War Thunder News & Announcements


Please feel free to leave your feedback on these changes here



Ground Vehicles

  • M46, M47, mKPz M47 G, M47 (105/55) — a bug has been fixed where the hull armour values in the armour view mode and info card were different.
  • T-35 — a bug has been fixed where the armour values in the armour view mode and info card were different.
  • Gepard 1A2 — a bug has been fixed where the vehicle was unable to fire from the twin cannon when one of the cannons was damaged (report).
  • T-80UK — a bug has been fixed that prevented fragments from entering the fighting compartment when a small area near the gun mantlet was penetrated.
  • 105mm GP105 — ATGM distance has been reduced from 5,500m to 5,000m; the weight has been increased from 18.8kg to 19.8kg (report).
  • A bug has been fixed that affected the ricochet mechanics, allowing shells to pierce armour at blunt angles (report).
  • Vehicles with external ammo storage (SAM SPAAG, ATGM carriers) have received an adjusted overpressure damage calculation. Hitting the external ammunition isn't followed by overpressure damage to the crew. Vehicle list:Strf 9040 BILL, ASRAD-R, ItO 90M, Pvrbv 551, UDES 33, Lvrbv 701, Roland 1, ItO 90M, Dardo, SIDAM 25 (Mistral), M113A1 (TOW), PGZ04A, M113A1 (TOW), CM25, Type 75 MLRS, Type 60 ATM, Matilda Hedgehog, Ratel 20, Swingfire, Warrior, Striker, ZT3A2, Stormer HVM, ADATS (M113), Strv 81 (RB 52), 2S6, FlaRakPz 1, FlaRakRad, M901, M3 Bradley, M3A3 Bradley, ADATS.

Aircraft

  • Kh-23M — controlled flight time has been increased from 25s to 30s.
  • A bug has been fixed that caused a zoom sensitivity issue in the ATGM camera (report).
  • AJ37, JA37C — a bug has been fixed that caused a reverse thrust malfunction (report, report).

Naval

  • A bug has been fixed where a roundoff to the max speed in Arcade battles caused 1 kph difference with the info card limit.

Game Mechanics

  • The active player timer in Ground, Naval, and Custom battles has been increased from 20s to 100s. When the timer expires, a team with no active players drains victory points, and loses the mission (report).

Other

  • A bug has been fixed that slowed down any scaling of decals (report).



The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.


We would like to present to you the next batch of changes in the “World War” game mode and inform you about the upcoming opportunity to test your skill in historical battles.

More about World War

Nordwind

From 12:00 GMT on the 9th of February until 12:00 GMT on the 13th of February.

Participate in the World War mode operation “Nordwind”

Operation “Nordwind” has been updated. We have seriously redesigned the vehicle groups and army compositions to give you more tactical options. For example the M18 GMC has been moved from the SPG group (now this group will be designated “Medium SPG”) to a separate group “Light SPG” that also includes its premium version, so you no longer have to choose between the power of the M36 GMC or the mobility of the M18 GMC - both can be used in one battle. The aircraft groups have also undergone a noticeable change - fighters are now divided into separate groups according to the models. A small number of Me 262 A-1a/Jabo are available to the German side in reinforcements and along with significant rebalancing of army and reinforcements this operation can be played out in a new way


Check out the current list of available vehicles.

Past changes


Right during the previous launch of the game mode in November last year we managed to make some important and noticeable changes that unfortunately we had no opportunity to talk about - now we are correcting this oversight.

We have removed the timer for players to enter battles in all operations. Previously squadron players had a few minutes to prioritize entering the battle during which other players in that operation could only look at the battle on the global map and wait for their turn. In past implementations of player entry into WWM battles via the global battle list - this solution was justified and useful as a huge number of players from the global battle list scored the most relevant battles in a few seconds. Now we let a strictly limited number of players into each operation and the timer for entering a battle no longer makes sense. Squadron players have priority to enter their operation within the first 10 minutes of its start, during which time random players will not be able to join the operation through the main World War menu. Accordingly, if squadron players take all 80 available places in their operation during the first 10 minutes and will play in that composition until the end, no random player will be able to join them as was the case with previous global battle list mechanics.

We have removed the restriction (ban) on random players entering the battle based on the imbalance of sides in the battle. Previously this restriction (ban) didn’t apply only to squadron players - they could stand in full against a less prepared opponent in battles with any numerical superiority. Random players in this situation were forced to look at this battle only on the global map, waiting for the next one or looking for a new operation. Now the system of searching for an operation by players balances the amount of players in the operation by not connecting players in the operation itself in which the chosen side is already outnumbered. Thus unbalanced battles can still occur in operations with difference in numbers of participants for each side (which could not be compensated by random players looking for an operation through the search menu) but all players in an operation can play all the battles of that operation and they no longer have to spend most of their time searching for the right battle.

We have been actively collecting your questions and comments in the forum section for WWM and have compiled a summary of them with detailed answers.

Improving the mechanics of the operation search
In the previous paragraph we mentioned several times the new operation search mechanics that should distribute random players from the general search queue to suitable operations without allowing the number of players in them to overflow and become unbalanced. Under real life conditions we found flaws in this system that were not revealed by synthetic tests which in some cases led to ignoring our given constraints on the maximum allowed number of players in an operation and allowed imbalance. The system has been redesigned by taking into account the detected features and is ready now for a new test.

Also, after quitting an operation and trying to find a new operation, the player has been removed from the player list of the operation only after 10 minutes (the maximum allowable time of inactivity in the operation) due to which such “dead souls” could accumulate in the player list of operations. Now when joining a new operation the player will be removed from the list of active players of the previous operation and the maximum time of inactivity has been reduced to 5 minutes. The activity of the player (not the commander) in this case is the presence of the player in the window of the selected WWM operation or in any of its battles.

Thus the list of the players in operations should be more up-to-date that will allow the operation search system to find a more appropriate operation and the system itself has become noticeably better in technical terms.

Deserved reward


We have received a huge amount of comments from operation commanders that their work in the WWM between seasons wasn’t rewarded in any way, even though it was very difficult and important. It is hard to argue with these arguments so we have added a Silver Lions reward for commanders at the end of each operation. The reward will be calculated at the end of each operation based on the sum of the mission points of all players in all battles of the operation and distributed evenly to all commanders of that operation based on their activity (more about commanders activity). The additional reward multiplier is different in case of victory (1.1) or defeat (0.9). For example if there are two commanders with an activity of 25% and 75% and the sum of all players points in all battles of the operation is 100000 they will receive 0.25 * 100000 * 1.1 = 27500 and 0.75 * 100000 * 1.1 = 82500 Silver Lions respectively for their efforts in command. According to our calculations a full playable operation (1.5-2 hours) will bring their commanders about 250,000-500,000 Silver Lions.

