Jun 27, 2024
War Thunder - War Thunder Commander


Sound Mods
We’ve got some good news to share! Sound mods are now back. You can find out more on how to use them in War Thunder on our Wiki.
Thank you for all of your reports and feedback that helped us solve issues surrounding sound mods.

Aircraft
  • EC-665 Tiger HAD, Tiger HAD Block 2, ECC-665 Tiger HAP, EC-665 Tiger UHT — the default seeker position of the ATAS missiles has been corrected to match the sight in the cockpit. (Report).
  • A-129 International (p), A129CBT, AH-129D, T129 — a bug that caused the aiming circle to be missing has been fixed. (Report).
Ground Vehicles
  • A bug that caused the additional propellant charges (the part of the charge that is located around the APFSDS itself and is coupled with it) of two-piece APFSDS to not catch fire has been fixed.
Naval Vessels
  • IJN Haguro — a bug that caused the additional camouflages to not apply has been fixed. (Report).
Other
  • The destruction of vegetation decorators has received a new visual effect.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
War Thunder - Blitzkrieg Wulf


When: From June 26th (13:00 GMT) until July 8th (07:00 GMT), get standalone packs with a discount!

It’s the summer time! Get a boost of good humor by replenishing your hangar with amazing high-ranking vehicles at great prices. Visit the Gaijin Store and choose packs that fit your taste, or make your friends happy with a gift!

This summer sale features 30 packs of various vehicles of ranks VI-VII with a 50% discount!

M1A1 HC "Click-Bait" Pack

F-4S Phantom II Pack

MiG-23ML Pack

Leopard 2A4 Pack

Tornado IDS WTD 61 Pack


And over 20 more offers!

Note! The offer is available to PC users only.
Jun 26, 2024
War Thunder - Blitzkrieg Wulf


The Seek & Destroy major update brought many features, but also a handful of unfortunate bugs. In this It’s Fixed article we’ll be talking about some bugs that we fixed that arose due to the release of the major update.

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

Loading Ammunition Fixes



Loading ammunition into ground vehicles was in reverse order. The loading of shells into each of the ammunition racks of the first and second stages occurred in reverse order, and if the vehicle had several second-stage ammunition racks, the lowest priority one was filled first. We’ve fixed this now.

For example, on the M1 Abrams tanks, after the first stage stowage was filled, the last stowage of the second stage located in the hull began to be filled. Additionally, filling inside all ammo racks occurred from top to bottom, and not from bottom to top.

Visual Weapon Selector Fixes & Default Key Bind Change



One of the main features added in the Seek & Destroy major update was the visual weapon selector for aircraft.

We’ve now changed the default key for this feature to Caps Lock thanks to your feedback on this. This is a more convenient key that is likely not used for many players, and is still easy to reach on the keyboard and only requires one press rather than two keys. The previous default key (SHIFT + A) could be accidentally activated when using other functions, for example taking away mouse control while the selector was displayed on the screen, causing potential problems in battle.

We’ve also fixed a couple of bugs relating to the selector as well. For example, messages in battle overlapped it, and streak aircraft flying in air events in Ground Battles didn’t have the selector available.

And some good news for console players, as we’ve now released the visual weapon selector on all platforms! One temporary exception is that air events in Ground Battles will receive the visual weapon selector on consoles after the client update.

Shaped Charge Shells Fix
We recently discovered a bug in the operation of shaped charge shells. Due to this issue, these shells sometimes ignored the first piece of armor that they faced in their path and no shrapnel formed. We’ve now fixed this problem!

We’ve Done Some Tree Trimming



On the Guiana Highlands, Vietnam Hills, Mysterious Valley and Rice Terraces locations, we’ve reduced the height of some trees.

However, this is not the end of our tree trimming, as we’re aware of problems on Golan Heights, Rocky Pillars and Rocky Canyon and are already working on them. Be sure to let us know if you find any exceptionally and outlandish tall trees anywhere else, and we’ll dispatch our tree trimmers to their location to give them a trim.

Separate Flare + Chaff Fixes
With a lot of work done on separating flares and chaff and changes in how they could be selected, unfortunately they were left unfinished on their release.

We’ve now fixed the vast majority of bugs associated with flares and chaff, for example an insufficient number of each, discrepancies in stat cards and in battle, and the ability to launch them in some cases. You can now use flares and chaff separately for all aircraft where this feature was present.

Naval Fleet Fixes



A bug where multiple fixed torpedo launchers could launch in a single salvo with torpedo launcher selection enabled is now fixed. You reported this one to us, thanks for the report! Torpedoes will now be launched one at a time, as they should do.

The Protection Analysis for ships did not work in custom hangars either, which we’ve now fixed as well.

There’s more
You can find a complete list of fixes and improvements in the below changelogs.

