Ever heard of an ATGM that doesn’t use a shaped charge? Well meet the American LOSAT tank destroyer — equipped with guided missiles that feature a kinetic penetrator!
LOSAT, ATGM Carrier, USA, Rank VII. Event Vehicle.
Features:
Unique kinetic ATGMs.
No vertical traverse.
Great mobility.
Ineffective at close range.
The main tank prize of the Tokushu Heiki crafting event will be the American experimental LOSAT anti-tank system. Featuring a launcher for 12 ATGMs with kinetic armor-piercing cores on a highly mobile chassis — you've definitely never seen something like this before!
At the heart of the LOSAT project are its unique guided missiles. Instead of the standard shaped-charge warhead regularly found on such weapons, the LOSAT missiles utilize a reinforced core, which is accelerated to hypersonic speeds. The principle of this ammunition is functionally quite similar to tank-fired APFSDS rounds, only the missiles fired by the LOSAT have a significantly greater mass.
In flight, these missiles are conveniently guided by a laser beam, but their launch has certain peculiarities. Firstly, the entire ammunition load of 12 missiles are all ready to go in the launcher, but the launcher itself can only traverse horizontally. Once fired, for the first few seconds the missile tends to dip in its trajectory until its engines provide the required propulsion for steady flight. In combat, this means that it's nearly impossible for the operator to accurately hit close range targets, or even guide the missile if there are obstacles in front of the vehicle. Additionally, due to the kinetic warhead, the missile achieves its optimum armor penetration after its engines fully kick in, so even if the missile does connect at close range it won’t have much power behind it.
The platform of the system itself will be familiar to tankers who have experience with the CCVL. It's a mobile platform with a top speed of up to 70 km/h and a quick turn rate for swift adjustments to positioning. The compromise of this mobility however is, no surprise — the armor, which is only bullet-resistant and made of light alloys, so it doesn't offer any tangible protection.
The unique LOSAT tank destroyer will only be available during the Tokushu Heiki crafting event, which starts on September 26th. This vehicle is certainly a special one, we hope you enjoy adding it to your collection! Make sure to check out all the details of the event and how to take part this Monday on the 25th with the news article — See you then!
On September 22nd, 1970 the Soviet VTOL light strike aircraft Yak-38 performed its maiden flight — it was the first operational carrier-based VTOL fixed-wing aircraft in the Soviet Navy. It was designed especially for Project 1143 heavy aviation cruisers and served almost exclusively on them.
The Yak-38 is available for Golden Eagles and is here to stay!
When: From September 22nd (10:00 GMT).
About the aircraft
The Yak-38 is a versatile aircraft that is great at attacking targets both in the air, on the ground, and in the sea, as it has access to powerful S-24B rockets, Kh-23M AGMs and R-60 AAMs. Its ability to perform vertical takeoff and landing opens up new tactical possibilities, and it reaches its max speed very quickly!
The relative control mode for “Yaw axis for aimed weapons” and “Pitch axis for weapons aiming” control settings is set to off for standard control settings.
Wind settings for trees have been adjusted so that they look more natural.
By default, brightness and contrast have been added to the dynamic tone mapping setting for a richer picture.
The modern U.S. flag on stat card images has been corrected.
The progress of Steam achievements is now displayed.
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.
Ju 87D-3 — a bug that made it impossible to go into battle with this aircraft has been fixed. (Report)
F-16C Block 50 — the position of the LITENING II targeting pod camera has been adjusted. (Report)
Tornado IDS ASSTA1 — the glass texture has been fixed. (Report)
Ground vehicles
A bug where the amount of loaded ammo did not match the amount selected before a match has been fixed. (Report)
The settings for collision damage have been adjusted to reduce speed loss when colliding with concrete, brick and stone fences.
Object 279 — the hull armor has been fixed. (Report)
T30 — the ammo rack position has been corrected. (Report)
Strv m/42 EH — the gunner’s position has been fixed. (Report)
Missions
[Operation] Battle for Vietnam now uses updated base bombing logic, where the location of bases depends on rank of the match. The number of possible base positions has been increased.
For Air RB and Confrontation missions, the required amount of HP for bombing bases at the top ranks has been reduced.
An issue where anti-aircraft guns covering ground vehicles could shoot at aircraft that did not pose a threat to them or other ground vehicles has been fixed.