At the same time, we are wary of creating many rash operations whose commanders would like to get an easy reward without putting any effort in it. Therefore from now on the creation of WWM operation is a paid service. Its cost will currently be 70,000 SL that will be deducted from the player who has declared the squadron for a WWM operation at the time the squadron will enter the operation. Placing the squadron in the opponent’s search queue in case of an early withdrawal from the queue will not result in a waste of game currency.

At the same time we are well aware of the situation of a quick victory over the enemy (primarily when its commanders are inactive). In such cases the winning team may not have enough time to score enough points in battles to make the requester commander's operation balance positive. Therefore for him the operation reward will be recalculated additionally to compensate the expenses: if his calculated commander reward will be less than the activity times the operation creation costs - it will increase to that value. For example in the case of a quick victory over the enemy in which only 20,000 mission points have been earned in battles if there are two commanders - 80% activity for applicant and 20% activity of second commander the commanders rewards will be calculated as follows. Calculated reward for applicant will be 0.8 * 20000 * 1.1 = 17600 SL which is less than the product of the activity by the creation cost of the operation (0.8 x 75,000 = 60,000), so his reward will be raised to 60,000 SL. For the second commander the reward will be 0.2 * 20000 * 1.1 = 4400 without any additional recalculations. Expenditure compensation applies only to the requesting commander as it is aimed only at compensating expenditures not at increasing the reward in quick operations. Spend compensation is proportional to the applicant commander's activity in order to avoid attempts to transfer game currency through it.

Bonus reward for soldiers and operation results window
Bonus reward based on the results of the WWM operation was always there but has been displayed only in the message with the results of the operation so few people guessed about it. Now at the end of the operation all its participants who made any contribution will be shown a pop-up window with details of personal achievements and bonus reward which will be calculated from the sum of the Silver Lions earned in all battles of the operation and is in case of victory 30% of this amount and in case of defeat 10%.

For commanders the operation results window will also show the sum of all players' points in all battles of the operation and the commander's personal activity, the parameters from which the command reward will be calculated.

All these values are also duplicated in the message with the operation results and you can always return to them to re-examine them.

Battle group
This is the name of a special type of squad of ten whose participation is only allowed in WWM battles. In the past, any change to the battle group would reset it back to a normal four man squad by making it almost impossible to use. We have corrected all the problems we found and are happy to announce that you can now play WWM battles again with as many as ten squads of comrades!

Defense In Depth


Tank armies in WWM differ markedly from infantry armies in both quantity and quality of available vehicles as well as some game mechanics. Infantry armies move noticeably slower than tank armies, but are faster to entrench, making them ideal for creating and replenishing front lines. Tank armies on the other hand are needed for breakthroughs and encircles although no one prevents them from being trenched on important parts of the front.

By entrenching a tank army, the commander deprives himself of an important offensive and quickly maneuverable unit which he can not move in this state and has to wait again each time for a long entrenchment time in case the front line moves. The long entrenchment of a tank army is now reflected in the new mission mode - Onslaught / Defense In Depth.

When attacking an entrenched tank army, be prepared to do more than just storm the enemy fortifications and seize a strategic point - now you have to do it twice! When you capture a point on the first line of defense, the mission combat area expands and shifts, a new capture point appears deeper in the rear of the defenders and the attackers must make another decisive dash to capture it and win the battle.

Invitation to the operation
One more point inspired by your ideas and wishes. Many of you have been playing War Thunder for a long time and have many friends with whom you play together from time to time. But at the same time you and your friends can be in different squadrons for some historical or game reasons. You can play WWM together in a squad but what if one of you is the commander? We added the mechanic of inviting other players from your contact list to the operation (similar to inviting a squad). Sending an invitation is available in the operation window for squadron players with the rank of Sergeant or higher.

Other changes

  • Current and maximum number of air armies has been added to the airfield panel.
  • A hint about the impossibility to raise an air army if the army limit has been reached has been added on the airfield panel.
  • The maximum number of the respawn scores has been reduced to 300. There are no more rare vehicles in operations on which you can respawn outside of the vehicle allocation for a significant amount of respawn scores (over 1000) and air and AAA have a significantly lower price (100-150 scores) so the former respawn score limit becomes severely overstated.
  • The damage model for trucks used in convoys adds a second crew member to the passenger seat who can replace the driver if necessary.
  • The damage model of trucks used in convoys has been replaced by a closer research tree model. Previously these trucks had an increased chance of fire and a more fragile damage model overall.
  • AA Defence and Air Raid missions have been reworked:

    • now, the AI vehicles that are not the mission objective and whose destruction doesn’t reduce the number of defender points don’t appear in the mission;
    • now, when attacking an infantry army, infantry platoons from the army will be replaced in missions not with SPAAGs but with anti-tank guns as in the Advance to Contact / Defense missions;
    • now, when attacking an artillery army, the AI vehicles will not fire at the aircraft.

  • In all asymmetric missions, in which the loss of attacker points occurs with the time of the mission, a timer to the end of the mission has been added under the team points, the value of which corresponds to the timer in the statistics window of the mission.
  • In all modes the marking of AI-controlled vehicles which are mission objectives has been removed. Thus, it will become impossible to determine the approximate location of the targets by the arrows on the edge of the screen.
  • In the Column / Column Interception missions when the convoy advances, the old spawn points of the defenders will not be deleted but remain active along with the newly added ones.


Dear players,

We have another round of questions and answers for you, with War Thunder producer Vyacheslav Bulannikov!

Ground



Question: Are there any plans for a subtree for the Italian ground forces line to bolster their lineups much in the same way South Africa and Finnish vehicles provided their respective trees?
Answer: Yes, we have such plans.

Question: With the recent rework of domestic crew voices for naval forces, is it possible we will see something similar for Ground Forces? Including the sub-tee nations of South Africa and Finland as well as separated crew voices for British ground vehicles that currently still use American crews.
Answer: Yes, we are already working on it.

Question: Some years ago, it was mentioned that more British light tanks were under consideration. Are there any plans for many of their most famous, such as the Saladin, Skorpion, FV721 Fox, FV432/30, Ferret and several Warrior variants that currently have not found their way to the game? Is there potential for a whole light tank based line? As there are domestic examples available to add from almost all ranks.
Answer: Yes, the vehicles are in planning.

Question: With the new directional damage indicators in Ground Forces, are there any plans or considerations for allowing an option to switch between the new / old effects, or turning them off for greater customization?
Answer: The work is in progress right now, and we probably will implement it in the first major update of 2023.

