
- 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.
Hull aiming re-worked
We have completely reworked hull aiming mechanics, which is used on such unusual vehicles as the Swedish Strv 103-0, Strv 103A, Strv 103С and the German VT1-2.
Without going too deep into details of all auxiliary systems involved, we’re pleased to inform you that hull aiming has become smoother and much more precise in all gaming situations, including aiming from slopes!
It’s time to dust off these outstanding pieces of engineering and bring them back into battles.
For correct hull aiming mechanics, don't forget to update your game to the most recent version.
Info cards for shells improved
Back in 2015 in pursuit of realistic armour piercing mechanics we simulated the effects of shell normalization and denormalization, i.e. rotation and deviation of a round when hitting armour. Armour penetration cards were supplemented by penetration values at different angles. These mechanics are quite complex in practice, and depend on the calibre of a round and thickness of armour.
The mechanics worked perfectly in the game, and have only been improving since then, but there was a tiny flaw in the info cards of shells. the armour penetration value displayed only for a fixed calibre-to-armour thickness ratio. And this is important! The thicker armour is, the longer a projectile is affected by normalization/denormalization, which deviates it from a normal trajectory, making it deal with thicker or thinner actual armour thickness.
Accuracy is important! Therefore we have completed the refinement of formulas to calculate armour penetration values of calibre projectiles at different angles of impact in shells cards - now they are completely equal to those in War Thunder battles. Yes, armour penetration calculation in battles worked well and correct from the beginning all the time.
An important point. All physical peculiarities were most clearly reflected in the infocards of calibre armour piercing rounds, since they are mostly affected by the normalization and denormalization phenomena. A shaped-charge or, say, high-explosive rounds ignore the above-mentioned forces when hitting armour.
Learn more about different behavior of shells and the purposes of their designs in our wiki.
Lost aiming controls fixed
You may have encountered this bug when actively using various enemy detection tools - night-vision devices, thermal imagers, gunner's and commander's sights. Sequentially switching between them, you could completely lose control of the gun.
The naughty bug was found and fixed. Use the game mechanics with confidence!
Damage to the crew
This change is not so much a bug fix as a refinement of the existing projectile impact mechanics.
In some cases, after breaking through the armour, a shell that got into the fighting compartment might not cause damage to a crew member or any module and, at the same time, disappear at the impact point. This picture looked as if the crew member had stopped a powerful projectile, but in reality, a much more complicated situation unfolds.
This situation arose due to the loss of stability of a projectile, a parameter that falls when the projectile penetrates various obstacles, ricochets, armour itself and the distance traveled after breaking through or ricochet, including through the fighting compartment (where there is equipment, chairs, various partitions, etc.). If stability is completely depleted, the projectile will stop dealing damage and disappear on the hit camera. This, for example, can more often occur when it hits the fuel tank and is perceived by the viewer as a shell dissolved by this very fuel tank.
But in the case of hitting live crew members, this behavior was incorrect and we fixed it for calibre and sub-calibre armour-piercing rounds. No more shells dissolved by crew, and you now know better about the penetration mechanics in War Thunder.
Gun blocking with separate brake controls
There are many fine gameplay settings in the game, including an option of “Vertical aiming block by braking”. This feature allows you to block the vertical guidance of a gun to prevent rocking of a gun on some vehicles when braking.
Due to an error this function might work incorrectly while using separate brake controls - right or left. The bug is fixed, good hunting!
Unjust tribunal
No one likes deserters, and combat-able players get temporary crew lock by leaving a battle before time. But until today, the punishment might be imposed even if all your vehicles in the respawn window were listed as too expensive for Respawn Points (RP). Why did this happen?
Secondary armament and armour piercing belts on aircraft increase the respawn points cost, but upon leaving the battle, the punishment was imposed at the cost of an aircraft, excluding suspensions and belts.
Now, your choice of the main weapon for a particular aircraft will be taken into account, and if you initially selected specific suspensions in the hangar or used them in the last battle, then in the next battle you will not be punished when leaving the battle in case of a lack of RP. Succession your battles and try not to let your comrades down.
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 (53)
Lets test the hull aim then :)
i want to test M60T... best M60 ever.. it should be in game, M60T for USA m60 line as tier 7... look wt forum about M60T please...
modern_primat, Go post on the forums then instead of every single announcement.
Ahh, I saw something about deserters and crew locks, and hoped that 1-death quitters would finally get a punishment. Looks like I still have to wait....
This is for, you have an aloette left in your line up, with atgm selected, but you can still spawn it with snebs in GRB, so your forced.
I hate this as well, as it ruins the game to the rest of the team. Take into account 2 things, though. One is that not everyone quit out of the game on its own volition, and it is in a huge part, a Gajin fault, because of the game crashing bugs, and some new that kick out the players without any reason at all. In the case of this second bug, it is impossible to come back to the game, and in the case of a game crash, or a temporarily lost connection player often cannot return to the match as well
Just tested a Strv 103, it does actually work like you would expect (at least in the limited confines of the Test Driver area). Congratulations Gaijin, year old content if finally working at an acceptable level.
no, once you take into battle it wags its tail like a happy dog that is glad it gets to be used again. Sadly that puppy will now gather dust in a corner. Maybe next year they will try again and it may just work right in 3 or 4 more years
It works unexpectedly well for me, it can even aim while burning, repairing, having transmission and track broken, at least in AB
sorry the hull aiming is still not fixed it still stops and starts when doing long turns
Looks great, I was wondering if you guys were gonna spend some time refining air sb, because as much as I love it, I can no-longer afford to play it with the very high repair costs.
air sim is great! I too can not afford to play and I've been playing for 5 years now. In fact i played the other day put some boosters on to help make some lions.. nope torps phased thru ships bombs didn't blow up tanks, guardian ai fighters from the enemy air field just strafed my team on the runway the whole game I lost like 200k lions... i don't even want to talk about battle ships right now... where the repair cost is so high i go out an kill 5 enemy ships and die, doesn't cover repair cost.
Are you guys ever gonna fix the bugged textures that mac users have made bug reports about now for months?
mac lol
TheGrannyGobbler, lol
Nice, good to see you guys at work, constantly. But can you fix the IR light on the Marder, though?! ^^
Thanks
NurflugelHo229V2, Please do not spam
i have two question. if something happens irl that makes you have to leave when you're in the middle of a battle. do you get punished for that to?. another thing. in the latest Major update or in one of the "it's Fixed" you talked about accidentally joining a battle even if you click "Cancel", that problem still exists. it happened to me a while ago when i was doing something. i clicked "cancel" and still got put into a battle.
I am specially glad to see the polishments on crew damage!