
- 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: Catalina v.10.15 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: OS Big Sur v. 10.16 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

All shells in the game - ground vehicle, aircraft and naval - will now have their own volume. Learn more about damage model improvements brought to you in the recent update.
Hello!
In addition to new vehicles, a new location and numerous fixes and improvements, in the War Thunder: Raining Fire update we are introducing “volumetric” shells - a very important feature for all game modes. Previously, shells in our game did not have their own volume. In fact, each projectile fired was a material point that reacted with the ballistics of its real life prototype, and upon contact with the enemy, a complex multi-vector simulation of the interaction of the projectile at the point of impact, say, with the point of armor on an enemy tank took place. In this case, the point-shaped projectile in some cases could inflict penetration or damage where a real projectile was not able to fit in reality - for example, a ricochet and flight under the turret ring area, slaughtering all crew members and modules in its path.
We decided to fix this. In the "Raining Fire" update, all shells in the game, from 15mm calibre or more, are now simulated by several rays at once, which indicate the real dimensions of the shell for a more reliable calculation of damage - on armor, in it, and behind it. Large calibre projectiles are additionally modeled with two ray circles. Now the projectile cannot penetrate where it cannot physically fit. The changes affected all ground, sea and air vehicles in the game, both player-controlled and AI vehicles, including AA guns.
Now you are able to more precisely simulate the most diverse scenarios of damage from any shells in the game - we have added functionality for protection analysis not only for tanks, but also for aviation. Welcome to the War Thunder: Raining Fire update! Our favorite game just got better!
The War Thunder Team
Previous Development Blogs
Comments (41)
This is an amazing! One of the best changes of the past several years! I'm so happy with this Gaijin, you have no idea. I'm not even going to use this devblog to complain, that's how happy I am. Thank you!!
Does this affect APFSDS shells bouncing off of tanks, for example bouncing off the abrams UFP when most darts should go through it?
As far as I know, that UFP is made to shatter APFSDS, same with other APFSDS shells, high angle plates SHOULD shatter those shells, which is not modelled, that's why they just ricochet. They made something similar with APDS shells, in certain angles and thickness plates, APDS can shatter
"for example, a ricochet and flight under the turret ring area, slaughtering all crew members and modules in its path." this doesn't change at all, I can still easily turret-trap IS-3, IS-2 and many other tanks still have this problem... Nothing it this terms changed at all.
They are talking about how a 122mm shell could squeeze through a tiny gap, smallet than the actual shell dimentions. This won't happen anymore
Steve_G_, smaller*
irl shells did were able to trapshot so I don't see anything wrong tbh
Where is the vehicles from WW2 Germany,Britan,France,and USA.Pleas,somting new from WW2.I love tanks from WW2 VEHICLES,PLEAS!!!! BUT NOT COPY.
You're pathetic
RIP a lot of Turret ring, Cupola, and MG ports weakspots.
So no more Abrams getting penned through the turret ring at over a kilometer by a 125mm HEAT round?
Imo the heat round should penetrate a turret ring, the plasma jet is thin enough to fit through that gap
ETIQ_Goat, It needs to impact something on the tip to trigger it though, so if it managed to fly straight towards the turret ring the charge would get shredded by the turret and hull, most likely exploding in an uncontrolled manner
I was killed yesterday by a wirbelwind frontally with a M4A3E2 Jumbo tank from 250m. One of the APCR shell ricocheted into my hull from the turret looking forward. It was rather interesting to see this happening.
I remember one time I was in an Ostwind and fired at an IS-2 as I drove past him and scored a crew kill by having a round go through one of the turret hatches; I wasn't even trying to kill him, just laying down suppressing fire so I could get from one cover to the next. Was one of the craziest kills I've ever gotten.