Today's update: Update 2.37.0.27


Ground Vehicles
  • A bug where the loading of ammuniton within ammo racks of all stages and within the order of second-stage ammo racks on all vehicles occured in reverse order has been fixed. (Report, Report).
  • A bug that caused shaped charge shells to not interact with the first armor element in its path been fixed.
  • CV9035DK — gaps in the armor and a piece of the driver’s controls sticking out of the armor have been fixed.
  • T-80U-E1 — the sight of the anti-aircraft gun has been fixed. (Report, Report). A bug that caused the gun to be shifted in the commander sight with “aim mode” turned on has been fixed. (Report).
  • T-80UK — low-poly display of the gunner model in x-ray view has been fixed. (Report).
  • XM800T — location and appearance of the ammo has been fixed. All racks except the one connected to the gun have been removed, and the shape of the main ammo rack has been changed.
  • ADATS, ADATS (M113) — the visual effect of the smoke trail from the MIM146 missiles has been corrected to accommodate the used smokeless propellant. (Report).
  • 120S — the hydraulic pump description in the X-ray view which was previously named as horizontal drive has been fixed. (Report).
  • M908 — the shell type has been changed to HE-OR (High Explosive Obstacle Reduction).
  • BMD-4 — a bug that caused the indication of the first-stage ammo left to not display has been fixed.
  • ZBD04A — a bug that caused the indication of the first-stage ammo left to not display has been fixed. (Report).
  • Namer 30 — overestimated thickness of the barrel has been reduced from 35 mm to 10 mm. A bug that prevented the overheat of the barrel has been fixed.
  • Wiesel 1A4 — a bug that caused the overpressure effect to work on the crew when hitting the cannon breech and ammo which are located outside of the crew compartment has been fixed.
  • Object 279 — a bug that caused the tank to be tilted towards the rear side has been fixed. (Report).
  • A bug that caused hits on trees by purely kinetic shells to play an explosion effect has been fixed.
Aircraft
  • A bug that caused the countermeasure counter in the interface to twitch, changing its values multiple times when releasing flares or chaff has been fixed.
  • Rooivalk Mk1F CSH — a bug that caused the inability to load all countermeasures has been fixed. (Report).
  • AH Mk.1 Apache — a bug that caused the inability to load large-caliber countermeasures has been fixed. (Report).
  • Sea Harrier FA 2 — a bug that caused the inability to load countermeasures from the BOL pods has been fixed.
  • AIM-7F, AIM-7M — a bug with the premature self-destruction of the missile has been fixed. (Report).
  • MiG-23, MiG-27 — speed loss in a forced turn has been reduced, automatic correction of the wings sweep angle has been reconfigured to improve maneuvering at average speeds.
  • Super Mystere B2, Sa’ar, Sambad — fuel mass has been reduced, thrust, maximum speed and angular speed of a steady turn at low altitude have been increased.
  • Mystere IVA, Mystere IVA (Israel) — the maximum fuel amount has been decreased to 1660 kg (one of the fuel tanks is not fueled for combat missions).
  • A bug in single missions that sometimes caused the inability to control allied aircraft after switching to them has been fixed.
Naval Vessels
  • A bug where multiple fixed torpedo launchers could launch in a single salvo with torpedo launcher selection enabled has been fixed. (Report).
  • A bug where the Protection Analysis for ships did not work in custom hangars has been fixed.
  • IJN Haruna, IJN Kongo — a bug that led to the destruction of these ships through listing with insufficient damage to cause such high list angles has been fixed. (Report).
  • RN Andrea Doria — the firing angles of the 40 mm anti-aircraft guns has been adjusted. (Report).
  • Paris — description of the rangefinders for the main battery stern turrets has been added. (Report).
  • Marat — a bug that allowed the central main battery turrets to be fired through the central funnel has been fixed. (Report).
Sound
  • A bug that caused the missile and flare launch sounds to be missing in some cases has been fixed. (Report).
Interface
  • Missing localization for researchable belts and ammunition in the battle results screen has been fixed. (Report).
  • The default keybind for opening the visual weapon selector bar has been changed to “Caps Lock” by default.
  • The ability to use the visual weapon selector has been added to consoles. The ability to use it for streak aircraft in Ground Arcade battles will be available soon with a client update.
  • A bug where the visual weapon selector was missing in air streak events in Ground Battles has been fixed.
  • A bug where tooltips were superimposed over the visual weapon selector has been fixed.
Locations
  • On the following locations, the height of some unnaturally high trees has been fixed: Guiana Highlands, Vietnam Hills, Mysterious Valley and Rice Terraces.
Other
  • A bug with Ambient Occlusion that caused ATGM, smoke launchers and anti-aircraft guns to become very dark in color on winter maps has been fixed. (Report).
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
War Thunder - Blitzkrieg Wulf


Last week, we released Seek & Destroy, War Thunder’s second major update of 2024. This update came with a plethora of additions that we had planned on our Roadmap, and today we wanted to highlight them to you.

Separate Flares and Chaff
Since it was only possible to select pre-made countermeasure loadouts consisting of four different options, we wanted to provide players with as much customizable options as possible. You’re now able to manually adjust the exact ratio of flares to chaff that you want for an aircraft, which you can do from the hangar when going for a test flight, or straight in the battle respawn screen. Go ahead and customize each aircraft to however you desire!

Not familiar with the differences between flares and chaff? Check out our helpful Wiki article that explains both in detail.



Additional modules for ground vehicles
Back in April, we had a vote on several proposed options that aimed to reduce shells that passed through lighter vehicles to cause little to no damage to the crew or modules. Additional modules for vehicles won with a 85.84% yes vote, so we’ve been at work implementing as many modules as possible.

The goal of these modules is to fill up the free space inside of the vehicle with devices which provide some functionality to the vehicle and can be destroyed, meaning shots against lighter vehicles with them will cause more damage where they should, rather than passing through and doing nothing, which can get frustrating.

In the Seek & Destroy major update, the following lighter vehicles received extra internal modules: 2S38, PUMA, Type 87, Type 93, Type 81 (C), Gepard (all variants), FlaRakRad and Pantsir-S1.

As mentioned in April, this work will take a while as we have to manually create modules for each vehicle. Because of this, in the future new modules will be added to other vehicles, with the highest priority being SAM/SPAA vehicles as many have large voids inside of them.

The complete list of each module and what happens when you destroy or damage them is here:
[expand type=details]
  • Autoloader — destroying this module stops the ability to reload the gun, but the possibility of shooting ammunition already loaded into the breech remains.
  • Fire Control System (FCS) — destroying this module blocks subsystems linked to the FCS depending on the combat vehicle, such as rangefinders, night vision devices, LWRs and the gun stabilizer. The list of parts can be checked in the module tooltip in X-ray mode when hovering over the FCS module. The destruction of this module for vehicles with an uninhabited turret or vehicles where weapons are controlled through control panels (for example, 2S38, PUMA) also blocks guidance and the ability to fire.
  • Power system — damaging this module can cause a module fire and also stops the operation of associated systems such FCS, or the radar. The list of parts can be checked in the module tooltip in X-ray mode when hovering over the Power system module.
  • Driver controls — damaging this module stops the possibility of moving the vehicle.
  • Electronic equipment — damaging this module stops the possibility of using sensors such as IRST, LWR and radar.
[/expand]



Healing wounded crew members
Back in April, we also had a vote about the healing of wounded crew members, where 85.67% said yes. Previously, crew members could be permanently damaged, making them “red” for example, and they’d lose a bit of percentage of their duties.

