M4A4, M4A4 (1st PTG) - The amount of ammunition has been changed from 97 to 98 rounds. Source: TM9-754, Technical Manual Medium Tank M4A4, 21 January 1943.
AUBL/74 - Changes in ammunition:
M620A1 HEAT-FS - The mass of the shell has been changed from 8.3 to 4.1 kg. The armour penetration value has been changed from 300 to 250 mm.
M625A1 HESH - The mass of the shell has been changed from 8.2 to 4.5 kg. The explosive mass weight has been changed from 1.3 to 1.2 kg.
M618A1 Smoke - The mass of the shell has been changed from 9.2 to 5.3 kg and its initial speed has been changed from 695 to 714 m/sec. (Source: MECAR Tank Ammunition Brochure.)
All Т-34 with F-34 cannons - Vertical guidance angles have been changed from 28 to 30 degrees. Source: Танк Т-34 - Руководство службы, 1941 // Альбом фотографий танка Т-34 и его основных узлов (завод № 183, апрель 1941 г.)
Chi-Ha Kai (China) - The incorrectly displayed vehicle class has been changed from “Light tank” to “Medium tank”.
Rooikat Mk.1D, OTOMATIC - A bug causing exceedingly high horizontal and vertical spread values has been fixed. Spread values have been reduced.
M10 (China) - Additional armour attained by using reserve tracks has been removed. Such armour is specific to the M10 US version and is not used on Chinese variants.
ZSU-37, ZiS-43 - clip reload time has been reduced from 1 to 0.5 sec.
Radpanzer 90 - Hull break effects for the turret have been removed.
M36, M36 (China) - A bug relating to sight magnification, where the view would be below the default value, has been fixed. The current magnification has been changed to 5x. Source: TM 9-374, 90-mm Gun M3 Mounted in Combat Vehicles
Merkava Mk.1, Merkava Mk.2B, Strv 74 - The position of the camera in the 3rd person view has been corrected.
Lorraine 155 Mle.50 - A bug causing the sixth crew member not being taken into account has been fixed.
QF 3.7 Ram - The speed of the horizontal (changed from 8 to 11 degrees per second) and vertical (changed from 4 to 6 degrees per second) guidances have been increased. Source: Canadian Microfilms, Project 14 SP 3.7 on Ram chassis.
Panzer IV/70 (V) — The maximum speed has been reduced from 40 to 35 kph; gun declination angle has been changed from -5 to -7 degrees; horizontal aiming angles increased from 10 to 12 degrees on each side; a new sub-calibre AP round Pzgr.40/42 has been added. Source: Handbook WaA, G 356 // Pz.IV & it’s Variants, Walter J. Spielberger // Panzer Tracts No.9 - Jagdpanzer.
KPz-70, MBT-70 — The fire rate has been changed from 6 to 10 shots per minute (only for KPz). The number of carried ATGM’s has been changed to 6 missiles. Source: Review of Army Tank Program : hearings before the United States House Committee on Armed Services, Armed Services Investigating Subcommittee, Ninety-First Congress, first session, on Mar. 13, 14, 19-21, 24, 25, Apr. 3, 28, 1969 // Walter J. Spielberger, (1995). Waffensysteme Leopard 1 und 2 // HUNNICUTT, R. P. (2015). ABRAMS: A history of the american main battle tank, (Vol. 2) // McNaugher, T. L. (1981). Collaborative development of main battle tanks: Lessons from the U.S.-German experience, 1963-1978. // Armor magazine, 1967, Sept-dec
Strv m/41 S-II, M5A1 (China)— The following modifications have been added: “Improved optics” and “Air strike”.
CV 90105 TML — A bug that prevented smoke grenades from being reloaded has been corrected.
Centauro, Centuro ROMOR - recoil impulse and vehicle rocking after shot have been reduced.
AMX-30B2 BRENUS - ERA elements durability vs chemical rounds have been increased from 200-250mm to 380-400mm.
