War Thunder News & Announcements
Interface
  • A bug that sometimes caused the button for switching to the nuke carrying aircraft to not show up in the action bar in Ground Battles has been fixed.
 Locations and Missions
  • \ Spain — an issue where a tree and a house were blocking the eastern team’s runway has been fixed. (Report).
  • \ Palau Islands — a bug where one of the eastern team’s spawn points could visually disappear from the tactical map has been fixed.
 Sound
  • Excessive volume levels have been adjusted for certain rapid-fire autocannons on enemy and allied ground vehicles, specifically the M61 and GAU-12.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
Hey everyone!Today we’d like to cover some quality of life improvements for decals, and show you some of the new decals we’ve been working on.Decal FilteringA lot of you requested this in our last decal post and we’re happy to implement it! In the next major update, you’ll be able to filter decals and decorations and only see the ones you currently own. This should make it easier for you to sort through the available options while customizing your vehicles, thanks for the suggestion!Roundel RoundupSome of our roundel decals were quite old, many of them were in the game before War Thunder was even publicly released! These older roundels were significantly scratched and weathered which didn’t look too great.We’re currently in the process of updating these older roundels to make the weathering much less prominent and reduce the scratching to make them more suitable for use as actual roundels. There’s quite a few of them to get through, but we’re hoping to have these roundel updates completed by the next major update, though they may arrive later. Here’s a few we’ve finished already, you’ll definitely see the difference!We’re also in the process of creating some new roundels to add to the game for air forces that currently don’t have any, such as Venezuela and Uruguay. We’re also aiming to add some newer versions of existing roundels, such as adding modern variants of the roundels used by India and the Irish Air Corps (which previously only had their WW2 era variants). Similarly to the above we’ll aim to have these included in the next major update if there’s enough time.All the new roundels we’re working on were requested on the forum, so thanks for that!New Decals!Each update at the moment we’re aiming to add new decals for nations that currently don’t have any available. Smaller nations often have some very iconic and interesting markings, and we always like to honor that history and iconography in the game. For as huge as War Thunder is as a game it’s often the little details that make it special. So! Let’s a have a look at a few new markings.Swiss Air ForceFirstly we have a set of decals for the Swiss Air Force! We’ve gone for a variety, with a few WW2 era markings and some post-war examples. Several relate to fish interestingly, both Fl.St. 7 and Fl.St. 8 were based in Meiringen by the River Aare, so the fish were likely inspired by the proximity to the river. There’s definitely a wide variety with their emblems generally though, cats, witches, birds, what more could you want!Dutch GroundWe’ll also be adding some markings for the Dutch Ground Forces. We’ve gone with some more “utility” markings this time around, including the NATO vehicle ID strip and the marking of the 1st Army Corps, which could be found on the front fender of many Dutch tanks at the time. We’ll also have some unit markings too of course, we hope they help you show your Dutch pride!Malaysian AirNow we have some real classic designs for Malaysia! All the power animals you know and love. For Malaysia we’ve focused primarily on tail markings, though of course you can place them wherever you like once unlocked. They may be somewhat typical subjects for aircraft markings but the designs themselves are fantastic, you can never go wrong with big cats, snakes and birds of prey!These are only a few of the decal sets we’ll be adding in the next major update. In addition to the above, we’re also planning to add decals for Finnish aviation and Indonesian ground forces and aircraft!Thank you for giving this blog a read, we always appreciate the passion you all have for customization in War Thunder, and we’re happy to be able to indulge! In the meantime keep an eye out for more work in progress blogs, and we’ll see you soon!
Sound
  • A bug that caused the sound of the sirens on the Ju 87 series of aircraft to lead to a loud sound artifact and loss of all other sounds has been fixed. (Report).
  • The stability of the game with sound mods enabled has been improved.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.


Welcome to the 235th War Thunder Steam Screenshot Competition!

Thanks for all of your fantastic screenshots last week featuring amphibious vehicles! This week, the competition rules are open to any screenshot that features your vehicle. If you would like to capture an ambush with your tank, or the flaming end of a dogfight in the skies, we would love to see it! The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 235th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen235. You have time until the 7th of August 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.

How to Participate!

Terms:

  • Your screenshot must include at least one player vehicle.
  • You must add the #WTscreen235 tag (title cannot have any other text in it).
  • Artists may only win by popular vote once per four screenshot competitions.
  • 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 234th edition – Changing Tides!

