War Thunder - Blitzkrieg Wulf


The Mustang is a legendary American propeller fighter aircraft, and the one we’re presenting today was in service with the Chinese Air Force. It’s going to be the aircraft reward for the upcoming Battle Pass season!

P-51C-11-NT Mustang: A Premium Fighter for China at Rank III

Features:
  • High speed!
  • Good rate of climb.
  • Possibility of using bombs.
  • Mediocre weaponry.
Vehicle History
[expand type=details]
American Mustang fighters began appearing in China in 1944, flown by pilots of the Chinese-American Composite Wing (CACW), which was under the direction of the ROC Air Force. The first P-51s that China received were the B and C modifications, and towards the end of the war more modern modifications appeared. Later on, American Mustangs became part of the PLA Air Force, but in 1953 they were finally written off due to wear and tear of parts and for being obsolete. P-51s remained in service the longest at Flight School No.7, where future pilots practiced taxiing them off of takeoff airfields.
[/expand]


Meet the P-51C-11-NT!

When it arrives to the game, the P-51C-11-NT Mustang is going to be a fighter for China and the aircraft reward for the new Battle Pass season that’s starting on April 24th. All-in-all this premium World War II propeller-driven aircraft will be a great addition to the early ranks of the Chinese aircraft tree when it arrives. Let’s take a look!




In-game, the Chinese P-51C-11-NT Mustang is a transitional modification from earlier variants to the more advanced ones. Let’s take a look at the details. This variant has received a high-altitude Packard V-1650-7 Merlin engine, which significantly exceeds the earlier variants of the Mustang that had Alison engines in almost all aspects; most importantly it increases the altitude ceiling that this plane can fly. In battles at its rank, the P-51C-11-NT will be one of the fastest aircraft thanks to its high rate of climb and ability to conserve energy, perfect to attack from higher altitudes and then fly back up using the boom-and-zoom tactic. This new fighter differs from the Japanese P-51C-11-NT premium by its dorsal fin design, which helps solve the problem of insufficient stability of the aircraft in full control mode.

In terms of weapons, unlike later variants of the P-51, the armament of the P-51C-11-NT is only 4 x 12.7 mm machine guns. While these weapons are good enough in air duels, destroying bombers and even attack aircraft will most likely require multiple attacks and extra precision while shooting. Regardless, despite taking a bit to destroy, enemy tail gunners won’t be happy to see you — be sure to aim well against them to show who’s boss! Additionally, there’s good news if you enjoy ground battles, as this aircraft can separately carry either 2 x 100, 250 or 500 lb bombs!




At the time of release, the P-51C-11-NT will be the second premium aircraft at rank III in the Chinese aviation tree. With this reward, you’re going to have an excellent plane to learn the ropes of aircraft and of course research the lower and mid-ranks of the Chinese aviation tree faster.



That’s today’s blog done! Keep an eye out tomorrow, as we’re planning to tell you about the tank reward for the upcoming Battle Pass season. Until then, have fun flying!
War Thunder - Blitzkrieg Wulf


Welcome to the Inferno Cannon event, the second ground vehicle event in War Thunder’s new event cycle! This is your chance to earn decals, a decoration, trophies with rewards and the Chinese PLZ 83-130 by participating in ground battles.

When: From April 24th (11:00 GMT) until May 8th (11:00 GMT), earn mission points in Ground Battles, unlock stages and receive rewards!

PLZ 83-130 — an Event Vehicle Tank Destroyer for China at Rank V

The PLZ 83-130 is an experimental variant of the Chinese PLZ 83 self-propelled artillery vehicle. Instead of using a 152 mm howitzer this vehicle uses a 130 mm Type 59-1 cannon, which in itself is a copy of the Soviet M-46. It’s this cannon that’s made this vehicle a true tank destroyer! Choose your attack positions wisely and take advantage of the high velocity of your powerful shells to guarantee a hit.



“Born to Hunt” decal
“Missileman patch” decal
“Anti-tank rocket launcher (China)” decoration

Among the rewards in the event is also this chest, where, when opened, brings the chance to receive one of the following items:
  • 50,000 - 100,000 Silver Lions
  • Silver Lion and Research Point boosters
  • Random Wagers and Orders
  • Universal Backups (1 - 3)
  • A random camouflage for a vehicle you own
  • 1 day of Premium Account

How to get all rewards
Each stage can be obtained for 35,000 mission points, where every new stage obtained will give you a new reward.