Leopard 2A4, Leopard 2A5, Strv 121. Strv 122 - gunsight magnification has been specified from 8х/12х to 4х/12х. Source: Instruktionsbok Stridsvagn 121 // TH9 -3212, Technische Handleiding Gevechtstank, Rups Leopard 2 A1 NL
Challenger Mk.2, Challenger Mk.3 - The resistance of the hull and tower from HEAT shells has been clarified (increased). For the hull - 580 mm. For the tower - 700 mm. The resistance of the hull from kinetic shells up to 300 mm has been clarified (increased). The resistance of the tower from kinetic shells up to 435 mm has been clarified (increased). Source: Report of Comparison of Chieftain Replacement Options (U), RARDE Report 87018, October 1987.
Strv m/39 - The position of the driver camera has been corrected.
Pz.35(t) - External model of the suspension elements has been fixed.
Lvkv 90C - External model has been fixed.
ZPRK 2S6 - The operation of the controllable suspension has been fixed.
The engine sounds for following tanks and SPGs have been fixed:
Stormer
Ferdinand
VK 4501 (P)
Pz.Bef.Wg.VI P
Pz.IV C
Pz.IV E
Pz.IV F
Dicker Max
Ostwind
Ostwind II
Wirbelwind
Kugelblitz
Aircraft and helicopter model, damage model, characteristic and weaponry changes
Ju 188 A-2 - wrong crew member positions have been corrected.
B17A, B17B - wrong gear position from the cockpit view has been fixed.
Flight Model changes
A-4В / F-4C - drag effect info of the rocket pods and gun pod in the aircraft’s info card has been corrected.
A-4B - bug has been fixed with excessive drag and weight rise with rocket pods installed.
Gladiator Mk.II - bug has been fixed with thrust drop in WEP mode.
Naval fleet model, damage model, characteristic and weaponry changes
Isuzu - drown parameters have been corrected.
Koln F220 - displacement parameter has been corrected in the vehicle info.
Customization
CV 90105 TML - Possibility of purchasing four-color camouflage for Golden Eagles has been added.
Pokryshkin’s P-39N0, He 112 V-5 - missing additional camos have been returned.
VVS pilot sign - terms of achievement have been corrected. Carrier aircraft have been added.
Sound
New layer for pistons has been added for all tank engines (gasoline V12, gasoline V8, diesel V 12, opposite diesel, inline 6-cylinder, radial 9-cylinder, radial 7-cylinder).
Tank engine sounds have been adjusted by volume levels for all components.
Sound balance of allied/enemy tank engines has been slightly adjusted.
New sound components have been created for tank gas-turbine engines.
Explosions and tank shot sound have been slightly adjusted to increase the variability.
Ship guns sounds for allies/enemies have been updated to optimize the distance distinctivity. This should improve game performance.
Other
ЕАС has been enabled in naval battles
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.
A small update is live now with very few specific changes and some surprises.
In relation with our recent blog post about Bots and how they grew to be more than just a way to handle disconnections, into a reason for some players to abuse their patterns - we have decided to make some long-awaited changes to them.
We need to make sure though that you understand what are bots for and how we have intended them to function in the first place.
Bots were initially implemented as a way to handle disconnections. We have made them as intelligent as we could to mirror the behaviour of humans. By doing so, we have also made them do some actions in extreme cases in the same way each time - because that's what humans would do. E.g: Refusing certain proposals or proposing certain people in the game.
That being said we have changed the behaviour of the bots now, but as you may already know - we cannot disclose how they work. We have done this in the hopes that we would do this from time to time, in order to scramble patterns and not let players that want to create an advantage for their team read into them easily.
This is a first step towards resolving the issue of some players reading bot patterns or creating metagame rules around bots. Soon after we will make other changes as well, in order to solve disconnection problems in different ways, so that bots would become an underpowered mechanic that would not be used to gain an advantage in anyway.
You can read more about what we want to do in our blog post about Bots.