Question: When will the rank of a vehicle and, accordingly, its profitability be changed in accordance with the Battle Rating of a vehicle that has had its BR changed multiple times? For example, the E.B.R. (1954), which initially had a BR of 4.7 and rank III, but now after BR rise it is 6.3, and the rank is still III and, accordingly, the profitability, which is at the level of AMX-13-M24, which has a BR of 3.7, and the rank is actually II.
Answer: The SL multiplier does not reflect profitability. If a vehicle has a small SL multiplier, it means that it earns too much, and not that it has such profitability. For example, E.B.R. (1954) does 5,000 SL/min in battles, but should get 4,000 SL/min - so its SL multiplier is 0.8; and the AMX-13-M24 earns 2,000 SL/min, and should get 2,500 SL/min - and its multiplier will be 1.25. And despite the fact that the AMX-13-M24 will have a multiplier of 1.25 versus 0.8 for the E.B.R. (1954), AMX will receive 2,500 SL/min and E.B.R. 4,000 SL/min.

Aviation



Question: Now that we have modern 4th Generation aircraft, is it planned to introduce ejection seats for the animations of higher rank aircraft when the aircraft is destroyed? Right now, all of these vehicles still use the standard pilot bailing out with a parachute (carried over from WW2 vehicles) rather than the more realistic ejection seat these aircraft would feature.
Answer: Yes, we have such plans and hope to introduce the feature this year.

Question: With more complex countermeasure systems that contained multiple differing types of countermeasures at once, such as the BOZ pod being introduced on Tornado, will we soon see a rework to the countermeasure system that allows the pod to carry and fire both flare and chaff of different types at the same time? Additionally, other aircraft like the Mirage 2000 and Harrier GR.7 have MAWS functionality in reality, which is currently available in game on helicopters, but not fixed wing aircraft. Will this also be introduced for aviation?
Answer: Since most countermeasure systems have the same caliber for both flares and chaff, and can be interchanged, we have implemented a system for choosing the required ratio of different types of countermeasures for the player to choose from. However, for systems such as BOZ, where the number of countermeasure types is very different and cannot be interchanged, such a system is not suitable and requires a complex solution. And systems such as MAWS are not universal - they use infrared sensors mainly to detect SAM launches, in contrast to ultraviolet sensors used, for example, in modern helicopters. The implementation of this system is in the plans, but it is too early to talk about the release dates now.

Question: Japan is one of the nations that lacks top-tier SAM and close support aircraft. Any plans to fill these gaps with domestic vehicles, or by adding any kind of a subtree, say, South Korean?
Answer: In fact, Japan doesn't possess modern ground strike jets, but this year we plan to add multi-purpose aviation, capable of dealing with ground targets.

Question: Do you plan to return the lead marker for aircraft which were able to calculate it in reality?
Answer: We are considering implementing instrumental lead indicators, first of all, as part of the cockpit HUD view, but probably in the third-person view as well.

Question: Any plans of transferring all BR 11.3+ aviation in the ARB mode to the EC-size maps of 128x128km+ ? Playing the 3rd-4th generation jets on the maps designed for piston-engined aircraft is not very interesting.
Answer: No, we don’t want to transfer the top-tiers completely on the biggest maps, but their quantity will be increased for sure. We are working on it right now and preparing to introduce some large missions for the top-tier aircraft.

Question: Do you plan a more functional environment for airfields, apart for AA guns? Destructible radars, jamming stations, drone control centers, ballistic and SAM missiles that, when destroyed, affect the enemy AA efficiency? Any plans for destructible runways, if there are more than one in the mission?
Answer: Probably yes.

Question: Do you plan to introduce anti-radar missiles for aircraft that have them? In 11.0+ mixed battles SAM SPAAGs dominate aircraft, anti-radar missiles might help.
Answer: Yes, we’re considering this type of missile. Unfortunately, there are lots of problems and actual data of their efficiency is controversial. Anyway, such missiles require a lot of effort in collecting data, and possibly specific simplification in their in game mechanics. For example, we know that none of the massively used ARM produced in the 1960s -1980s were not capable of properly detecting and effectively hitting the SAM SPAAG often used in War Thunder. Their targets were mainly such systems as S-75/S-300/Hawk/Patriot, with uncertain efficiency though. Nonetheless, we do consider ARM as a possible balancing media of close-support aircraft against missile SPAAGs.

Question: More physics for aircraft bombs? Such as weight to armor penetration ratio?
Answer: Yes, kinetic damage is planned for aircraft bombs.

Naval



Question: Is there any news or developments you can tell us about the development of the French Coastal and Bluewater fleets?
Answer: Stay tuned for news.

Question: The previous update brought some variety of camo options for destroyers in all nations. Is it possible we will see customization for small Coastal Vessels and the return of many of the skins from back during the closed testing of Naval Forces?
Answer: Yes, such customization options both for ships and boats are planned for the upcoming updates.

Question: At the moment, naval gaming modes look “suspended”. On the one hand, we have AB/RB sessions, which are too arcade; on the other hand naval EC, with massive battles. dynamic tasks and progressive spawn, but with basic arcade mechanics which feel obsolete here. Where will naval battles go? Will it be more arcade, or realistic? Do you plan to introduce some kind of simulator battles based on the EC?
Answer: We plan to develop both modes. Simulator battles are not planned.

Question: Do you plan to introduce a circuit flight mode for scout planes in naval battles?
Answer: Yes, we plan to improve this mode and add it to the game in the upcoming updates.

Question: Do you plan to revisit the damage from fragments, which reportedly calculate only explosive weight of a shell? At the moment, the damage to the crew compartments of ships deal only with external explosion with no damage to the compartment from explosions inside.
Answer: We have just checked the damage mechanics of the fragments inside compartments - all works as intended, right as before. At the moment we see no reason to revisit the fragment damage to the crew compartments.

Helicopters



Question: Is it under consideration to include the AGM-114L for helicopters that used it, given the advancement of weaponry added to the game since the introduction of the previous variants of Hellfire?
Answer: This missile is not considered at the moment, since it is capable of completely ignoring smoke screens, which is far off balance.

Misc

Question: Is there any consideration into splitting Battle Ratings for Aircraft and Ground battles? Many aircraft can perform strongly or poorly in one mode over the other (particularly attackers) but due to the influence of one or the other, some vehicles find themselves in tough spots based on their ground loadouts or capabilities. For those that prefer to use the aircraft in Air RB, is there any possibility of separate battle rating calculations for both modes?
Answer: This might sound weird, but every time we discuss this idea inside the team and see statistics, it turns out that aircraft which are expected to “perform strongly” with their BR split in fact are quite effective in their gaming modes. This was forcing us to cancel this option.


Welcome to the 53rd War Thunder Steam Screenshot Competition!

Last week had an impressive selection of smokey screenshots! It was a pleasure to see such variety and creativity. Superb! The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 53rd edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen53. You have time until 10.02.2023 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.


Important addition: Screenshot theme - Stalingrad!