Please note: After finishing a stage, you need to collect the reward manually. To do this, click on your name in-game, go to “Inferno Cannon” and click the “Get Reward” button.

You’re able to earn mission points in Ground Battles at Rank III or above in Arcade, Realistic and Simulator Battles. The number of mission points to complete a stage depends on the game mode and the maximum Rank of the vehicle that you use in battle. There’s a multiplier for earning mission points, which is shown in the task description in-game.  

You can also earn mission points by using event vehicles that are Rank I and II. Event vehicles that can be used have the name of the event that they were obtainable in on their stat card.

Stages change every two days at 11:00 GMT on April 26th, 28th and 30th, May 2nd, 4th and 6th.

Rewards are given when you complete a specific number of stages
  • For 1 Stage: trophy with a random reward
  • For 2 Stages: “Born to Hunt” decal
  • For 3 Stages: trophy with a random reward
  • For 4 Stages: “Missileman patch” decal
  • For 5 Stages: trophy with a random reward
  • For 6 Stages: “Anti-tank rocket launcher (China)” decoration
  • For 7 Stages: non-tradable coupon for the PLZ 83-130

Discounts on purchasing stages using Golden Eagles
Unfinished stages can be purchased for Golden Eagles, but if you’re significantly close to completing a stage, its price will now be significantly reduced.

Let’s say you have earned 85% of the required mission points to complete a stage, then the price of purchasing this stage will be halved. If you’re near the finish line for a stage and are at 95% progress, then the price will be reduced by five times. For example, if you’ve scored 30,000 mission points, then the price for unlocking this stage will be 449 Golden Eagles. If you’ve scored 33,500 mission points, then you’ll only need to pay 179 Golden Eagles. Remember to keep this in mind if you cannot complete a stage on time!

The Upgrade for coupon 
When you complete 7 stages, you’ll receive a non-tradable coupon for the PLZ 83-130, where using it will immediately activate the vehicle onto your account. If you don’t want the vehicle and would like to sell the coupon on the Market, you’ll need the “Upgrade for coupon” item.

The “Upgrade for coupon” item can be earned in parallel with the stages throughout the event from April 24th (11:00 GMT) until May 8th (11:00 GMT) for 600,000 mission points.

After receiving the “Upgrade for coupon” item, you can convert a non-tradable coupon for the vehicle into a tradable one and sell it on the Market. The tradable coupon can be sold after 6 days from the moment it’s created.

To make a tradable coupon, select the “Coupon PLZ 83-130 (China)” in your inventory and click the “Modify” button.

The “Upgrade for coupon” item is valid until 11:00 GMT on May 11th. Until this time, you can use it or exchange it for War Bonds. Afterwards, it’ll disappear from your inventory.

You can track the progress of completing stages and receiving the “Upgrade for coupon” by clicking on your Nickname > Achievements > Inferno Cannon. If you don’t manage to complete a stage on time or would like to purchase a stage, until May 11th from the Achievements window, you can purchase each stage with Golden Eagles which will give you the corresponding rewards.
War Thunder - Blitzkrieg Wulf


Welcome to the naval reward for the upcoming Battle Pass season: USS Flagstaff. This is an amazing hydrofoil with a turret from the M551 Sheridan tank!

USS Flagstaff: A Premium US Motor Gun Boat at Rank III

Features:
  • Hydrofoil!
  • Very high top speed.
  • Good maneuverability.
  • 152 mm gun!
Vehicle History
[expand type=details]
USS Flagstaff was one of two experimental hydrofoils that the US Navy ordered to study the design’s feasibility in the late 60’s. These boats received the PGH name — Patrol Gunboat Hydrofoil. Both boats were designed by aeronautical engineering companies: the PGH-1 Flagstaff by Grumman and the PGH-2 Tucumcari by Boeing. Soon after they were put into service, both went to South Vietnam, however not for long as the repair and maintenance of them in the field turned out to be too difficult. After a period of service in the Pacific Fleet, USS Flagstaff was leased to the US Coast Guard as there was a request for a speedboat to combat maritime drug trafficking. Here the boat did not take root for similar reasons, as maintaining a hydrofoil boat turned out to be too expensive and technically difficult. In 1978, USS Flagstaff returned to the fleet and was soon dismantled for metal, and the idea of mass construction of hydrofoil boats was recognized as untenable.
[/expand]


Meet USS Flagstaff!