Winners selected via community votes:
https://steamcommunity.com/sharedfiles/filedetails/?id=3771706080
https://steamcommunity.com/sharedfiles/filedetails/?id=3772747753
https://steamcommunity.com/sharedfiles/filedetails/?id=3772603095

Winners selected by our judges:
https://steamcommunity.com/sharedfiles/filedetails/?id=3773022731
https://steamcommunity.com/sharedfiles/filedetails/?id=3772402497
https://steamcommunity.com/sharedfiles/filedetails/?id=3771263774

Each winner will get 300GE! Congratulations and see you next week!
Hello, tankers, pilots and captains! The past year in War Thunder has been packed: six major updates, hundreds of new ground vehicles, aircraft and ships, reworked maps, and significant updates to gameplay and visuals. The development team wants to know what truly landed, what left you indifferent, and what disappointed you, we want to hear it directly from you.This survey covers the period from "Leviathans" (June 2025) to "Heavy Cavalry" (June 2026) and is divided into sections covering various additions, from new vehicles to graphics and controls.The survey takes 5–10 minutes. Your answers will help us understand which direction to move in next, so the more honest you are, the better it is for the future of the game.\TAKE THE SURVEY]The survey will be available until August 14th (12:00 UTC).Thank you for sharing your feedback!
We’d like to thank everyone for their feedback and participation in the previous Advance mode test, the feedback was overall positive, you wanted more, and we’re happy to oblige! This time we’re back with a higher BR range, as requested.We’ve also made some changes to the nation matchups to improve balance, so, please give the updated Advance mode a try and share your thoughts!From July 31st (11:00 GMT) until August 3rd (11:00 GMT), look for “Advance” in the “Events and Tournaments” tab.How the event works
  • The event takes place in Realistic Battles mode on the Port Novorossiysk, Maginot Line and Volokolamsk maps.
  • Each point belongs to the defending team at the time of activation.
  • The points are activated sequentially, one at a time. After the attackers capture the current point, the next one is activated.
  • The capture points alternate in their functionality: A, C, and E (key points) are small in size but take a long time to capture; B and D (intermediate points) completely cover the defenders' previous spawn zone, making them much larger in size than the key points, but they are captured significantly faster. After capturing an intermediate point, a new spawn point becomes available for the attacking team to attack the next key point, while the previous spawn point is disabled.
  • Capturing the last key point (E) or eliminating all defenders results in victory for the attackers.
  • Holding the points for the duration of the mission or eliminating all attacking players results in victory for the defending team.
  • The number of spawns per player is limited and differs between the defending and attacking teams.
  • The maximum number of players per team is not the same.
  • Spawning in ground vehicles in Realistic Battles does not require Spawn Points, however spawning in aircraft does.
  • Repeated spawns are available, without requiring a backup vehicle.
Event Features
  • The event is available for ground vehicles with Battle Ratings between 9.7 and 10.7.
On August 2nd 1966, test pilot Vladimir Ilyushin made the first flight of the Su-17 fighter-bomber prototype. This was the USSR’s first aircraft with variable-sweep wings. In total, more than 2,800 units were produced, including the Su-20 and Su-22 export variants.The Su-22M4 WTD61 is temporarily available at a 30% discount for 6415 Golden Eagles!
When: From July 31st (09:00 GMT) until August 3rd (09:00 GMT).Where: Germany > Aviation > Premium vehicles.
  • The Su-22M4 WTD61 is returning as a GE premium, and will be available after the promotion ends at the full price of 9450 Golden Eagles.
About this aircraft
  • Su-22M4s were delivered to East Germany in the mid-1980s, and following German reunification, some of them were transferred to the Bundeswehr’s military-technical test center for aviation (WTD61). This version of the Su-22M4 is distinguished from the standard model by its unique camouflage. Like its Soviet counterpart, the Su-17M4, the Su-22M4 boasts strong flight performance and carries an extensive array of countermeasures; however, it also has access to an even wider range of external weaponry, including TV-guided Kh-29T air-to-surface missiles and all-aspect R-60MK air-to-air missiles.
Aircraft
  • BO 105 PAH-1A1 — a bug that caused deployed countermeasures to appear from the other side of the helicopter when only one countermeasure pod was installed has been fixed. (Report).
Ground Vehicles
  • ASRAD-R — a bug that caused the missiles to disappear from both the stowage in the hull and the launcher when firing (which caused the number of the missiles to be effectively halved) has been fixed. (Report).
  • BTR-152 (all variants) — a bug that caused the driver’s model to deform too much when rotating the steering wheel has been fixed.
Interface
