War Thunder [Event] Flying Serpent, Crouching Tiger |
- [Event] Flying Serpent, Crouching Tiger
- [Event] Hats off to You!
- Silent Thunder: the first test of the new game
- [Development] Enduring Confrontation mode update
- [Event] “Large Calibres” and "Enduring Confrontation"
- [Development] The War Thunder Market and User Camouflages
- [News] Meet Update 1.77 “Advancing Storm”!
- [Development] Rocket's new chant: new sounds for the MLRS
- [Development] First-order ammo racks and automatic loaders
- [Development] Re.2000: The Italian Falcon
[Event] Flying Serpent, Crouching Tiger Posted: 31 Mar 2018 08:42 AM PDT What could be easier than building a tank or an aircraft? It is especially easy today – just collect some parts, put them together, and you'll definitely get one of the vehicles with special animalistic camouflages that other players will see! Well, either that, or maybe just a cooler. From 12:00 GMT on the March 31st until 12:00 GMT on the April 3rd Assemble vehicles from parts which you get in random battles. The chance of getting a trophy with parts depends on how successful and active you are in battle. How to assemble a vehicle? Vehicles are assembled in the "Workshop" section of your inventory Your goal is to collect four rare parts that can be traded in for an event vehicle. Battle Trophies always only contain basic parts, but if you combine two identical basic parts, you'll get one of the rare ones. You have no way of knowing which part you'll get from the two basic parts until you combine them for the first time. Experiment and find the full set of the parts you need. Check full news on our website![warthunder.com] |
Posted: 31 Mar 2018 08:35 AM PDT From 12:00 GMT on the March 31st until 12:00 GMT on the April 3rd April Fools' Day is a great excuse to get silly! We've made a special set of decorations for ground vehicles that you can only get during the April Fools' Day event. You can get these gigantic vehicle hats by completing special combat objectives. To get the challenge, you need to purchase a combat objective at the bond shop. During the holiday event the objectives cost just one bond a piece. After completing the objective you will get a hat trophy containing a coupon you can trade for a decoration from the April Fools' Day collection. Just activate the coupon and get the decoration. Easy, right? Easy-peasy! And one more bit of awesome news: both hat trophies and non activated coupons can be bought and sold at the War Thunder Market. This makes getting a complete collection even easier. By the way, you didn't think we were going to disable the April Fools' Day decorations once the April fools event is over, did you? After the event all hats will be reduced to their more realistic size, but they'll still look great on any tank. To see the hats on the vehicles of other players you need to change Options - > Other Settings -> Show user-generated content in the battle to "Any". What hat have you received first? Check full news on our website![warthunder.com] |
Silent Thunder: the first test of the new game Posted: 31 Mar 2018 03:34 AM PDT https://youtu.be/phGQGIct1Oo In clashes between three of the major military powers of the 21st century, players will battle against each other in combat in the some of the world's most powerful nuclear submarines. The three dimensional depths of the ocean, realistic physics and modern strategic weaponry will become available this weekend! All players will be able to take part in the initial first test. The test session will be held from 12:00 GMT on March 31st until 12:00 GMT on April 3rd In the test version of the game, players will be able to try modern nuclear submarines from the three major military powers, the United States, Great Britain and Russia, where each vessel is armed with a unique selection of guided torpedoes and missiles. The test will be held in a location inspired by the Spitzbergen ocean area, players will battle to capture one of the strategic zones, and once it's captured cruise or ballistic missiles will be launched. Among the powerful armament of the Russian Yasen-class, for example, are the destructive 3M-14K 'Kalibr' anti-ship and land-attack cruise missiles, famous from their presence in recent conflicts. The only British nuclear missile platform Vanguard-class, excels in its guided anti-submarine torpedo armament, and at a weight of 2 tons each boasts unparallelled anti-submarine power. The American Virginia-class may have less potent torpedoes on offer, but more than makes up for it with nuclear warheads, each with a yield of up to 200 kilotons, fitted on dozens of the famous Tomahawk missiles. Silent Thunder aims for a completely new vehicular combat experience. Deep down below in the darkest depths of the world's oceans, players will have to navigate and detect enemies using sonar and other detection devices, while trying to stay hidden from the ever watchful eyes of their enemies. The slightest sound can reveal their location - so players need to be careful when activating their active sonar, firing a torpedo, even scraping their outer hull against a rock or iceberg can give the game away. This is a game for true naval tacticians! Break the chilling silence in the Arctic Ocean this weekend! Want more information about the submarines? Check out our latest Dev Blogs![forum.warthunder.com] The Silent Thunder Team |