Aircraft designers are joining the navy! That’s because USS Flagstaff was developed by engineers from the aircraft manufacturer Grumman... it too has wings: underwater wings! This one’s fast and agile, comes with premium bonuses and a turret from the M551 tank. It’s the naval reward for the upcoming Battle Pass season starting on April 24th, so let’s take a further look!




USS Flagstaff is both a competitor and close relative of the USS Tucumcari motor gun boat, which you may already be familiar with. Both of these boats were developed within the same program and served side by side during the Vietnam War. USS Flagstaff has the same blistering speed and excellent maneuverability, being able to quickly accelerate to 94 km/h in Realistic Battles, and more than 120 km/h in Arcade Battles. USS Flagstaff is heavier than USS Tucumcari, but is only slightly inferior to it in terms of maneuverability. It’ll still be easy to pass between trickier areas such as small islands and rocks, and at speed it can even jump small shoals. Perfect for getting to capture points in shallow water!

The main feature of the USS Flagstaff is its interchangeable main gun. You’re able to pick between the M551 Sheridan tank’s turret with a 152 mm gun, or a 40 mm Bofors automatic cannon to be mounted at the front. Both guns are very well positioned and allow for targeted fire at full speed during maneuvers. The short 152 mm cannon fires high-explosive rounds, where the first hit will likely be fatal to a boat or cause serious damage to a destroyer. The 40 mm Bofors does less damage, but fires automatically and is good at aiming at ranges. It’s worth noting that USS Flagstaff is slightly larger than USS Tucumcari: it’s longer and higher above the water when maneuvering forward, making it more stable when firing. The main gun is complemented by 4 x 12.7 mm Browning machine guns in two twin mounts, and an 81 mm mortar at the stern. This can be useful in attacks on stationary or slow targets, however you’ll need to stop the boat to fire, otherwise it becomes almost impossible to hit anything.



In terms of protection, USS Flagstaff’s armor is slightly similar to that of the USS Tucumcari and in practice can be penetrated by any caliber, including rifle calibers. Because of this, definitely try to avoid enemy fire as the USS Flagstaff will only survive when maneuvering around.



That’s today’s blog done! Tomorrow, we’ll continue talking about another vehicle reward that’s coming to the new Battle Pass season in War Thunder, starting on April 24th. See you soon!
War Thunder - Blitzkrieg Wulf


In the War Thunder Roadmap for Spring-Summer 2024, we promised to talk about new effects for damaging ground vehicle crews as well as healing them. We also mentioned that these changes will be based on player voting. We’ll being going through our proposals today and would like you to take the survey — let’s jump in!

Additional effects on vehicles when armor is penetrated
Most of us have experienced situations where penetrating lightly armored IFVs and APCs with large empty areas causes the shell and its fragments not to destroy or disable any crew or modules. This could also happen to tanks that are penetrated by shells with a narrow damage zone as well. When this happens, the shell and its fragments pass close to crew members and modules and sometimes even hits them, but is usually not enough to cause sufficient damage to stop the enemy from being able to fire back, at least for a short time.

We understand that this can be frustrating for the player who fired the shot, as from their point of view they did everything right. The enemy vehicle was hit, perhaps even close to vital modules, but they were subsequently unlucky.

We’re proposing three ways to solve this problem and plan to implement them in parallel. Let’s take a look at them.



The first way is to introduce a more detailed damage model to specific vehicles. There’ll be new types of modules, ranging from electronic modules for air defense vehicles, machine gun ammunition, electrical equipment, as well as detailing and correcting guidance modules such as the drives. This is labor intensive and painstaking work however, as it cannot be implemented for all ground vehicles in the game at once — each vehicle would require separate manual work. In particular as part of this task, we’re currently separating and detailing the elevation and traverse drives of the M1 and Leopard 2 series tanks with the addition of a hydraulic drive supply tank, where disabling this part will also disable the guidance drive.