  • A bug that sometimes caused the Switch to the player’s view button in the server replays to become inactive has been fixed.
  • A bug that caused the cursor to remain visible in replays when the interface was disabled has been fixed. (Report).
  • A bug that caused the cursor to remain visible in screenshots without interface has been fixed. (Report).
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
The history of the Swiss Air Force began on July 31st 1914, with the First World War. Switzerland remained neutral throughout all of its neighbors’ conflicts. During the Second World War, its aircraft repeatedly intercepted violators of its airspace, both from the Axis and the Allies. Today, the Swiss Air Force remains relatively small but well-equipped. The FFA P-16 is available at a 30% discount for 6,363 Golden Eagles!
When: From July 30th (11:00 GMT) until August 3rd (11:00 GMT).Where: Germany > Aviation > Premium vehicles.
  • After the promotion ends, the FFA P-16 will remain available at the full price of 9,090 Golden Eagles.
 About this aircraft
  • The P-16 (rank VI) is a typical mid-1950s fighter with no significant flaws. Its strengths include powerful 30 mm nose-mounted cannons and the possibility of using Flz Lwf 63 air-to-air missiles (the Swiss designation for the AIM-9 Sidewinder) in its armament loadout. It also features strong ground strike ability with an internal rocket bay!
Dear players.The game may not be available at the moment as we are experiencing some technical issues on our servers. We are endeavouring to fix these issues as quickly as possible.Thank you for your understanding.Maintenance is complete - thank you for your patience! As a result of the technical issues, we are extending all active Premium accounts by 3 hours. We are also extending the completion time for the Tanker's Mark of Distinction 4 and 5 achievements in the Scimitar Strike event by 3 hours. Apologies for the inconvenience!
The modern Chinese army traces its history back to August 1st 1927. With the proclamation of the People’s Republic of China in 1949, the People’s Liberation Army (PLA) became the nation’s official military force. Even then, the PLA had over four million soldiers in its ranks, more than any other country in the world. While the PLA has remained the largest army throughout its existence, large-scale modernization over the past decade has also transformed it into one of the most technologically advanced as well. The Type 69-IIa is temporarily available at a 30% discount for 5,866 Golden Eagles!
When: From July 30th (09:00 GMT) until August 3rd (09:00 GMT).Where: China > Army > Premium vehicles.
  • The Type 69-IIa can only be purchased during the promotion.
 About this tank
  • In the early 1980s, China developed a specialized export version of its Type 69 tank, which was supplied to the armies of Iraq, Pakistan, and Sudan. In total, more than 3,500 units of this improved variant were produced; it featured a more powerful gun, an upgraded fire-control system, smoke grenade launchers, slat armor around the turret, and numerous other enhancements. The result was a truly versatile tank capable of holding its own in both long-range engagements and intense urban combat.
 Discount on the ZTZ96B Pack in the Gaijin Store!
From July 30th (09:00 GMT) until August 3rd (09:00 GMT) the ZTZ96B pack (China, Rank VII) is available with a 30% discount in the Gaijin.Net store.
ZTZ96B Pack69.99 48.99 This pack includes
  • ZTZ96B (Rank VII, China)
  • Premium account for 20 days
  • 2500 Golden Eagles
 This upgraded version of the ZTZ96 tank features an improved transmission, resulting in noticeably better mobility. Its 125 mm gun has access to strong HE rounds, high penetration APFSDS, and tandem warhead ATGMs for dealing with vehicles equipped with ERA. The tank is also equipped with a clear thermal imager, laser warning receiver, and a laser rangefinder! “PLA Flag” Decal
When: From July 30th (09:00 GMT) until August 3rd (09:00 GMT).Task: Earn 3,000 mission points in battles where you used Chinese vehicles at rank III or higher to receive the “PLA Flag” decal!
“PLA Flag” DecalOnce unlocked, the decal can be found in the “China → Tanks” section of the decals menu.
Please note: After finishing the task, you need to collect the reward manually.
 Additional details:
  • You can complete the task in random battles, except for \ mode.
  • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → PLA Day.