Now your ground vehicle’s crew members will automatically heal to a degree that doesn’t induce debuffs to their battle skills after a certain amount of time passes after being hurt.

During a healing process, a healing icon next to the crew in the damage panel is shown, and the status (the color state in X-ray) of a crew member being healed changes.



Updated crew models by different eras
WWII era German and post-war Soviet crew members for open-top ground vehicles have received a fresh and makeover. They are now more historically accurate to how they really looked. Jet pilot models in the J-11, MiG-29 (all variants), Su-27, Yak-141, A-10 (all variants), F-14 (all variants), F-15 (all variants), F-16 (all variants) have been updated too.

We also plan to further update both tank crews by adding USMС tank crews in the cold war tropical variant uniforms, and aircraft crews by adding US and Swedish pilots with HMDs, and crews for late German and British aircraft.




Visual weaponry selector for aircraft
Pressing a keybind in battle on aircraft that can carry multiple different types of weapons to change to a type of weapon could sometimes be frustrating. So we’ve now added a visual weapon selector while in battle for aircraft that can create secondary weapon loadouts.

Press the keybind or [ALT] + mouse click on the new icon in game to bring up the visual weapon selector. Press your mouse on the weapon you want and it will select it so that you can use it!

Please note that this feature is only available on PC at the moment — we’ll soon be enabling it on console. Sorry about the delay here!



Dragging and dropping vehicles from the research tree
Ease of use and usability are pivotal. You’re now able to drag any vehicle in a research tree and drop it into a crewslot to add it to your preset.

With the introduction of this drag and drop feature we also wanted to provide you a consistent experience when interacting with the crewslots. So we’ve added a handy drag and drop so that you can remove vehicles from your preset. Simply click and drag on a vehicle in your lineup, and a remove box will appear. This is identical to removing them from a preset through the sending your crew on holiday (now called Remove from the preset); it’s just much quicker.



Rearranging crew slots
Have you had your main crew, perhaps a level 75 air crew or level 150 ground crew, in a completely random place in your crew preset, but wanted it to be the first? Don’t worry any longer, as you’re now able to rearrange crews. Click on the crew area under the vehicle slot in the hangar and then the arrow going left and right. Select where you’d like the crew to go and bob’s your uncle, it’ll move to whichever you select.

This simply moves the crewslots around; you don’t pay any extra Silver Lions for this, and you can move them as many times as you’d like. It’s important to note however that the positions of the crew slots are specific to each preset, if the crew slots are rearranged on one preset, that readjustment won’t change the position in any other presets.

Currently, it’s not possible to drag and drop crews to rearrange them, however we’ll be working on this in the future.



New Air Conquest missions in Air Arcade
We’ve made some Air Conquest changes in Air Arcade as well as adding some new missions. The aim has been to improve gameplay as well as providing more locations.

Air defence when spawning in has been improved, with the height of spawning in aircraft being reduced. Moving ground vehicles have also been added, as well as new missions on the Vietnam, Ladoga and Normandy location.

So if you’re an Air Arcade player who enjoys Air Conquest, now’s the time to go and have some fun!

Aircraft Missile Timers
Information about when your radar homing missiles, SACLOS and laser beam riding ATGMs and laser-guided missiles and bombs will hit their target has now been added to an aircraft’s Heads-up display (HUD). This timer starts counting down the number of seconds to impact once the missile has been fired.

That’s all for now
We’ve reached the end of today’s post. Check out the latest Roadmap infographic below. In the meantime, we’ll be working hard on Summer’s Roadmap additions and will keep you updated when we can. See you!


War Thunder - War Thunder Commander


We’ve just released the Seek & Destroy major update last week, which means it’s time for a new trophy with coupons! The Seek & Destroy trophy includes 40 camouflages created by 38 authors: 6 fictional, 15 semi-historical and 19 historical. These new camouflages are ready to please owners of vehicles from all countries and ranks, except rank I. Preference of course is given to vehicles in the Seek & Destroy major update! You can also get a unique decal and rare vehicles: just play to get this new trophy.

Contents in the Seek & Destroy trophy:



  • Coupons for rare vehicles.
  • 19 camouflage coupons for ground vehicles.
  • 18 camouflage coupons for aircraft.
  • 2 camouflage coupons for naval vessels.
  • 1 camouflage coupon for helicopters.
  • Coupon for the “Seek & Destroy” decal.

Some camos in this trophy:
[expand type=details]






















[/expand]


To unlock the trophy, you’ll need the new “Seek & Destroy” key that can be purchased on the Market for GJN. Read more about the Market and Gaijin Coins on the Wiki.

How to get the trophy
Camouflage trophies can be earned with a certain probability after any battle on vehicles rank II or higher, with activity of no less than 50% (except for [Assault] PvE mode). PlayStation and Xbox players can purchase the trophy in the Item Shop and open it with Golden Eagles. Read more on our Wiki.

PC players must purchase a key from the Market to open the trophy, with part of the cost going to the camouflage creators. You can activate a key from the trophy on your account or sell it on the Market for Gaijin Coins — just like the trophy itself.

You can become a creator of user camouflagescheck out an updated guide on our wiki! It will bring you both glory and real money as a part of the War Thunder partnership program!
War Thunder - Blitzkrieg Wulf


Welcome to the 125th War Thunder Steam Screenshot Competition!