The second way is to introduce new logic for damaging crew members and modules, which will reduce the likelihood of the situations we’ve described above, as hits will be effective even in these cases. Here’s how it’ll work. Any hit to a crew member causes a stun effect. When stunned, the camera will shake and sparks will be shown on your screen for a short period of time, about 1-2 seconds. Dealing damage to the gunner (or commander in vehicles with duplicate controls) causes a few seconds of concussion. It also causes the camera to shake, a ringing effect in your ears, and a temporary drift with a variable vector (a change in direction) is added to the gun aiming, which you’ll need to compensate for manually. In this case the initial aiming point when armor is penetrated moves away at the moment of receiving damage (taking into account the favor killer mechanics) to a random distance and direction within approximately 1/4 of the screen.

The third way is additional sources of fire in the fighting compartment, where damage to internal modules in this area may cause them to start an internal fire. Several things can burn and smolder inside a vehicle: crew clothing, wiring, machine gun ammo, plus rubbish and oil on the floor. In this case the fire can go out on its own, unlike an engine or fuel tank fire, and the damage it causes will be less than the damage caused by an engine or fuel fire.

Healing of wounded ground crew members
Due to numerous requests, we’re also considering the possibility of introducing healing for injured ground crew members. How do crew injuries currently affect gameplay? When calculating the repair time, active crew members that have been skilled are taken into account (knocked out crew are considered not skilled). The percentage of remaining health is linearly converted into a repair time multiplier in the range from 0.5 to 1. The average value is calculated for the entire crew in the vehicle.

For calculating reload time, only loaders are used. In their case, the percentage of health is converted into a reload time multiplier from 1 to 1.25. A loader who has taken maximum possible damage but is still conscious has a reload penalty with a parameter value of x1.25 from the normal reload time. If they’re knocked out, the penalty increases to 2x. If there’s several loaders, the average value for all of them is calculated. For conscious crew members, skilled crews are taken into account.

We want to go with the simplest and easiest-to-use implementation for the healing of wounded ground crew members: the automatic healing of the crew. If the crew does not receive any damage within a given time, their health is restored to the minimum level required to remove most of the penalty for the crew to perform their duties. If any damage is received during the healing process, it stops and the countdown to the start of the healing process starts from the beginning.

Take the survey!
We’ve created a survey with a few yes or no questions that you can take. Be sure to complete it and submit it to us!

Please note that the survey will be available until April 19th 13:00 GMT.

Apr 16, 2024
War Thunder - War Thunder Commander


Graphics
  • A bug that caused shell craters on the ground to display incorrectly has been fixed.
  • A bug that caused snow to only be visible when the camera moved 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.
War Thunder - War Thunder Commander


When: Until April 29th (07:00 GMT) play 3 battles using the T14 to get the special “Wiki approved: T14” decal.


Wiki approved: T14” — a unique decal for each new vehicle from our reviews.

T14


As the smoke from the sky battles over the very existence of Great Britain cleared, the British were already planning a counterattack, but quickly found out that they lacked impressive ground vehicles.



There was no time to lose, and, having just survived many incredibly hard battles, it seemed a bit too hard to manage by themselves, so the British turned to their allies. And so the development of the T14 began — a heavy tank project developed in tandem with the USA.



What they got was the Sherman cranked up to eleven. Very well-armored, retaining decent mobility, carrying the same 75mm gun as the Sherman. This vehicle never got to see real action, but you can try out this mid-heavyweight in War Thunder!




Read more on our Wiki.

Our video reviews add to and complete the pages of the War Thunder Wiki. Use the knowledge base created by players, for players.

Contribute to the wiki with your own articles and receive Golden Eagles for your contribution!
War Thunder - Blitzkrieg Wulf


Welcome to the 115th War Thunder Steam Screenshot Competition!