If you have suggestions on how to handle disconnections, by going away from bots - we invite you on our Discord Server where you can post suggestions and discuss with other passionate community members and developers
OTHER STUFF
In other news - it's 1st of April. Enjoy and don't hate us. The times are strange. We needs to adjust. NTF need to adjust. Will you?
P.S: If you bought a skin that you can get for free, your credits will be refunded. Don't worry.
Go to Mars and support the fight against COVID-19! In an effort to support WHO in their efforts against the COVID-19 pandemic, Paradox is holding a fundraiser sale on Steam!
Surviving Mars is included in this sale, together with Hearts of Iron IV, Cities Skylines, Age of Wonders Planetfall, BATTLETECH, Shadowrun, Tyranny, Pillars of Eternity, and Knights of Pen and Paper 2.
The sale ends on April 3rd, 7 PM CEST, and all of the proceeds will go to the COVID-19 Solidarity Response Fund for WHO.
Landkreuzer P. 1000 Ratte prototype tank model in Strategic Mind: Blitzkrieg.
Those of you who played Strategic Mind: The Pacific may know that even though our games are very thorough in terms of history, we like to add the possibility to explore some “what if” situations and add some prototype units where possible. For example, the Japanese campaign featured three “what if” scenarios and some rare or prototype units, like unfinished historically Super-Yamato (or A-150) class battleship with 510 mm guns.
In Strategic Mind: Blitzkrieg we decided to follow the same track and add a couple of prototype units. One of them being the famous Landkreuzer P. 1000 Ratte tank - a 1000 ton (no mistake here, mind you) tank! Konigstiger (Tiger II), for example, had a weight of 70 tons. (And the rest of the tanks of that time fell in between 20 and 70 tons) This unimaginable monstrosity was not only heavy - it has the height of a 5-story building.
Armed with two 280 mm battleship guns borrowed from the Scharnhorst class battleships, it would have been a terrible force on the battlefield. And that is not all, as its secondary armament included one 128 mm anti-tank gun, eight 20 mm AA guns and two AA autocannons.
Additionally, just when you thought that this unwieldy thing must be stationary, it must be said that this “tank” was supposed to move at a 40 km/h speed.
To reflect all of its marvelous parameters in the actual gameplay we had to implement it in the following ways:
There can be only one Ratte unit. (Otherwise, the game would be too easy)
The speed of 40 km/hour means average tank speed of the time, so it has 6 Move points.
Different guns mean that it is modular (like all ships in Strategic Mind), and its different parts have their own HP etc. (It has Main gun, Second gun, AA gun, Engine/Tracks, Hull and an Infantry squad)
It has Hull HP of 20 (like a heavy cruiser would)
Due to its very large size, it has to occupy 6 hexes at once. (Just look at this screenshot!) So make way for Ratte!
Its 280 mm guns have a 6 hexes firing range. (Like the Scharnhorst class battleships)
It also has several innate abilities that make him stand out from other tanks, namely:
“Superheavy armor” - all attacks against Ratter deal 0 damage.
“Scary as hell” - makes all enemy units that have Ratte within their Spotting range retreat instantly.
“The roads are where I go” - if Ratte enters a hex - it becomes a road.
“Big guns” - all Ratte attacks instantly evaporate enemies.
“Squash them!” - when a Ratte enters hex with another unit, no matter allied or enemy, that unit is destroyed instantly.
“The Great Leveller” - when a Ratte enters a City hex, this hex becomes Clear instead.
“On a humorous note” - if you launch the game on the 1 April date, the Ratte disappears making fun of you.
Stay tuned for more information about new content and game development progress. Please add the new upcoming title - Strategic Mind: Blitzkrieg to your wishlist!
Landkreuzer P. 1000 Ratte prototype tank model in Strategic Mind: Blitzkrieg.
Those of you who played Strategic Mind: The Pacific may know that even though our games are very thorough in terms of history, we like to add the possibility to explore some “what if” situations and add some prototype units where possible. For example, the Japanese campaign featured three “what if” scenarios and some rare or prototype units, like unfinished historically Super-Yamato (or A-150) class battleship with 510 mm guns.
