War Thunder - magazine2


Hey everyone, thanks for your patience while waiting for this post. Today we’d like to discuss bug reports relating to the Challenger 2 series of tanks, what we’ve already fixed thanks to your reports, and what we’re planning to do in the near future. Let’s dive in and take a look at these reports.

First and foremost, we want to take the time to thank you for creating bug reports for the Challenger 2. Thanks to these reports, the following have been actioned and have already been implemented, or will be implemented into production either in the near future or the next major update:

Mobility

Armor and Survivability

Main gun

Other armament

Other

Challenger 3 TD

Let’s move onto the outstanding reports and discuss them in detail.



First up, let’s take a look at the report created by Fireball_2020 regarding the Challenger 2’s gun mantlet. We fully appreciate the time taken to source these photos to showcase the mantlet in as much detail as possible, we’ve looked into this one thoroughly.

One of the main things this report talks about is that the turret was fired at (mantlet and cheeks) using kinetic and chemical rounds and that both areas withstood these shells. Some important details in this report that we’d need are missing, for example, we’re lacking concrete data on what types of weapons or shells were used in this testing, making it difficult to enact changes without this information. Technically, ensuring the equality of protection between the main armor sections (large dimensions, thick steel plates on the outside and a thick base) and the mantlet (required for stabilizing the gun, where it’s impossible to accommodate a large armor dimension) is a very difficult task.

If you’ve got any public information regarding what shells or weapons were tested, please feel free to leave a post here or contact a Community Manager so we can take a look.

We have however looked at the damage model geometry for the mantlet in detail and we’re planning to refactor it. There’s a layer of combined armor in the gun mantlet, and the fastenings are identical to the fastenings of the combined armor package that’s visible on the turret cheeks.



Photos from the Queen’s Royal Hussars page on Facebook (Source 1, Source 2)

What are we going to do exactly? First off, the Challenger 2’s damage model will be refined based on the available information we have, and in turn will become more detailed. We’d like to note that while refinements sound interesting, they don’t necessarily mean that the armor values will increase — in some cases they may even decrease. Increasing the details will mean vulnerable areas will be more accurately represented and the protective size of the mantlet may increase.



When are we going to start this? The plan is to start updating the geometry of the damage model, as well as the visualization of internal modules in the Challenger 2 tanks.
To make sure that we go through this process as effectively as possible, these changes will come to the game in the next major update — but may possibly come sooner if we finish working on it earlier.


Let’s take a look at this report created by Flame2512, which notes the protection values of the turret’s side armor are too low. Thank you for providing these screenshots and information regarding the armor values. The differences in protection are down to inaccuracies of the damage model, these inaccuracies that lead to discrepancies in protection will be corrected by updating the damage model geometry as mentioned in the first section.



Next up, let’s take a look at this report created by Legwolf regarding the protection values of the Challenger 2’s ERA. We’ve seen that Armor Shield R is noted to be equipped on the Challenger 2 TES and Challenger 2 OES and is protected according to STANAG 4569 level 5. Despite this, we’re missing some important information about the Heading angles at which protection is provided. The basic STANAG 4569 level 5 requirement, with protection at a Heading angle of +/-30 degrees from 25 mm APFSDS at 500m is already met in the game, as well as at a Heading angle of 90 degrees at a slightly greater distance.

When comparing to other vehicles that are equipped with Armor Shield R, what’s not taken into account is the possibility that the design of the armor package may differ from vehicle to vehicle depending on the primary protection of each vehicle. The current implementation of this ERA in the game does not contradict with documents presented in the report, so we’re not going to make any changes or revisions to its protective capabilities. Moving onto the mounting plate of the ERA itself though (which is currently made of composite armor in game), will be changed to an aluminum plate in accordance with the information provided.



Moving onto the L27A1 shell in a report again created by Flame2512. Documents in this report show that the armor penetration value of the L27A1 is 700 mm at a distance of 2km. There are some discrepancies in these values, as in War Thunder we use the Lanz-Odermatt formula for calculating penetration values using one universal standard which takes the physical data for projectiles to find this calculation. In addition to this, public information about this projectile, as well as images of it are available and verifiable by the formula that we use.

Additionally, it’s worth noting that usually in British documents, assessments of the armor penetration of APFSDS rounds consist of firing at plates at steep angles at about 70-75 degrees, where APFSDS rounds show their greatest armor penetration (the maximum length of the penetration channel). This is the reason why the document shows a penetration of 700mm.

