War Thunder - Blitzkrieg Wulf
Today, we’re taking a look at motion blur in War Thunder — what it is, how it’s implemented in the game, and what challenges we were facing. War Thunder goes to the movies!

What Is Motion Blur?
In a video game, images are created from scratch, each frame displays a single point in time.
Real cameras or even our eyes don’t work like this. Taking a picture takes time, and over this time the world doesn’t always stand still. If an object moves while we’re taking the picture, it will appear in all those places at the same time on the final image. This is what we call motion blur.


Actual screenshot from War Thunder (Seek & Destroy trailer)

Explanation Of The Basics
To simulate the effect of motion blur, we need to know how every pixel has moved since the last frame. This requires all animations and moving effects to report their current and old positions. It can be one of the hardest parts of making this feature work. But thankfully we already had this working for anti-aliasing techniques. The few animations that didn’t support this became very easy to spot because motion blur turned them into a big blurry smudge. So we fixed them quickly!

For a starting point, we used a proven technique for implementing the effect, you can read more about that here. Basically we check where a pixel was in the last frame and where it is now, then we blur this pixel along the line in between.


Clean separation of foreground and background

To make calculations more efficient and smooth out some edges, the line is also blurred in the forward direction extending the line past the current pixel position. To speed things up further we make some decisions together for bigger blocks of pixels based on their general direction.

Each pixel’s distance from the camera also needs to be considered to let us blur the background and the foreground separately. The blurred line of a background pixel can sometimes pass behind a still standing, sharp object in the foreground. Other times we need to keep the background sharp while a foreground pixel is blurred on top. When two objects blur together in a single pixel, their individual speed is also important because sometimes neither must stay sharp.

Technical Challenges In War Thunder
Of course we needed to make some tweaks to shape it to our needs. To decide how to blur a pixel we need to know its speed. But what if there’s no single answer because there is more than one thing visible in the same point? Without special care, transparency is invisible to the algorithm.

In War Thunder, we have glass cockpits and colored light bulbs attached to planes flying over trees while breaking the sound barrier. So we needed to treat glass surfaces somehow. Here, we have completely different speeds all on the same pixel. The glass is steady but the forest behind it is very fast.

We ended up using a similar trick as with the background-foreground separation. If we see something through glass, we treat that as one category, while directly visible objects are another. We don’t blur one category on top of another but we allow mixing within categories.

This way we achieve images where the background is blurred through the glass but the glass itself can maintain its sharp silhouette.

Note: at the time of writing this post, special treatment of transparency is only enabled if Motion Blur is maxed out.


Blurred background through sharp glass


Blurred background through sharp glass


Limitations
Since we only have a single known speed for each pixel, fast moving transparent objects won’t be blurred, only the background objects you can see through them. This also means that reflections on such surfaces can only be blurred based on the background.

To create a perfect effect we would need perfect information. Even if we know a pixel’s screen position in both the past and the current frame, we don’t know what path it took between the two. We just blur it in a line, as if it was moving straight, which is almost always good enough. One important exception is the wheels of vehicles. Here, one point on the wheel can move to the opposite side in a single frame’s time. Assuming straight movement here is far from reality.

For the time being this issue is not solved, wheels will need a custom method for correct motion blur that works on different principles.


Foreground motion blur with overblurred wheels

Is It Realistic?
Motion blur is visible not only for fast moving objects, but also if the camera itself moves. On film this is a very common effect, but in our natural vision the eye usually locks onto objects keeping the world more steady for us. Video game motion blur is cinematic — it looks like a real movie made with real cameras. But it’s not like seeing the world with your own eyes.

To better simulate human vision, we added an option to disable motion blur caused by the movement of the camera. This will still blur fast moving objects like planes flying by, or exploding debris, but will keep the image sharp when you’re just looking around.


Camera blur off, only the turret is moving


Turning the turret with full motion blur

Is Motion Blur Good For Our Games?
We hear this question a lot and internally had conversations about this as well. Some say it gives the feeling of motion and makes the experience more immersive. While others say it makes it harder to aim for moving targets, it removes clarity that’s important for competitive play. Well, they are both right. It’s a matter of taste and what you want from the game. If you’re most interested in winning and climbing the ladder, it may not be for you — feel free to turn it off. We’re completely fine with that. But if you’ve already won and you’re making a highlight reel from your replays, or just want to feel the speed as you’re flying, you can max it out and use it for a movie quality effect.

