
- 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

In War Thunder we are always eager to simulate the characteristics of military equipment with the highest possible accuracy using all sources available. However, over time, new information often appears, which in some ways may contradict original sources, so it is not surprising that when such information is received, characteristics of vehicles and weapons are getting specified. Additionally, the digitization of modeling for certain systems may increase, which require additional checks and refinements. In this case, the combat capabilities of parts of weapons may change quite significantly. Here is just such a case, and we want to highlight and explain the planned changes in as much detail as possible, while at the same time cite the sources used in this work. We will also publish detailed characteristics for all missiles, which will allow us to additionally check the game data and compare them with the documentary base.
In the upcoming update, we will specify the dynamic characteristics of missiles, which will primarily affect the SACLOS/MCLOS ATGM and SAM. In order to correct the modeling of the flight and thrust capabilities of missiles, we have specified data such as: the mass in flight, the initial velocity (the speed of launch from the missile tube/container or from the barrel for tank guided missiles), the mass of solid propellant rocket fuel and its consumption in different operating modes, as well as the engine operation time at different modes. The drag coefficient was specified to adjust the flight time at various distances based on relevant data, as well as data on speed at different parts along the trajectory. Also, for some missiles, parameters of explosive power and armor penetration of the warhead were adjusted.
Above mentioned adjustments will be introduced to the game in one of the upcoming updates, but you’re able to learn the changes now from the spreadsheet prepared.
We have prepared a detailed article that cites which documents we used in development, as well as examples for the configuration for main types of missile weapons presented in the game.
Comments (33)
YES! Please tell me this will make the Type 93 work!
I didn't see the Type 93 being mentioned in the article. I can only hope that it will get fixed one day, as it is by far the worst and most unreliable SAM system in the game at the moment and underperforming, which has been reported several times.
Check the large Forum post on it...apparently its a bit better in the Dev server but its missiles are still AIM 9B like. Its red ring of Missile misfire is reduced. Type 93 uses Type 91 Missiles...they are in the spreadsheet...they are getting the correct 640m/s speed which is not bad. Its range is going down to 5km but that is not that big of a deal...its frontal aspect seeker is still FUBAR though...tail chase is a must :(
jnadreth, Better tail chase than inability to even hit hovering heli. Type 93 is so bad at taking down planes that I'm unsure if I ever got one, most of air kills are heli kills. Type 75 MLRS is much better anti-plane vehicle, trust me.
Thank you for information but not satisfied with the new Mi-28 variant. You should turn the Italian helicopter group into a TREE.
This is informative and appreciated. The only question I have is for SAMs and Vihker; are they intended to proxy detonate from other missiles? The current physical modeling of rockets is prone to abuse of the mechanic like using rocket pods to defeat missiles, but wasn't completely sure of this was intended.
the 9m127 shouldn't have a proximity fuse...the missile above on the sheet is the Sturm S HEVT missile...this is an error. HEVT missile can detonate other missiles...have been doing so for a while in game personally
In the spreadsheet it claims Type-91 have no proximity fuse but HN-6 does, but I see the opposite in the datamine, am I reading it wrong? https://github.com/gszabi99/War-Thunder-Datamine/blob/master/aces.vromfs.bin_u/gamedata/weapons/groundmodels_weapons/80mm_type_91_launcher_user_cannon.blkx#L122 https://github.com/gszabi99/War-Thunder-Datamine/blob/master/aces.vromfs.bin_u/gamedata/weapons/groundmodels_weapons/72mm_hn_6_launcher_user_cannon.blkx#L128
Nice. What about the random spinning of AAMs though? Missiles like the R-13M1 and R-60 spin violently in the air for some reason.
I just love this kind of tech documentation and the love of detail amongst the developers