If we were to compare the way testing is carried out to get the numbers in the document provided to War Thunder, then the L27A1 with the current values at 2 km penetrate path length of more than 650 mm at an angle of 70 degrees (a 225 mm plate at 70 degrees). A difference in armor penetration in the game compared to the values in the document are due to differences in the criteria for assessing penetration values, the properties of the armor plates being fired at, the angles of impact for APFSDS rounds, or a difference between the initial requirements for the projectile/plate and the results achieved in practical testing as well.

If you’ve got any additional public information that we may have missed about the L27A1 shell’s dimensions and velocity, we can make a recalculation to see what values it’ll then come to, and make changes if required after this.



Lastly, let’s take a look at this report, again created by Legwolf, which states that the current ammunition locations in the Challenger 2 are incorrect. We’ve partially confirmed this with our own information, however, some diagrams in the report show the internals of prototype tanks (or are in general just concept diagrams) as they have verifiable inaccuracies. The diagrams in the report show the ammo rack in the turret containing 20+8 shells, but real photos of the Challenger 2 tanks we have in the game show 24 shells in the turret rack.

However, we’re going to review the placement of ammunition inside of the Challenger 2, and will be implementing changes when we update the damage model geometry as well as x-ray modules of these tanks. These changes will come in an update in the near future.
War Thunder - Blitzkrieg Wulf


Today we’re going to be talking about the main naval prize of the upcoming Battle Pass season: the French premium Destroyer Le Triomphant, coming in as one of the fastest Bluewater Fleet ships in the entire game!

Le Triomphant: A Premium French Destroyer at Rank III

Features:
  • Fantastic max top speed.
  • 4 main caliber turrets.
  • Decent anti-aircraft guns.
  • Premium status!


Meet the Le Triomphant!

Welcome to the main naval prize of the upcoming Battle Pass season: the French Le Triomphant destroyer of the Le Fantasque-class. Primarily designed to hunt other destroyers, ships from this class rely more on raw firepower and speed over using torpedoes. Because of this, Le Triomphant is essentially a miniature cruiser since it features excellent guns, decent anti-aircraft capability and one of the best top speeds amongst other ships in the game. Let’s take a further look!

Are you a commander of the French Bluewater fleet? If you are, you’ve surely come across the Le Malin destroyer that’s already in the game. This destroyer has an excellent max speed but at the same time lacks any significant armor protection, however its excellent main caliber weaponry that are capable of firing SAPBC rounds are ideal for engaging other destroyers and even lightly armored cruisers. So what makes the brand-new Le Triomphant any different?




Interesting: According to the Guinness Book of Records, in 1935, one of the Le Fantasque class of ships — destroyer Le Terrible — set a world speed record in its class, accelerating to a staggering 45.25 knots (83.42 km/h)! Ironic.

First up, Le Triomphant has a set of slightly different weapons. One of the main caliber stern turrets was replaced with a British 4 inch anti-aircraft gun, meaning Le Triomphant only has 4 main battery turrets, with each featuring a 138.6 mm gun for use against enemy ships. However, these weapons still cope well against all types of destroyers in the game, but bear in mind the low horizontal guidance speed, plus their weak protection. Compared to Le Malin, the weaponry for use against boats and aircraft is weaker: just 2 x 40 mm Bofors guns, 2 x 37 mm automatic cannons and 6 x 20 mm Oerlikon cannons. Despite this, thanks to the ever-so handy ability for ship gunners to engage small boats and aircraft on their own, these weapons are still effective.

The next difference is between the max speed, which is even higher on Le Triomphant compared to Le Malin. This one’s awesome, as with a fully trained crew, you’ll be able to reach max speeds of 43 knots, which is just about 80 km/h — which is almost a record for destroyers!




Coming onto the last difference which is the premium status of Le Triomphant. This destroyer is going to be useful in Tier III lineups for researching other French ships, and also serves as an ideal platform for beginners to learn the ins and outs of the French Bluewater fleet research tree.