Excellent work capturing the beautiful mountain ranges in your screenshots from last week! Of all of the mountains in War Thunder, which one is your favorite? The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 115th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen115. You have time until the 19th of April 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 include a player vehicle and be from the “Mad Thunder” event.
  • You must add the #WTscreen115 tag (title cannot have any other text in it).
  • Artists may only win by popular vote once per four screenshot competitions.
[/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 114th edition - Mountain View!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3214624794
    https://steamcommunity.com/sharedfiles/filedetails/?id=3214049929
    https://steamcommunity.com/sharedfiles/filedetails/?id=3213853612

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3215777844
    https://steamcommunity.com/sharedfiles/filedetails/?id=3213979681
    https://steamcommunity.com/sharedfiles/filedetails/?id=3215026984

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


    Since the beginning of time, humanity has dreamed of conquering the sky, and having reached it we turned our sights even further. On April 12th 1961, a manned spacecraft with test pilot Yuri Gagarin on board orbited the Earth for the first time. In honor of this event, World Aviation and Cosmonautics Day is celebrated on April 12th.

    Earn the “Off we go!” decal!
    You’re able to earn this themed decal in honor of this day.

    When: From April 12th (11:00 GMT) until April 15th (07:00 GMT).

    Task: Play 3 battles using USSR aircraft at rank III or higher to receive the “Off we go!” 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 → Aviation and Cosmonautics Day.
    • You can find the decal in the “Holidays” tab in the Customization menu.


    “Off we go!” decal
    Apr 10, 2024
    War Thunder - War Thunder Commander


    Aircraft
    • A bug where the RWR indication on the MFD did not take into account the scale of the interface elements has been fixed. This could lead to, for example, the name of the illuminating radar to overlap with the central element of RWR indication. (Report).
    • A bug where the target tracking marks shown by radar could be displayed in the kill camera after the loss of an aircraft has been fixed. (Report).
    Ground Vehicles
    • A bug where turning off the search radar could lead to a loss of the lock from the tracking radar or IRST has been fixed. (Report).
    Naval Vessels
    • Pr.183 BM-21 — a bug that caused only one rocket to replenish after using up all of the rocket launcher ammunition has been fixed. (Report).
    • A bug that caused the replenishment progress to not be shown on the icon of the corressponding weapon when replenishing torpedo tubes, rocket launchers and depth charge launchers that were not fully empty has been fixed. (Report).
    • A bug where the bomb replenishment timer on reconnaissance aircraft was reset when switching to a ship and back has been fixed. (Report).
    The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
    Apr 10, 2024
    War Thunder - Blitzkrieg Wulf


    It’s No.90! We’re continuing to discuss in more detail the bug fixes and improvements that we’ve been working on over the past 2 weeks. Let’s jump right in.

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

    Fuel slider fixes



    In the Alpha Strike major update, we added a fuel slider to aircraft as part of the on-going Roadmap. This week we’ve now fixed issues relating to this new feature.

    Thanks to your reports, it turned out that the amount of fuel specified in the fuel slider was reset after changing aircraft crews, after pressing Esc in the weapon selection menu before battle, and also after the end of the battle.

    Additionally due to this bug, the player had to change the amount of fuel each battle in order to spawn in with the amount they wanted. Without doing this, it was possible to spawn into a battle with the quantity that was manually selected by the player previously for a different aircraft.

    After today’s update, the fuel slider now works properly and displays the correct amount of fuel. If you’ve encountered any other strange behaviors with the fuel slider, please do report to us and we’ll take a look.

    Periodic countermeasures work while in overload



    Periodic firing of countermeasures works automatically and in test flights this worked as it should have, but in real battles it acted up. As soon as the pilot lost consciousness from overload, the periodic firing of countermeasures stopped.

    We’ve now fixed this bug, and the pilot’s state no longer affects the periodic firing of countermeasures.

    Aiming reticle and mouse circle fix

    Previously, when controlling an aircraft in mouse aiming mode, the game tried to match the longitudinal axis of the aircraft with the cursor. Because of this, with aircraft where the aiming axis had a vertical angular displacement, when rolling the gun sight moved left and right, which was not convenient.

    The game now takes into account the vertical angular displacement of the sight relative to the longitudinal axis of the aircraft, which means that the direction of flight is set by matching the aiming reticle with the mouse cursor, which is much more intuitive.

    Naval Vessel hitcam fixes



    We’ve made a number of fixes and improvements to a vessel’s hit camera. It now shows the remaining buoyancy of a target. Previously this was not displayed due to a bug.

    Plus, now the main caliber gun counter in the hit camera does not take into account aircraft catapults. This device of course is great help in battle, but they were included in the main caliber count by mistake.

