over 1 year ago - Stona_WT - Direct link

In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder in the website special section.


From an unexpected angle






Tankers used to feel safe behind heavy armour. And how surprised they were when shrapnel from a shell that had not penetrated the armour penetrated the interior compartments of the vehicle! What on earth was that?


This is a bug for sure. Shells hitting the tank’s hull at sharp angles sent their shrapnel inside ignoring the armour. You’ve noticed that and passed it to us in many reports about this issue and now we are reporting back that we have solved it.. Heavy armour is ready to protect you once again!


Duffer!






In many aviation missions, players face AI controlled anti-aircraft guns: these can be air defence of ships or anti-aircraft guns protecting vehicle convoys or other ground targets. And sometimes an unpleasant situation happens: you are flying over the ship and a second later your aircraft is already critically damaged - the air defence hit the target.


It is quite frustrating when it isn’t another player that shoots you down, but an AI that is shooting without a miss. So now the remote fuses of the AI controlled anti-aircraft guns will be less accurate and hit less often. However, less often doesn’t mean never, so don’t be cheeky. And explosions that you will hear when approaching the target will let you know that you are in the danger zone.


Please notice that airfields are not affected by this change, so they are still dangerous!


Switched off but working?






Helicopters have ballistic calculators for missiles and cannons. While the missile calculator is fine, the cannons had a problem: the “Cannon ballistic sight” indicator was turned off by default because it belonged to the offensive weaponry. However, switching it off had no effect on the turret ballistic calculator which was always active.


You will no longer be bothered by incorrect indicators: the problem has been fixed!


Improving the system of rewarding for useful actions






In air SB and helicopter battles the reward system where players will be rewarded not for each individual action but for the amount of mission points earned in the calculated period. This reward system was introduced last July and you can read a description of it on our forum. This system originally applied to SL and not RP. After seeing over the time that this system worked well we decided to apply it to RP as well which allows us to solve several notable problems.


The first issue was that in longer EC sessions the 30 minutes booster burnt out before the calculation of the received RP at the end of the mission. Now RP will be calculated for each time interval and the booster effect will be correctly applied to them.


The second problem is the unfair use of the mechanics to get RP for the entire mission with active play in short intervals and long periods of inactivity. The calculation of RP at the end of the mission in the game was made on the basis of earned mission points (activity) and the total lifetime of the player in the battle, which was actively used by some players of the EC mode - in a short period of time they scored enough mission points and then didn’t fight in the battle but simply took place of the potential active player in it and worsen the game experience for the enemy.This often destroyed and insulted allies who tried to play actively as this would lead to quicker mission win which is disadvantageous to such dishonest players. The new RP system demotivates such behaviour.


The reward system of useful actions will be used in game modes without explicitly fighting between two teams, so the difference in the RP earned by winning and losing in aircraft SB and helicopter battles has been removed. In helicopter battles which are pure PvE modes a correction was originally made in the calculation of the RP earned by 100% of the player’s team wins, so in this mode the changes will be purely in the calculation multipliers and will not affect the final value.


New rules for RP accrual in aircraft SB have also been added to the mechanics of the delayed airfield landing reward, similar to SL. You will now receive 80% of the calculated amount of both SL (as before) and RP for 15 minute intervals and the remaining 20% for successfully returning to the airfield.


That’s Not All


You’ll find the full list of improvements in the separate changelog - there are many interesting things there. We have fixed a control loss over UAVs when returning to ground vehicle control, restored the correct operation of the game on old Nvidia GPU, capturing mode in the ATGM gunner view no longer reset after exiting it and the vignette no longer blocks the view when switching to the aiming camera.



OPEN THE FULL CHANGELOG


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

over 1 year ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
over 1 year ago - Blitzkrieg Wulf - Direct link


In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder on the website special section.

Please feel free to leave your feedback on these changes in the dedicated "It’s fixed! №68" thread
From an unexpected angle


Tankers used to feel safe behind heavy armour. And how surprised they were when shrapnel from a shell that had not penetrated the armour penetrated the interior compartments of the vehicle! What on earth was that?

This is a bug for sure. Shells hitting the tank’s hull at sharp angles sent their shrapnel inside ignoring the armour. You’ve noticed that and passed it to us in many reports about this issue and now we are reporting back that we have solved it.. Heavy armour is ready to protect you once again!


Duffer!


In many aviation missions, players face AI controlled anti-aircraft guns: these can be air defence of ships or anti-aircraft guns protecting vehicle convoys or other ground targets. And sometimes an unpleasant situation happens: you are flying over the ship and a second later your aircraft is already critically damaged - the air defence hit the target.

It is quite frustrating when it isn’t another player that shoots you down, but an AI that is shooting without a miss. So now the remote fuses of the AI controlled anti-aircraft guns will be less accurate and hit less often. However, less often doesn’t mean never, so don’t be cheeky. And explosions that you will hear when approaching the target will let you know that you are in the danger zone.

Please notice that airfields are not affected by this change, so they are still dangerous!


Switched off but working?


Helicopters have ballistic calculators for missiles and cannons. While the missile calculator is fine, the cannons had a problem: the “Cannon ballistic sight” indicator was turned off by default because it belonged to the offensive weaponry. However, switching it off had no effect on the turret ballistic calculator which was always active.

