- For PC
- For MAC
- For Linux
- OS: Windows 10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 11 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)

Today, we’ve rounded up and will be going over some of the bug fixes and improvements that we’ve made to the game today and over the past few weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website.
If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.
Issues after the major
The release of the major update unfortunately came with some unforeseen and complicated problems, with the team working effectively around the clock to get them resolved as soon as possible. We always try to identify as many issues during internal testing and the dev server with the help of the community, but as War Thunder is a very technical and complex game with lots of interconnecting parts, it isn’t always possible to catch everything.
We’re starting this edition of It’s Fixed with key issues that we corrected after the launch of the major update. For aircraft, certain planes sometimes would be unable to move on runways, damage from air-to-air missiles and SAMs, as well as HE shells fired at aircraft were calculated incorrectly, and missiles could lose their target for no apparent reason. On the ground, allied and enemy vehicles sometimes moved jerkily, and some maps had collision issues.
All these bugs have already been fixed, and we want to elaborate on one of them in more detail and explain a little bit what happened. One of the main problems that many players faced at top ranks, unstable damage with missiles, is a manifestation of a bug related to the incorrect position of explosions when calculating hits on aircraft. This extrapolation error has occurred only in online battles and not consistently, so despite the fact that the erroneous code appeared on the open dev server and stayed there for about a week, we were unable to detect the bug due to its unstable reproduction. And although the first significant fix in the damage model, which was able to compensate for many manifestations of this bug, was uploaded to the main server after 24 hours, we were able to find the root of the problem and fix it only after 6 days. We apologize for any inconvenience experienced in the parts of the game that were affected, and thank you for your understanding.
Pinned weapons selector
Now onto new additions. We’ve introduced the ability to pin the weapons selector in air battles. This gives players the ability to interact with the selector directly, similar to the action panel elements. The aircraft can still be controlled by mouse movements, and by holding down the corresponding key (on PC, this key is Alt), you display the cursor. With the cursor you can press on the missiles, bombs or countermeasures that you want.

This is more convenient and faster than constantly turning the selector on and off and shows the remaining countermeasure amount clearly. In the future, we plan to add an indication of which hardpoint the next launch or drop will be from. This menu expands and collapses with one click, so be sure to try it!
Radar Control Screen Target Filter
The Leviathans major update introduced a new Radar Control Screen interface for anti-aircraft vehicles. In today’s update, we’ve added the ability to set a filter in the target list. You can now see all air targets, or only enemies, or only allies. This makes things more convenient when the sky is teeming with contacts! We plan to add a few more filter options by target type soon.

This new feature will come to Xbox a bit later.
TV Seeker Improvements
A couple of pleasant changes were made to missiles with a TV homing head. The picture when viewed from these types of missiles now has more contrast. It is similar to how missiles see their targets in reality, and allows players to distinguish targets more clearly.

When capturing a target in third-person view, the icon now differs depending on the captured target (in this case a crosshair is displayed in the square), or if it’s just a point on the ground (in this case the icon looks like an empty square).

That’s not all
Check out the full list of fixes and improvements in the update notes below! Here’s some snippets to pique your interest: Multi-Vehicle SAM System launchers now correctly spawn into arches and tunnels, the destruction of launchers no longer reduces the counter of remaining respawns, and battleship hulls no longer receive excessive damage from high-explosive shells.
Once again, many thanks for all your bug reports that you submitted using our special service.




Comments (20)
Comments will be premoderatedI feel like many of these bugs could be avoided by giving more players access to newly added vehicles during dev server period. Players with decent amount of recent battles and unlocked certain rank should be given full access to dev server similar to same access that CC's have. This would give community a better chance to catch and report bugs that possibly pass to the stable build
With all these bugs that made it to 'Live' server, breaking half the game for a week, what exactly is the point of 'Dev' server these days?
Check the artcile please, we have explained what happened.
When will all of the Spyders problems be addressed? During live battles its in a highly unusable state. To the point that the machbet and imp chaparral outperform it.
Are you going to do some bugfixes also in Naval mode? There is a lot of annnoying bugs still not repaired, pls, fix at least this, it affects many ships and makes bluewater much less enjoyable. https://community.gaijin.net/issues/p/warthunder/i/Sezdu5hGZ504
Great, as a QoL, could we get aswell the option to fix radars on TWS? It's quite annoying using airplanes who now only have the TWS mode as the only air to air radar mode and seeing how you need to reset it every time it picks a target that you don't want to engage.
Is there any plans to add more of the new maps for Air Sim???
Fixed?Behind every happy Soviet gamer is a heartbroken Japanese Yamato player
Well, I'm glad that the bugs are gone. So thank you for that one, but next time please just do a *tiny* bit more bug testing. I don't mind a delay if the update is a little more stable. But thank you nonetheless, I have no doubt you devs worked tirelessly to fix it. So have a pat on the back and rest up a bit.
Excellent. Always love seeing gameplay improvements and bug fixes. Lord knows there were some pretty significant bugs in the recent major update, too. Keep up the good work, Gaijin. 🫡
You have not completely fixed HE-I shells not damaging correctly. I tried playing the j2m5, and some other planes with 20mms and it was a truly awful experience as it took a quarter or even half my ammo to inflict meaningful damage on enemies. Please fix 30mm/20mm HE-I oh and 12.7AP-I
Submit a complaint