[Development] Enduring Confrontation mode update Posted: 27 Mar 2018 03:36 PM PDT In one of the next updates, we will add many improvements to the "Enduring Confrontation" mode. Front Line: the Old System In this screenshot, you can see the front line in its current form. This is the way it's been ever since the mechanic was introduced to the game. The red squares mark the sectors of the map that represent the actual position of the front line. The reddish-blue line on the map is nothing more than a convenient visualisation of the actual state of affairs. With the current implementation of the front line mechanic, the game doesn't know anything about whether a given square on the map belongs to one side of the conflict or the other. It just keeps track of the "front line" squares – seven separate map sectors. As a result, ground vehicles can spawn in the enemy's territory, especially in situations where the front line has advanced a long way forward or backward in a certain map sector. This is especially relevant for squares the front line is passing through. Additionally, in its current implementation, the front line can only move in two directions: left or right (the principle is the same for maps where the front line moves horizontally – it can only move up or down). As we can observe in the attached screenshot, this state of affairs leads to horizontal breaks, and the front itself only shifts in one of the two possible dimensions, which makes it impossible to depict encircling maneuvers or other complex front line paradigms. Front Line: the New System The new system unambiguously determines the side of the conflict to which every map sector belongs. It also makes use of the "not used" state – in Sicily, this applies to ocean sectors which do not have any additional colour applied to them. In this screenshot, the map sectors controlled by the German army are marked in blue (in this case we're fighting on the German side), and the Allied sectors are in red. This division by colour has been added to the screenshot for the sake of clarity. It won't be used in the game. The new implementation of the front line solves several problems at once. One of these problems is unit placement: as you can see, although the outline of the front line in the screenshot is rather complex, both teams' units are placed on the map correctly, each on their own side. The reddish-blue visualisation line is now drawn along the exact front line, and the front line itself is now a barrier between two sectors belonging to the different sides. In addition, the front line can now move in two dimensions – it can shift either horizontally or vertically in any mission: In the above screenshot you can see Germany attacking Ally-controlled sector D-4 from Axis-controlled C-4. If Germany wins the land battle it will capture several adjacent sectors belonging to the Allied troops. When a land battle is generated, in the case of a "vertical" attack like this, the units from both sides will still be placed as though the attack were being conducted horizontally, but in subsequent updates, additional zones will be added that will allow units to be placed more correctly. Since these zones will have to be added to all existing mission and all potential options for the positioning of ground battles within them, adding them is going to be a time-intensive process. In future updates to this mode, we are planning to make it possible for encircling maneuvers to have a real impact on the course of the game and for missions to react accordingly. We are also planning to add new templates corresponding to this state (such as supplying the surrounded forces). Controlling Airspace In this screenshot, you can see the letter A in sector E-4 next to the front line: This is a new PvP template called "Air Supremacy." It is intended for fighters. Objective like this will appear in various areas near the front line from time to time. They represent an air zone the size of a map sector with an altitude of 6,000 meters. The team that captures this zone in an air battle will complete the objective. The teams will have 15 minutes to complete this objective, and it takes a single aircraft 450 seconds (from neutral state - grey) to capture the zone, with the speed of capturing the point being proportional to the number of aircraft attempting to capture it. A side can only capture the zone if there are no enemy aircraft at all (not counting AI planes) within it. If the time for the objective runs out, the zone disappears, and both teams fail the objective. Right now, the time left to complete the objective is not displayed anywhere, but we are planning to create a timer showing the time left for a specific objective directly in the text of the objective in the log. If one of the teams captures the zone, that team completes the objective and earns extra victory points. After a while, a land battle will also begin in this sector in which the team that captured the air zone will be the attacking side. If Germany (the blue side) captures the air zone in the example provided, after a while Germany's ground forces will begin an attack from E-4 in one of three potential directions: D-4, E-5, or F-4. If the Allied players (the red team) capture the zone, an Allied attack will be conducted against E-4 from D-4, E-5, or F-4. Attack aircraft pilots will thus be able to predict likely areas in which a large number of ground troops will be stationed and prepare in advance. Changes to Objectives for Bombers When enemy airfields are found, objectives to destroy them will no longer be displayed in