Welcome to preliminary update notes for War Thunder "New Power" Update.
Discuss it here!
Please note all specifications and dev server details are
subject to change and NOT FINAL
Important info on changes from 1st Dev Server opening
DLSS is now enabled.
Electro-optic countermeasures introduced for ground vehicles. The Shtora system for the T-90A and Eirel systems for the AMX-30 B2 Brenus have been enabled. These countermeasures are effective against ATGM with optical feedback to the guidance unit (TOW, HOT, Falanga, Konkurs, Milan, Shturm/Ataka with radio control guidance)
Visualization of overloads and stall effects on the wings. Wings bend in overloads, and tremble in stalls.
New marker for capture points
New air-to-surface missiles H-23M for Yak-38/Yak-38M with radar beam riding guidance, similar to FireFlash missiles. You have to keep your target locked in the sight until the missile strikes.
New effect for 7.5-30mm MG and autocannon shots for ground vehicles.
A new effect for aerobatic smoke has been added.
The effect of steam for steam catapults on aircraft carriers has been added.
Hover mode and hover control for aircraft with vertical take-off and landing abilities has been added.
Tank missions on the Normandy Location have been temporarily removed from the rotation and selection.
New additions in changelog are marked BLUE
New vehicles in the "New Power" update may have inaccuracies in characteristics, armour and weaponry settings.
The armour model for new ground vehicles in update "New Power" is “work in progress” on adjustment and improvement.
Some new aircraft lack c*ckpits.
Some ground vehicles lack a visible crew.
Wing roots will not be displayed correctly on some aircraft.
Missing icons for some equipment.
There may be a lack of localization for some equipment.
No sound played in some events.
Yak-38M currently missing UPK-23-250 pods in the model
F.C.20 Bis - armour has incorrect matrials and thickness in the protection analysis menu.
T-72B3 - tracks have incorrect visuals.
Visual effects for rocket/missile engines may remain on a target after a hit.
Texture of the Shtora IR-emitters has minor visual errors.
Shadows from buildings in the “City” location might be incorrect on a graphic setting lower than ‘Movie’.
Stall effect on the wing might have an incorrect visualisation close to the aircraft model.
Incorrect water splash effects may appear when taking off from a carrier
AV-8A Harrier (Premium)
Bf 110 G-4
Harrier GR.1 (Premium)
Type 74 F
Strv 122B PLSS
Ka-50 (updated c*ckpit)
USS North Dakota (BB-29)
USS New Orleans (CA-32)
Type 1924 Iltis
IJN Satsuki (pemium)
New locations and missions
Aircraft location “City”.
Aircraft AB mission in the location “City”: “Ground Strike: City”.
Location and mission updates
Changes in ‘test flight’ missions:
New test flight mission for carrier-based jets for USA, Britain and USSR.
Models for aircraft carriers in test flight missions for the modern US and British jet aircraft have been changed.
New test flight for the Ka-29.
New targets in the test missions for ships with large tonnage.
The size of the following naval location has been increased to 128 km (added more sea area along the edges of the location):
Honolulu - The island previously was located within range of the location borders and couldn’t be bypassed - now it is possible to bypass it.
Peleliu - A large part of the islands were placed on the edge of the map and it wasn’t possible to bypass them or to locate mission objects on them.
Changes in aircraft AB missions (3rd and final reworking stage):
"Ground Strike" Iron Range
"Ground Strike" Fjords
"Ground Strike" Irland
"Ground Strike" Greece
"Ground Strike" Moscow
"Ground Strike" Coast of France
"Ground Strike" Green Ridge
"Ground Strike" Norway
"Ground Strike" Poland
"Ground Strike" Rice Terraces
"Ground Strike" Top of the World
"Ground Strike" Spain
"Ground Strike" Guiana Highlands
For part of these missions the airfields have been relocated to new places to keep them away from the mission centre and to reduce the impact of airfield air defense on the mission.
List of changes:
The automatic feature in the destruction of AI vehicles has been disabled. New AI vehicles will appear - ground attackers that spawn for every team and destroy AI ground vehicles. Also in these missions the number of ground vehicles has been increased and both heavy vehicles (dots and tanks) and light vehicles (artillery, anti-aircraft guns and trucks) will be counted as victory points. Previously, destruction of light vehicles didn’t affect victory points.