Comparisons
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War Thunder - War Thunder Commander


We’re constantly working to improve your experience in War Thunder, this time by removing griefers and exploiters. We rely on our team of Game Masters who look at statistics, as well as on reports from players that they carefully go through. You can use the replay service on our website as well as in-game reports to report players who have violated the Terms of Service and the License Agreement of the game to us.

Banned accounts
Since October 22nd, we’ve issued punishments to 25,013 accounts that were found to have violated the rules. Specifically, 23,872 were banned for different time frames for breach of paragraph 2 of “Annex #1. Game Rules” in the Gaijin Terms of Service namely for teamkilling (including intentional ramming). 1,190 were banned due to breaching paragraphs 3.2.3 and 3.2.4 of the End User License Agreement (EULA) namely in exploiting game flaws and manipulating the game mechanics.

For transparency, we’re publishing the lists of 2,728 players who have been issued a ban of 1 week or longer (up to the permanent ban), the remaining 22,285 players have been suspended for a shorter amount of time as a warning of appropriate severity. These lists will be available for two weeks after the publication of this article.

List: https://wt.link/FairPlayNovember2024


Recommendations
We’d like to remind you to abide to the rules to keep up the friendly and competitive atmosphere in the game.

As always, we also recommend that you set a strong password for your account and enable two-step authentication in your profile security settings. We have the following 2FA options available: email, SMS, TOTP (Gaijin Pass/Google Authenticator), and Telegram bot, which we suggest trying if SMS 2FA messages are not reaching you.

We’d also suggest that you turn on 2FA for the email that is linked to your account for additional security. This will protect your account from fraudsters. And remember, don’t break the rules and never share your account information with anyone!

The War Thunder Team
War Thunder - Blitzkrieg Wulf


Today we’ll take a look at some more improvements coming to the Firebirds major update: mud on ground vehicles and improved naval effects such as better fires.

Dirtier Ground Vehicles
With the release of the Firebirds major update, you’ll notice an update to various effects related to mud, soil traces and the nature of your ground vehicles getting dirty. In particular, the effects of mud from under the wheels have been improved, with many bugs and inaccuracies fixed. The effect itself has become more saturated as well!



But that’s not all. Ground vehicles have always been able to get covered in mud, snow and sand, but we’ve now worked to make this mechanic more elaborate and realistic. Before the Firebirds major update, the surface of an entire map consisted of one material; either sand, dirt or snow. But now, the areas of the surface you drive on can have different materials, meaning ground vehicles can get covered with different types of mud at the same time. In addition to being able to clean off dirt in water as normal, you can now fire your main caliber gun and use the physics of that to “shake and blast” that dirt off. Pretty awesome!

Setting Up Radars Before Battle
Previously before each flight, you had to manually set the required operating modes of aircraft radars which was inconvenient. In the Firebirds major update, you’ll have the opportunity to configure aircraft radars before the battle, and for each game mode, you can choose your own set of settings. Select a vehicle, be it an aircraft, helicopter, SPAA or naval vessel that is equipped with a radar with search mode and go to the test flight settings screen. From here, you can set the mode of the radar, radar search mode and radar scope scale. The same settings can be made at the beginning of the battle in the respawn screen and in the “Settings” menu. Radar settings are individual for each vehicle, and can be set for each vehicle that has a search radar.



Naval Fires Improvements
Naval battles have also changed significantly. Surface vessel fires have been visually improved and divided into three categories: critical, which can cause imminent destruction, dangerous, which can cause little damage but can lead to serious consequences, and cosmetic, where the damage from fires is small, important compartments and modules are out of danger, and the battle can continue to be fought.

War Thunder - Blitzkrieg Wulf
Today we’ll be going through some more new features and improvements coming to War Thunder in the Firebirds major update!