In Strategic Mind: Blitzkrieg we decided to follow the same track and add a couple of prototype units. One of them being the famous Landkreuzer P. 1000 Ratte tank - a 1000 ton (no mistake here, mind you) tank! Konigstiger (Tiger II), for example, had a weight of 70 tons. (And the rest of the tanks of that time fell in between 20 and 70 tons) This unimaginable monstrosity was not only heavy - it has the height of a 5-story building.
Armed with two 280 mm battleship guns borrowed from the Scharnhorst class battleships, it would have been a terrible force on the battlefield. And that is not all, as its secondary armament included one 128 mm anti-tank gun, eight 20 mm AA guns and two AA autocannons.
Additionally, just when you thought that this unwieldy thing must be stationary, it must be said that this “tank” was supposed to move at a 40 km/h speed.
To reflect all of its marvelous parameters in the actual gameplay we had to implement it in the following ways:
There can be only one Ratte unit. (Otherwise, the game would be too easy)
The speed of 40 km/hour means average tank speed of the time, so it has 6 Move points.
Different guns mean that it is modular (like all ships in Strategic Mind), and its different parts have their own HP etc. (It has Main gun, Second gun, AA gun, Engine/Tracks, Hull and an Infantry squad)
It has Hull HP of 20 (like a heavy cruiser would)
Due to its very large size, it has to occupy 6 hexes at once. (Just look at this screenshot!) So make way for Ratte!
Its 280 mm guns have a 6 hexes firing range. (Like the Scharnhorst class battleships)
It also has several innate abilities that make him stand out from other tanks, namely:
“Superheavy armor” - all attacks against Ratter deal 0 damage.
“Scary as hell” - makes all enemy units that have Ratte within their Spotting range retreat instantly.
“The roads are where I go” - if Ratte enters a hex - it becomes a road.
“Big guns” - all Ratte attacks instantly evaporate enemies.
“Squash them!” - when a Ratte enters hex with another unit, no matter allied or enemy, that unit is destroyed instantly.
“The Great Leveller” - when a Ratte enters a City hex, this hex becomes Clear instead.
“On a humorous note” - if you launch the game on the 1 April date, the Ratte disappears making fun of you.
Stay tuned for more information about new content and game development progress. Please add the new upcoming title - Strategic Mind: Blitzkrieg to your wishlist!
I balanced some lower level weapons because the chiselgun was way too dominant. The chiselgun is ok but the other weapons don't have clear advantages or they are even dangerous to you.
Sawgun
I always wanted the sawgun to be a real beginner's weapon. Just spamming saw blades in order to keep all the attackers at distance, no skill needed.
- The fired saw blades don't drift endless any more. They loose their momentum quite fast. - Let's assume that the saw blades are fabricated three-layered. Now when firing, the sawgun splits the original saw blade into three sub-blades, the actual projectiles - Let's say that each sub-blade deals half the damage of the former saw ammo. This results in a new damage factor of 3 x 0.5 = 1.5 - The sawgun got a higher rate of fire allowing us to really spam saw ammo
This ratio of one saw blade to three projectiles only applies to the sawgun, but not to the saw mg ff and the ball-lightning gun. (Those advanced weapons rely on the three-layered structure, as you may know.)
Ball-lightning gun
This weapon was tricky and harmful. You always had to fiddle around with your speed and vector while launching the projectiles. Now, like the saw blades, the fired ball-ligtnings loose their momentum too. Just fire and retreat.
Grenade launcher & shrapnel launcher
- When holding the fire button pressed you damaged yourself this way: the shockwave of the predecessing grenade pushed the last grenade back to you. This is over now. The rate of fire has been reduced to a safe value. - The clip size got increased from 15 to 20
Chiselgun
The clip size got reduced from 50 to 40. This makes it slightly more likely to run out of ammo and to turn towards other weapons.
Landkreuzer P. 1000 Ratte prototype tank model in Strategic Mind: Blitzkrieg.