We loved seeing the screenshots you captured and submitted last week! Many of you were anxiously waiting for the major update to arrive. Well, wait no more, it is here! Which new feature do you like the most? The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 125th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen125. You have time until the 28th of June 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 new vehicle or map introduced in the major update Seek and Destroy.
  • You must add the #WTscreen125 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 124th edition – Summer Gathering!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3269653085
    https://steamcommunity.com/sharedfiles/filedetails/?id=3268099158
    https://steamcommunity.com/sharedfiles/filedetails/?id=3268132645

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3271154764
    https://steamcommunity.com/sharedfiles/filedetails/?id=3268417094
    https://steamcommunity.com/sharedfiles/filedetails/?id=3270666548

    Each winner will get 300GE! Congratulations and see you next week!
    Jun 21, 2024
    War Thunder - War Thunder Commander


    Aircraft
    • A bug that caused countermeasures used in Ground Battles to be missing or issued in single quantities has been fixed. (Report).
    • Mirage 2000C-S5, Mirage 2000-5F — a bug that caused only 2 chaff out of 48 to be available for release has been fixed.
    • F-105D, F-100F, A32A — a bug that caused the countermeasure pods to release chaff just once has been fixed.
    • JA37D, JAS39A — a bug that caused the amount of countermeasures present in battle to mismatch the selected amount has been fixed.
    • Mirage F1C-200 — a bug that caused the amount of countermeasures in the selection window to be higher than the actual amount has been fixed.
    • Incorrect behavior of the BAFG-230 / 460 bomb acting as a tail fin retarded bomb has been fixed.
    • Harrier GR.7 — a bug that caused the BOL pods to not carry any countermeasures has been fixed. (Report).
    • Harrier GR.7 — a bug that caused presets with the AIM-9L + BOL to be locked unless the AIM-9M modification had been researched has been fixed.
    • JAS39 (all variants) — the incorrect sequence of firing countermeasures and the lack of display in battle of the additonal 12 countermeasures built into the wing pylon for the JAS39C variant has been fixed.
    • A bug that caused the firing of countermeasures in series to not function has been fixed. (Report).
    • F-4F KWS LV — AIM-9L/I missile icons have been fixed. A bug that caused the belt selection for the 20 mm cannon to not appear in the modifications window has been fixed. (Report).
    • MiG-29SMT — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
    • JAS39C, Sea Harrier FA 2 — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
    • Mirage 2000-5F — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
    • Tornado F.3 Late — the number of missile data link channels in the radar has been increased from 2 to 4. (Report).
    • Fokker G.IA (France) — moments of inertia have been corrected. The operation of control surfaces has been corrected (deflection angles have been changed).
    • A bug that caused knocked-out gunners to fire has been fixed.
    Ground Vehicles
    • Strv 103 (all variants) — a bug that caused the tank to lose the ability to move when the driver was knocked out has been fixed. (Report).
    • Namer 30 — a bug that led to the fatal detonation of the external ammunition for the gun has been fixed. A bug where the gun did not jam when overheated has been fixed.
    • Challenger 3 TD — engine power has been reduced from 1500 HP to 1200 HP. (Report). (This was a missing point in the Seek & Destroy major changelog, the changelog has also been updated).
    Naval Vessels
    • VLT-2 — a bug where the ability to perform survivability actions was disabled due to the lack of crew has been fixed. (Report).
    • In the controls settings, the description of the seeker lock control has been corrected. (Report).
    • A bug which caused the belt-fed of clip-fed guns of some ships (for example, MTB-422, R-301, Thunderbolt (PT-556)) to not reload after spending a single belt or clip has been fixed. (Report).
    Interface
    • For vehicles available on the Marketplace, the “Find on Marketplace” button is now replaced with “Consume coupon” button in the tech tree, vehicle preview, and wishlist if the player has the coupon with this vehicle in their inventory.
    • A bug that caused aircraft with only chaff to have an indication of a number of flares to be displayed in the battle has been fixed.
    • A bug where selecting a weapon preset without countermeasures on some aircraft lead to the display of countermeasure “belts” in the modification window has been fixed.
    Sound
    The following sound changes have been reverted back to how they were before the Seek & Destroy major update due to feedback surrounding them, and some will be reworked:
    • The changes to ground vehicle crew voices, and the clarity and audability of commands, in particular due to the echo when viewed from the gunner.
    • All explosion sounds due to the updated nature of the sound.
    • The sounds of artillery shells falling due to the annoying nature of the sound.
    • All long-range shots from ground vehicle cannons due to their monotony and “dull” sound.
    • The M61 Vulcan and GAU12 mutli-barrel guns, we realise the updated sound was not seen as an improvement.
    • The volume levels of all sounds, there are no changes now compared to what they were before the update.
    Other
    • A bug that caused Squadron Activity points to not be given has been fixed. (Report).
    Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
    Jun 20, 2024
    War Thunder - War Thunder Commander


    Some players using third-party overlays such as Overwolf are experiencing issues with their keyboard and mouse functionality in War Thunder. We’re currently working on a solution for this issue, but for now we recommend that if your game has stopped responding to keyboard and mouse commands, disable overlays that use key and mouse inputs. According to the data we have, Steam and Nvidia overlays don’t cause any problem and can be left enabled.

    Ground vehicles
    • A bug that caused an armor element not to be taken into account after shells had richochetted off this very armor element has been fixed. This bug affected tanks with large complex-shaped armor elements such as the SU-100Y and SMK.
    • R3 T106 FA, Type 60 SPRG (C), Raketenautomat and others — a bug where only part of the selected ammunition was issued on vehicles with 2 independent guns with the same range of shells has been fixed. (Report).
    Aircraft
    • Su-25K — a bug that caused the maximum number of countermeasures to be taken into battle even when a custom amount was set has been fixed. (Report).
    • Kurnass 2000 — a bug that caused the countermeasure pods to only have 1 countermeasure instead of 100 each has been fixed. (Report).
    • A bug where firing countermeasures in series did not work on helicopters has been fixed. (Report).
    • Mirage 2000C-S5, Mirage 2000-5F, Mirage 2000D-R1, Mirage F1C (all variants), JAS39A — a bug where rearming on an airfield started immediately after respawning has been fixed. (Report).
    • MiG-23ML, MiG-23 MLD, MiG-23 MLA (Germany) — a bug that caused these aircraft to not have countermeasures or to have less of them than needed has been fixed. (Report).
    • MiG-23 (all variants) — a bug that resulted in text keys being displayed instead of the names of countermeasures when loading them in the respawn screen and in the test flight window has been fixed.
    • Mirage 2000C-S5, Mirage 2000-5F — a bug that caused the amount of countermeasures loaded with the slider to be lower than in the statcard has been fixed.
    • F-20 — maximum speed has been decreased to ~ M1.95 at 12000 meters according to the flight manual for aircraft with a YF404 engine with an adjustment for the thrust of the production F404 engine.
    • A bug where the Raid Assessment radar tracking was displayed in the radar as TWS instead of RAM has been fixed.
    Other
    • A bug that caused decals to randomly change to other decals in battle has been fixed. (Report).
    • Bugs relating to EAC on MacOS have been fixed. (Report), (Report).
    Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
    War Thunder - Blitzkrieg Wulf


    Welcome to Seek & Destroy!