    There’s more!
    We’ve got the full list of improvements in separate update notes. Here’s some more: Incorrect values of armor penetration at an angle of 60 degrees have been corrected in shell stat cards, leaving the sniper scope while on water no longer turns the camera 180, and replenishing ammunition with a ship will no longer exceed the limit of ammunition that was set by the player.


    Today's update: Update 2.35.1.40

    Aircraft
    • The resettting of the fuel quantity to the default values after a crew change, a battle, and exiting the weapon selection menu before a battle has been fixed.
    • A bug where the fuel value set on an aircraft was not taken into account if the player did not change the fuel load before respawning has been fixed. Instead of the amount of fuel selected in the vehicle selection window, the fuel load from the last vehicle where the player changed the fuel load was set in the battle instead.
    • A bug that caused the periodic release of countermeasures to be interrupted when the pilot lost consciousness from overload has been fixed. (Report)
    • Now, in mouse aiming mode, the flight direction is set by matching the aiming reticle with the mouse cursor. Previously, the direction was set by matching the longitudinal axis of the aircraft with the mouse cursor.
    • F-14A Early, F-14B — a bug where the radar display on the RWR was shifted has been fixed. (Report)
    • JAS39C — a bug that caused the underwing drop-tanks to always be displayed in x-ray mode has been fixed. (Report)
    • J-7E — a bug that caused the underwing drop-tanks to always be displayed in x-ray mode has been fixed. (Report)
    • AH Mk.1 Apache — a bug that caused the Starstreak missiles to not display the authorized launch zone has been fixed. (Report)
    Ground Vehicles
    • AMX-10RC — the engine power has been increased from 260 HP to 280 HP. (Report).
    • Object 775 — the maximum top speed has been increased from 65 km/h to 66 km/h. (Report).
    • TOG II — hull collision at the front of the tracks and side machine guns have been fixed.
    • M113A1 (TOW) (all variants), CM25, M901 — transmission gear ratios have been clarified. Source: Allison Transmissions for Military Vehicles.
    • Tor-M1 — the number of minimum revolutions has been increased from 500 to 800 RPM. The engine power has been reduced from 840 HP to 780 HP. (Report).
    • ADATS (M113), ADATS — the vertical guidance angles have been changed from -4°/+85° for the ADATS (M113), and from 0°/+85° for the ADATS to -10°/+85° for both. Source: Lockheed Martin ADATS Brochure.
    • Pz.III B — the engine power has been increased from 250 HP to 265 HP. (Report).
    • Sd.Kfz. 6/2 — the engine power has been increased from 115 HP to 130 HP. (Report).
    • M18 GMC, M18 GMC (China), M18 (Italy) — the engine power has been increased from 400 HP to 466 HP. Sources: TM 9-2800 (1947). TM 9-755 (1945). New Vanguard 97 - M18 Hellcat Tank Destroyer 1943-97. Stuart A History of the American Light Tank. N.5081 Armi E Mezzi In Dotazione All'esercito (1955).
    • M36 GMC (all variants) — the maximum top speed has been increased from 42 km/h to 48 km/h. (Report).
    • M4A2 (all variants), M4A2 (76) W (all variants) — the maximum top speed has been set to 46.67 km/h (rounded in the characteristics to 47 km/h). (Report).
    • T-62M-1 — the maximum top speed has been reduced from 55 km/h to 50 km/h. (Report).
    • A13 Mk I (all variants), A13 Mk II (all variants) — the turret rotation speed has been increased from 16 deg/s to 36 deg/s. (Report).
    • A.C.I — the maximum RPM has been increased from 3050 RPM to 3600 RPM and the maximum top speed from 45 km/h to 48 km/h. (Report).
    • A.C.I – the reverse speed has been reduced from 6.4 km/h to 5.6 km/h. (Report).
    • StuG III A, StuG III F — the value of the frontal hull armor has been increased from 30 mm to 50 mm. (Report).
    • KV-85 — the maximum top speed has been increased from 34 km/h to 42 km/h. (Report).
    • Pz.IV C-F1, Sd.Kfz.251/9, Nb.Fz., StuG III A, Pz.III N, Sd.Kfz.234/3 — the mass of the K.Gr. Rot Pz projectile has been increased from 6.78 to 6.8 kg. (Report).
    • Bkan 1C — horizontal guidance angles have been increased from 10 degrees to 15 degrees, and vertical angles from -2\38 degrees to -3\40 degrees. Vertical guidance speed has been reduced from 5.6 deg/s to 5 deg/s. (Report).