Today, we’ve rounded up and will be covering some of the fixes and improvements that we’ve made to the game today and over the past weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website. If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.Managing Aiming PointsThe recent major update introduced the ability to set aiming points in the game. To make it easier for players to get to grips with this new feature, we've added on-screen hints to the tactical map showing which key combinations control these points. You'll only see these hints if your aircraft is capable of setting aiming points in the first place (i.e., it's equipped with GNSS-guided weapons or has an advanced enough navigational system). While we were at it, we also fixed a related bug: previously, the feature only worked if the aircraft currently had GNSS-guided munitions mounted. However, aiming points are also useful for navigation and for other weapon types, so the mechanic now works regardless of the current loadout. Adding key bindings for aiming point control created conflicts with certain free-look actions, so to avoid this, we removed the new default bindings. However, key bindings were still needed to make full use of the mechanic, particularly for assigning weapons to aiming points. Since we know not everyone has enough spare keys to bind, we've planned the interface to be the main means of controlling the mechanic from the start and so now we’ve made it possible to assign munitions to aiming points without needing separate key bindings at all, they can be assigned simply by using the tactical map. To assign a weapon to a point, just right-click on it (a hint about this now appears at the side of the map), then use the left and right mouse buttons to select as many suitable munitions as you like from the menu that appears, where handy counters show both the current and maximum available amounts. Radar Display ImprovementsWith the introduction of electronic support measures (ESM) functionality, the radar/IRST display gained an additional feature: showing ESM data. However, not everyone finds it convenient to bind a separate key or fly with a radar display showing its full set of buttons. So we've added two small new buttons to the minimal radar display view — one to toggle the ESM screen on and off, and another to switch between radar and IRST modes, both of which previously required either a key binding or enabling the display's full button set. Enjoy! Also, for aircraft that use their weapons as the ESM sensor, the display will now automatically exit ESM mode once all missiles have been expended (as at this point it is non-functional), so you no longer need to switch back to radar mode manually. Radar Mode PresetsA logic error in the interface meant that, for a number of aircraft, the game was unable to match certain radar modes with their corresponding ranges, causing both to be skipped and left out of the preset list on the respawn and test flight screens. All values are now back in place, so you can once again fully configure your radar the way you want before spawning in. Distorted DecoratorsWhen decorators are mounted on vehicles, they get rotated in space based on the slope of the armor at the mounting point. As with everywhere else in 3D graphics, this is done using transformation matrices (without getting too deep into linear algebra, these are essentially tables of numbers that point coordinates get multiplied by in order to rotate objects). A bug meant that when mounting on heavily curved armor, this transformation matrix could be calculated incorrectly, resulting in the new X, Y, and Z axes not being perpendicular to each other, which made the decorator appear warped. This has now been fixed, so decorators should display correctly as intended even on especially curved armor. Déjà Vu!The last major update introduced a bug where when moving in reverse, friction force was added to the force produced by the tracks or wheels instead of being subtracted from it, which allowed vehicles to reach some rather unseemly speeds. Some players compared it to a racing game and joked about adding a eurobeat soundtrack, while others filed reports. We're grateful to everyone, both for their vigilance and for their great sense of humor! That’s not allCheck out the full list of fixes and improvements in the update notes below! Here’s some more: keyboard arrow keys can be assigned to actions again, the "Attention to the Map" command works again when clicking the minimap if the cursor is being shown not via the Alt key, fuel jettison after using rocket boosters works again, trees no longer disappear from optics when zooming in, and the in-battle chat window width has returned to its previous value.Previous Updates:If you've spotted a bug in the game, please use our convenient tool to file a report.Today's Update 2.57.1.52Aircraft
  • F-14B, F-14D — a bug that caused the targeting pod to always be displayed in the X-ray view even when not equipped has been fixed. (Report).
  • FR-1 Fireball — a bug that caused the rockets to hang in the air when the wing was torn off has been fixed.
  • IA.58A Pucara — the dynamics of the Pampero rocket have been corrected, the greatly overestimated speed of the rocket has been reduced.
  • Su-30SM, Su-30SM2 — a limitation on the concurrent use of the underfuselage UPAB-1500 guided bomb and R-77-1 and R-27ER missiles has been introduced. (Report). A bug that caused the T220 targeting pod display on the left MFD when not installed has been fixed. (Report).
  • Su-25SM3 — the release sequence of the ZB-500 incendiary bombs has been corrected. (Report).
  • Su-25 (all variants) — the pilot model in the cockpit has been corrected to the version in the ZSh-7AP helmet.
  • Su-27SM — a bug that caused the Kh-31AD and R-27ER missiles to overlap on the ground display in the hangar has been fixed. (Report).