the log. We assume that bomber pilots are pretty used to the symbols on the map and understand that these symbols alone mean that the targets are available. Nevertheless, destroying airfields will still earn victory points for the team and rewards for the players. This change will allow bombers to focus less on airfields and free up space in the log (which, depending on graphical settings, frequently does not fit on many players' HUDs) so that less obvious and repeating objectives can be shown there. Bombers will still be given objectives to destroy bases as before. Aircraft Carriers An Allied aircraft carrier that acts as a sort of fourth airfield has been added to the Sicily map. The aircraft carrier doesn't stay idle, but sails along the coastline and around the destroyers. If the aircraft carrier is destroyed, it will respawn after a while at the edge of the map and gradually return to its original route. The aircraft carrier has three lives, after which it will not respawn. [Enduring Confrontation] Sector of Montmedy A new confrontation that adds battles on the Franco-Belgian border, where German troops crossed the Maginot Line. Wind has been added to this mission for testing purposes (northeasterly, 4-8 meters per second). |
[Event] “Large Calibres” and "Enduring Confrontation" Posted: 23 Mar 2018 03:50 PM PDT From now until 07:00 GMT on the 26th of March This weekend in the sky and on the ground the melee will be ruled by large calibres! Everyone who has already researched any vehicle of rank III or higher can participate to the event "Large Calibre". Victory will go to the team which is first to achieve 100 frags. The number of respawns is not limited. And there are no other rules! Large Calibres (aircraft AB) In this event in the sky over Khalkhin-Gol, go head to head in unforgiving aerial battles with only the hard-hitting aircraft, 37mm cannons or higher. Destroy the enemy and lead your team to victory! Participating vehicles:▼
Large Calibres (ground vehicles, AB) The event takes place in the "Tunisia" location with the format of team deathmatch for tanks with 100mm calibre cannons or higher. Participating vehicles :▼
[Enduring Confrontation] Zhengzhou (RB) This is a classic confrontation in RB with historical vehicle line-ups from the Soviet and Japanese vehicles. A reward for the battle will be given after the end of the mission. It is now possible to perform achievements in the event - for example to unlock camouflages. Participating vehicles :▼ USSR
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[Development] The War Thunder Market and User Camouflages Posted: 17 Mar 2018 02:15 AM PDT We are pleased to present our plans to add an exchange for in-game War Thunder items and new opportunities for user-made camouflages in the game. Today we want to tell you about our plans for the launch of the War Thunder Market – an in-game market in which players will be able to buy and sell items. When the Market launches, all players will be able to buy and sell coupons to get user-made camouflages for vehicles, along with other special in-game items. But we'll go into that in later in this devblog. For now, we'll tell you about the Market. Let's go! The War Thunder Market The War Thunder Market is a place where players can buy and sell War Thunder items between each other. Payments on the Market are made with a special in-game currency – Gaijin Coins. Gaijin Coins can be purchased for roubles, dollars and other currencies, or earned on the Market itself by selling items earned in the game to other players. The new currency – Gaijin Coins – is necessary so that users from different countries can easily trade with each other. In the future, it will be possible to spend Gaijin Coins not only on the Market, but also in the War Thunder online store – for example, by buying a premium vehicle pack or Golden Eagles. What you can buy and sell on the Market Not all in-game items can be bought and sold on the Market. When the Market is launched for trading, trophies with user-made camouflages will be available (we talk more about those below), along with vehicle trophies, which you can buy in the warbond shop or by using coupons for vehicles and camouflages that you can get from those trophies. New opportunities for user-made camouflages Previously it was only possible to implement user-made camos for yourself while other players still saw the standard ones, now some user-made camouflages can be seen by all players in battle. User-made camouflages will be among the first goods on the War Thunder in-game market. Specially for the opening of the Market, we've implemented new opportunities for user-made content in the game. Once every few weeks, we'll select a small number of camouflages exhibited on the WT LIVE platform, and they'll go to the Market and into the Game. You can get a camouflage by unlocking a special trophy. You can get one of these trophies just by playing on a vehicle at rank III or above. In order to unlock a trophy you should purchase a key for it on the Market. Opening a trophy with such a key will credit you with a coupon for a camo. Both the trophy and the coupon can be sold on the Market. But if you use the coupon, the camo will be applied to your vehicle and you won't be able to sell it on. Displaying historical camouflages We also want to note that not all user-made camouflages selected for the Market will be historical. We understand that some players don't want to see non-authentic camouflages