Terms:

  • Your screenshot must feature one or more vehicles from the German or Soviet research tree!
  • You must add the #WTscreen53 tag (title cannot have any other text in it).
  • 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.



And now, time for the winners of the competition’s 52nd edition - Smoke!

Winners selected via community votes:
https://steamcommunity.com/sharedfiles/filedetails/?id=2925074808
https://steamcommunity.com/sharedfiles/filedetails/?id=2924564010
https://steamcommunity.com/sharedfiles/filedetails/?id=2925376378

Winners selected by our judges:
https://steamcommunity.com/sharedfiles/filedetails/?id=2926736257
https://steamcommunity.com/sharedfiles/filedetails/?id=2925287225
https://steamcommunity.com/sharedfiles/filedetails/?id=2924560789

Each winner will get 300GE! Congratulations and see you next week!


The Battle of Stalingrad began in the summer of 1942: both German and Soviet command considered the city to be of critical importance. In autumn the Red Army during Operation Uranus successfully encircled the Wehrmacht forces near Stalingrad. Axis powers failed in their attempt to break through, and on February 2nd, 1943 field marshal Paulus went against Hitler’s orders and surrendered. This victory became one of the most important events of WWII.

From February 2nd (10:00 GMT) until February 6th (07:00 GMT)


Play 3 battles using Soviet vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Vehicles of Victory: T-60” decal. You can also earn the “Ampulomet” decoration for ground vehicles by winning 5 battles using Soviet ground vehicles.





Vehicles of Victory: T-60” decal
Ampulomet” decoration




Complete the task in random battles, except for Enduring Confrontation missions and mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Victory in Stalingrad Day.

You can find the decal in the “Holidays” tab in the Customisation menu, and the decoration — in the “Weapons” tab.


Welcome to the second War Thunder Steam Community Spotlight!

Following on from the First War Thunder Community Spotlight, the War Thunder Steam Community Management team has continued looking at the community hub for War Thunder, and have yet again spotted some outstanding screenshots and artwork that our players have been creating! So once again, we’ve picked our favourites and thought that we'd share them with the rest of the Steam community. Take a look below.

Let's begin!

A 1:16 scale T-34/76! At 40cm (15in) long, 20cm (8in) wide and weighing 1.1kg (~2 pounds), this amazing looking model was built and painted by hand. An outstanding achievement, nice work!

"1:16 T-34/76" by #1 South African Bowling player





The T34 heavy tank and T26E1-1 "Super Pershing" are absolute units, and this is what has been sketched here! We love this hand-drawn pencil sketch of these two powerful machines. Nice work!

"(American T34 and Super Pershing) The perfect tank doesnt exi..." by C0orav





The player “Yar man” featured in our first spotlight, and they are back for the second! This amazingly created T26E1-1 "Super Pershing" model in 1:35 scale has been perfectly painted and created, and even a comparison in the background of the tank in our game. Amazing work!

"T26E4 super pershing 1:35 model" by Yar man





A Jagdpanther model vs our in-game model! This looks really cool, we love the comparison here between them.

"Jagdpanther Model" by McKay





The powerful A6M5 and N1K1-J fighters of the Japanese tech tree are a force to be reckoned with! This amazing, hand drawn pencil sketch of these two fighters looks fantastic. Well done!

"A6M5 and N1K1-J" by 449138878





This MiG-21 Bis drawing using all types of pencils looks so good! This took the player “4rtemis” over 24 hours of work to complete. We really appreciate all the detail in this drawing, keep up the good work!

"Mig 21bis "0880" drawing" by 4rtemis





Player “10011001101ab” created this IFV of lego… but what is it? Stryker? R3 T20? AGS? These are not necessarily IFV’s, but regardless! This neat little lego model looks cool, nice work!

"just an ifv (does this count as art?)" by 10011001101ab





During our recent 10 year anniversary, we added the long-awaited Sturmtiger tank during our anniversary event. We only felt it was right to include this amazing model of the Sturmtiger to show it off! Thanks for posting this on our Community Hub, and great work!

"38 cm Sturmmörser auf Panzerkampfwagen VI Tiger" by Some weird dude





What’s this? This seems to be what AI think of the snail! It looks creepy, but it’s really the snail! Funny and nice work, Mr Genius (With the help of AI!)

"AI generated Snail" by MGenius





What would your reaction be if you saw this giant 380 mm round heading in your direction? Well, honestly, you would be screwed. Adding insult to injury, this Sturmtiger’s smiley face really makes us laugh.

by LegateMagnus





The Khrizantema-S created by the player “Poggemann” is their favourite tank and also first ever model. This is a really good first model, you should be proud of yourself! Well done and keep up the good work!

"First model" by Poggemann





In our recent update, we added the Israeli F-16A Netz to the game, and the player “FULZY” has created an outstanding, heavily edited screenshot! We love the closeup and details, nice work!

"> N E T Z <" by FULZY





In our game, jet pilots are fully modelled, including the reflection in the helmet visors! The player “Baldman” captured this beautifully, great screenshot here!

by Baldman





These sketches of the Ju 87 D5 and Ju 87 G2 look really good, the player “Schnekism” drew these while half asleep! We can’t wait to see what you draw when you are fully awake. Well done!

"Ju87 variant sketches" by Schnekism





A fantastic drawing of the German F-104G, the details are outstanding, we really like this work. Nice job, “Isan”!

"=Fall=" by Lewd-Tenant Isan




That's all for now!

The wonderful work created by our community that we have shared has been posted to the War Thunder Community Hub - make sure you check it out and even share your own creations. We look forward to seeing you next time!

Click here to view the Community Hub


In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder in the website special section.

Please feel free to leave your feedback on these changes in the dedicated "It’s fixed! №71" thread


Decorations in place



You may have encountered decorations that weren’t properly attached to ground vehicles and were floating mid-air. Turns out, there were several reasons this might have happened.

For example, if we updated the model of the vehicle, in some cases the players had to reattach the decorations for them to display properly. Or, for example, if the player applied additional armour to their vehicle, mounted decorations on top of it, and then removed the modification (with an evil laugh, we bet), the decorations remained where they initially were.

Well, no need to worry that your tank will look weird: we’ve fixed both errors, so the decorations should look exactly as you want them to.


Runaway cursor



Many multiple monitor users reported this issue: when playing in fullscreen mode, the cursor sometimes escaped to the other monitor, and that could prove fatal during heated battles. It happened in sea and helicopter battles when the Alt button was pressed, when the chat was opened, or when you sent or received your teammates’ radio commands.

We’re happy to inform you that the bug has been quashed, and the issue is no more! Now players with multiple monitors should be able to enjoy the battles with no hurdles.


Small boats, beware



Vehicle destructibility is an integral part of War Thunder, and we try to make sure that hits have realistic consequences. And we’ve discovered an exception to this rule: hulls of the smaller boats weren’t breaking when hit by a large calibre shell.