  • Su-30MKM (Japan) — a bug that caused the RVV-SD missile pylons to not display has been fixed. (Report).
  • MB-326B — a bug that caused one of the ejecting pilots to not display in the parachute has been fixed.(Report).
  • S.O.4050 Vautour IIN, S.O.4050 Vautour IIN (Late), S.O.4050 Vautour II (Israel) — the names of the aircraft have been corrected. (Report).
  • F-84G (all variants) — a bug that caused the wrong number of HVAR rockets to display in the on-hover tooltip in the secondary weapons menu has been fixed.
  • UH-1B, UH-1C (all variants), AB 205 A-1 — a bug that caused the category for the right-side M134 Minigun machine guns to display as a text key in the secondary weapons preset editing window has been fixed. (Report).
  • Orion UAV — a bug that caused the name of the UAV to display as a text key in the interface of radars with the NCTR capability has been fixed. (Report).
 Ground Vehicles
  • A bug that sometimes caused destroyed objects to appear intact for players who joined the battle in-progress has been fixed.
 Naval Vessels
  • Suffren — the aiming angle limits for the third main caliber turret (which previously fired through the secondary caliber turrets) has been fixed. (Report).
 Interface
  • A bug that caused the IRST status indicator to not be shown on the rectangular AA radar display has been fixed. (Report).
  • A bug that sometimes caused the aircraft radar screen to display outside of the screen bounds in the replays has been fixed. (Report).
  • A bug that caused missiles and bombs to be displayed in the shell comparison screen, which compares shells’ ballistics and penetration, has been fixed.
  • A bug that caused the text in the ARM stat cards to jump when hovering over the bands has been fixed.
  • A bug that caused some of the missions to be absent in the mission editor for attack aircraft and bombers has been fixed. The missions were: the bombing of ships, tanks, artillery, aircraft carriers; the protection of ships, tanks, artillery from bombers; the protection of ships/tanks and assault on tanks.
  • A bug that caused the “Mark as Favorite” hotkey to not function when navigating the decals menu with the control stick has been fixed.
  • Now the cursor is returned back to the Events & Tournaments block when closing the Events & Tournaments window while using the controller.
  • A bug that caused text keys to appear on the bottom of the screen when using manual controls for the 7th and 8th engines.
  • A new point named “Other Licenses” has been added to the “?” dropdown menu in the hangar where licenses for the products used in the game can be seen. Credits have been moved to this window as well.
Aircraft
  • A bug that made fuel dumping impossible after using rocket boosters has been fixed. (Report).
  • J-22M1A — a bug that caused the fuel in the drop tank to show up in the interface as a part of the fuel in the main fuel tanks, without the separate timer, has been fixed.
  • Ju 388 J — a bug that caused the crosshair in 3rd person view to disappear and appear in the wrong place has been fixed.
Ground Vehicles
  • A bug that sometimes caused the turret to move horizontally in jerks when the gun was fully lowered even though the gun itself wasn’t preventing the turret from rotating has been fixed.
  • A bug that caused the wrong missile type to be loaded into the launchers of multi-vehicle SAMs if the missile type was switched on a launcher vehicle and then the player switched to a radar vehicle before the reload has ended has been fixed.
  • A bug in the hit analysis menu that sometimes caused armor elements the shell hit to not be highlighted has been fixed.
  • A bug that caused the commander camera to jiggle when opening and closing the radar controls screen on some SAMs, like the HQ11, has been fixed.
Nuclear Escalation
  • The size of the vegetation-free zone around the airfields has been increased.
  • The AA settings of corvettes have been adjusted to make it easier to hit them with anti-ship missiles.
Interface
  • A bug that made it impossible to change the preset radar modes on the spawn screen of some aircraft has been fixed. (Report).
Locations and Missions
  • \ Rocky Pillars — a bug that caused trees to appear in the air above the cliffs has been fixed. (Report).
Customization and Achievements
  • A bug that sometimes caused decorators placed on very curved surfaces to deform has been fixed. (Report).
  • The following decals have been moved to corresponding categories:
  • Tricolore Test Pilot: to Italy – Aircraft;
  • Emblem of the Coldstream Guards: to Britain – Tanks;
  • Coat of arms of Allied Joint Force Command Brunssum: to Germany – Tanks.
  • Centauro II (P) has been added to the list of vehicles for completing the “Invincible Centauro Italian Tanker” tasks. (Report).
  • A bug that caused decorators to remain hanging in the air when switching from a ground vehicle with decorators to the Israeli tree in the hangar when no Israeli vehicles were present in the crew slots (or when removing the last Israeli ground vehicle with decorators from the crew slot) has been fixed. (Report).
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.