Improvements To Custom Sights
In the Firebirds major update, we’re expanding the functionality available in the “Sight settings” menu. It’s now possible to add the name of the shell you’re using to the sight and configure it in the same way as other elements can be within custom sights. You can move it to wherever you want, change the text and background color in different channels, change the size and font, and set the preferred name of the shell used — either its type or short name. In addition to this, the range scale can now be moved horizontally with the mouse cursor!



We’ve also improved the existing functionality of configurations. The sort list now puts player-created or downloaded configurations at the beginning, and a created or downloaded configuration that you no longer want can be deleted without leaving the game.

Analyze Your Hits From Your Battles
It’s now possible to see hits that you made or received during a battle as they actually happened, without needing to replay them manually in the Protection Analysis menu. You can view hits from a replay by clicking on the “Hit analysis” button when leaving a battle, or find the replay in the replay list (navigate “Community” > “Replays” from the hangar) and click the button from there.



Recorded hits are divided into two groups, where you can switch between both: either hits made by you, or hits from enemies. Each hit has time stamps, the name of the ammunition used and vehicle, and on the menu on the right, you can see the range and details of the projectile and vehicle. It’s also possible to save individual shots from the hit analysis menu to a file and play them from there, allowing you to both share them with your friends or attach them to bug reports. Please note that not all hits are saved. Some hits are filtered by gun caliber, so the list will not have a scattering of machine gun hits, as this can interfere with finding the exact hit that you wanted to see.
War Thunder - Blitzkrieg Wulf


The first soldiers joined the ranks of the FRG Armed Forces on November 12th 1955. Until the mid-1990s, they served only on German territory, but then began to participate in international peacekeeping missions and major military operations. The number of people in the German Armed Forces exceeds 180,000 people.

The Pz.Sfl.Ic and the Panzer IV/70(A) are temporarily available for Golden Eagles!
Both vehicles are temporarily available for 1,000 and 2,980 Golden Eagles respectively.

When: From today until November 15th (07:00 GMT).
Where: Germany > Army > Premium vehicles.

About these tanks
  • The https://wiki.warthunder.com/Pz.Sfl.Ic is fast, maneuverable and stealthy which is ideal for reconnaissance and getting to capture points. Armed with a small but formidable 50 mm PaK38 cannon and also having decent armor protection, the Pz.Sfl.Ic is also able to destroy most enemy vehicles at its rank.


  • The Panzer IV/70(A) is a tank destroyer armed with a 75 mm PaK42 gun. In addition to this, it also has impressive armor penetration with its PzGr 39/42 round and boasts good armor protection too. This compact and highly accurate firing tank destroyer is ideal for long-range defensive gameplay.


Get the “Bundeswehr chevron” decal!


“Bundeswehr chevron” decal

When: From today until November 15th (07:00 GMT).
Task: Task: Play 3 battles using German vehicles at rank III or above to receive the “Bundeswehr chevron” 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 → Bundeswehr Day.
  • You can find the decal in the “Germany -> Tanks” tab in the Customisation menu.
War Thunder - Blitzkrieg Wulf


Today, the People’s Liberation Army Air Force of China celebrates its 75th anniversary, being founded on November 11th 1949. The modern PLA Air Force consists of five branches. In addition to aviation, it includes ground air defense forces, airborne troops, radars and other support units. The PLA Air Force has more than 3,500 aircraft and 400,000 people in service.

The J-7D is temporarily available at a 50% discount!
In honor of the PLA Air Force’s anniversary, the J-7D is temporarily available at a 50% discount

To get to the Gaijin Store through Steam, go to the in-game hangar > Shop > Online Store!

When: From today until November 18th (14:00 GMT).

J-7D Pack -50%
Was: 69.99 Now: 35

  • J-7D (Rank 7, China)
  • Premium account for 20 days
  • 2500 Golden Eagles



About this aircraft
  • In air battles, the J-7D relies primarily on its impressive speed and rate of climb, where it can easily catch up with an enemy and disengage from combat. It’s armed with a powerful 23 mm cannon and can take a number of IR-guided missiles. It has flares for use against air-to-air missiles, and for hitting ground targets has rockets and small bombs.

Get the “PLAAF Flag” decal!
Available for this day!


“PLAAF Flag” decal

When: From today until November 14th (07:00 GMT).
Task: Play 3 battles using Chinese aircraft at rank III or above to receive the “PLAAF Flag” decal!

