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It’s Fixed! №87

Today, we’re going to be talking about the work on improvements and bug fixes to the game over the past 2 weeks. We’ve selected some that we think will be interesting to see, so let’s take a look!

If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.

FPS freezes have been focused on and fixed


In the battles of War Thunder, not only does every second count, but even a split second is enough to decide the outcome of a situation. That’s why a stable frame rate is so important, especially when flying an aircraft over a tank battlefield.

It was precisely in this situation that the game could freeze up: in ground battles, when flying over a cluster of ground vehicles, an aircraft pilot’s screen sometimes froze for about a second, or even longer in some cases. This could cause an aircraft to lose control and crash.

We’ve found the root cause of this problem and have fixed it.

Scouting has been fixed, and improved!


We’ve received many reports from you that active scouting did not work as it should. In Ground Realistic Battles, enemy vehicles were not scouted at a noticeable distance, even if the target was directly in the crosshairs of the gun sight or binoculars: it was not marked as scouted.

Not only did we fix this problem, we continued to improve the logic of active scouting.

Another improvement concerns rewards for scouting. If a player has already shot at an enemy before you scouted and then destroyed them, then the game has nothing to reward you for, since another player successfully detected that enemy themselves. Therefore in this situation, you’ll be given a reward “Not by intelligence”. It’s less valuable, meaning you’ll not receive an increase in air strike and artillery points (in Ground Arcade), and a reduction in the cost of spawn points for aircraft (Ground Realistic).

A new HUD for the Battle gamemode


We’ve improved the HUD in the Battle ground gamemode, to make the goals and objectives of each team clearer. We’ve removed the team points bar in favor of a more readable display of the number of destroyed vehicles to win and the current number for each team. Under this indicator you can now also see a timer, where when this runs out, the team that has destroyed the most enemy vehicles wins.

Fixed display of vehicles at a distance


Targeting pods and built-in optics for high-ranking aircraft help in detecting ground targets and ensure the use of weapons at ranges comparable to the engagement ranges of air defense systems at similar Battle Ratings. However, due to an error in applying the angular dimensions of targets with the detection range through sights, these ranges were noticeably less than those necessary for small targets. This meant that for small vehicles like the Swedish Lvrbv 701, the maximum range at which it could be detected in a sight or targeting pod was about 8 km. Now, after fixing this issue, its detection range is over 20 km, and for larger vehicles, even more.

That’s not all

The full list of improvements can be found in each update note! Let’s go through a few: stabilizers no longer allow you to increase the turret rotation speed, creating a new preset no longer leads to the gamemode changing, and the penetration values of shells are now again visible in the stat cards of all vehicles.

Once again, many thanks for all your bug reports that you submitted using our special service.

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