Welcome to the 234th War Thunder Steam Screenshot Competition!

We really enjoyed seeing all of your screenshots that you submitted last week! This week we’re featuring amphibious vehicles! These often unusual looking vehicles can get into some very unusual positions- be sure to check waterways and under bridges! The three most popular and three selected by us will get 300 GE. See the winners down below!

Let’s begin the 234th edition of our competition!

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen234. You have time until the 31st of July 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.

How to Participate!

Terms:

  • Your screenshot must include an amphibious vehicle. Seaplanes and all naval vehicles will be accepted.
  • You must add the #WTscreen234 tag (title cannot have any other text in it).
  • Artists may only win by popular vote once per four screenshot competitions.
  • 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 233rd edition – Live Fire!

Winners selected via community votes:
https://steamcommunity.com/sharedfiles/filedetails/?id=3766943764
https://steamcommunity.com/sharedfiles/filedetails/?id=3766947168
https://steamcommunity.com/sharedfiles/filedetails/?id=3768474070

Winners selected by our judges:
https://steamcommunity.com/sharedfiles/filedetails/?id=3768324954
https://steamcommunity.com/sharedfiles/filedetails/?id=3769330016
https://steamcommunity.com/sharedfiles/filedetails/?id=3766924771

Each winner will get 300GE! Congratulations and see you next week!
Today we’re very pleased to share a new work in progress vehicle with you, currently being crafted by War Thunder artists. This is the American M7 medium tank, a project developed right alongside the Sherman.Initially the M7 project was conceived as a light tank, intended to replace the M3 Stuart. As development progressed however, the growing list of requirements led to a significant increase in the vehicle’s weight, pushing it over the threshold for a light tank. Ultimately, its combat characteristics became nearly identical to the M4 Sherman. As the Sherman was already comfortably rolling off the assembly lines, mass production of the M7 was deemed impractical.Let’s have a look at the new model. At a glance, you might see echoes of several different tanks. You may notice the low, rounded silhouette of the M22, the cast hull lines reminiscent of the Canadian Ram, or a transmission plate that shares elements of the Lee and Sherman. Despite these fragmented initial impressions, all of its design elements come together quite nicely to form quite a fascinating and aesthetically cohesive tank.We must say the word "aesthetic" is certainly apt for the M7. Its silhouette has been fairly pleasing to the eye as we’ve been developing it. It could be described as a more compact, streamlined Sherman. The little details play a big role in this impression too. The stowage box on the rear of the turret visually extends its profile, while the grab handles on the cast hull and the metal guards around the turret's observation devices give it a fittingly aggressive edge.Much like the CA-27, this vehicle may seem similar to others in the game visually, but it is entirely unique. Much like the previous WIP, the M7 model is being created from the ground up, which requires a tremendous amount of work overall. Creating new vehicles is often a deceptively long process, especially with rare machines that don’t have extensively detailed documentation. Nevertheless, our artists have been relying on surviving documentation as well as photographs of the only remaining M7 tank, originally located at the U.S. Army Ordnance Museum and now part of the U.S. Army Center of Military History collection.We’re still deciding which spot will be best for the M7, it’ll either end up in late Rank II or early Rank III, likely in the light tank line around the Chaffee or in the gap between the M22 and M6. These areas are relatively sparse, so we’re happy to include a new vehicle here to add some extra variety to early lineups.Once work on the M7 is complete we’ll show you in one of our regular comprehensive Devblogs, where we’ll outline its performance and what you can expect from it in the game. That’s all for now, we hope you like this new format — see you soon!Please note that vehicle specifications and model visuals may be subject to revision and change before being added to the game.
Aircraft
  • F/A-18C MLU 2 (Sweden) — a bug that caused the pylons with 2x AGM-154A1 JSOW to not display has been fixed. (Report).
  • I-16 type 5 — a bug that caused the landing gear to appear deployed when spawning in the air has been fixed. (Report).
Ground Vehicles
  • FIAT 6616UB — DM63 APDS has been added.
  • Csaba — a bug that caused some of the textures to display incorrectly has been fixed. (Report).
  • PGZ88 — a bug that caused the mantlet to give significantly more protection than it should have has been fixed. (Report, Report).
  • PGZ88 — a bug that sometimes caused graphical artifacts to appear around the vehicle when viewing it from some angles has been fixed. (Report).
Interface
  • The minimal radar indicator (without a full set of the radar control buttons around it) now has two more buttons: to switch between the radar and IRST and to switch to ESM mode.
Nuclear Escalation
  • New Battle Rating bracket of 12.0-13.0 has been added to the early era battles. Thus, aircraft with a BR of 13.0 can be matched into both early and late era battles.
  • A bug that caused the “Peaceful Atom” award from Ground Battles to start being awarded in the game mode has been fixed. (Report).
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
Aircraft
  • IAR-81C (DB 605) — a bug that caused the aircraft to be hidden from the tech tree when the test-drive was active has been fixed. (Report).
  • ☢MiG-29SMT (9-19) — a bug that caused chaff to be missing from the available countermeasures has been fixed.
Ground Vehicles
  • Scimitar Mk.2 — Battle Rating in all game modes has been adjusted from 8.0 to 8.3. A bug that caused the machine gun muzzle flash to appear in the wrong place has been fixed. (Report). A bug that caused the gunner optics to be located inside the turret and have unlimited aiming angles has been fixed. (Report).