Those of you who played Strategic Mind: The Pacific may know that even though our games are very thorough in terms of history, we like to add the possibility to explore some “what if” situations and add some prototype units where possible. For example, the Japanese campaign featured three “what if” scenarios and some rare or prototype units, like unfinished historically Super-Yamato (or A-150) class battleship with 510 mm guns.
In Strategic Mind: Blitzkrieg we decided to follow the same track and add a couple of prototype units. One of them being the famous Landkreuzer P. 1000 Ratte tank - a 1000 ton (no mistake here, mind you) tank! Konigstiger (Tiger II), for example, had a weight of 70 tons. (And the rest of the tanks of that time fell in between 20 and 70 tons) This unimaginable monstrosity was not only heavy - it has the height of a 5-story building.
Armed with two 280 mm battleship guns borrowed from the Scharnhorst class battleships, it would have been a terrible force on the battlefield. And that is not all, as its secondary armament included one 128 mm anti-tank gun, eight 20 mm AA guns and two AA autocannons.
Additionally, just when you thought that this unwieldy thing must be stationary, it must be said that this “tank” was supposed to move at a 40 km/h speed.
To reflect all of its marvelous parameters in the actual gameplay we had to implement it in the following ways:
There can be only one Ratte unit. (Otherwise, the game would be too easy)
The speed of 40 km/hour means average tank speed of the time, so it has 6 Move points.
Different guns mean that it is modular (like all ships in Strategic Mind), and its different parts have their own HP etc. (It has Main gun, Second gun, AA gun, Engine/Tracks, Hull and an Infantry squad)
It has Hull HP of 20 (like a heavy cruiser would)
Due to its very large size, it has to occupy 6 hexes at once. (Just look at this screenshot!) So make way for Ratte!
Its 280 mm guns have a 6 hexes firing range. (Like the Scharnhorst class battleships)
It also has several innate abilities that make him stand out from other tanks, namely:
“Superheavy armor” - all attacks against Ratter deal 0 damage.
“Scary as hell” - makes all enemy units that have Ratte within their Spotting range retreat instantly.
“The roads are where I go” - if Ratte enters a hex - it becomes a road.
“Big guns” - all Ratte attacks instantly evaporate enemies.
“Squash them!” - when a Ratte enters hex with another unit, no matter allied or enemy, that unit is destroyed instantly.
“The Great Leveller” - when a Ratte enters a City hex, this hex becomes Clear instead.
“On a humorous note” - if you launch the game on the 1 April date, the Ratte disappears making fun of you.
Stay tuned for more information about new content and game development progress. Please add the new upcoming title - Strategic Mind: Blitzkrieg to your wishlist!
- 9.6m Cummins Variant added as per feedback - 10.2m Daimler Variant added as per feedback - 11.5m Dual Door Variant, Cummins and Daimler - 11.5m Dual Door EU-spec, VDV Dashboard
# Big changes to note:
- Completely redone body mesh, much smoother front - envmap fixes on the front body - All new Daimler soundset done in-house - All new Cummins soundet done in-house - A brand new Ticketer, the most functionality of any in-game Ticketer - 5 new seating options through SETVARS (Limitation being some passengers on some chair may float a bit) - New, simpler templates for all buses - Heavily retextured bus, looks a lot nicer now - New dashboard, wheel, binnacle and switches - Redone cab area - More stab screen options as per feedback