Additional details:
  • 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 → PLA Air Force Day.
  • You can find the decal in the “China -> Aircraft” tab in the Customization menu.
War Thunder - Blitzkrieg Wulf


On November 11th 1918, Germany signed the Armistice of Compiègne with Entente, ending World War I. It allowed Poland to declare its independence for the first time since the 18th century. In modern Poland, Independence Day is widely celebrated as the most important national holiday. It’s accompanied by a military parade in Warsaw, the laying of flowers at the Tomb of the Unknown Soldier, and the raising of flags throughout the country.

Lanovski’s P-47M-1-RE Thunderbolt is temporarily available for Golden Eagles!
Lanovski’s own plane is available for 6,090 Golden Eagles!

When: From today until November 14th (07:00 GMT).
Where: USA > Aviation > Premium Vehicles.



About this aircraft
  • The Lanovski’s P-47M-1-RE combines all the advantages of the famous Thunderbolt fighter, adding an even more powerful engine and improved maneuverability. Its armament consists of eight 12.7 mm Browning machine guns and up to two tons of bombs. This fighter was flown by Witold Lanovski, a Polish pilot who served as an instructor in the Royal Air Force during World War II, and then flew combat sorties in the last year of the war as part of the U.S. Army Air Force. He shot down at least six aircraft, including four when he served in the 56th Fighter Group, 61st Fighter Squadron.

Get the “Winged Hussars” camouflage for the Mi-24V!
We’re once again returning the Winged Hussars camouflage temporarily for the Soviet Mi-24V!



When: From today until November 14th (07:00 GMT).
Task: Play 3 battles with an activity above 70% while flying the Soviet Mi-24V to receive the “Winged Hussars” camouflage for this helicopter! This camouflage can only be obtained in random battles against other players.


Get the “Kotwica” decal!
Available for this day!


“Kotwica” decal

When: From today until November 14th (07:00 GMT).
Task: Play 3 battles using British or US vehicles at rank III or above to receive the “Kotwica” decal!

Additional details:
  • 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 → Poland Independence Day.
  • You can find the decal in the “Holidays” tab in the Customization menu.

War Thunder - Blitzkrieg Wulf


Welcome to the 145th War Thunder Steam Screenshot Competition!

We loved seeing all of your screenshots last week, thank you! This week, large caliber submissions! There is much to pick from- planes like the Kingcobra, or all-time classics such as the KV-2. The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 145th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen145. You have time until the 15th of November to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.

Terms:
  • Your screenshot must feature a vehicle with a large caliber.
  • Aircraft and Coastal Vessels: 35mm or greater, Tanks and Ships: 130mm or greater.
  • You must add the #WTscreen145 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 144th edition – Piston Powered!

    Winners selected via community votes:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3359442219
    https://steamcommunity.com/sharedfiles/filedetails/?id=3359166849
    https://steamcommunity.com/sharedfiles/filedetails/?id=3359124423

    Winners selected by our judges:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3360769445
    https://steamcommunity.com/sharedfiles/filedetails/?id=3359888738
    https://steamcommunity.com/sharedfiles/filedetails/?id=3360035670

    Each winner will get 300GE! Congratulations and see you next week!
    War Thunder - Blitzkrieg Wulf
    With the Firebirds update, War Thunder has support for Ray Tracing (RT) and is capable of doing several RT based visual effects, like shadows, ambient occlusion and reflections. In today’s blog, we’ll be taking a closer look at the details!

    How does this work?
    For RT to be used, we need to build and maintain a so called “Bounding Volume Hierarchy” (BVH). BVH is a triangulated representation of the whole world where all RT effects can work on that. Many games cut corners on what to include in BVH and what fidelity. Like only using less detailed models, removing everything at a relatively close distance. But that has a price. With such approach, it’s impossible to get accurate shadows.

    With War Thunder, we decided to go for the real deal, so we can employ a wider range of effects in the long run. In War Thunder, almost the whole battlefield is accessible for RT effects at the same fidelity that is rendered in the game, so all of those effects can be physically correct and accurate.