Nuclear Escalation
  • To balance the queues a few nation presets have been added to an early era battles (Battle Ratings 10.3-12.7), where Great Britain, Sweden and France can now play in the same team with the USSR and China, as well as a preset for 11.7-12.7 BR bracket where USA and Germany play versus all other nations.
  • Project 956 — a bug that sometimes caused the ship to ignore air targets has been fixed.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.
Scimitar Mk.2: An Event Vehicle Light Tank for Great Britain at Rank VIAt a glance:
  • High speed and reversible transmission
  • 30 mm cannon with APDS rounds
  • Additional composite armor elements and slat armor screens
 Introducing the Scimitar Mk.2!Meet the agile Scimitar Mk.2 reconnaissance vehicle, equipped with add-on armor. This new model is the vehicle reward in the Scimitar Strike event that started today!Using the Scimitar Mk.2 in BattleYou’ll feel familiar with the Scimitar Mk.2 if you already played the variant of the Scimitar already in the game. The main differences that the Mk.2 has is a new turret and additional armor on the sides. This makes it more resistant to smaller caliber guns, and it can even withstand hits from some early gen ATGMs if you’re lucky! More armor means more weight, which is the case for the Scimitar Mk.2. However, it does have a new engine and automatic transmission with a reversing transmission, allowing you to still get into good positions and reverse away from danger when needed.The Scimitar Mk.2 has a 30 mm cannon that can fire APDS rounds. Make sure to utilize these as much as you can by aiming for the side armor of most tanks, which the rounds will be able to penetrate. They will however be able to penetrate the front of many SAM/SPAAs and light tanks. You can use this vehicle’s speed to excel at flanking maneuvers and rapidly capturing or contesting objectives. Its main drawback, as with the first Scimitar, is the autocannon’s relatively low rate of fire, resulting from its three-round clip feed system. Make sure to keep this in mind when picking your targets.Feature Spotlight: MobilityLike all light vehicles in the game, the Scimitar Mk.2 relies on mobility to survive. It’s a heavier vehicle than its predecessor, but it still retains excellent mobility, being able to reach speeds of up to 80 km/h on paved roads. This is excellent, but the icing on the cake with the Scimitar Mk.2 is its reverse transmission, which also allows the vehicle to reverse up to 80 km/h as well!Developer comment: The Scimitar Mk.2 has some advantages and disadvantages compared to the regular Scimitar. It has slightly improved protection due to the slat armor, but this comes at the cost of slightly reduced speed. This puts this vehicle in a good position to be an event vehicle, as it doesn’t differ much from the variant available in the tree: players who are not interested in it are not missing out on a unique playstyle, but players who do want to get it get another versatile light tank for their British Rank VI lineups if they like. Vehicle HistoryIn 2009, BAE Systems was awarded a contract by the British Army to upgrade FV107 Scimitar reconnaissance vehicles for operations in Afghanistan. Engineers replaced the gasoline engine with a Cummins BTA diesel engine and installed an automatic transmission; they also enhanced mine and ballistic protection and added specialized crew seating and an air conditioning system. The vehicle received new sighting systems, forward-facing cameras, and updated communications equipment. The hull was raised to improve interior space, and an emergency escape hatch was added. The vehicles could be fitted with additional armor and slat armor, which increased the combat weight of the vehicle of the Scimitar Mk.2 to 12 tonnes.A total of 50 vehicles were upgraded; they entered service in 2011 and were first deployed to Afghanistan in September of that year.So that’s the Scimitar Mk.2 for you! You can get this vehicle in the Scimitar Strike event that started today. More info in the link below!Click here to find out more details about the Scimitar Strike EventPlease note that vehicle specifications may be subject to revision and change before being added to the game.
The confrontation between North and South Korea that began in 1950 quickly escalated into a large-scale conflict, with the USSR and China supporting one side, and the USA, Great Britain, and several other nations backing the other. The war marked the first time jet aircraft were used on a massive scale. American B-29 Superfortress bombers dominated the Korean skies, but soon they met a new challenge: Soviet MiG-15 fighter jets!On April 12nd 1951, B-29 bombers escorted by American fighters headed toward northwestern North Korea but were intercepted by Soviet MiG-15s. Casualty figures vary, but the victory belonged entirely to the USSR, with Soviet pilots managing to shoot down several bombers and fighters with no or minimal losses of their own. In the United States, this day became known as “Black Thursday”.Take part in the “Black Thursday” event and receive a 30% bonus on earned Silver Lions and Research Points!
When: From July 23rd (11:00 GMT) until July 27th (11:00 GMT).Where: You can find the event in the “Events & Tournaments” tab from the hangar.
The event is available in Realistic and Simulator Battles modes. Each player has three respawns.ObjectivesThe objective of the American side is to protect the AI B-29 bombers flying to attack the airfield, while the objective of the Soviet side is to shoot down these bombers!Mode and VehiclesBattles take place in Realistic and Simulator Battles using the following vehicles:MiG-15 (USSR, Rank V)F-86A-5 (USA, Rank V)