Now we’ve updated hull break parameters of small boats, so beware: hits by large calibre shells are going to tear them apart!


Smart torpedo sights



Great news for captains - we have improved the control over torpedo tubes! Let us tell you in detail!

All torpedo tubes on ships and boats in the game can be divided into three groups according to the fire sectors: fixed torpedo tubes (for example, the German E-boats), tubes on the axis of the ship, able to fire on both sides (for example, the Japanese IJN Shimakaze ), and side torpedo tubes with a traverse sector on the left or right side of the ship (HMS Southampton, Soviet Sverdlov, USS Atlanta, and others).

Previously, the player had to manually select a torpedo tube by pressing a button ("Q" by default). In some cases, this was uncomfortable and could confuse the player in the heat of battle, especially with side-mounted torpedo tubes with a limited traverse sector. We have tried to solve the issue. Instead of switching available torpedo tubes by the button, their sight now switches following the direction of the player’s camera. The Q button now only turns the sight on or off, and the torpedo tube is selected according to the available traverse angles and the direction of the player's view.






For example, if a ship has torpedo tubes on her sides (Kirov, Hipper), you don’t need to press “Q” to choose the torpedo tube on the other side. Just activatall torpedo sides with the “Q” button and turn the camera to the side you want to fire from. The same works with rotating torpedo tubes (like on most destroyers in the game) - the available torpedo tubes will be selected automatically. Ships and boats with fixed torpedo tubes toggle available tubes in the same manner, although in the limited traverse sector.



If a ship has several torpedo tubes on each side, a new tube available to fire from the same side toggles automatically. If a torpedo sight is disabled and the enemy is in the fire sector, the torpedoes fire in salvo by pushing the torpedo fire button.

We hope this improvement will make the torpedo tube control easier and will allow you to better concentrate on the battle. Like it? Share your opinion in the comments!


That’s Not All

You’ll find the full list of improvements in the separate changelog - there are many interesting things there. Frame rate doesn’t drop anymore when the AB-205A-1 discards its rocket tubes, MiG-29’s HUD now shows ammo count of the secondary munitions, and gun funnel no longer follows the player’s view when playing in VR.

More improvements

For this digest we have prepared a large set of useful fixes and game improvements. Be sure to read the full list below - there are many interesting things.

Once again, many thanks for all your bug reports that you submitted using our special service.

Update 2.23.0.99

Aircraft

  • AB-205A-1 — a bug has been fixed that caused a FPS drop after empty rocket tubes were discarded (report).
  • MiG-29 — ammo count of the secondary munitions has been added to the HUD.
  • AGM-12 — a bug has been fixed that caused an underestimated number of fragments when fired from helicopters.
  • F-105D — the number of chaff rounds for the AN/ALE-2 pod has been fixed from 16 to 192.
  • SAAB J-35 (all versions) - controllability at low speed has been improved for the “simplified’ and “mouse aim” control modes.

Ground vehicles

  • A bug has been fixed where there might be spaces between a 3d decoration and a ground vehicle hull after a model update.
  • A bug has been fixed where 3D decorations mounted on additional armour remained in air after disabling this modification.
  • LAV-AD — incorrect description of the commander’s NVD has been corrected (report).
  • Challenger 2 — a bug has been fixed where rubberized sideskirts remained after ERA modules are shot off.
  • ZSU-57-2, WZ305 — a bug has been fixed where there were two identical researchable magazines with AP chambered shells. The BR-281 magazine has been changed to BR-281SP armour piercing solid rounds (report).
  • OTOMATIC — the tracer has been removed from 76/62 HE-MOM and 76/62 SAPOM rounds (report).

Naval

  • New mechanics for torpedo sights. Previously, the player had to manually select a torpedo tube by pressing a button ("Q" by default). Instead of switching available torpedo tubes by the button, their sight now switches following the direction of the player’s camera. The Q button now only turns the sight on or off, and the torpedo tube is selected according to the available traverse angles and the direction of the player's view.

    For example, if a ship has torpedo tubes on her sides (“Kirov”, “Hipper”), you don’t need to press “Q” to choose the torpedo tube on the other side. Just activate all torpedo sights with the “Q” button and turn the camera to the side you want to fire from. The same works with rotating torpedo tubes (like on most destroyers in the game) - the available torpedo tubes will be selected automatically. Ships and boats with fixed torpedo tubes toggle available tubes in the same manner, although in the limited traverse sector. If a ship has several torpedo tubes on each side, a new tube available to fire from the same side toggles automatically. If a torpedo sight is disabled and the enemy is in the fire sector, the torpedoes fire in salvo by pushing the torpedo fire button.
  • Hull break parameters of boats have been fixed. Previously the hulls of the smaller boats might not break with a large calibre shell hit.

Interface

  • A bug that caused the cursor and cannon marker to display jerkily during turret rotation when looking from the player’s view in referee mode has been fixed.

VR

  • A bug has been fixed where the gun funnel followed the player’s view. Now it is centred in the HUD.

Sound

  • The reload sounds of all guns in ground vehicles are now brighter and thicker, with the reload stages heard with more detail.
  • Guns on ground vehicles of 100mm+ calibres with manual reloading now have their own reload sounds, which are thicker.
  • Sounds of the empty cartridges of the gun rounds have been reworked for the gunner’s view camera. Authentic drop sounds of cartridges of various calibres have been used.
  • Suspension sounds on ground vehicles have been reworked for tilting and vertical speed-ups in order to more dynamically and stabley reflect the various conditions of the suspension.
  • BM-13 Katyusha MLRS received its own sounds different from the other systems.

Other

  • A bug has been fixed where a cursor might move to the second monitor in full-screen mode in naval and helicopter battles (report).

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.


Welcome to the second War Thunder Guide Contest on Steam!

Welcome to the second guide contest on Steam! Following on from the success of the first contest, we’re doing another one. What do you need to do? Create a guide on Steam for newer and older players alike, and if you’re picked as a winner by our judges, you will earn prizes. Let's start!

From 30th January until 27th February: Create a War Thunder Steam Guide of your choice!

How to enter


  • There are no specific topics this time! Choose a WT guide topic related to gameplay, or in-game features that you think will help new and veteran players.

Create your guide here using the “Create your own” button. You have time from now until Monday 27th February. Ensure that you add the tag #WTGuide2 in the “describe your guide” section so that we can identify your entry. Winners will be announced sometime after the end date and are chosen by our judges.

In particular within these guides, they should contain in-depth information that can help new and veteran players alike. The title of the guide can be of your choosing (titles that draw attention, for example “Wagers: Best practices for successful completion!” are good. Guides that contain screenshots, videos, different headers, and clear explanations will further enhance it and will ensure it stands out amongst the crowd!