## Changed:
- Changed location of HANICS - Changed B7RLE axles to Streetlite ones - Changed Air Release sound - Changed location of SPID - Changed mapping and textures of Doors - Changed (remade) Civic v2/3 Seating model and templates - Changed various other sounds that were incorrect or wrong - Changed Air Con Pod Textures to be on main template - Changed (remade) exterior body and templates, this version is more detailed, the front flows smoothly and is modelled correctly now, as well as the front gasket. The template for all vehicles has changed. - Changed (remade) interior and templates - Changed (heavily improved) Stop Start system - Changed (rescripted) front headlights to 2017 style lights - Changed SPID (Infomation Display) Textures - Changed exterior light textures - Changed Dirt texture - Changed Rain meshes - Changed Dirt meshes - Changed (remade) Dashboard and Texture - Changed (remade) Steering Wheel and Texture - Changed (remade) Dashboard Column and Texture - Changed (remade) Dashboard Buttons, Gearbox Buttons and Dashboard Screen and Textures - Changed all old base scripts - Changed driving physics - Changed drivers card texture - Changed exhaust textures - Changed disabled stop bell logic - Changed (Retextured) tyre tread texture - Changed (Retextured) CCTV cameras - Changed draggable door logic - Changed (Retextured) Nutguards - Changed (Retextured) metal floor texture - Changed throttle lock logic - Changed (Retextured) exhausts once again - Changed (Retextured) wheels and hubs - Changed (retextured) VIX ticket machine - Changed (retextured) Dashboard Screen to create a more authentic experience - Changed textures around for a more optimised bus and loading times aided
## Fixed:
- Fixed Drivers Fan Playing in Exterior Views - Fixed amount of ENVMAP on Interior Advertboards - Fixed triangulation issues with Windows and Windowblack meshes - Fixed wires from Almex clipping with the Schoolbus sign - Fixed Ticketer gimble. Now works as intended - Fixed Dashboard gimble. Now works as intended - Fixed engine not turning back on after being stopped for extended periods of time - Fixed incorrect light behavour when engine is off - Fixed incorrect location of front wheels and accessories - Fixed wrong envmap being used on door glass - Fixed missing sound triggers on second drivers window - Fixed missing sound trigger when selecting Gear N when already in N - Fixed wheel rotation - Fixed disabled stop bell logic - Fixed enginebay light on dashboard not working how it should
## Added:
- Added Almex Ticket Machine to LHD - Added additional rattle sounds - Added various upshift sounds - Added brake squeal sounds - Added additional functionality to HANICS - Added "Please Apply Handbrake" sound when Cab Door is open without Parking Brake - Added Toggleable Light Clusters - Added Fan Gibmle - Added SETVAR operational GoPro's - Added secondary (draggable) Stab Screen SETVAR - Added flickering interior lights when engine turns on/off - Added Disabled Stop Bell functionality - Added SETVAR Lowback Lazzerini Seats - Added SETVAR Highbacks Lazzerini Seats - Added SETVAR Telmac Seats - Added SETVAR CCTV screen in Stop Screen Panel - Added light-casting for DRLs and Fog Lights - Added missing Air Con Vents in Interior - Added Mudflaps - Added Thermoking AC - Added Toggleable Emblems - Added Light Cluster Dirt Meshes - Added missing exhaust to Cummins vehicles - Added missing drainage valve to Daimler vehicles - Added various [viewpoint] tags to interior meshes, to further aid optimisation - Added Delay/Early states to Ticketer - Added coloured ticketpacks to Ticketer - Added horn pap if starter isn't held down long enough - Added door alarm for when bus starts and doors are open - Added missing cabdoor button sounds - Added missing cab door control button sounds - Added glow to ground items when an indicator is on - Added dashboard screen dimmmer under certain conditions - Added air pressure requirements for opening doors - Added additional shutdown sounds - Added proper Battery Protection System (BPS) - Added additional sounds when the BPS is active - Added all new Ticketer, licensed by Ticketer - Added all new custom Hanover Displays, the most customisable displays available for OMSI - Added all new Hanover DG3 Controller - Added all new Hanover G3 Controller - Added all new Hanover EG3 Controller - Added new demo livery for all variants by TangoSierra and new interior - Added new VDV Dashboard for EU versions - Added Dual Door LHD/RHD Variants, Daimler and Cummins - Added 2 completely new soundsets for each engine type - Added glass divider options - Added drivers VCR card
## Removed:
- Removed Passenger exit sounds as per feedback - Removed all old sounds as per feedback and leaving Masterswitch - Removed all Masterswitch assets - Removed unused textures