◆Validity Accounts existing as of 16:00 JST, 6/2, 2021
※Items will be delivered to an account's present box. Gifts can be received by navigating to the [Menu] → [System] → [Present] screens. ※Item can only be recieved by one character per account, so please select the correct character. ※Compensation items will not be destributed on a specific schedule.
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We sincerely apologize for any inconvenience and appreciate your understanding. Thank you for supporting Onigiri!
Greetings from the Onigiri Service Team.
We will be conducting maintenance on June 2nd at 16:00 JST. This maintenance is expected to finish at 18:00 JST on June 2nd. The maintenance end time has yet to be determined.
※Players will not be able to login during this time. ※We will post a notice at maintenance's conclusion, so please do not try to log in during this time. ※Please note that the end time of maintenance is subject to change without prior notice.
A modern Chinese SPAAG, equipped with radar and domestic versions of the well-known Oerlikon KDA anti-air cannons.
In War Thunder, the PGZ-09 will be a new SPAAG unit arriving in the top ranks of the Chinese ground forces tree with the release of the major update. Equipped with domestic versions of the familiar 35 mm Oerlikon KDA cannons and a radar system, the PGZ-09 is set to expand the Chinese SPAA line into the modern era!
As already mentioned, the PGZ-09 comes fitted with a pair of PG99-35-2 35 mm cannons which are in essence domestic versions of the well-known Oerlikon KDA cannons tankers are already most familiar with from vehicles such as the German Gepard or British Chieftain Marksman. Known for their excellent ballistic properties and high rate of fire, the PG99-35-2 cannons can even do serious damage to some armored vehicles with the appropriate ammunition loaded yet alone to fragile aerial targets, especially considering that the vehicle has access to a sophisticated radar detection and targeting system. It is worth mentioning that the vehicle has very limited acces to AP rounds - only 20 per gun.
The PGZ-09 will be arriving in War Thunder as part of the “Red Skies” major update and will be available for research to all tankers as a new Chinese rank VI SPAA unit. Be sure to stay tuned to the news to find out more about what the upcoming update has in store for you. Until then, happy hunting tankers!
Improved the controls. The button to pick up a block is now also the throw button, instead of the attack button.
New option to remap the controls, replacing the Patreon/Ko-Fi/Itch links that appeared when not running through Steam.
Press F1 at any point to reset key/button assignments.
Similar to charging an attack, carrying an object now shows a small crosshair showing where it will land when you throw it, preventing some precision annoyance that shouldn't exist.
Fixed an oversight in thrown block behavior. Normally, if a block lands on another block, it checks to the sides and behind to see if it's on the edge, and it'll land snuggled up to the block it landed on. It didn't do this going forward originally, and instead jumped ahead a full tile, leaving a gap between the block it bounced off of and where it settled. It no longer does this, and now lands snuggled up.
Some elements of the options menu weren't moving off screen when transitioning to view the controls splash. This has been corrected.
You can now unassign a controller/remove a player by pressing Select on the controller in the Overworld Menu while highlighting the controller assignment option. This button is always select, regardless of controller mapping as it refers to a controller that's unassigned, similar to how the escape button will always open the overworld menu (as a backup allowing you to assign/unassign a controller)
Pressing ESC will close the game on the title screen.
Changed "Press (enter/start) to Begin" on the title screen to "Press (Any Key/Button) to Begin"
Added an option to turn off background animation. This only really applies to World 3, which has animated waves that may cause motion sickness.
Removed a function I made for testing purposes that I accidentally left in, allowing you to skip puzzles without completing them.
There are a number of keys that are used as a failsafe- For example, in the overworld, ESC will open up the menu, allowing you to unassign/assign a controller- regardless of what input device is assigned. F1 will always reset the controls to the default configuration, to prevent you from assigning keys that may lock you out of the game. These things are particularly important to remember with the new controller mapping menu.
Again, thank you everyone for your support! I hope you're enjoying the game, and I hope this update makes the experience even better!
An Italian prototype jet fighter of the early Cold War era, distinguished by excellent flight characteristics and devastating firepower.
In War Thunder, the Sagittario 2 will be a new jet fighter awaiting all pilots at the higher ranks of the Italian aviation tree. Combining superb flight characteristics with lethal firepower makes the Sagittario 2 a very focused jet fighter and one which should quickly find fans among already seasoned jet jockeys in particular!
Glancing over the Sagittario 2’s visual appearance, in particular its streamlined fuselage and swept wings, already gives off a strong impression that this aircraft was built with performance in mind. And the aircraft’s performance figures certainly back up this sensation! Powered by a single Rolls-Royce Derwent Mk.9 turbojet engine - the same one used on modifications of the well-known British Gloster Meteor fighter - the Sagittario 2 can reach a top speed of 1,050 km/h at sea level. However, being an early Cold War era jet fighter means that the Sagittario 2 doesn’t come equipped with an afterburner, resulting in worse acceleration than some newer aircraft.