Excessive accuracy of anti-aircraft guns covering bombing bases in specific Air RB and Confrontation missions has been fixed.
Interface
Now, when the conditions for getting a flag are met or a flag is purchased, a flag icon is displayed in the messages menu, similar to decals.
A bug that could cause the map to not display in [Confrontation] naval missions if it was opened for the first time when the player was in a catapult aircraft has been fixed.
Sound
The volume of allied ground vehicle engines when there is a large concentration of them around the player has been reduced. This does not apply to the volume of enemy ground vehicle engines.
The engine sounds of the Abrams and T-64 series of tanks has been adjusted, with the aim to make them sound more realistic.
Message pauses have been added for the “Limit Angle of Attack” and “Ultimate Overload” speech messages for “Mouse Aiming” and “Simplified Controls” control options.
A bug that could cause crew voice messages to play after the player’s ship had sunk and been destroyed has been fixed.
A bug that caused RWR sounds to remain after an aircraft was destroyed and after respawning in a ground vehicle has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
Battlecruiser Kurama, the most advanced Ibuki-class ship, will be the grand naval prize of the upcoming Tokushu Heiki event!
Kurama, battlecruiser, Japan, rank V. Event Vehicle.
Features:
More firepower in the form of auxiliary weapons.
Improved armor protection.
Low speed.
Battlecruiser Kurama will arrive at Japan's Bluewater research tree as an event vehicle which can be obtained during the upcoming Tokushu Heiki event that starts on September 26th! Kurama offers 305 mm main battery guns, an excellent selection of auxiliary caliber weapons, and alongside this, good armor protection — but with this, low speed and maneuverability, and a fairly long reload time. Let’s dive into the details!
The closest relative of the upcoming Battlecruiser Kurama is the classic pre-war cruiser Ikoma. Kurama can be seen as the result of development of Tsukuba-class ships, although not all plans to improve these ships came to reality. Let’s compare them — what do these two pre-war ships have in common, and how do they differ? To start, their combat capability is similar in the form of 4 x 305 mm guns in two turrets that have excellent armor for this time period. Next, the hull itself is also well protected, with the Kurama’s armor in general being superior to the Ikoma — and thanks to this extra thicker armor at the bow and stern, the Kurama’s survivability is increased!
The main difference between these two ships lies with their additional weapons. 6 x 152 mm guns in casemates along the sides are replaced with 203 mm guns, with four guns on each side. It’s certainly worth noting that 203 mm guns are typically the main caliber for Heavy Cruisers, but on the Kurama they’re additional auxiliary guns. A large gun on pre-war ships typically means a longer reload, and unfortunately the Kurama is no exception to this, meaning each volley that you fire will require careful aiming.
In addition to the long reload times, we’d also like to mention that the Kurama is slow — coming in with a top speed of just 21.25 Knots (39.3 km/h). The Kurama also lacks fast-firing anti-aircraft guns, as these types of guns were simply not needed around this period of time. Having said this, the Kurama can still hold up against aircraft at medium altitudes, which sets it apart from many ships of the First World War time period.
Want to add the Kurama to your classic pre-war naval collection? If you do, it’s going to be available to obtain in the upcoming Tokushu Heiki event, with the details surrounding this event being released on September 25th. Stay tuned to our news and see you soon!
In the “Sons of Attila” major update, several older Spitfire cockpits have been updated. Let’s take a look!
In this major update, we’ve given some of the older Spitfire cockpits a makeover from the ground-up, to ensure that they have the highest levels of detail, quality and accuracy! In total, there’s 9 variations of the Spitfire, the Mk I, II and V that have been updated, with the full list shown below.
The following Spitfires have received brand new, updated cockpits:
Spitfire Mk Ia
Spitfire Mk IIa
Spitfire Mk IIb
Spitfire Mk IIa Venture
Spitfire Mk Vb/trop
Spitfire Mk Vb/trop (Italy)
Spitfire Mk Vb
Spitfire Mk Vc/trop
Spitfire Mk Vc
Let’s show you some before and after screenshots. You can click each one to enlarge the screenshot.
Spitfire Mk Ia
Before
After
Before
After
Before
After
Spitfire Mk Vb
Before
After
Before
After
Before
After
We hope that you’ll appreciate this makeover to some of the older and legendary Spitfires — that’s this dev blog wrapped up. See you soon!