In your matches by Keith, Community Manager: “The French warships have a special place in my heart to play, I really love them (second only to the Brits). The speed and decent maneuverability allow a good player to get into advantageous firing positions and the punchy gunnery of this DD (remember to keep them all clear of the superstructure) will remind any opponents that you won't succumb easily to intimidation. Use the ship's turn to help bear the main guns onto enemy targets and keep your eyes open for any smaller boats looking to sneak up on you and dispatch them with the secondary and tertiary weapons. Calm seas commanders.”



That about rounds off the first dev blog for the upcoming Battle Pass season (and the first for 2024), which will be arriving to your hangar on January 24th, where Le Triomphant can be yours by completing missions in this new season. Tomorrow we’ll be showing you another Battle Pass vehicle and in the near future the details surrounding the full list of prizes, so stay tuned!
Jan 17, 2024
War Thunder - Blitzkrieg Wulf


Today we’ll be talking about the bug fixes and improvements that we’ve been working on in the past 2 weeks. Thanks for your reports!

If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.

Destroyed spall liners have been removed from the damage model panel



The damage model panel for your vehicles can be very handy while in battle: it allows you to understand which modules were damaged and which were destroyed so that you can make the appropriate tactical decisions. However, due to it being in the form of a two-dimensional pane, some issues arose: a destroyed spall liner module covered everything underneath it. This issue will no longer be the case anymore, as once destroyed the module will be hidden from the damage model panel.

Skull icons on the minimap now stay for longer!



The minimap is the most important GUI element for making tactical decisions. One of its capabilities is to show you destroyed enemies. This is signaled with a skull icon which only stays for a short period of time, even less than the hitmark indicating the type of defeated vehicle.

Because of this, we’ve increased the length of time of skull icons on the minimap to 7 seconds (from 2.5). You’ll now have enough time to figure out where the enemy was destroyed and make important decisions while in battle!

Reduced the damage to boats when colliding with terrain



We’ve found and fixed a problem that caused boats to be destroyed even by lightly touching terrain when running ashore. Now, boats are once again survivable and the damage is directly related to their mass and collision speed. In other words, you’ll be able to smash into the terrain at decent speeds without being destroyed now. Be careful though!

Challenger and Leopard sound changes



We’ve been working to make the engine sounds of the Challenger and Leopard 1 series of tanks sound as good as possible. Constant revving is now easier to distinguish, and they blend in better with sounds over the throttle.

We also found that the engine of the Challenger 3 TD didn’t sound quite right, as it sounded like a Leopard 2. We’ve fixed that, so now it sounds like the rest of the Challengers.

On the topic of the Challenger 2. We’re aware that many of you are wondering about these series of tanks and where the dev blog is regarding them. These tanks have already received a number of fixes, and soon we’ll publish a dev blog dedicated to the Challenger 2 where we’ll talk about, in detail, some of your reports. Keep an eye out!

That’s not all
A full list of improvements and bug fixes can be found below in each individual update now. We’ll quickly run through some: smoke grenades no longer create a double visual effect, weapons carried on aircraft have been rebalanced for high ranked Ground Arcade battles, and helicopter propeller signatures no longer fade away excessively at ranges, where radars will now pick them up more effectively.

There’s much more, so be sure to check out the rest in the below update notes!
Today's update: Update 2.33.0.70