You will no longer be bothered by incorrect indicators: the problem has been fixed!


Improving the system of rewarding for useful actions


In air SB and helicopter battles the reward system where players will be rewarded not for each individual action but for the amount of mission points earned in the calculated period. This reward system was introduced last July and you can read a description of it on our forum[forum.warthunder.com]. This system originally applied to SL and not RP. After seeing over the time that this system worked well we decided to apply it to RP as well which allows us to solve several notable problems.

The first issue was that in longer EC sessions the 30 minutes booster burnt out before the calculation of the received RP at the end of the mission. Now RP will be calculated for each time interval and the booster effect will be correctly applied to them.

The second problem is the unfair use of the mechanics to get RP for the entire mission with active play in short intervals and long periods of inactivity. The calculation of RP at the end of the mission in the game was made on the basis of earned mission points (activity) and the total lifetime of the player in the battle, which was actively used by some players of the EC mode - in a short period of time they scored enough mission points and then didn’t fight in the battle but simply took place of the potential active player in it and worsen the game experience for the enemy. This often destroyed and insulted[community.gaijin.net] allies who tried to play actively as this would lead to quicker mission win which is disadvantageous to such dishonest players. The new RP system demotivates such behaviour.

The reward system of useful actions will be used in game modes without explicitly fighting between two teams, so the difference in the RP earned by winning and losing in aircraft SB and helicopter battles has been removed. In helicopter battles which are pure PvE modes a correction was originally made in the calculation of the RP earned by 100% of the player’s team wins, so in this mode the changes will be purely in the calculation multipliers and will not affect the final value.

New rules for RP accrual in aircraft SB have also been added to the mechanics of the delayed airfield landing reward, similar to SL. You will now receive 80% of the calculated amount of both SL (as before) and RP for 15 minute intervals and the remaining 20% for successfully returning to the airfield.


That’s Not All
You’ll find the full list of improvements in the separate changelog - there are many interesting things there. We have fixed a control loss over UAVs when returning to ground vehicle control, restored the correct operation of the game on old Nvidia GPU, capturing mode in the ATGM gunner view no longer reset after exiting it and the vignette no longer blocks the view when switching to the aiming camera.


More improvements
For this digest we have prepared a large set of useful fixes and game improvements. Be sure to read the full list below - there are many interesting things.

Once again, many thanks for all your bug reports that you submitted using our special service[community.gaijin.net].

Update 2.21.1.99
Ground vehicles
  • A bug has been fixed that caused fragment damage on internal modules of a vehicle from a shell hit at acute angles even without armour penetration (report[community.gaijin.net], report[community.gaijin.net], report[forum.warthunder.com]).
  • A bug has been fixed that disabled collision on a respawned vehicle after complete devastation in Test Drive.
  • RakJPz 2 (HOT), Shturm-S, Khrizantema-S — a bug has been fixed that shifted the sight, making it impossible to guide an ATGM.
  • A bug has been fixed where it was unable to control a scout drone after switching to a ground vehicle if drone launch and naval recon aircraft have been assigned to the same button..
  • ZSU-37-2 — a bug has been fixed that caused the vehicle model to disappear at some viewing angles.
  • SANTAL, MEPHISTO — a bug has been fixed that caused an underestimated thickness of the bulkhead in the engine compartment (report[community.gaijin.net]).
  • FIM-92 — missile autopilot has been reconfigured, pitch bobbing reduced.
Aircraft
  • M.D.452 IIC —a bug has been fixed where bomb pylons remained in a setup without secondary armaments (report[community.gaijin.net]).
  • SM.92 — separate bomb drop has been added for the 250kg and 500kg bombs.
  • Ka-50 — a bug has been fixed where one missile remained visible on the pylon after all “Vikhr” missiles were depleted (report[community.gaijin.net]).
  • A bug has been fixed that prevented the enabling of the cannon ballistic calculator.
  • A bug has been fixed that made a vignette to occlude the view while switching to the targeting camera.
  • AIM-92 — missile autopilot has been reconfigured, pitch bobbing reduced.
  • A bug has been fixed where a target lock in the ATGM sight was disabled by switching to another view.
Naval
  • Some incorrect values of naval vessel buoyancy in the damage indicator after rejoining the game session have been fixed.
Missions
  • The accuracy of the setting of remote detonators for AI controlled air defence on ships and anti-aircraft guns in ground battles and columns of vehicles has been reduced for aviation game modes.This will reduce the amount of sudden fatal damage to a player’s aircraft.
Other Changes
  • The mechanism of accruing RP in the system of the rewards for useful actions (already used in air SB and helicopter battles) has been changed. Now RP will be awarded in the same way as SL - for each time interval and not once at the end of the mission. As a result of this change, RP boosters will work correctly and prolonged inactivity in a battle will become unprofitable. The system of rewards for useful actions is used in modes without a clear flight between the two teams, so the difference in SB and helicopter battles has also been removed.
  • In air SB we have added the mechanics of delayed RP accrual when landing on an airfield that operates similar to the SL mechanics. Now, 15 minute intervals will be given 80% of the calculated reward and the remaining 20% after successful return and landing on the airfield.
  • A bug that caused artefacts on textures on an older Nvidia GPU after the release of the “Fire and Ice” update has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.