A bug that caused dropping bombs in series to not work with the “Bomb series” option disabled in the settings has been fixed.
Fw 190D-13 — a bug that made it not possible to select Secondary Weapons has been fixed. (Report)
In the Air RB version of [Operation] Rocky Pillars, a bug that caused aircraft that were supposed to spawn in the air to spawn on the airfield has been fixed.
The voices of the U.S. Naval crew commander and sailor were replaced, as it was noted that the commander sounded too young, and the sailor did not sound young enough.
Excessive rattling of ground vehicle tracks has been fixed.
Playing a server replay using DirectX 12 caused a crash that has now been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
The F-100F is a twin-seater version of the well-known Super Sabre jet fighter, developed with a focus on combat training operations. Soon, you’ll be able to obtain this unique aircraft by taking part in the upcoming Tokushu Heiki event!
F-100F, jet fighter, China, rank VI. Event vehicle.
Features:
Superb flight characteristics.
Versatile weaponry.
Supersonic.
A unique version of the Super Sabre jet fighter coming to the game as the main prize for pilots in the upcoming Tokushu Heiki event — which will start on September 26th! The F-100F is a further development of the familiar F-100 Super Sabre which features some handy upgrades over the original model, and will arrive as an event vehicle in the Chinese aircraft research tree. Let’s dive into the details!
On a surface level, the F-100F inherits many of its characteristics from the F-100A variant available to Chinese pilots while introducing a twin-seat cockpit. This in itself increases its survivability, as it can remain controllable even with one pilot knocked out. However, this is not the only improvement introduced by this particular variant. The F-100F has the ability to mount the powerful AGM-12 Bullpup — as well as conventional weapons on its six hardpoints, which can also carry a variety of regular bombs, as well as FFAR rockets, drag retarded bombs and incendiary bombs! On the other hand, these upgrades come at the expense of a slightly less powerful fixed armament, resulting in the F-100F only carrying two 20 mm cannons, thus slightly limiting its capabilities in traditional gun dogfights.
Since the F-100F was not equipped with flares, we’ve decided not to add the AIM-9P air-to-air missile to this aircraft, which would have caused its Battle Rating to increase. Increasing the F-100F’s Battle Rating would mean that it would not have been available to use in many suitable ground RB lineups. The F-100F is better suited in the CAS role over jet fighter role over the standard F-100A in the Chinese research tree.
The unique F-100F Super Sabre is arriving soon to reinforce the higher ranks of the Chinese aircraft research tree as part of the Tokushu Heiki event. Eager to add it to your collection? Then keep an eye out for the event news post, scheduled to be published on September 25th. See you in the skies!
September 19th, 1969 marked the maiden flight of the first Soviet specialized attack helicopter, Mi-24. The legendary Hind became the most famous Soviet and later Russian attack helicopter — as well as most produced, its numbers being second only to the American Apache.
The Mi-24D is temporarily available for Golden Eagles
When: From September 20th (10:00 GMT) until September 22nd (10:00 GMT).
About the helicopter
It’s well armored and even better armed: ATGMs with 650 mm penetration, devastating S-24 rockets and a rapid-fire machine gun to deal with enemy helicopters!
Hey everyone! In today’s major update “Sons of Attila”, we introduced a number of Roadmap features that were previously promised. Since there’s a vast amount, we thought it would be a good idea to compile and round-up each change from the changelog into one article, so that you can clearly see what has been added. We’ve also added tables of summarized and detailed information about parameter changes and in addition to this, some postponements that we need to make. So, let’s dive into the details!
Implemented in Sons of Attila
Changes to Progression and Research Points
We’ve made several changes to the research and purchase cost of aircraft and modifications at all ranks, and have condensed and reworked a large portion of research trees in the form of rearrangements and groupings of vehicles! Because there are a lot, we’ve created several tables that contain a summary and specifics of each vehicle in the game. One addition that we did not originally mention in the Roadmap is helicopter research and purchase cost, which have also seen some revisions.
We’d like to thank you for testing these changes on our open dev servers and leaving a vast amount of feedback on our forums.
The cost of researching and purchasing aircraft, especially in ranks V-VII has been reduced. The following parameters are being reduced specifically: the RP cost of aircraft, the total RP cost of modifications, the SL cost of aircraft, the SL cost of crewing the aircraft, the price of purchasing an expert crew, and the total SL cost of purchasing modifications.
