9th (9:00 GMT) until June 12th (9:00 GMT)

    Play 3 battles using Italian vessels (rank III or higher, with an activity of not less than 70%) to receive the “Emblem of the Italian Navy” decal.


    “Emblem of the Italian Navy” 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 → Italian Navy Day.

    You can find the decal in the “Italy” → “Navy” tab in the Customisation menu.
    Jun 8, 2023
    War Thunder - magazine2


    We continue to use all means to prevent cheating in War Thunder: Easy Anti-Cheat watches out for banned software, while we pay attention to the player’s reports. You can use the replay feature on our website to tell us about the players who violate the Terms of Use and EULA.

    During May of 2023 we blocked 177 accounts that were violating the rules. For full transparency we have published the full ban list.

    This list will be available within two weeks of publication.

    Recommendations
    Set a strong password for your account and enable two-step authentication in your profile - this will protect your account from fraudsters. Don’t use forbidden client modifications and never share your account information with anyone!

    War Thunder - Blitzkrieg Wulf


    A US-built experimental M4 tank with a turret and a gun from the T26 will give you the ultimate “Sherman” experience!

    M4/T26, medium tank, USA. Rank IV

    Features:
    • Good protection at the turret front
    • 90mm M3 gun
    • Lacks APCR round


    One of the projects for Chrysler engineers was an attempt to equip the M4 Sherman tank chassis with T26 turrets to increase the effectiveness of the US armored forces against German heavy tanks. A prototype hybrid tank was built in 1944, but canceled before further testing and serial production.




    There is no need to talk much about the M4/T26, its features are obvious. The M4(105) chassis, which is far from being the fastest among mid-rank tanks, allows you to keep the M4/T26 quite low in its Battle Rating and, in general, only serves to deliver a good turret and an excellent gun into battle. The signature American strong forehead of the turret and a 90mm gun with effective capped AP rounds allow the tank to take on any target on the battlefield, and absorb damage exposing the gun mantlet. Unfortunately, the M4/T26 does not have access to an APCR round capable of penetrating even the strongest German self-propelled guns, but the tank is located almost at the very beginning of rank IV, where the chance of encountering less protected opponents is higher.




    The M4/T26 will be a good addition to the later Shermans, the Walker Bulldog scout tank and the premium T20. Commanders of the mid-ranked US armored vehicles will have a choice from the most specialized tank for each game situation or combat style - reconnaissance, holding positions, or dealing damage. Gather your dream team and go to battle in the La Royale update!
    Jun 7, 2023
    War Thunder - Blitzkrieg Wulf


    • Display of destroyed wrecks of ground vehicles which in rare cases might look like serviceable vehicles has been fixed.
    • A bug where the effect of flying dirt might appear in the air in ground battles in different locations has been fixed (report).
    • A bug which caused the aircraft icon to remain dark and not highlighted when activating an air event in ground AB although the player was waiting for the start of the air event has been fixed.
    • A bug that caused event icons to me mistakenly displayed active at the beginning of the game session has been fixed
    • A bug that caused the reload time not to be displayed when hovering over the icon during the initial preparation of the UAV has been fixed.
    Fleet
    • HMS Glorious — torpedo firing order has been changed. In manual control, torpedoes are fired from one side in order rather than from the other.
    • IJN Hatsuharu — “Torpedo Mode” modification has been added.
    • A bug has been fixed in the boat tutorial where the frame over the the furthest target was shown black.
    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.
    ...