System Requirements
- For PC
- For MAC
- For Linux
Minimum
- 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
Recommended
- 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
Minimum
- 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
Recommended
- 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
Minimum
- 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
Recommended
- 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
We answer your questions!
Attention! Outdated news format. Content may not display correctly.
Hi, soldiers!
Welcome to the Developer Q&A section, in which we’re going to publish our most exciting development plans and explanations about how the game mechanics work. Simply and concisely.
Read more in the Feedback and Developer Answers Compilation sections on our official forum.
Aircraft
Of course, kerosene is difficult to set fire to, particularly at a height, but an engine fire is still fully possible for jet aircraft. Both the engine and the fuel tanks can catch fire on jet aircraft.
The logic of bomb release in the game, when several mount points are present, works like this: first from the outer pylons, then from the central pylons. Often, it’s actually the larger-caliber bombs that are dropped first. There aren’t so many mounting options for different-caliber bombs in the game or opportunities to provide for a choice of bomb selection – so we have no plans for it in the near future.
We’re constantly working to improve the damage model both for tanks and aircraft. We may in the future make visual damage for the two fuselage structures. In the near future, to solve the problem of the central section, we’re going to somewhat improve the Damage Model for such aircraft, so that the destruction of this wing section also counts as a shootdown.
They aren’t in our near-future plans.
Yes, we periodically update and expand the options to mount weaponry on various types of aircraft. Right now, for example, we’re working on expanding the available suspended armament for Japanese aircraft, to make them more fun in mixed battles. Specifically with regard to jet-powered shells. We also plan to add the Soviet 82 mm and 132 mm armor-piercing RBS-82/132 shells, which will allow the early-series ILs to take on armored vehicles.
Ground vehicles
ATGM carriers already have their own niche in battles, with their own unique gameplay. Also, at a distance of 300 meters, it’s safe to say that most of them already have limited missile control. Because of the narrow field of view of the sight, and thanks to the missile’s flight speed, correcting its flight in under 1 second is extremely difficult. This means that unless you aimed right at the enemy’s silhouette, you probably won’t have the ability to turn the missile in time at that distance. I.e. at that distance, there’s no difference in whether the missile is guided or not.
It isn’t off the table.
No, we don’t currently have such a vehicle in our plans.
Misc
The game has noises for shells that fly past – both on airplanes and in tanks.
No, we don’t plan to implement a terminal velocity of sound effect propagation. In a game in which the player constantly sees explosions and shots at a distance, for which a difference in the speed of sound effect propagation would be noticeable, this would cause a feeling of discomfort due to the difference between visual and auditory output and wouldn’t provide adequate feedback.
The War Thunder Team
Read more:
Comments (108)
Please rethink your approach to the implementation of sound speed! It is a true immersion killer, when I can hear a tank shoot before it hits me from distance. If you still consider this distubing, then please only add this to realistic and simulator battles. Many players would welcome this feature, and appreciate your work. Thanks!
yes i agree only in SB mabye RB :)
I'm pretty damn sure what they wrote about it there is just an excuse. Even if it's possible to get it to work in the game engine, which it might not be, it could easily be much more work than it's worth.
Very nice, now please add this question and the appropriate reply, When will the spotting be fixed and the "Invisible Tanks Error" in GF/AB.
Our devs are working on the "invisible tank error", but it's a really tricky bug. Our team had trouble to replicate it, we (tech mods and CM) forwarded data & bug reports from users and we hope it will get fixed soon. We're aware of it, and we really want to get rid of it.
Ouiche, Thank you for the fast responce Quiche, there was no intent to flame but simply to bring up an issue that makes AB Ground Forces quite unpleasant. Glad to see that relevant bug reports have been submitted and that the devs are working on it, lets hope this will be over soon. Keep up the good work.
dont know where to ask there question but i have one on gameplay balance :- is me410b6r3 ever going to get much required 2000m or higher air spawn in Air RB ? its been useless since new interceptor spawn altitude were added. it really can not intercept b29 and b17 from 1000m spawn. some other faster climber planes get higher spawn and fighter teammate reaches to bomber earlier than interceptor. i even made thread about it long time ago, got not official response on it.
It's not that simple, on one side interceptors could use some altitude at the start to tackle bombers, but at the same time they could use that altitude to obliterate enemy fighters at the beginning of a game. The Me410 B6 used to have a big air start (3 or 4km, i can't remember exactly since it was more than a year ago), and a common tactic (when there was no bombers around) was to rush the enemy climbing lanes and attack fighters, with a huge energy advantage. One single player was able to make a large part of the enemy team stop climbing and go in the defensive. When your energy was gone, you just had to dive under your team fighters to give them free targets. Obviously, you need Bf109 and Fw190 climbing and not turn fighting bombers on the deck for that tactic to work, but that another story. )
Ouiche, Some planes get bomber spawn and are primarily not used to bomb or otherwise attack ground targets. Have you considered removing the R2Y2 spawn altitude and its BR?
Well since you are answering questions, here is one. Can you change the br of the panther to match that of the tiger, after all they are very comparable tanks when it comes to firepower and armor?
You mean the Panther II? You need to be more specific, given there's 5 variants of the Panther in the game.
Duck_McDuckinson, Panther I, if the panther II would get same br as the tiger I it would be a lot of fun *wink,wink*.
Any tank Devblogs today?
new map for 1.67
Dms110, Any TANK Devblogs tho, like new tanks.
Some tanks are currently equiped with smokegrenade launchers, can we expect smokegrenades in the game?
We can't give a definitive answer. We have performance and core gameplay elements to consider (how to display smoke on different graphical settings? Size? How would smoke affect detection parameters? What would be the effect on map balance? What would happen performance wise if 6 tanks launch their smoke at the same time and area?). It's a complicated element to implement.
Ouiche, If done right, smoke grenades could also screw over cheaters using third party software. A smoke generation system would add realism to both ground and naval battles too.
ATGM's already have a niche, yes it's true. The niche of not exposing ANYTHING vital about your tank and firing OVER obstacles, not to forget being able to guide their missle mid-flight to make sure to hit, if the enemy has, or is, moving. Technicalities are great, aren't they?
You forgot to mention that their "ready-to-launch" missiles aren't affected by damage such as being hit by 152mm rounds, really, HOW THE GODDAM SAUERKRAUT does a missile respond to actions correcly, or even fly after being hit by rounds that big Gaijin?
No logic that Panther A and D is not the same BR. Why Should Panther A meet higher BR than Panther D?
And, are the "sparks" getting any attention? I've got a video showing a spitfire is sparkling more than 4th of july! No a single hit.
Are there any plans for adding the Boeing B-52 Stratofortress?
we can only dream my son.
Guy pointing at propeller.
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