    • Ikv 103 — incorrect pressure damage caused to the crew through the radiator and fuel tanks has been fixed.
    • Calliope — incorrect pressure damage caused to the crew through the rocket launcher and rockets has been fixed. (Report)
    • Shturm-S, Khrizantema-S, Swingfire, Type 60 ATM — incorrect pressure damage caused to the crew by the external ATGMs has been fixed. (Report)
    • A bug that caused ground vehicle decorations to float in the air when changing ground vehicles models has been fixed. (Report)
    • A bug that caused the point of the formation of fragments from HESH rounds fired at volumetric armor at large angles to be incorrectly determined has been fixed.
    • SAV 20.12.48, Char 25t — a bug where once the first-stage ammunition rack emptied, a shell could instantly appear back into it has been fixed.
    • A bug in the stat cards for some armor-piercing shells that displayed incorrect armor penetration at an impact angle of 60 degrees has been fixed. (Report)
    • A bug that caused the camera to turn 180 degrees when exiting sniper scope while looking horizontally while on water has been fixed. (Report)
    • A bug that caused HESH shells to create fragments on the back of composite armor packages made with volumetric armor has been fixed.
    Naval Vessels
    • Desaix — the firing angles of the bow 20 mm anti-aircraft guns have been adjusted. (Report)
    • The name of the projectile modification for the American 76 mm guns Mk.10, Mk.33 and Mk.34 have been added. (Report)
    • USS Dealey — a bug in displaying the shaft in x-ray mode has been fixed.
    • A bug where aircraft catapults were taken into account in the main caliber gun counter in the hit camera has been fixed.
    • A bug where the remaining buoyancy of a target was not displayed has been fixed.
    • A bug where the number of shells replenished at a captured point exceeded the number taken into battle by the player has been fixed.
    Game Mechanics
    • In Ground Realistic Battles, the principle of determining large-caliber rockets for calculating the cost of helicopter armament has been changed. Now, non-aircraft rockets with an explosive mass of more than 7 kg in TNT equivalent are considered large-caliber. Therefore large-caliber rockets (S-13 and S-24) now also include the Zuni Mk 32.
    Matching
    • QN506, M3A3 Bradley — have been removed from the 9_2 GSB setup. These vehicles will remain in setups 10_2 and 11_2.
    • Christian II — has been removed from GSB 11_2 setup to 10_2.
    • CV 90105 — has been removed from 9_2 setup and will remain available in the GSB 10_2 setup.
    Graphics
    • A bug where all types of kinetic ammunition that hit bushes and trees caused an explosion effect at the point of impact has been fixed.
    • A bug where HESH ammunition that hit bushes and trees caused an explosion effect at the point of impact has been fixed.
    Interface
    • A bug where part of the interface remained visible in the cut-scene after dropping a nuclear bomb has been fixed.
    • A bug where the distance in the protection analysis did not affect the armor penetration of the projectile has been fixed.
    • A bug that caused the spade symbol to not immediately appear in the crewslot and on the crew icon after purchasing the last modification has been fixed.
    • A bug that caused “Reward for winning” to show in the debriefing even if the battle was lost has been fixed.
    • The logic of automatic camouflage selection depending on the location has been changed. Now, the choice of priority camouflage will be carried out in the following order: Winter/Forest/Desert – City – Standard. For example, if you have all types of camouflages unlocked on your vehicle, then for winter urban locations the winter camouflage will be selected instead of the urban one, as was the case before.
    Mad Thunder
    • Strong Rhino, Powerful Rhino — the type of explosive for a 105 mm shell has been changed from TNT to Comp. A, the mass of explosive has been increased from 2.1 kg to 2.75 kg.
    • Boar — a bug with the lack of pressure damage to one of the crew members in the cabin has been fixed.
    • A bug where the localization key was shown in the action panel in the tooltip of the Rage scanner 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.
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