The research trees for vehicles have been condensed and reworked. A large number of vehicles have been grouped together; the RP required for researching vehicles in groups has been halved (except for the first one), some trees have been significantly reworked regarding vehicle placement. These changes have also affected some of the economic parameters of vehicles that’ve changed.
The progression for Bluewater ships has been revised: Rank VI has been added to research trees, and the positions of a large number of naval vessels at ranks I-V have been changed. At the same time, the progression parameters for naval vessels of ranks II-V of both Bluewater and Coastal fleets have been revised: the vessel RP cost, modification RP cost, the SL cost of the vessel, the SL cost of crewing the vessel, the price of purchasing an expert crew, and the total SL cost of purchasing modifications.
The economic parameters of helicopters have been revised: firstly, the purchase price of helicopters and the purchase price of modifications has been revised, with the latter being significantly reduced for most helicopters. In addition to this, other economic parameters have also been revised to ensure similar helicopter progression across all nations in the game.
Dynamic repair costs have been added — what does this mean? In short, the shorter the lifetime of a vehicle, the lower the repair cost. Let’s say your vehicle was destroyed within the first minute of a match — your repair cost will not be the maximum amount for the vehicle that you were using, but will instead be a fraction of the max repair cost, calculated per minute. The details of Repair cost depending on lifetime can be found on each vehicle’s stat card.
Dynamic repair costs have been enabled for low lifetime in matches: the shorter the lifetime of the vehicle, the lower the repair cost. The repair cost cannot exceed the maximum repair cost displayed on a vehicle’s stat card, which is a fixed repair cost that the vehicle had before the dynamic repair cost mechanic was introduced. If you exit a vehicle by yourself in a match, then the maximum repair cost for that vehicle will be applied, regardless of the time spent in battle with that vehicle.
Information about the repair cost of a vehicle depending on its lifespan has been added to the vehicle’s stat card.
Gameplay
The ability to destroy 3D decorations that are placed on enemy vehicles has been added! This also means that you’ll be able to shoot off bushes that are on enemy vehicles, which we know has been a long-requested feature. The “Favored Killer” mechanic has also been added, which will help significantly reduce the chance of ghost shells with a high ping, as well as the ability to accept an apology in return after a team kill incident occurs.
3D decorations on vehicles can now be hit and destroyed by enemy fire. Fire from allies can only damage decorators in modes with team damage enabled.
The “favored killer” mechanic has been added: in the case of a small difference in time within the player's ping, between receiving damage blocking their shot on the server and the player's own shot, it will consider that the player managed to shoot.
The ability to accept apologies in return after a team kill incident occurs when the responsible player offered apologies has been added. Accepting apologies can be done easily, and when accepting an apology, all allies are notified in the in-game chat. The player will not be kicked from the match for the forgiven team kill.
Locations and missions
With this update, we’ve reworked a bunch of maps as previously mentioned here. These changes were based on your feedback — thank you very much for leaving it. In addition, the asset collision of ground force maps has also seen a massive rework, which overall will make maps feel better to play on.
Map corrections have been made based on your feedback during the Roadmap for the following maps: Poland, Karelia, American Desert, 38th Parallel, Normandy, Jungle, Middle East.
The collision of assets on maps has been improved.
Postponing some features
We’d also like to let you know about some postponements to some features that we mentioned in our initial Roadmap. All 4 of these Roadmap features have been postponed to the Fourth update of the year (October-November 2023). Thank you for your patience while you wait for these changes.
Night battles can be selected by the player for matchmaking.
Skill bonuses in RP.
Improved target hit alert in aircraft battles — we’d like to talk about some of the details regarding this point. We have some plans for this mechanic that are radically different from our original announcement and we would like to get your feedback on it — soon we’ll release an article on it.
Keeping progress of the daily login reward in the PC version by collecting daily rewards in WT mobile.
That’s all for now
Once again, thank you for the feedback that you left during our open dev servers related to the economy changes as well as your patience waiting for these Roadmap changes. We fully appreciate the time you took to test and leave these comments on our forum. Please continue to leave your feedback and comments: be it either on our official forums, social media, on Steam, Reddit, as well as other platforms that we read.