The prizes

Creating a Guide can be a time consuming task, so we are rewarding handsomely! We will choose up to 5 winners which will be based on how comprehensive, useful and in depth the guide is.

The max reward that you have the possibility of winning is 3,000 GE and lowest 1,000 GE. It is up to the judges to decide based on the merit of the guide you have created.


Besides this, our judges will give out the “Steam Snail” decal, which was available in the first guide contest we did back last summer. If you win, and have created an outstanding guide, our judges will hand out this decal alongside the GE prize.




Steam Snail” decal

Terms

  • You must add the tag #WTGuide2 to the “Describe your guide” section when creating your guide, so that we can find it.
  • The Guide must be created by 1 author - if your submission wins and there are multiple authors, only 1 author will receive the GE and decal.
  • Your Guide must be related to WT in-game features.
  • Up to 5 winners will be chosen; the GE reward amount, amount of winners up to 5 and the Steam Snail Decal being given depends on the decision of the judges.
  • Your guide must be compliant with the War Thunder and Steam rules, otherwise they will not be considered.
  • You must be the author of the guide.
  • Your guide must be new. You cannot use those which have previously been published or used in other competitions.
  • Winners are chosen by our judges and are final.
  • Rewards will be delivered to the author's account within 14 working days.

Good luck!


For the whole month, you will have 8 tasks available to you one by one. Completion of each task will award you with a trophy containing a reward, while completing all tasks will award you with a unique in-game player icon.

A detailed description of the current task as well as your overall progress can be found by clicking on your nickname → Achievements → Pages of History


Reward for completing all 8 tasks

Norman Schwarzkopf
American general who commanded American and European forces during the Gulf war. Under his leadership the coalition reached all its goals with minimal casualties: Kuwait was liberated, and the Iraqi army was decimated. Upon returning home he led a victory parade in Washington DC — the biggest since World War II.

You can immediately purchase the profile icon for Golden Eagles until March 3rd, 11:30 GMT without completing tasks. Click Nickname → Achievements → Pages of History (February).


Trophy reward for each task
Completion of each individual task will bring you a trophy with one of the following rewards:

  • 20-50% RP booster for 3-10 battles;
  • 20-50% SL booster for 3-10 battles;
  • 3-5 universal backup vehicles;
  • 1 day of premium account;
  • A random camouflage for ground vehicles (out of the selection of camouflages currently obtainable in game for completing tasks, or purchasing with Golden Eagles).

Other terms

  • Tasks are available from 11:00 GMT until 11:30 GMT on the final day of each task.
  • Tasks can be completed in random battles, except for “Assault” mode.


February 1st — February 4th
Kingisepp–Gdov offensive
During the entirety of February, 1944, the Leningrad Front of the Soviet Army had been leading a massive offensive on the positions of German forces. As a result the towns of Kingisepp and Gdov were liberated, but Army Group North was far from being routed.

February 4th — February 7th
Operation Sonnenblume
After a series of crushing defeats of the Italian Army on the North African Front Mussolini had to accept Hitler's help. In early February of 1941 the Wehrmacht sent two tank divisions into Libya, led by Erwin Rommel — and already in early April they led a successful counteroffensive, pushing the British forces from Cyrenaica.

February 8th — February 11th
Lam Son 719
During the Vietnam War the Viet Cong used the Ho Chi Minh Trail through Laos to transport troops into South Vietnam and supply them. On February 8th, 1971 the South Vietnamese army began an operation to destroy the Trail. American ground forces weren't allowed to enter Laos, so the US provided artillery and air support. Due to successes of Viet Cong's intelligence and failures of South Vietnamese Army leadership, the operation was a failure, and their forces started withdrawing from Laos a month later.

February 11 — February 14
Operation Cerberus
In February of 1942 the German fleet undertook an operation to relocate three of its big vessels from West France to North Germany. The shortest route was through the Dover Strait, so the Germans took numerous measures to ensure the safety of their passage. The Royal Air Force undertook almost 700 sorties but failed to sink even a single German ship.

February 15 — February 18
Battle of Demyansk
In late February of 1943 the Red Army tried to encircle and destroy the German forces in the Demyansk Pocket, a well fortified salient in the Novgorod region. The operation was a failure: the Wehrmacht had successfully evacuated its forces from Demyansk with losses five times less than that of the Soviet Army.

February 19 — February 22
Battle of Kasserine Pass
On February 19-22, 1943 the Allies and Axis powers fought in the Atlas mountains in West Tunisia. It was the first battle of American troops on the North African Front, and field marshal Rommel used the enemy's lack of experience to perform a successful attack. The Allies took serious casualties, and that led to a reshuffle in their command: general George Patton became the commander of the US forces, and he eventually ended the Tunisia campaign with Allied victory.

February 22 — February 25
Operation Grenade
In late February of 1945 the Allies were ready to invade Germany from the west. For the US 9th Army it meant crossing the Roer river from the Netherlands, but the Germans opened the sluices, flooding the river, and guarded the other bank. It was on February 23rd when the 9th Army finally managed to cross the river, marking the beginning of several successful operations.

February 25— February 28
Battle of Norfolk
On February 27th, 1991 the biggest tank battle of the Gulf War was fought, with at least 12 divisions participating. American and British forces have crushed the Iraqi Army, having destroyed over 850 tanks. The war was over the very next day.


Welcome to the 52nd War Thunder Steam Screenshot Competition!

Some of the best things come in threes! Your screenshots of three comrades were lovely! The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 52nd edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen52. You have time until 03.02.2023 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.


Important addition: Screenshot theme - Smoke!


Terms:

  • Your Screenshot must include smoke!
  • You must add the #WTscreen52 tag (title cannot have any other text in it).
  • 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.



And now, time for the winners of the competition’s 51st edition - The Three Musketeers!

Winners selected via community votes:
https://steamcommunity.com/sharedfiles/filedetails/?id=2921165872
https://steamcommunity.com/sharedfiles/filedetails/?id=2922261165
https://steamcommunity.com/sharedfiles/filedetails/?id=2921865677

Winners selected by our judges:
https://steamcommunity.com/sharedfiles/filedetails/?id=2921345257
https://steamcommunity.com/sharedfiles/filedetails/?id=2922320786
https://steamcommunity.com/sharedfiles/filedetails/?id=2921354041

Each winner will get 300GE! Congratulations and see you next week!



  • BR changes come into effect.
  • Pr.183 BM-21 — arming distance setting option has been temporarily disabled for the M-21OF rockets.

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.


On January 26th, 1788, the British First Fleet landed at Sydney Cove, proclaiming British sovereignty over New South Wales and the founding of Sydney. Nowadays January 26th is the main state holiday — Australia Day. Congratulations to all our Australian players!

From January 26th (10:00 GMT) until January 30th (07:00 GMT)


Play 3 battles using British vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Ranger Kangaroo” decal.