    War Thunder’s second major update of 2024 is here! With the release of this update, you’ll be able to enjoy several implemented Roadmap features including the ability to drag n’ drop vehicles from the research tree, separate flares & chaff, new crew models, and much more. We’ve also introduced brand-new FOX-3 missiles for each nation, plus the F-15C, F-15J(M), Baz Meshupar, F-4F KWS LV, J-11A and Su-27SM that can carry this new type of missile. Numerous BeNeLux aircraft join France as a new line; two stand-out aircraft include the domestic Dutch Fokker G.IA and F-16AM with MAWs! For ground fans, we’ve introduced the XM800T that will speed around the battlefield, the Desert Warrior and VEXTRA 105 for Britain and France to support lineups, plus many more. The Strela-2M capable Bernau has joined Germany’s Coastal fleet tree, and the Mysterious Valley and Bering Sea are two new locations set for Air and Naval battles.

    There’s many fixes, new vehicles and other features — take a look at what we’ve included in this major update.

    Please feel free to leave your feedback on this Major update in the feedback thread here

    Ground Vehicles: Lighter Vehicles for Several Nations!
    Seek & Destroy brings several lighter vehicles for several nations. Some of which include the XM800T, Desert Warrior, ZSL92, VEXTRA 105, premium CV9035DK and Namer 30 for the USA, Great Britain, France, Sweden and Israel respectively. These will help play a crucial role in supporting lineups at their ranks. Italy also gets the Hungarian Leopard 2A7HU and USSR the premium T-80U-E1, plus a premium Canadian Leopard 2A4M CAN for Germany, featuring a unique camo netting for suitable environments!


    Leopard 2A4M CAN (pack)

    XM800T
    Desert Warrior
    ZSL92
    Namer 30
    USA
    Great Britain
    China
    Italy
    • Leopard 2A7V HU
    France
    Sweden
    Israel


    Aircraft: FOX-3 missiles and New Top Tier Jets!
    The star of the show for aircraft are the FOX-3 (ARH) missiles. We’ve added the French MICA, Chinese PL-12, American AIM-120, Russian R-77, Japanese AAM-4, Israeli Derby and South African R-Darter to existing aircraft for each nation at once. Plus, brand-new top dogs, the SU-27SM for the USSR, F-4F KWS LV for Germany and F-15C MSIP II for the USA that all have ARH missiles. The first Brazilian vehicle in the game, the AMX A-1A, joins Italy as a premium aircraft, Great Britain gets the distinctive Sea Harrier FA 2, and France gets an entire new line full of Dutch and Belgian aircraft, which features the domestic Fokker G.1A. Check them all out below!


    AMX A-1A (Pack)

    F-4F KWS LV
    SU-27SM
    USA
    • F-15C MSIP II
    • AV-8B Plus
    Germany
    USSR
    • Su-27SM
    • Yak-3, Yak-3P — aircraft model has been updated.
    Great Britain
    Japan
    • F-15J(M)













    China
    • J-11A
    • F-47N-25-RE (Premium)











    France
    • Gladiator Mk.I
    • Fokker G.IA
    • Firefly F.Mk.IV
    • Spitfire FR Mk.XIVe
    • Meteor F Mk.8
    • Hunter F.6
    • Mirage 5BA
    • F-104G
    • F-16A
    • F-16AM
    • Yak-3 — aircraft model has been updated.
    Sweden
    • JAS39C

    Israel
    • Baz Meshupar
    • Kfir C.7 — cockpit model has been updated.


    Helicopters: Remade Cockpits From the Ground Up
    Several cockpits for helicopters were severely lacking in detail, so in Seek & Destroy we’ve remade some of them that span across 7 nations! Take a look at the UH-1B’s new cockpit in these before and after screenshots. The full list of new cockpits is below.

    Before


    After

    UH-1B (detailed cockpit)

    USA
    • UH-1B — detailed cockpit has been added.
    • UH-1C — detailed cockpit has been added.
    • UH-1C XM-30 — detailed cockpit has been added.
    • AH-1W — detailed cockpit has been added.
    • AH-1Z — detailed cockpit has been added.
    Germany
    • UH-1D — detailed cockpit has been added.











    USSR
    • Mi-4AV — detailed cockpit has been added.
    • Mi-28N — detailed cockpit has been added.








    Japan
    • UH-1B — detailed cockpit has been added.











    China
    • AH-1W — detailed cockpit has been added.









    Italy
    • A-129 International (p) — detailed cockpit has been added.
    • A129CBT — detailed cockpit has been added.
    • AH-129D — detailed cockpit has been added.
    • AB 205 A-1 — detailed cockpit has been added.
    Sweden
    • HKP3C — detailed cockpit has been added.











    Naval Vehicles: Strela-2M capable Bernau!
    Germany has received the unique Bernau, featuring a Strela-2M missile system for use against aircraft! Great Britain gets HMS Queen Mary, while Japan gets the IJN Haguro, France the rank I premium Tornade to help kick-start your Bluewater research, as well as the Guichen. Additionally, France gets the premium VLT-2 as a pack, making it the first Coastal fleet boat for them. Italy now has the Alano for their Coastal fleet too. Check them all out!


