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!
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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)
Will the M4A3 75mm sherman be added to the game and im talking about the non jumbo/HVSS version. Also will the M4A3E2 76mm get dropped to 5.7?
Nice.
Woohoo more explosives for airplanes :D
Thanks for all your continued hard work!!
Will Gaijin add the Object 279 Heavy Tank in 1.67?
I seriously doubt that tank will EVER be added. Not a single shell in the game right now can pen it.
Any Naval testing this weekend?
Probably yes. Still need confirmation.
devserver this weekend ???
Are there going to be any changes to mid tier British tanks? throughout tiers II and III They seem a little underwhelming, and I could be wrong but I don't think the solid shot shatter effect is currently modelled correctly. Any shrapnel from the shot seems to be absorbed by the interior of the tank, instead of bouncing off as it would, this means a lot of British guns lack punch and are unable to match its equivalents in firepower, a fact that is not entirely accurate.
A soviet test from the 80ies with 125mm APFSDS (the stuff that's supposed to shrapnel really, really hard came to the conclusion that out of the several hundred splinters created at impact only around 20-50 are massive and energetic enough to go through electrical wiring and hydraulic fluid tubes without being caught in them and only around 5 of those fragments are energetic enough to be definitively lethal and potentially ignite fuel and ammunition.
Anglerfish_Team_, We used to use 120mm APFSDS-T rounds in the M1A1 and they travelled so fast, and were so dense, they'd pass straight through the turret of a T-72 and create a suction effect and literary suck everything out. I don't know how they compare to '80's rounds though.
Here is a question probably many players wants knowing: When flipping over a tank completly it sinks into the ground with its turret except its tracks, and is impossible to tow or push back into normal position, could you fix the collision models work properly so this doesnt happen?
Where you aim is where you'll attach your tow cable. Attaching in the right spot and positioning your own tank properly will yield considerably better results for helping to flip your allies back over. You also have to take into account the size, weight, and power of your own tank. However, yes, I do agree that fixing the models so that the turret isn't buried in the ground needs to be implemented. With that, we'd have better chances of helping to flip an ally twice our size.
Thank you for RBS - 82 and RBS - 132. I wanted this!
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