“Ranger Kangaroo” decal.

Complete the task in random battles, except for Enduring Confrontation missions and mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Australia Day.

You can find the decal in the “Holidays” tab in the Customisation menu.



Get a premium Boomerang Mk.II fighter until 07:00 GMT on the 30th of January for Golden Eagles. The aircraft is only available to owners of the Boomerang Mk.I that can be purchased with a 25% discount!

Additionally there is a 25% discount on the premium A.C.IV cruiser tank. You will find these vehicles in the British research tree.


The Warbond shop for the “Royal Guard” Battle Pass season will be open from 25th of January until 26th of April.

Don't miss the opportunity to get premium vehicles: from a Swedish hydroplane to an Italian destroyer. Pay special attention to KW II 754 (r) - a German heavy tank capable of destroying any target with its powerful HE shells.

The Warbond shop is available to players that have vehicles of rank III and up and is part of the Battle Pass. You can purchase items with the special ‘Warbond’ currency that can be obtained by unlocking Battle Pass levels.


Open “Shop” → “Warbond shop” to see an assortment where some of the more interesting items can be seen.

Premium vehicles in the new season:

Pr.123K (A-11)



Ar 196 A-5 (Sweden) — first time



Chi-He (5th Regiment)



Geniere — first time



XP-50



KW II 754 (r)



"Scorpio Zodiac" pinup



Decals are represented by the “Zodiac” series sticker trophy as well as a new “Scorpio Zodiac” pinup which continues the series of themed decals. In the “Helmet” trophy you will find decorations which will help you to transform your vehicle. The player icons in the corresponding trophy this time features US tankers. Trophies with random camouflages as before become available as new store levels are opened.

A large number of usable items are also available in the store: boosters, universal backups, wagers and orders, test drives of premium vehicles — even talismans on the highest levels of the shop.

Check out the full assortment of available Warbond items for the current Battle Pass season and the terms for purchasing them in the game by opening the Battle Pass window or Shop -> Warbond Shop!


Please feel free to leave your feedback on these changes here



Ground Vehicles

  • A bug has been fixed that prevented the gun elevation mechanism from staying in place while in the free view camera.
  • A bug has been fixed that caused a lack of secondary shards when armour has been penetrated.
  • Churchill Crocodile — a bug has been fixed where the fuel trailer wheels were spinning after tank halt.
  • 30mm 2A42 & 2A72 cannons — a bug has been fixed with the HE animation for the APDS rounds in protection analysis (report).
  • 9M37M — a bug has been fixed that prevented proximity fuze activation.
  • T32, T32E1 — a bug has been fixed with different thicknesses of the caterpillars and spare tracks.
  • Khalid — gunner’s sight magnification has been corrected from x8 to x7-10 (report)

Aircraft

  • Mirage F1CT — a bug has been fixed where dismantled gun pods were displayed in xray mode in battle.
  • Harrier GR.7 — system time is now displayed in the HUD (report).
  • Harrier GR.7 — added RWR indicator to the HUD (report).
  • Harrier GR.7 — a bug has been fixed where the HUD central indicator was tied to the aircraft centerline instead of the velocity vector (report).
  • Bf 109 F-1 — a bug has been fixed where the 20mm MG FF/M motor cannon was not displayed in xray mode.
  • Tornado IDS Marineflieger — a bug has been fixed that prevented the navigation bombing marker from displaying.
  • Kh-25ML — incorrect position of the engine flame has been fixed (report).
  • Mirage F1C, Mirage F1C-200, Jaguar E, Jaguar A — HUD has been updated in accordance to data from actual aircraft.
  • MiG-29 — togglable HUD view has been added to the MFD.
  • F-16A MLU — gun funnel view has been added to the HUD.

Naval

  • Pr.1124 MLRS, TKA-106 - a bug has been fixed that prevented rocket launcher reload in Arcade battles.
  • Pr.131, Hugin — a bug has been fixed where an insufficient crew number led to the disabling of repair, fire extinguishing and water pumping.

Graphics

  • Yellow square artefacts from hits to the ground or water seen on the integrated graphic cards Intel HD 660, Intel HD 530 at ultra low-quality settings have been fixed.
  • A bug has been fixed that prevented hit marks from shell fragments on an aircraft’s skin.


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 bug has been fixed which prevented armor fragmentation after penetration.

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.


Guards, to arms! The 10th season of Battle Pass, named Royal Guard, begins in War Thunder very soon!

By logging into the game and completing tasks and challenges you earn points that unlock Battle Pass levels, and each level earns you a reward! Among them — unique premium combat vehicles, decals, 3D decorations, profile icon, a loading screen and a title!

January 25th — April 26th: Battle Pass season 10


Season awards

Every season there’s a new set of awards. See the full list in the Battle Pass tab in the hangar, or check out our wiki. Here are the key awards for season 10:

Pr.183 BM-21
USSR, rank III, Premium

A Soviet motor boat in service with the Egyptian navy gets its rear turret and torpedoes dismantled to mount a howling multiple launch rocket system BM-21 “Grad”.



Bf 109 F-4 Hungarian
Italy, rank III, Premium

Winter modification of the venerable German piston-engined fighter aircraft without landing gear shields. The aircraft bears the personal camo of the most successful Hungarian ace pilot Dezső Szentgyörgyi and is able to carry the Flam C250 incendiary bomb.



AMX-50 (TO90/930)
France, rank IV, Premium

New member of the French AMX-50 tank family comes equipped with a 90mm gun, automatic loader and signature oscillating turret.




Decals

4 decals!




Emblem of the Coldstream Guards
Emblem of the Spanish Royal Guard








Emblem of the Jordan Royal Guard
Emblem of the Danish Royal Guard Company




3D decorations

3 decorations!




Guard post (ship)
Crown (tank)
Royal sceptre (tank)



Profile Icon


Royal Guardsman


About the Battle Pass

Please note that the Battle Pass is completely free to claim if you obtain two Coupon Upgrades from stages in the previous season. They can be exchanged from the purchase menu for the “Field Testing” season Battle Pass!


Battle Pass is a seasonal event during which you will earn progress points and use them to open new levels. Each opened level brings you a valuable reward, from Silver Lions and boosters to exclusive season prizes: decorations, profile icons and premium vehicles.

Open new stages and get awards at any time during the season.



You can access the “Battle Pass” window through the promo block on the right side of the hangar screen.

How to participate
Play

  • You get progress points every day for entering the game.
  • From 1 to 5 points.

Complete Battle Tasks

  • See Battle Task descriptions in the game and get progress points for completing them.
  • From 2 to 5 points.

Complete Season Challenges

  • Season Challenges are very similar to Battle Tasks. One Challenge is available at the season’s start. Every week you get another one or two challenges, three more can be unlocked by opening stages.
  • 30 points.

