- 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
War Thunder’s first major update of 2024, Alpha Strike, has been released and with it a fistful of Roadmap features from the Spring to Summer 2024 Roadmap!
Haven’t had time to check out how these features work yet? In this article, we’ve rounded up each addition and explained how they’ve been implemented into the game. Let’s jump right in.
Game Mechanics and Gameplay (1/3)
Aircraft fuel slider
You’re now freely able to adjust the amount of fuel for your aircraft, ranging between the previous existing minimum and maximum amount. Those times where 10 minutes of fuel was too little and 20 minutes was too much is no more!
Resolved duplicated stock air-to-air missiles
This issue caused stock missiles (typically 2) and the identical missile type that could be unlocked through modifications to be put into two separate groups. In battle, this became frustrating when wanting to switch between different missile types, as there was an extra group to go through. These missiles are now together.
Object destruction synchronization improvements
The synchronization of destruction of fences, bushes and other objects on maps has been improved! In short, this means that the server now “believes” the client regarding the destruction of any of these objects using any weapons (not without making some checks on the possibility of such destruction). The objects you shoot and destroy now stay destroyed, except for some unavoidable desynchronization issues that may occur. This was implemented into the game about a month ago, and we’ve kept a close eye on it to ensure it has worked properly.
Minimap detection zones for aircraft
In Ground Realistic Battles, enemy aircraft who are lurking around friendly air spawn points and helipads can be a nuisance. To help counter this, we’ve added minimap detection zones around these areas.
If an enemy is flying in your team’s enemy detection zone, you’ll be able to see them on the map, regardless of what vehicle you’re using. In an aircraft they’ll show as a map marker of what type of aircraft they’re in, and in a ground vehicle there’s a red arrow on the minimap. For the enemy, they can see that they’re in one of these zones by shaded areas on the map.
The aircraft detection zone from different perspectives (click to expand)
The size of an aircraft detection zone may differ depending on the distance between each team’s spawn points. If the distance between them is less than 15 km, then the radius of the detection zone is 2 km. If it’s more, the radius will be 5 km instead.
A new set of tutorials for guided weapons
With the addition of several types of weapons into the game, figuring out which keybinds are needed can be overwhelming. To help with this, we’ve added a set of step-by-step tutorials on how to use these missiles. To access this, click on the “Battles” button at the top left of the hangar and then “Tutorial”. Here, there’s a wide range of tutorials for AGM and AAMs to guided bombs that you can choose from. Select the mode you’d like to test them in, and we’ll help you through it. You can also access these tutorials by navigating to the modifications window of an aircraft, selecting the weaponry modification once it’s unlocked and clicking the “Test” button.
Improvements to the replenishment mechanics on allied capture points
One important asset of allied capture points is the ability to replenish ammunition. There were some quirks in this system however, and within this Roadmap feature we’ve aimed to make it a more seamless and smooth experience. This is what we’ve done:
- You can now replenish partially spent ammunition: on allied capture points, you’re now able to replenish partially used belts, magazines and launchers for multiple missiles or rockets instead of needing to use up all of the ammunition. This typically affects SPAA vehicles, but applies to many other vehicles as well.
- The maximum reload time of ammunition has been reduced: on allied capture points, the maximum reload time for all rounds, rockets and missiles has been reassessed and reduced where necessary.
- The replenishment progress mechanic on allied capture points has been improved: let’s say you’re replenishing on an allied capture point, but had to move to another part of it since you were being shot at. The replenishment progress is now paused until becoming static again, where it will continue from where it left off. In addition to this, moving out of a capture point doesn’t cause the progress to be lost. Instead, it starts gradually decreasing and can be continued when going back into the capture point.
Interface (1/3)
The destruction log, also known as the killfeed, shows all types of important information regarding who’s destroyed who in a battle. Sometimes though, you simply don’t want to see all of this information at once. We’ve added the “Show ammunition type in the destruction log” and “Show squadron names in the destruction log” options to the Battle interface settings, giving you more flexibility on what you want to see.
Social Features (1/3)
As mentioned in the Roadmap news, development takes time and some features may not be able to meet planned release dates. With that being said, there’s two social features that are postponed for the time being.
Integrating the Steam friends list
This feature is not ready for release yet — we’re still working on it, and it’ll be released in a future It’s Fixed update. In the subsequent article for this update, we’ll be discussing it in more detail.
Wish-list vehicles in-game
The wishlist feature is not ready for release yet too, as we’re still currently working on the technical aspects to ensure that it works correctly once it’s added. We’ll also release this feature in a future It’s Fixed update, and in the subsequent article for this update, we’ll discuss it in more detail too.
That’s all for today! Until next time,
The War Thunder Team
Comments (14)
Comments will be premoderatedMore good changes, I think these roadmaps have been great for the game. Looking good guys!
WE WANT F/A-18, add swiss f-5e and f/a-18c for germany :)
With the social updates, will chat ever be turned off slowmode, or is it going to stay like that?
Wish list vehicles as in tech-tree vehicles?
Dog Milk, Hi! All information regarding this feature will be announced when it's released.
I was wondering why there was a red arrow on the minimap towards my teams airfields. They already work like a dream from what I've seen
Looking forward to trying out the tutorials, especially since I remap my keys and all the youtubers seem to use default ones when giving instructions. Also loving the ammo reload feature, especially for SPAA. It'd be great if it replaced crew too though, maybe even eventually turned your tank green again after a few minutes. The destruction sync is cool too, far too often I shot down some tree just to see it immediately pop back up again.
Will the wishlist feature work on console or will it be exclusive to PC. Just wanting to know since I had heard about the wishlist feature and had this question.
Quite a few good things here. Nice work.
Good news, especially about replenishment mechanics! But what about HESH, that was remade in last update for about couple hours and then returned back as it was?
Will the Steam friend integration include an update to the friend system / UI? I would like more Friends and more blocked, and would also not want to remove friends by accident when removing them from a platoon group.
Callsign Otter, Hi! I don't believe so, no. It'll be another tab in the friends list with Steam friends. All information will be included in the It's Fixed article when we're ready to release this.
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