    Bernau

    USA
    • USS Coolbaugh (DE-217)
    Germany
    Great Britain
    Japan
    • IJN Haguro
    Italy
    • Alano (L9851)
    France


    Locations & Missions: New Maps for Air and Naval!
    Meet Mysterious Valley for air battles, set in the mountainous parts of Southeast Asia. This new location features deep gorges, a hydroelectric power station, a dam and a spaceport complex! For naval battles, we’ve added Bering Sea with inspiration from Alaska. This new location features a beautiful picturesque area with several volcanoes slap bang in the middle.

    We’ve also tweaked a large number of missions and updated several locations. The full list of each individual change is in the major changelog.


    Mysterious Valley (Air Battles)


    Bering Sea (Naval Battles)


    Additions from the 2024 Roadmap!
    We’ve been working on the 2024 Roadmap and have included many features in Seek & Destroy.

    Separate Flares and Chaff!
    First up is the possibility to use Flares and Chaff separately! You can now choose the amount of flares and chaff you want before spawning with an aircraft.

    Additional modules for ground vehicles!
    An important one here are additional modules for ground vehicles, which aims to reduce penetrating shells causing no internal damage. Extra modules include more electronic equipment, physical autoloaders, more aiming drives, power systems, and FCS.

    Healing wounded crew members!
    Crew members will now automatically heal to a degree that doesn’t induce debuffs after a certain amount of time passes after being hurt. There’s a healing icon next to the crew in the damage panel, and a crew member being healed will change color.

    Updated crew models by era!
    For German and Soviet crews of open-top vehicles, we’ve added new uniforms for them so that they fit better to their respective eras. Some US and Soviet pilots have also be updated. Check them out!



    Visual weapon selector for aircraft!
    In battle, you can now see the weapons that your aircraft has and simply click to select them. By default, you can press SHIFT + A or ALT + mouse click on the new in-game icon to open the selector. Click on any weapon you’d like, and it’ll be selected and ready to use! This feature is available for aircraft that have the ability to create secondary weapon custom loadouts. Please, note that on the release of the “Seek & Destroy” major update this feature will only be available on PC, on consoles it will be enabled soon after the release of the major update.



    New Mechanics & Features: General QoL Improvements!
    General improvements
    • There’s now an option to have smaller team sizes in Air Realistic Battles. You can turn this on by going to Game Mode Select and ticking the battle with smaller teams. This gives a chance of getting a battle with a max team size of 12 instead of 16.
    • We’ve toned down sky glare when looking at the sun at sunset and dawn so that it doesn’t feel as blinding as it was before.
    • Some ships in naval battles have a large amount of different weapon types, and pressing individual buttons to select them could be tedious. We’ve added a simple CTRL + E default bind to cycle through weapons with ease. Console players can access this through the circle menu and customize this keybind.
    • The maximum Battle Rating of several top-tier aircraft has been increased to 13.0, a new high. Check out the list of aircraft with this increase in the major changelog.
    • Sounds have been improved too. Several new voice lines including a new Lithuanian voice over have been added. Air-to-air missiles now have a shockwave sound when passing by your aircraft, and the sounds of aircraft guns have been improved.
    • Wheels on ground vehicles are now physical and will fall off a vehicle when shot at.
    Interface improvements
    • Too many vehicles and research trees looking overwhelming? You’re now able to collapse each individual research rank. Good for hiding ranks in a tree that you’ve already completely spaded for example.
    • Crewslots in the hangar and in battle have been given a redesign, with the aim to improve ease of use and accessibility. When hovered over, they now have a slight faded line, and the switch crew button has been moved to the center of a crewslot. There’s also two section blocks on a crew; information for a mission above, and information about the crew below. In the hangar, the crew section allows you to quickly access the crew training area for a specific vehicle, and the mission section displays the number of backups for a vehicle. In battle, the SP cost of a vehicle and the number of backups are clearly shown above the vehicle.
    • You’re now able to drag and drop your vehicle into a remove box area above your lineup to remove it from your preset. This works the same as sending a vehicle on holiday, however it is far faster to do!
    • You can now rearrange your crewslots in the hangar to any order that you’d like.

    There’s plenty more to look through!
    Major updates are not just about the new vehicles and features, the smaller things also count. We’ve fixed a heap of bugs, introduced new bombs and rockets for several aircraft, new external fuel tanks and customizable loadouts for some more aircraft, several flight models have been updated, and much more.

    Be sure to check out the full list of changes in the provided changelog.



    Due to spatial constraints, the full changelog cannot be listed below. Please see the full changelog here.