    Doing this has a price as the BVH building process makes use of as many CPU threads as possible, so a modern CPU is recommended.

    Now we have BVH ready, we can start tracing rays in it and get some effects out of it. We have three main effects available at launch.

    Ray Traced Shadow Map (RTSM)
    This replaces texture based shadow mapping and instead traces rays from every point on the screen onto the surface of the sun. As it’s using the whole surface of the sun, and not just the center point of it, shadows get a physically correct penumbra, depending on the shadow caster object’s distance, as one would expect.




    The result is physically correct and pixel perfect shadows from the sun.

    On high end GPUs one can also try shadows from dynamic lights. It enables hard, pixel perfect shadows from all dynamic lights, like explosions, muzzle flashes and the like. This is a very demanding feature, and aimed for high-end GPUs.




    Ray Traced Ambient Occlusion (RTAO)
    Ambient occlusion is a technique used to simulate object features blocking the ambient lighting, like the sky itself — a sort of ambient shadow. That’s why it’s darker under your bed.




    Traditionally we do this with screen space techniques like SSAO or GTAO. RTAO is a ray traced version of these screen space techniques, and can correct errors, typical to screen space techniques, like when something casts ambient shadows outside of the screen. Screen space techniques can’t deal with that, but RTAO can. Similarly to when something casts ambient shadows, which is occluded by another object. Usually in these cases, you see shadows where it should not be, or vice versa. RTAO fixes all of these issues.

    Ray Traced Reflection (RTR)
    This is the most complex feature. RTSM and RTAO is really just about shadows, but with RTR, we’re visualizing BVH itself. In a mirror, you basically see what is in BVH and we’re working hard to make it match the rendered image closely as possible.

    Again, even before RTR, we had reflections. Probe based and screen space reflections were used, but just as with SSAO, they have their limitations. Actually very similar. Handling out of screen or occluded objects for screen space, and positioning issues with probes. RTR has the whole scene to trace, so naturally it can reflect objects from any location.

    There is another complication for RTR, namely surface roughness. A rough surface like concrete has reflections which are very soft and blurry, while gloss surfaces like glass or flat water has mirror like sharp reflections. Additionally, there’s everything in between. Simulating this is actually one of the hottest topics in computer graphics.

    Our approach is rendering noisy reflections based on roughness, and using a so called denoiser to get physically accurate reflections.

    The effect is sometimes obvious, like in the case of mirror like reflections.




    Other times, it’s less obvious but makes the rendered image just more correct, making it look natural. If you look at these shots, take a look at the vehicle and its surroundings. On the non RT one, it is basically glowing in the shadow, as the building which should block the sky from the reflection on it is not on screen, so screen space techniques can’t know the sky should be blocked. On the RT version, this blue tint is gone, as BVH has the building, regardless of it being on screen or not, and blocks the sky correctly.




    Again RTR is fixing the issues traditional screen space and probe based reflections have.

    A sub feature of RTR is reflections on translucent glass surfaces. In these glass surfaces, you can now see an accurate reflection of the world, instead of the probe we used before. The result is accurate reflections again.

    And finally another sub feature is reflections on water.

    Our water reflections are using planar reflections in the game, which is a very accurate way to have reflections, and then it’s distorted based on the waves. With RTR water, the reflection rays are shot out correctly, based on the wave normal vectors. The reflection itself is simply more correct, as it’s not just distorting a 2D image, but actually use different reflections per pixel.




    The difference is sometimes larger, sometimes smaller.

    RT performance
    Ray Tracing is heavy lifting, but there are many scalability options to make it more accessible.

    First of all, all three options can be enabled/disabled independently, meaning you can use only the effect which you are care about the most if you have an older RT capable GPU.

    Then there is the quality levels. In general, RTSM with dynamic lights is for the latest high end GPUs. Normally it’s not much more expensive than just sun shadows, but in the middle of the action with many fires and explosions, it can become very demanding.

    For RTAO, low quality is using a lower internal resolution for the calculations. This is however the same resolution as with the screen space techniques, but without the screen space errors. Medium gives you higher resolution and high gives better de-noising. This is really only visible in certain circumstances, but we wanted to give you the control over it.