Airfield models have been changed to a new 1700 metres long model.
AI vehicle counters have been disabled. In fact, previously they duplicated the victory point lines, but might not depict the actual required number of vehicles for victory, for example when bombing zones were destroyed.
Destruction of player-controlled aircraft now gives victory points.
Number of AI anti-aircraft guns has been reduced.
Troops have been redistributed to make the mission more “even” without being too crowded.
Ground Vehicle model, damage model, characteristic and weaponry changes:
The size of the vignette has been reduced for a self-propelled anti-aircraft gun sight and default sights for ground vehicles.
2S6 - 9М311-1М rocket has been added to the ammunition loadout.
Maus, E100 - 12.8/8.8 Pzgr.-TS shell has been added to the ammunition loadout.
ARL44 - Values on the armour thickness for the hull and turret have been specified. Source: Notice technique du char de transition ARL-44 France 1944
FlaRakPz.1, AMX-30 Roland - Guidance speeds have been changed: from 45 to 85 degrees per minute in horizontal guidance and from 25 to 40 degrees per minute in vertical guidance. Reloading time has been changed from 10 to 5 seconds. Source: Flugabwehrpanzer, Geschichte und heutiger Stand.
The following ground vehicle shells have been converted to a more accurate fragmentation scheme:
High-explosive fragmentation - HE
Cumulative - HEAT
Armor-piercing high-explosive / plastic - HESH
Aircraft and helicopter model, damage model, characteristic and weaponry changes:
Yak-9 (all modifications), I-16 (all modifications), MiG-3 (all modifications), Yak-3 (all modifications), Mosquito (all modifications), LaGG-3 (all modifications), La-7 (all modifications), La-5 (all modifications), I-185 (all modifications), I-225 — The structural materials of the airframe and fin have been specified. Damage model when hitting from different ammunition types and shells has been improved.
BF 109K - Wing construction materials have been clarified.
He 162 (all modifications) - The structural materials of fin have been specified.
Piston engines (all types and modifications) - Survivability characteristics when hit from ammunition of different types and calibres have been clarified and improved.
Ka-50, Ka-52 - For the APU-6 pylon for the ATGM Vikhr has been implemented with a system of deviation downwards by 12 degrees.
Ka-50 - Detailed c*ckpit has been added.
MiG-21 SMT - c*ckpit has been updated.
For most aircraft missiles, a system of the empennage deployment where it was provided as standard has been implemented.
The possibility of launching several missiles simultaneously have been implemented for ATGM with beam guidance.
Position angles for launch possibility and maneuverable characteristics of the missiles in ATGM’s have been specified.
The possibility of changing the number of used suspended weapons for single use has been added.
The possibility to hide radar indications in the interface with a switched off radar and no active counter-detection system has been added for aircraft.
R-60 - Weight of the explosive mass has been changed to 1.150 kg.
R-60M - Weight of the explosive mass has been changed to 1.350 kg.
FAB-50 - 1000 used on aircraft have been replaced by the SV version.
New icons for the mine weapon modification and guided “air-to-surface” missiles have been added.
A new effect for aerobatic smoke has been added.
Naval fleet model, damage model, characteristic and weaponry changes:
Distance and armour penetration for Italian 120mm shells have been corrected.
IJN Chidori, IJN Mutsuki - 120mm HE shell with a bottom fuse has been added.
Torpedo running depth. In RB mode, you may set torpedoes running depth before entering battle: 1m or 4m.
In AB, torpedoes automatically select the optimum depth for hitting the target, if the sea floor permits
Naval modifications and crew skills:
Crew system has been reworked. Blue-water ships, from light cruisers, crew compartments redistributed to the internal spaces of a ship that is not occupied by other modules. Modules such as boiler rooms, transmission, ammunition storage, artillery turrets, multilevel elevators and torpedo tubes now have their own crew. If such a module is damaged or destroyed, the disabled crew is replenished from other compartments as the module is repaired. When a compartment is destroyed, its crew is irretrievably lost.
The number of drainage pumps operational is now important. Damaging these pumps,the water is pumped out more slowly. The maximum penalty for pumping speed in case of disabling of all pumps is 25% of the maximum.