    Location and mission updates
    • Sweden — concrete barriers blocking passages along some streets have been removed to get rid of dead ends trapping players on the way to capture points.
    • The effect of destroying large fences has been changed — vertical particles that interfered with visibility have been removed.
    • Middle East — the hill in square G6 has been removed. Positions that allowed shooting at the spawn point from squares G7, F6, A1-2, and A5-6 have been removed. Flying bushes and bushes sticking out of rocks have been fixed.
    • Campania — larger vegetation has been removed from Capture Point A.
    • Sands of Sinai — hills in squares C7 and F7 have been removed.
    • Advance to the Rhine — brick barricades have been removed from the park area. The size of the bushes has been reduced. Airfields, plane and helicopter spawns in all modes have been moved behind the teams.
    • Volcanic Island — boat spawns have been moved a little closer to the center of the map so that players can sail to the central area faster. The small islands in the center are a more natural shape now, higher and more varied in relation to point B. Some islands on the collision path between Bluewater fleet vehicles have been removed.
    • Fuego islands — in both [Domination] missions some islands near the C points have been removed, and the remaining ones have been moved away from the map center. In the low-tier mission the spawn points of Bluewater fleet have been moved East so that straight paths from them to the C point form a more acute angle.
    • South Kvarken — there were too many islands for Bluewater fleet vehicles. For boats, these islands were also large and there was too much space between the islands in the boat area. The southern part has been cleared of islands.
    • Aleutian Islands — the islands blocking and preventing the passage of Bluewater fleet vehicles to point C have been removed. Boat spawns have been moved closer to points A and B respectively. Larger ship spawns have been moved further away from point C to make movement the movement path a little more parallel between the two teams.
    • Tunisia — the terrain for the large version of missions ([Domination #2], [Battle #2]) on this location have been changed. The size of the mission has been reduced to 3.3 km, the large mountain along with the labyrinth has been removed. The river has been made passable for tanks in the game area. Places where tanks appear on the left side of the map have been changed. Small stones and stones protruding from beneath the floor to a small height have been removed. The height of dunes has been adjusted. The passage in grid square D1-E1 (in the new grid) has been made easier — the overlooking rock positions have been changed, the rocks which formed a dead end on the edge of the game area have been removed. Capture points for the 3.3 x 3.3 km [Battle #2] mission have been changed.
    • Carpathians — position in the upper part of the border between the D3 and D4 grid squares in the rocks near the capture point on the hill has been blocked.
    • European Province — positions that allowed players to safely fire at team spawn points on the left have been removed (B2).
    • Ardennes — airfields, plane and helicopter spawns in all modes have been moved behind the teams.
    • In the following “Operation” type Air Realistic Battle missions:
      • Golan Heights,
      • Kamchatka,
      • Pyrenees,
      • Vietnam (the usual version of the mission without the frontline, not the one based on the “Enduring Confrontation” logic),
      • Rocky Pillars
    • The following changes have been made:
      • Additional dispersal of ground forces: for all ranks the front line has become wider.
      • For all ranks, mobile units now also use a new path system and the higher the rank, the further the roads are from each other.
    • [Operation] Golan Heights (air spawns) — the mission for top ranks has been completely redesigned. It includes several checkpoints on the line of contact with the enemy, as well as MLRS, TBM, and radar located at different distances from the contact line.
    • [Operation] Mysterious Valley. Spaceport. A mission for all ranks at this location following the design described above has been added for the missions.
    • Kamchatka — the mission has been moved to a new location.
    • Changes to Air Realistic Battle locations:
      • Pyrenees — almost 20 square kilometers of mountains have been removed, since the mission for toptier battles requires large spaces. The valley in which the mission takes place has become much larger.
      • Rocky Pillars — a piece of the gorge in the eastern part of the location was completely removed, turning into a mountain valley. The mission at all ranks now expands into this valley and is not squeezed from all sides.
    • A mission with integrated training for Coastal fleet vehicles has been added — dynamic training in movement, shooting, targeting etc. has been added to the first battle that the player enters in naval battles of Coastal fleet vehicles for the first time.
    • Changes in Air Conquest mode:
      • Airfields for repairs and optional spawn of aircraft have been added.
      • Air defense at new airfields protects air spawn points.
      • For better protection from air defense, the height of the spawn of vehicles has been changed:
        • From 1000 m to 500 m for fighters and attack aircraft.
        • From 3000 m to 1500m for bombers.
      • In sessions with a Battle Rating of 6.7 and higher, the capture points have been changed from 2 ground and 1 air to 2 air and 1 ground.
      • Added moving ground vehicles.
      • Shifted bases and ground vehicles closer to capture points.
      • New missions have been added to:
        • The Vietnam location.
        • The Ladoga location.
        • The Normandy location.
    Economy and research
    • The MPK Pr.12412 has been moved in the Coast fleet research tree after the MBK-161 late.
    • F-16C, Barak II, MiG-29SMT, JAS39С (South Africa), JAS39EBS HU C, Mirage 2000-5F — their Battle Ratings in all Air Battle modes have been increased to 13.0.
    • AV-8B Plus, J-8F — their Battle Ratings in all Air Battle modes have been increased to 12.3.
    Interface
    • Following the Roadmap: Ability to place a vehicle into a crew slot from the research tree by dragging and dropping it with the mouse has been added.
    • Following the Roadmap: The ability to change the order of crew slots has been added. The specified crew order only applies to the selected vehicle preset; accordingly, each vehicle preset can have its own crew order. In the near future, we’ll also add the ability to rearrange crews by dragging and dropping, rather than just selecting a crew from a drop-down menu.
    • The ability to remove vehicles from a preset by dragging and dropping them into a remove box has been added. To do this, click on a vehicle in your preset and drag it into the remove box area.
    • The appearance of the slotbar for crews and vehicles in the hangar and in battle has been changed in order to make it more visually convenient and easy to use:
      • Each vehicle crew has been divided into two sections. The block above the vehicle contains information for a battle, and the lower block is interactive, showing a crew of a given slot.
      • The mission block in the hangar shows the number of backups activated for a vehicle. In battle, it shows the required number of Spawn Points (SP) for a vehicle, the remaining number of spawns on a given vehicle or a type of vehicle, the remaining number of backups for a given vehicle, the possibility of using a backup for respawning, and so on.
      • The new crew block allows you to quickly assess the need and possibility of crew training. If a crew has experience points, a corresponding icon now appears next to its level. When you hover over a new crew slot, a tooltip appears with detailed information about it and a button to go to the training window.
    • The ability to collapse/expand vehicle ranks in the research tree has been added. To do this click the collapse arrow next to the Rank in the left of the research tree.
    • In battle, a tank minimap is now displayed when using a UAV.
    • In battle, a naval minimap is now displayed when using a scout hydroplane.
    • In the window with post-battle statistics the pop up tooltip contents on the “Modifications Research” and “Vehicle Research” points has been reworked. Now, detailed information about the chosen research and Research Points calculation is shown to make this mechanic clearer and more transparent.
    Game mechanics
    • Following the Roadmap: A healing mechanic for wounded crew members has been added. Crew members will now automatically heal to a degree that doesn’t induce debuffs to their battle skills after a certain amount of time passes after being hurt. During a healing process, a healing icon next to the crew in the damage panel is shown, and the status (the color state in X-ray) of a crew member being healed changes.
    • For Air Realistic Battles, a game mode setting that allows you to participate in battles with smaller team sizes (maximum 12 players per team) has been added. To enable the option, go to the game mode selection window (under the “To Battle!” button), then on the Air Realistic Battles button. Here click “Game Mode Settings” and toggle the “Participate in battles with smaller team sizes” option. This option is only available for aircraft with a Battle Rating of 10.0 or higher.
    • Following the Roadmap: A visual weapon selector for weapons has been added for all aircraft that have the ability to create custom secondary weapon loadouts. This is displayed in battle in the same design as the secondary weapons menu. The selector is accessible with a keybind (SHIFT+A by default) or ALT + mouse click and allows you to visually select any secondary weapon from the equipped weapon loadout in battle. Please, note that on the release of the “Seek & Destroy” major update this feature will only be available on PC, on consoles it will be enabled soon after the release of the major update.
    • Following the Roadmap: The possibility of using flares and chaff separately has been added:
      • You can now select a more precise ratio of flares and chaff with a slider. The loading of different caliber countermeasures is done separately.
      • A countermeasure switch has been added (SHIFT+D by default). The selector switches between the combined release of flares and chaff, the release of flares only and the release of chaff only. The release of selected countermeasures is done via pressing the “Fire countermeasures” control.
      • The ability to use the countermeasure switch is also available in the visual weapon selector and is done by pressing the corresponding icons at the top of the weaponry panel.
    Graphical
    • Sky glare when looking at the sun at dawn/sunset has been reduced.
    Sound
    • The sounds of aircraft missiles are now chosen based on their maximum thrust and are divided into three types: small, medium and large. Previously, there was only one set of “start-flight” sounds for all types of missiles. Additionally, now the sound of a missile’s flight takes the thrust mode into account.
    • Missiles passing the player at supersonic speed now have a shockwave sound, similar to supersonic airplanes.
    • Jet and piston aircraft as they move away from the player have a flanger effect at the tail of the sound — a kind of floating sound formed by overlap of direct and reflected sound from the ground surface. This effect is generated in real time and has physical parameters at its core.
    • Helicopters now have sounds of flying past the listener, similar to airplanes and missiles.
    • Fires on ships are now voiced in more varied ways.
    • The sound of aircraft guns have been improved. Clarity and dynamics of gunshot sounds have been improved.
    • The voice acting of the crews on German naval vessels has been improved, phrases have been corrected and complemented.
    • The crew of Lithuanian ground vehicles (the Vilkas) have received their own voice acting.
    • The voices of ground crews now sound more clear. Radio effect processing has become less destructive, and when viewed from the gunner/driver, voices are heard taking into account the space of the fighting compartment.
    • A mid-frequency layer has been added to close explosions of shells and bombs to make them feel more aggressive and to give more sense of danger.
    • The falling sound that smoke shells make when marking an artillery strike has changed. Now the hiss of the smoke can only be heard close to the place of impact, while at a distance only the pop of the shell falling and exploding can be heard.
    • Distant tank shots have been adjusted in the mid-range region for a more natural and less harsh sound.
    • New voice events have been added to Naval Battles. For example, change of the shell type, preparation for launch, launch itself and a loss of scout aircraft, detonation of ammo magazines, target acquisition and loss of target track with radar and many more.
    • In naval battles, the fire alarm signal has been replaced. A special alarm signal when there is a fire in the ammunition magazines has been added.
    War Thunder - War Thunder Commander