Ground Vehicles
  • In Ground Arcade Battles, the list of available vehicles and weapons in the air battle mode has been changed:
    • At BRs up to 9.0, the following have been adjusted. Removed: UH-1D with FFAR Mighty Mouse, UH-1B with FFAR Mighty Mouse. Added: Mi-8TB with S-5K, Mi-8TV with S-5K, Mi-24D with S-5K;
    • At BR 9.3 to 10.0, the following have been adjusted. Removed: AH-1F with ITOW, Mi-24P with 9M114, EC-665 Tiger UHT with FFAR Mighty Mouse;
    • At BRs from 10.0, the following have been adjusted. Removed: F-4E Phantom II with AGM-65B, F-5E with AGM-65B, MiG-27K with Kh-29T. Added: MiG-23MLA with S-24B, MiG-27K with S-24B.
  • Challenger 2F, Challenger 2 TES — the ammunition amount of the turret machine gun has been clarified, with the capacity of the ammunition increasing from 100 to 200 rounds. (Report)
  • VT-4A1 — the decrease in gun declination angle in a small frontal guidance sector has been fixed.
  • Challenger 3 TD — a bug that caused destruction of the turret’s ammunition to happen without the explosion/venting of ammunition has been fixed. (Report)
  • ZLT-11 — the steering angles in the wheels for the steerable axles of the chassis have been increased, and the turning radius has been reduced. (Report)
  • Challenger 2 (all variants) — the angles of vertical gun elevation for the rear areas have been fixed. The maximum angle of depression has been increased. (Report)
  • M109 (Germany/Italy) — the gun designation has been changed from M126 to M126E1. The initial velocity of projectiles has been increased from 562 to 684 m/s (the M126E1 allowed the use of a new, eighth charge, providing increased ammunition velocity). Vertical guidance angles have been changed from -3/+75 to -3/+70. The vehicle’s mass has been increased from 24,100 to 24,500 kg. Sources: Obice da 155/23 smv M109G, Tavole di Tiro. // Armo e mezzi in dotazione all’esercito. // Descrizione ed impiego delgi apparati di mira e di controllo del tiro dell’obice da 155/23 montato su semovente M109G // Mezzi da combattiemento. Caratteristiche generali.
  • Leopard 2AV — a bug that led to a lower rate of fire compared to the Leopard 2A4 has been fixed. The rate of fire has been increased from 9 to 10 rounds per minute.
  • T-90M — a stabilizer has been added to the anti-aircraft machine gun. (Report)
  • Mistral MANPADS — a bug that made it impossible to achieve the calculated missile overload has been fixed.
  • Skull icons on the minimap that indicate the location of where an enemy was destroyed now remain visible for 7 seconds rather than the previous 2.5 seconds.
Aircraft
  • BV 138 C-1 — a bug that could cause the nose turret to fire through the fuselage has been fixed. (Report)
  • AD-4NA (France) — a bug that caused T10 151 rockets on the left wing on pylon 2 to float in the air has been fixed. (Report)
  • JAS39A, JAS39C, Mirage 2000-5F — a bug that could turn off the thermal imaging camera when selecting the “Aiming Optics” camera with the key assigned to this function has been fixed. (Report 1), (Report 2)
  • A bug that caused the virtual cockpit camera to display a gun marker when the ballistic calculator was disabled has been fixed.
  • F-4S Phantom II — incorrect display of the horizon while in the cockpit view looking at the heads-up display has been fixed.
  • A bug that caused signatures from a helicopter’s propeller to greatly decrease with distance, making it difficult to capture helicopters with radars at greater distances has been fixed.
  • A bug where after a player’s aircraft was destroyed by a teammate who had previously ejected from their own aircraft, the player would see the ejected pilot instead of the teammate who shot down their aircraft has been fixed.
Naval Vehicles
  • The damage model for boats when hitting terrain that previously resulted in the destruction in almost all cases has been fixed. Boats now receive damage depending on its mass and speed of the collision. Cases of hull destruction from impact are still possible, but this will require a greater speed.
  • The stabilization of Coastal fleet automatic guns at higher speeds has been improved.
  • PT-6 — the horizontal guidance limits of the 12.7 mm machine guns have been increased to 50 degrees to the opposite side.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
War Thunder - Blitzkrieg Wulf


Welcome to the 102nd War Thunder Steam Screenshot Competition!

Spots on vehicles seem to go in and out of fashion just like they do on clothes! Good thing that it’s so easy to change the camouflages in game to whatever matches your surroundings. The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 102nd edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen102. You have time until the 19th of January 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:
  • Your screenshot must feature a vehicle with a weight of 20 tons or less. Naval submissions must be less than 3,000 tons of displacement.
  • You must add the #WTscreen102 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 101st edition - Dalmatians!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3135819077
    https://steamcommunity.com/sharedfiles/filedetails/?id=3134804190
    https://steamcommunity.com/sharedfiles/filedetails/?id=3134846931

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3133752319
    https://steamcommunity.com/sharedfiles/filedetails/?id=3136298761
    https://steamcommunity.com/sharedfiles/filedetails/?id=3136928358

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


    On January 14th 1521, Gustav Vasa formed his personal guard. Two and a half years later, he achieved independence of Sweden and became its first king, with his guard becoming part of the victorious army. Sweden, a century later thanks to its army, became one of the most powerful empires in Europe.

    The SAV 20.12.48 is available for Golden Eagles!

    When: From January 12th (11:00 GMT) until January 15th (11:00 GMT).
    Where: Sweden > Army > Premium vehicles.