Learn more about the Battle Pass


Based on collected feedback regarding ground vehicles, we have decided to make additional changes that consist of transferring some of the top and pre-top ranked vehicles to a higher level. This change does not apply to all top ranked vehicles. Based on the results of the change in performance efficiency, further adjustments to the BR (increase or decrease) will be carried out for units affected by the change and also for units that also haven’t changed rating at that time.

It has also been decided to abandon some of the points regarding the reduction of BR in AB for vehicles with HEAT shells with high penetration at their rank. Except for the Ikv 103 for which the high penetration of the HEAT shell at a relatively high rate of fire for similar guns is compensated with poor ballistics, insufficient protection and mobility. The alternative to changing the rate of fire of the Type 69-II G was to increase its BR to 8.7, the current efficiency of the unit is much higher than the efficiency of similar vehicles at the same rank (for example it exceeds the efficiency of the Swedish Strv 121). The BR of the Type 69-II G decreased in May from 8.7 to 8.3 and the return of the old BR is currently not advisable as the decrease of fire rate will allow this vehicle to remain at its current BR.

Since the game session creation system in aircraft SB is different from other game modes, changes in aircraft SB require additional research and statistical collection. Changes in this game mode will be announced separately.


To view the new planned list, click here to view the Google Doc

If you think we should make some additional changes or do not agree with listed changes, please support your suggestions with arguments in the created thread here.


Welcome to the 51st War Thunder Steam Screenshot Competition!

Your screenshots showcasing the mighty .50 caliber machine guns were brilliant! We enjoyed seeing the wide array of vehicles carrying such a versatile armament. The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 51st edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen51. You have time until 27.01.2023 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.


Important addition: Screenshot theme - The Three Musketeers!


Terms:

  • Your Screenshot must clearly include three player-vehicles of any kind!
  • You must add the #WTscreen51 tag (title cannot have any other text in it).
  • 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.



And now, time for the winners of the competition’s 50th edition - The Big .50!

Winners selected via community votes:
https://steamcommunity.com/sharedfiles/filedetails/?id=2919914155
https://steamcommunity.com/sharedfiles/filedetails/?id=2920028925
https://steamcommunity.com/sharedfiles/filedetails/?id=2918571008

Winners selected by our judges:
https://steamcommunity.com/sharedfiles/filedetails/?id=2918354243
https://steamcommunity.com/sharedfiles/filedetails/?id=2920347918
https://steamcommunity.com/sharedfiles/filedetails/?id=2919407351

Each winner will get 300GE! Congratulations and see you next week!


The main tank prize in the upcoming Battle Pass season “Royal guard” is a new member of the AMX-50 family, a premium French tank equipped with a 90mm gun, oscillating turret and autoloader!

AMX-50 (1950), medium tank, France, rank IV. Premium.
Features:

  • 12 rounds automatic loader
  • 5 crew members
  • Mediocre protection



The medium tank AMX-50 (1950) will be the main tank prize of the new season in the Battle Pass “Royal guard”, it will be a Premium vehicle of rank IV in the French tech tree. The new tank with an oscillating turret will offer players a good balance of game characteristics, but will require an insightful approach from the commander for a truly successful game. Let us see the details.

The turret, autoloader and gun of the new tank will be familiar to enthusiasts of French armored vehicles from the Char 25t medium tank. A fair combination of rate of fire and armor penetration allow the tank to feel very confident in battles with opponents on its Battle Rating, that is, mainly vehicles of the late WWII and early post-war period. The AMX-50 (1950) does not have access to HEAT rounds, which would allow it to easily deal with the heaviest opponents. However, the M82 chamber AP shells work well against most medium tanks and some self-propelled guns.




One of the main advantages of the vehicle is a 12-round automatic loader, which is an extremely serious argument, especially in close combat. Even if the enemy is clearly superior to you in terms of armor, you can sequentially disable his gun and tracks, and then go on board and finish him.

The chassis of the tank is also familiar to veteran players, this time from the AMX-50 (TOA100) tank. Despite the fact that the general trend of post-war tank engineering was clearly aimed at lightening the armor, the upper front glacis of the AMX-50 (1950) hull has solid 90 mm steel at a rational angle. What an envy for the much less protected Char 25t! At the same time, the dynamics of the new tank are quite good - both the maximum speed of up to 57 km/h and the engine response.




Unfortunately, the hull’s front is the only well-protected part of the AMX-50 (1950), the turret and other hull projections are easily penetrated even by wartime tanks. The commander should use the strong forehead of the hull, turning the tank in a way to increase the chance of ricochets. To increase survivability, it would also be wise to take a limited number of shells into battle in order to free the turret and part of the hull's internal ammunition racks from dangerous cargo.

The premium AMX-50 (1950), the main tank prize in the new season “Royal guard”, will be given to the participants for completing the stages of the War Thunder Battle Pass. Very soon we will present the full list of rules of the upcoming season - stay tuned!


Meet the aircraft prize of the upcoming season! A Premium winter version of the Bf 109 F-4 coated with a livery of the most effective Hungarian ace Dezső Szentgyörgyi!

Bf 109 F-4, fighter, Italy, rank III. Premium.
Features:

  • Good climb rate
  • Low energy loss in maneuvers
  • Incendiary bomb



The premium winter Bf 109 F-4 will be the main aircraft prize in the new season of the War Thunder Battle Pass, the fighter will appear at rank III in the Italian aviation tech tree. The legendary Friedrich needs no introduction - the piston fighter is famous for its excellent flight characteristics and is the favorite choice of a number of War Thunder pilots. Good climb rate, high speed at altitude, low energy loss in a turn and good armament make this aircraft truly versatile for solving the entire range of fighter missions at its rank.




The winter version of the Bf 109 F-4 with the livery of the most successful Hungarian pilot, Dezsö Szentgyörgy, does not have landing gear covers - the Messerschmitt pilots often removed them when taking off from winter airfields in order to avoid snow clogging on the landing gear. The forward armament remained unchanged - the 20mm MG 151 motor-cannon and a pair of rifle-caliber machine guns. In addition to machine-gun pods and HE bombs, the Flam C250 incendiary bomb appeared in the arsenal of suspended weapons to destroy convoys of light vehicles.




Patrolling the upper floors of the sky, boom-and-zoom, vigorous vertical dogfights - this is what the F-4 was designed for! A beautiful aircraft patiently forgives many mistakes of the pilot, battle after battle becomes more and more dangerous in his hands. The premium Hungarian Bf 109 F-4 will be a great addition to the early ranks of Italian aviation and one of the best opportunities to start researching the Italian lineup. Try it! In the meantime, we will continue to introduce you to the other prizes of the upcoming Battle Pass season and the full list of rules - coming soon!