The Sagittario 2 will soon join the high ranks of the Italian aviation tree as a new jet fighter awaiting all pilots with the release of the next major update Red Skies. In the meantime, be sure to stay tuned to the news as we continue showcasing what other exciting new additions await you in the upcoming update. Until then, clear skies pilots!
When on, Fire at Will mode allows all of your ships to have autonomous control over their gunnery. They will fire main and secondary guns at targets, automatically switch to better or other targets as needed, select appropriate ammunition as well as use star shells.
In conjunction with the previous update "Torpedo Improvements 2", player ships may now act in a more autonomous manner with their crews spotting incoming torpedoes as well as handling gun fire for you if desired.
Change log below:
Version 1.08e3
1 Jun 2021
Additional gunnery improvements and fixes to issues introduced in v1.08e2 Fire at Will mode now correctly allows firing AAA at aircraft Improved synchronisation between Wire at Fill mode and Auto Flak Flak correctly ceases fire if all targets shot down/lost Small calibre guns still fire at aircraft when Auto Flak is off Guns correctly cease fire on target sunk/shot down
default.txt added new variables; autoGunneryDefaultOn:true - Fire at Will mode is on for all player ships at the start of combat autoHazardEvasionDefaultOn:true - auto hazard evasions is on by default
AT WILL button now available on gun panel to set that ship from manual to FIRE AT WILL mode default/language/english/dictionary/general.txt added AtWillFire default/language/english/messagelog.txt AutoGunneryOn message clarified with "all guns" as Fire At Will manages both main and secondary guns
Fire At Will display on gun panel now displays target for those guns Battleships and Battlecruisers use HE shells against Light Cruiser armor and below when Firing At Will Improved automated Star Shell usage under dark conditions for player Fire At Will mode and enemy ships; - decreased overall star shell usage - star shells only fired if target is not illuminated
Gun turret firing data no longer displays spread/spot information for HE shells vs aircraft as not relevant Gun turret firing data no longer displays spread information for SS as they use a default wider spread
Shot Spread Patterns config.txt changed; shellSpreadDeltaAngles:[{"x":0.6,"y":0.8},{"x":0.4,"y":0.4},{"x":0.2,"y":0.2}] to shellSpreadDeltaAngles:[{"x":0.6,"y":0.54},{"x":0.4,"y":0.4},{"x":0.2,"y":0.27}]
This makes the following change to spread sizes (% of range fired at); LOOSE - 6% changes to 4% FULL - 3% remains unchanged NRRW - 1.5% changes to 2%
GENERAL takao_model.txt and myoko_model.txt fixed director setup north_carolina_data.txt improved torpedo defense system value aircraft colliding with ships have fire/smoke particles correctly turned off config.txt added new variable runInBackground:true - to allow app to run in background (or not)
Version 1.08e2
27 May 2021 (BETA)
Fire At Will Mode Added Fire At Will Toggle added to ORDERS panel Toggle sets Fire At Will state for all selected ships, when on does the following; - commence firing primary and secondary guns at detected or upon detecting enemy units - assign target of primary guns to all directors - switch to new target if current target sunk or lost contact - automatically use HE rounds against destroyers, submarines, merchants, oilers - hides FIRING ORDERS settings on gun panels replacing them with "FIRING AT WILL"
default/config.txt added; autoGunneryDefaultOn:true - at start of combat, Fire At Will mode is on by default for all player ships autoGunnerySpotBelow:0.4 - Fire At Will will use spotting fire at solutions below 40% autoGunnerySpreadAt:[0.5,0.85] - Fire At Will will fire spread for solutions; LOOSE < 50%, FULL < 85%, NRRW >= 85%
Toggle Fire at Will off will cease automatic target selection and gun setting changes (existing targets will continue to be fired upon with current gun settings) Using RETREAT command from Menu panel turns off Fire At Will mode for all selected ships Clicking Stop button on gun panel toggles Fire At Will mode off for that ship only and restores manual gun controls
default/language/english/messagelog.txt added AutoGunneryOn andAutoGunneryOff variables default/language/english/dictionary/general.txt added AutoGunnery and FireAtWill variables default/interface/styles.txt added auto gunnery sprites to CombatTogglesBase and CombatTogglesActive default/interface/images/ui folder added autoGunnery.png and autoGunneryActive.png
GENERAL Reworked combat AI for target selection; - AI ships (and player ships in Fire At Will mode) make better decisions about primary and secondary gun targets - AI target selection for torpedo attacks improved to focus on higher priority ships
Firing Orders CEASE command no longer requires a target
torpedo_type93.txt removed wake and corrected damage amount Target ships in tutorial missions no longer lay smoke or attempt to retreat War on the Sea application now runs in background