    For RTR, low is a good tradeoff. It lacks RT shadows in reflections, improving speed considerably. Medium has RT shadows in reflections. Both low and medium is using a so called checkerboard rendering to double performance by tracing half the number of rays. High disables this checkerboard rendering, but the denoiser actually does a great job hiding the checkerboard pattern, so the difference is small. Again, it’s up to you to decide.

    RTR also has a control to render at full or half resolution, both for water and normal surfaces. The difference is mainly visible in mirrors, and look good on half resolution even if you don’t have a beefier GPU.

    Finally the RTR translucent glass reflections can also have RT reflections inside the reflections on high, or not on medium. This usually impacts performance slightly as these surfaces are not very common in the game.

    For an optimized setting, where you get a good tradeoff on performance/image quality we recommend using the Medium RT preset. Pushing beyond further improves the quality of the effects but at greater price in performance. But if you have the latest top of the line GPU, go for it! :)

    When using RT effects, we recommend using an upscaling anti aliasing method, with a preset that suits your graphics card. Like DLSS, FSR, XeSS or our TSR. With these upscalers you can achieve great performance and image quality. Balanced presets are usually a good middle ground for ray tracing, but on an older GPU, there’s nothing wrong in going for the performance preset if you want to enjoy the RT benefits.

    We’re committed not just to add more RT features in the future, but also to improve the performance of existing ones, so stay tuned for future updates.

    At launch, RT effects are supported on Nvidia graphics cards. Making it work on both AMD and Intel cards is a priority for us. It’s working with our internal builds, but not ready for release, we need to iron out some issues specific to these GPUs. It will be ready soon, along with the current generation consoles.
    War Thunder - Blitzkrieg Wulf


    The Esports III Trophy is now complete, with camouflages created by the authors on WT.Live! This new wave of additions includes 20 camouflages for different vehicles: 9 aircraft and 11 ground vehicles. We’re continuing to showcase mid-level vehicles with unique creations by our artists.



    Aircraft
    Ground Vehicles
    • Ta 152C-3 “The Sun”
    • Tempest II  “Northern Basilisk”
    • F8F1-B “Golden Jackal”
    • Me 262 A-1 U4 “V Blacklist”
    • Venom FB5 “Eldrich Master”
    • Do 335B-2 “Vampire”
    • G.91 R4 (GER) “Scorched Steel”
    • A2D “Orange Splinter”
    • N1K2-JA “Ryuutachi”
    • STB-2 “Empress of the Fallen”
    • OF-40 “Sunset”
    • AMX-30 “Gendarme”
    • M103 “Cosmo Black”
    • Raketen JPZ 2 “Jupiter”
    • BTR-80A “Acid Lander”
    • IS4-M “Glycon”
    • AMX-50 Surbaisse “Vouivre”
    • Leopard 1  “Electric Hazard”
    • Strv 103 “Honey Bear”
    • Type 87 RCV “Rebecca's Momento”

    Like the previous Esports trophy, the new trophy can be obtained by simply playing regular War Thunder battles. In the future, it’ll also be possible to obtain by participating in Esports events in War Thunder tournaments with an increased chance! PlayStation and Xbox players can purchase the trophy in the Item Shop for Golden Eagles.

    Read more on our Wiki.

    To open it, you’ll need to purchase a key on the Market (income is shared with the authors of the camouflages). You can either activate the coupon on your account, or trade it on the Market to get Gaijin Coins (GJN). A trophy can be sold as well!

    To unlock the trophy, you'll need an “Esport” key that can be purchased on the Market for GJN.


    Read more about the Market and Gaijin Coins on our Wiki.



    Air Superiority Anniversary, the Competitions Continue!
    Air Superiority tournament sponsored by Thrustmaster, this weekend, from 13:40 GMT, Twitch Drops will once again be accompanying the final stages of the last Major Esport event of the year! Here’s a sneak preview of the BO7 matches on Saturday 9th November.



    Watch the tournament and get Twitch Drops also on the official English, German, French and Russian War Thunder Esport channels!




    The “Air Superiority” pack, soon to be gone!

    In this pack:
    • "Flanking Snail" decal
    • "Slick flanker" title
    • 300 Golden Eagles
    ...