    About this tank
    • The SAV 20.12.48 is an experimental Tank Destroyer featuring a 120 mm automatkanon that is capable of firing every 1.2 seconds thanks to an automatic loading system. This tank is overall characterized by high mobility and maneuverability — combining this with its gun and APCBC round makes the SAV 20.12.48 a fierce force to be reckoned with!


    Earn the “Swedish Armed Forces Day” decal!
    For the Swedish Armed Forces day, you’ll also be able to earn this awesome decal.


    “Swedish Armed Forces Day” decal

    When: From January 12th (11:00 GMT) until January 15th (11:00 GMT).
    Task: Play 3 battles using Swedish vehicles to receive the “Swedish Armed Forces Day” decal!

    Additional details:
    • You must use a minimum of rank III.
    • Your activity must not be below 70%.
    • You can complete the task in random battles, except for Enduring Confrontation missions, [Assault] mode and Helicopter PVE battles.
    • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Swedish Armed Forces Day.
    • You can find the decal in the “Holidays” tab in the Customisation menu.
    Jan 10, 2024
    War Thunder - Blitzkrieg Wulf

    • A bug that caused duplicate smoke effects after using smoke grenades has been fixed.
    • A destroyed module no longer covers other functioning modules in the damage module indicator while in battle.
    • Absence of the “rate of fire” parameter for non-automatic guns and the “reload time” parameter for automatic guns when viewing ships in X-ray view in the hangar has been fixed. (Report)
    Sound
    • Challenger and Leopard 1 — the sounds of the engines have been improved in accordance with feedback from players. Now, constant revolutions are better audible and are better combined with the sounds of revving.
    • A bug that caused flares to sound like jet engines when flying through them has been fixed.
    • Challenger 3 TD — the engine sound has been changed to the same as Challenger tanks, as it previously had the sound of the Leopard 2’s engine, which was incorrect.
    VR
    • Flickering of trees in the aircraft hangar has been fixed.
    PlayStation and Xbox
    • The “Film Lover” achievement has been removed, as it was impossible to complete it on console.
    The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
    War Thunder - Blitzkrieg Wulf


    Welcome to the 101st War Thunder Steam Screenshot Competition!

    The screenshots that you shared with us last week were terrific! It is amazing to look back at so many competitions- time really does fly! The three most popular and three selected by us will get 300 GE. See the winners down below!

    Let’s begin the 101st edition of our competition!

    Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen101. You have time until the 12th of January 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:
    • Your screenshot must feature a vehicle with a camouflage containing spots.
    • You must add the #WTscreen101 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 100th edition - Triple Digits!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3131002275
    https://steamcommunity.com/sharedfiles/filedetails/?id=3127492272
    https://steamcommunity.com/sharedfiles/filedetails/?id=3127759516

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3126991548
    https://steamcommunity.com/sharedfiles/filedetails/?id=3127220855
    https://steamcommunity.com/sharedfiles/filedetails/?id=3127830236

    https://steamcommunity.com/sharedfiles/filedetails/?id=3126553363
    https://steamcommunity.com/sharedfiles/filedetails/?id=3126334871
    https://steamcommunity.com/sharedfiles/filedetails/?id=3129381628

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


    Dear players, on January 2nd at 11:30 UTC, our authentication servers were targeted by malicious attackers. As a result, some of you experienced difficulties logging into the game or using our services. Our technical specialists have stabilized server operations and are taking measures to ensure that such attacks in the future will not be successful.

    Compensation:
    • Active premium accounts have been extended by 3 hours.
    • The duration of the ongoing "Winter Extreme" event for earning "Achievement Marks" has been extended by 3 hours. From 11:00 UTC on January 3rd until 14:30 UTC on January 3rd, you will be able to earn mission points for the 7th and 8th achievement marks for tankers/pilots/sailors simultaneously.
    War Thunder - CyberStonka

    Dear players.

    The game may not be available at the moment as we are experiencing some technical issues on our servers. We are endeavouring to fix these issues as quickly as possible.

    Thank you for your understanding.
    Dec 31, 2023
    War Thunder - CyberStonka


    Happy New Year!

    2023 is now nearly wrapped up. Everyone from Gaijin would like to wish you all a prosperous new year — we wish you fantastic celebrations and a happy and healthy 2024 with your friends and family. Here’s to another year!

    See you all in War Thunder!
    ...