- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
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 on the website special section.
Making bug reports easier to pass!
Most updates that are released and even some of the improvements in this digest are based on your bug reports. It’s hard to overestimate their usefulness and your help so we want to make it so that you don’t spend a lot of time and effort making bug reports.
We are happy to introduce a brand new service which will make reporting bugs to developers easier and faster.
Convenient forms for downloading the necessary logs and other files, tracking the hottest problems of the game as well as direct access to the page directly from the game client.
You can get to the new service directly from the game by clicking: “Community → Report an issue” And of course we are waiting for your feedback and suggestions on how to improve the new service.
Bug logging continues to be available on the forum as well.
Where did the shell disappear to?
Such a question, although rarer, can still occur to any tanker since the release of the “Ground Breaking” update. It was the update that required some reworking of surfaces for the new terraforming mechanics that has led to situations with missing shells.
To explain briefly the shell wasn’t really missing but if there was a surface behind your tank’s turret - ground, hill or rock, the game gave the shell a command to detonate or hit it! This happened most often when shooting at enemies above you or if there was a hill or other object behind you. In this case, in the vicinity of the shooter there was likely to have been another tank (no matter allied, enemy or even already destroyed vehicle).
We already fixed the shell's trajectory yesterday, so they will no longer collide with obstacles behind your tank.
Clarifying the models of rockets and air-to-surface missiles
Another example of the noticeable effect in small changes on the mechanics of the weapon. Now we have added distance between the fuse and the charge itself to the in-game models of rockets and air-to-surface missiles with a massive high-explosive warhead that is placed at some distance behind the detonator.
It will mean that the epicentre of detonation of such rockets and AGM’s will be somewhat distant from the actual point of impact. This in turn will increase the surface area with which the explosive wave and shrapnel interact and increase the chance of finding a weaker area will be forced by the explosion or pierced by the secondary fragments.
You should be familiar with this principle if you have ever fired high-powered high-explosive at or even near the brow of an enemy turret, expecting the blast to find a vulnerable point. Now these rockets and AGM’s will become a little more dangerous. We will continue the work of modeling more sophisticated weapons.
Speeding up the onset of a well-deserved victory
This change will work in air RB mode. As you may remember, if the enemy has no active forces left, their team points will start to decrease after a while by bringing you a long-awaited victory.
We decided not to waste your time waiting for this process to start - now the enemy will start losing points as soon as their team has no active forces left. At the same time the waiting time for the activity of the last remaining player in the battle will slightly increase - from 90 to 100 seconds.
We wish you fast victories and successful overpowering - depending on which side you represent in the battle.
Fixed a bug in “Global Illumination”
Global illumination is one of the most interesting graphical features in our Dagor engine. If your video card supports DX11 you can safely enable it and enjoy much more realistic lighting and reflected light with minimal FPS reduction.
For this edition of the “It’s Fixed” we fixed a bug that would cause the surface in the battles to be too dark if this setting was set above medium quality. Thank you for your reports on this problem.
More improvements
For this digest we have prepared a large set of useful fixes and game improvements. Be sure to read the full list which we have prepared in the separate changelog - there are many interesting things.
Once again, many thanks for all your bug reports that you submitted in our bug report section on the War Thunder forums.
Comments (31)
Battles in Air RB lasting longer after the last vehicle was destroyed was one of the better changes to Air RB in recent history. You could destroy more AI targets for more SL and RP (and then it's no surprise that it was removed, can't have people getting more RP) and you could change your loadout on the Airfield if you were the last person alive, instead of ticket bleed starting immediately like in the past.
Yeah, thats true. But I lost a match because of this. Our team had only one or tickets after the last enemy was killed. In the waiting time Enemy AI caused our tickets to bleed. Sio we lost. So kind of troublesome feature in those situations.
Ground pounding was nerfed anyway...hahaha ...please help
Great news that you have made a reporting service! Thank you for fixing these bugs and have a great time off over Christmas!
Cheers mate!
Can you please look into/fix ''Video driver was hung and restarted'' bug? I initially thought it was my gfx card running out of memory but after searching dozens of others are experiencing the same. I have default clock.
I was having this issue until I checked online for drivers, namely Nvidia and Intel drivers. I've installed one of those and haven't had this problem since. If you haven't tried that already, maybe give it a look because it might be easy to solve.
Damn, I thought you would fix VCC-80/60 research cost, it looks quite easy.
Where did the shell disappear to? Such a question, although rarer The think is it is not rare and it was happening way earlier before ground breaking update and it is still happening
I know right? I was like this is not a "since Ground Breaking" problem lol
Alexsis8, I'd say the latest patch really crapped on the game when it comes to ghost shells. They're now unusually common. Even with lot ping and no packet loss, shells just phasing through tanks.
T-34 artwork for post No.34, nice. Really happy to see the Air RB timer fix, thanks for that! :)
Battles in air RB lasting longer allowed people who didn't kill anybody to destroy ground targets, or even bombers to bomb what was left on the map. It was a great addition. Please re introduce it, it didn't waste any body's time
Talk for yourself. I had to hang out over 5 minutes last time after the last kill, though the average was somewhere around 3-4 minutes. I for one hated wasting that time.
Jeonha_Byun_Tae, The timer was set to one minute after the last player was killed. One minute is wasting no one's time, even if it felt like five.
Maybe Nords will be useful again....?
I personally really liked the extra time after a game ended in air rb to use for ground striking. It was a very nice change and I'm rather sad to see it removed. I'm hopeful for the new but reporting feature though.
I also feel like the extra time after the enemy team was wiped was nice. As other people mentioned, it allowed for ground pounding, and made the game no longer feel like a drawn out team deathmatch. Having said that, I also wouldn't want to have rounds drawn out for people who just want to shoot down planes. Maybe allow them to leave at that point with no penalties to battle activity/rewards?
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