    Today we’ll tell you about the Pr.11451, a Motor Torpedo Gun Boat coming to the Coastal fleet tree at the end of the line for the USSR.

    MPK Pr.11451: A Motor Torpedo Gun Boat for the USSR at Rank V

    Features:
    • Very high speed.
    • Automatic 76 mm cannon!
    • Good torpedoes.
    • Hydrofoil.
    Vehicle History
    [expand type=details]
    In 1984, construction began on a new type of small anti-submarine boat for the USSR. Project 11451 boats, thanks to their high speed, towed sonar array and powerful weapons, were supposed to search for enemy submarines. A group of several of these boats could very quickly move to an area for the chosen search, carry out the search and if necessary, quickly move to new coordinates. Despite the planned large series of MPKs, only two Project 11451 boats were able to be fully completed before the collapse of the Soviet Union.
    [/expand]

    Meet the MPK Pr.11451!

    The Pr.11451 will be added in the Seek & Destroy major update as a new top tier Coastal fleet boat for the USSR. This amazing hydrofoil combines excellent weapons and very high speed and will be a good addition to the top Soviet naval lineups. Let’s have a look.




    Coming in with a top speed of 120 km/h, the MPK Pr.11451 is driven by two gas turbine engines, has hydrofoils and can easily overcome shallow water. Thanks to this, this boat will be an ideal assistant when going for capture points in the coastal areas! It’ll be easy to be the first to capture points at the beginning of a battle, and it can quickly get into cover and evade shots. The general disadvantage of hydrofoil boats however, is that if you slow down in shallow water, you’ll probably end up getting stuck, so be careful here.



    Alongside its agility, the MPK Pr.11451 also boasts excellent weapons. The main caliber of this boat is an automatic 76 mm AK-176M cannon on the bow, already known to you if you play the MPK Pr.12412 and 12412P. This gun has a good rate of fire, although not much less than the Italian Sparviero cannon. You’ll be able to pick from HE shells and HE-VT shells for use against aircraft or for quickly destroying the crew of enemy boats that are more open.



    At the stern of the MPK Pr.11451 is a rapid-firing 30 mm cannon, as well as two rotary torpedo tubes with SET-72 high-speed torpedoes — 8 of these in total.



    Because of its size, mobility and firepower capabilities, the MPK Pr.11451 is going to be one of the better Coastal fleet boats in the game. It’s going to be very versatile in battle by charging towards capture points and holding areas of shallow water, divert fire of destroyers and set up torpedo ambushes, and generally be annoying to aircraft. Be aware of your surroundings, and we’re sure the MPK Pr.11451 will bring you victory and pure pleasure in naval battles.



    That’s today’s blog. You can look forward to this new boat in the Seek & Destroy major update, coming very soon. See you!

    Please note that this vehicle's characteristics may be adjusted before being added to the game.
    ...