in battle, so we're adding an option to the game to set which type of camouflages you will be able to see in battle. You can select between displaying only historical skins, semi-historical or all. By default, the camouflage display option will be enabled for showing only historical camouflages, but when you set any non-historical camouflage on a vehicle, the display option will switch to "Any" mode. How to earn from camouflage creation A portion of the money received from selling keys will be shared between the authors of the camouflages that can be obtained by opening the trophy. Authors will receive their payments in Gaijin Coins. We plan to let authors earn real money after their camouflages have earned a specific amount of Gaijin Coins by selling their camos. More details regarding this aspect of the Market can be found in the updated WT LIVE Contribution Agreement. [live.warthunder.com] How camouflages are selected Gaijin employees will select camouflages from among those exhibited on the WT LIVE platform. The criteria used for the selection may include the vehicle's popularity among players, the quality of the work and how suitable the camouflage is for the game in our view. Authors of camouflages on War Thunder vehicles that want to see their creations in the game and on the Market should follow the basic principles for creating in-game content. For a camouflage to be a contender for addition to the game, it must not contain forbidden symbols or other graphical or textual elements that contradict the game's rules of conduct, War Thunder's age rating or international laws. Of course, don't forget about quality and continued support for your content, for example if the requirements for camouflage change. Find out how to properly create a camouflage.[wiki.warthunder.com] For more information, read the full article here![forum.warthunder.com] |
[News] Meet Update 1.77 “Advancing Storm”! Posted: 14 Mar 2018 02:38 AM PDT https://youtu.be/JRJ1YdLyBsw WAR THUNDER PRESENTS Update 1.77 "Advancing Storm" Advancing Storm" has brought us a new version of the Dagor engine - 5.0 and with it improved graphics, detailed landscapes and weather effects. Locations are more beautiful and realistic, the sounds are more impressive and we have added two dozen new vehicles including five tanks at the 6th rank: Т-64B, M1 Abrams, Challenger, Leopard 2K and AMX-30 Brenus. Check out the full list of changes here![warthunder.com] -Here's a taste of what's being introduced!- Improved graphics and sound We have greatly improved the graphics! The picture has become more voluminous and textured, the shadows now look more life like and on roads and tracks, after rain there are puddles and mud. Relief detailing has transformed the landscape diversifying the terrain already familiar to the eye and thanks to the new algorithm of smoothing and contact shadows; buildings, grass, foliage and other small details look even better. Be sure to listen to how cool the reworked sounds in the game are. Each shot is now collected from several sound "layers" so that the sounds of shots become more detailed. New ground vehicles A few examples... The ground vehicles have been reinforced with some of the more iconic tanks from the 70's and 80's in the 20th Century : the Soviet T-64B, the American M1 Abrams, the British Challenger, the German Leopard 2K and the French AMX-30B2 Brenus. All of them are distinguished by great weapons, better armour, high speeds and mobility. The T-64B is armed with a launcher for Cobra guided anti-tank missiles, and the AMX-30B2 Brenus is equipped with dynamic protection. The Leopard 2K is incredibly mobile, has a quick-firing cannon with an excellent stabilizer and will be able to cope with low-flying air targets thanks to a 20mm anti-aircraft gun. The legendary M1 Abrams, the ancestor of current modern US tanks, is becoming the new top of the American research tree. This machine has some of the most advanced military technologies available at the time including crew protection from ammunition fire. Often after an ammunition fire, the crew of the "Abrams" will be able to continue the battle - it's fantastic! By the way some of these vehicles are still in service with different nations. New aircraft A few more examples... The German He 177 Greif heavy bomber was created for our game by a player; Daniel Joy_Division__ Zaitsev, under the profit sharing program - Revenue Share. There is also the Martin M.B.5 - a great alternative for the late Spitfire in the British research tree, this will be one of the best prop fighters in the game. Additionally. a new Soviet top aircraft will be introduced with the La-200 which has two jet engines placed one after another. In total in this update we have added 14 new and updated aircraft models. There are many other features in update 1.77 "Advancing Storm"! Download and play it now! Check out the full list of changes here![warthunder.com] |
[Development] Rocket's new chant: new sounds for the MLRS Posted: 12 Mar 2018 11:06 PM PDT https://youtu.be/Q4zh4HQbn5o In update 1.77 "Advancing Storm" we are updating the sounds for all the MLRS vehicles in the game. Recently, we talked about the major work we have done on the sounds[warthunder.com] for ground vehicle weapons and the whole sound panorama in ground battles in the upcoming update 1.77 "Advancing Storm". Today we would like to let you hear for yourself the reworking of sounds for rocket launcher systems. We have completely reworked the sound of the launching of rockets to make it more realistic. We have updated the sounds for the launching of rockets in all vehicles with MLRS including the famous Katyusha, the deadly Calliope and the magnificent Panzerwerfer 42. You will be able to compare the sound of your Katyusha which you know from the military newsreels with the in-game sounds very soon in War Thunder update 1.77 "Advancing storm"! The War Thunder Team |