We're excited to present a new iteration of the Nuclear Escalation mode!When: From July 22nd (13:00 GMT) to July 28 (13:00 GMT)Nuclear Escalation depicts a large-scale conflict involving nuclear weapons, putting you in command of front-line aviation armed with nuclear bombs. The battlefield situation is constantly shifting. Break through enemy defensive lines and destroy enemy depots and convoys to cut off front-line supply routes and dramatically shift the course of the operation. Knock out airfields and destroy artillery, MLRS, and tactical ballistic missile systems that strike your forces' positions from a distance. Suppress anti-aircraft positions, both medium and long-range systems, and destroy the carrier fleet along with its escort. And, of course, fight for air superiority — all with unlimited respawns!Since the last run in June, we've made a lot of changes. Here are the highlights:
  • Two separate aircraft "eras" are now available at once, each with two Battle Rating brackets: 10.3–12.0 and 11.7–12.7 in the first era, and 13.0–14.0 and 13.7–14.7 in the second.
  • Anti-aircraft behavior on land and at sea has been significantly reworked and rebalanced, particularly for short-range SAM systems. For example, they no longer fire while moving at full speed, and now activate their search radars earlier.
  • Silver Lion rewards for destroying targets have been rebalanced, with rewards for ground vehicles doubled — resulting in an overall increase in rewards.
We've also fixed and improved a lot more. Here's the full rundown!Two "Eras"This time, two mission variants will be available simultaneously in the event, each corresponding to its own aircraft era. Aircraft with a Battle Rating of 10.3–12.0 and 11.7–12.7 fight in early-era battles, while those with a Battle Rating of 13.0–14.0 and 13.7–14.7 fight in late-era battles.The new nuke carriers, which were recently added to the Ground Battles, are also available in the late-era Escalation battles.As for the nation lineup, as one of our balancing decisions we've kept only two: USSR vs. everyone, and USSR + China vs. everyone.Air Defense ChangesChanges have also come to this mode's key force, anti-aircraft systems. Originally, to achieve acceptable server performance during battles on a huge map with hundreds of active units, we had to completely disable search radars on short-range SAM systems. However, this was frustrating and didn't give players the information they needed to make decisions in advance, even after search radars were set to activate on missile launch.Now, following a series of additional optimizations, here's what's been implemented: short-range SAM systems will activate their radar once a player gets within a distance roughly 1.5 times the system's missile launch range. This should give players enough time to make decisions and strike the SAM sites with anti-radiation missiles before the system opens fire.We've also fixed another important issue: SAMs in convoys no longer fire while moving at full speed. Instead, as intended, they slow down to launch and guide missiles onto their target, making them easier to fight.That said, SAMs haven't become passive bystanders. Primarily to address the Kh-31, we've added new anti-radiation missile (ARM) countermeasure logic: if a SAM system detects an incoming munition fired at it from a sufficiently long distance, it can temporarily shut down its radar. When the radar comes back on, the missile will likely miss, since it will have already accumulated significant guidance error. As a result, both teams are now forced to launch ARMs from a closer range to their targets.Additionally, we fixed a bug where small munitions like the GBU-39 and GBU-53 were being ignored by the HQ-11 and SPYDER. These weapons now also have a new mechanic: small (GBU-39, GBU-53, SPICE 250, 9M127 Vikhr, Brimstone) and stealth (AGM-154 JSOW) munitions now receive lower priority from SAM AI, as a temporary "pseudo-RCS" mechanic. Note that this is a temporary measure, a full implementation of radar cross-section mechanics is planned for later this year.Long-range air defense systems no longer fire on low-flying targets beyond 20 kilometers, and assign lower priority to targets that are moving away from them, allowing them to better defend against genuinely important threats.A small change has also been made to SAM markers: the detection range at which a SAM can be spotted now increases while it's firing. Additionally, markers now persist for 10 seconds after you or an ally stop detecting the target.Overall, SAM systems should become more balanced overall, the ones that were too strong will be weaker, and the underperforming ones should now do their job better. We hope you enjoy the changes!Battle Balance and RewardsWe've adjusted (mostly significantly increased) the ticket cost of destroyed vehicles for team scoring, and increased both the total ticket pool and the number of tickets required to trigger the next escalation stages. This should make the impact of destroying enemy ground vehicles more noticeable.We've also rebalanced Silver Lion rewards for destroying enemy vehicles. Rewards for destroying aircraft have been reduced by 8%, while rewards for destroying ground vehicles have doubled, meaning that rewards overall have increased. Please note the mode is still under active development and the in-battle balance keeps evolving, so these values may not be final.Naval CombatBoth the fleet's SAM AI and armament, as well as the munitions used against them, have been reworked as well.We've fine-tuned the targeting logic for ship-based air defenses and adjusted their engagement ranges, and fixed a bug that caused low-flying targets (anti-ship missiles in particular) to not be engaged by AI ships at all. Ships have also received new SM-2MR (RIM-66C) surface-to-air missiles. All of this has improved the effectiveness of their air defenses, which were previously inadequate.An important change has been made to all weapons capable of striking ships too, anti-ship missiles, guided glide bombs, and guided bombs alike. Their seeker heads can now select crew compartments as targets, meaning hits will on average land on more critical parts of the ship. This will be especially noticeable when attacking aircraft carriers.You can find more details in the changelog, give it a try, the event has already started! Jump in and share your feedback with us! Good luck, pilots!