[Development] First-order ammo racks and automatic loaders Posted: 10 Mar 2018 09:13 PM PST In War Thunder update 1.77 "Advancing Storm", we present a new system for loading ammo in tanks during battle. More and more tanks and SPGs with an automatic loading and mechanized ammo racks are coming to War Thunder. Previously, any reloading was based on the following principle: the player could fire all shells from a magazine with little interval between shots, after which they had to wait quite a long time waiting for the magazine to fully reload to be able to fire again. This logic does not reflect the real operating principles of automatic loaders and mechanized ammo racks, so we've decided to update this aspect of the game. The maximum fire rate shown for a tank in the game will be achieved only when using a first-order ammo rack. If shells in the first-order ammo rack run out and are not restocked, then the reloading time will increase when other racks are used . In War Thunder 1.77 Advancing Storm the maximum rate of fire shown in the vehicle's info card may only be reached if you use a first-order ammo rack (if it's available). After the first-order ammo rack is emptied, a new shell from another rack will be loaded into the barrel immediately. After this, the mechanized ammo rack or automatic loader will begin reloading. In the process of reloading a first-order ammo rack, events can develop in different ways, depending on whether it is mechanized or not:
Any first-order ammo rack has the highest priority for resupply, thus when the ammo rack is empty or almost empty, ammo will be stocked there first (when a player is on the cap zone) and then subsequently, to the other racks. Also as long as the ammo is not spent and any fire is ceased, remaining ammo will always be loaded in the first-order ammo rack. The first vehicles that will receive first-order ammo rack functionality are: Leopard 1, Leopard A1A1, M46/M46 Tiger, M47/mKPz.47, M48A1, MBT-70/KPz-70, M60/M60A1 (AOS)/M60A1 RISE (P), T95E1, STB, Type 74, Centurion Mk.10, Vickers MBT, Т-54 (all modifications), Т-55А, Т-62, IS-3, Object 906, FV4004, Conqueror, Object 268, Object 120, SU-122-54, AMX-30 (all modifications), Chieftain (all modifications). These changes make any operation of automatic loaders and mechanized first-order ammo racks more logical, and tank commanders will have new options for battle tactics based on the reloading features of their vehicle and the enemy vehicles. On some vehicles (basically vehicles of rank 5 and 6 in the game) there are no special recesses for convenient storage and subsequent shifting of shells (move the shell from one recess to another) other than to juggle the ammunition in the crew area which would be impractical . For such vehicles, charging ammunition location will not be possible. The War Thunder Team |
[Development] Re.2000: The Italian Falcon Posted: 07 Mar 2018 01:29 PM PST In War Thunder update 1.77 Advancing Storm, we are launching the long-awaited branch of Reggiane Italian fighters. Say hello to the first model – the Re.2000 serie 1! Entering the Italian Royal Air Force contest to design a new fighter with a radial engine and large-caliber armament was a new experience for Reggiane. This Italian engineering company had previously only worked on large bombers. However, engineers Roberto Longhi and Antonio Alessio were confident that they could bring something new to the table. The construction of the monoplane fighter they designed for the contest was made from aluminum alloy and inspired by the American Seversky P-35 project. The Re.2000, as its creators called it, underwent extensive testing at the end of the summer in 1939. The fighter demonstrated superb flight and speed qualities compared to the other contest entries. When pitted against the Bf 109 E, the landmark German fighter of its time, the Re.2000 proved more maneuverable. Surprisingly, the metal monoplane even outflew the agile Fiat CR.42 biplane in testing! However, the Re.2000 ultimately lost the contest for serial production for the Italian air force – testing revealed leakage problems in the fuel tanks. Foreign customers expressed keen interest in the aircraft – the British ordered 300 units for the RAF (of course, the order was canceled when Italy joined the war), and Finland, Yugoslavia, Switzerland, and Portugal were also interested. Sweden purchased 60 units of the model and Hungary purchased 70 units and a production license (the Hungarian versions were given the designation "Héja"). The design of the first Re.2000 fighter series was the basis for future developments at Reggiane, being more successful than its ill-fated predecessor. You've got to try this pleasingly responsive aircraft in War Thunder update 1.77 Advancing Storm! We are definitely going to keep adding to the Reggiane fighter branch in coming updates. See you on the battlefield! For more information, read the full Dev Blog article on the Official War Thunder Forums![forum.warthunder.com] |
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