Naval characteristics, physics and damage model:
Coal bunkers are built with voluminous armour and provide additional protection in approximately the following proportion: 1m of coal = 27mm of structural steel. Bunkers have been added to the armour view where you can see their actual thickness at every point.
Zara – Roll angle in a turn has been corrected.
HMS Peac*ck – Roll angle in a turn has been corrected.
HMS London (69) – Roll angle in a turn has been increased accordingly with other ships of this class.
Naval Visual models and visual parts:
HMS Peac*ck – The animation of casing ejection has been added for the main calibre turret.
MS-53 – Rails have been added to the stern turret.
Indicator of AI firing mode (by default button “E”), has been moved to the action panel.
Economy and research
The research tree for the fleet has been divided into two separate vertical trees: Coastal Fleet(small) and Blue-water Fleet(large). The research of the Blue-water fleet begins with backup destroyers that are now available to all players when beginning naval gameplay. Learn more about it on our web page.
Pz.III E - Has been moved to the “reserves” category and added to the group with Pz.III B.
Decals for identification marks have been added.
Jaguar GR.1, Jaguar A - Additional camouflages that are available for completing tasks and purchasing for Golden Eagles have been added.
The visual style of the interface has been updated. Interface background has become more transparent. Background blur has been added.
Interface navigation using a gamepad and keyboard has been improved. D-Pad on the gamepad and keyboard arrows move the mouse cursor over the interface elements.
In ground battles, destroyed player’s vehicles now remain on the battlefield until the end of the mission. In this case any player can hook a tow cable to any destroyed vehicle and tow it to another location to free up a route or passage or to use it as cover.
The nickname of a player that gives the target designation has been added and is placed now above the target designation marker for squads of 3 or more players.
Smoke indication on capture points has been disabled in ground and naval missions.
Capture point markers have been moved from the world (game space) to the HUD in ground and naval missions. The distance to the capture point border in the view area has been added.
For ground and naval missions, the number of grid cells have been standardized. In missions where the width of the battle zone is less than 5,000 m the number of full cells is equal to 7 and with a width of 5,000 m or above - 10
The display of the grid cell size on the mini map has been added to ground and naval missions.
“Reference” vehicle modification in test drive will now use all modifications (except mutually exclusive ones) and not just those affecting vehicle characteristics.
The graphical Dagor game engine has been updated to version 6.0.
Update of atmospheric and weather conditions, clouds, fog and light processing. Read more in our devblog.
New visual effects for aircraft: reworked gunshot flashes, jet engine effects, effects of aircraft shells and bomb hits, fire effects and destruction of aircraft. Read more in our devblog.
The traces of shell hits on ground vehicles have been reworked and improved. On already destroyed and burning ground vehicles, an internal fire can now be seen through gaps. The shape of the penetration now depends on the angle of impact. Armour-piercing shells stuck in the tank’s armour when not pierced completely have been added.
New firing effects for ground vehicle machine guns and automatic cannons for calibres between 7.5 and 30mm.
For nVidia GPUs of the RTX2000 and RTX3000 series support for DLSS has been added.
New authentic sound design for the Swedish vehicles such as the strf90 (cv90120, lvkv90, cv90105), ikf91 (ikv91_105), ikv103 (ikv72) has been added.
New sound design for engines assigned to a number of wheeled vehicles with similar engine configuration such as the Type 16, R3 T20, Fiat 6614, Fiat 6616, Aubl 74, R3 T106 FA, Centauro ROMOR, Centauro, Centauro MGS has been created.
The Leclerc and Leopard 2A5 have received new improved engine sounds.
Engines on allied/enemy ground vehicles now sound as diverse as the player vehicle (not implemented for win32 due to technical limitations of the platform). This means that enemy/allied vehicles now have the same preset of authentic engine sounds as the player’s vehicle.
The mechanism of the sounding of close overflights has been reworked and operates with more stability.
The F-104 (and its modifications) have received new sounds for the turbine and are more accurately reflected in the sound of the engine operating phase.
Sounds of firing and explosions on ground vehicles now change more naturally as the distance to them changes.
Firing sounds for ground vehicles and ship cannons have been reworked to be a more natural balance of frequencies and audibility in all elements of the shots.
The mechanism of the sound of breaking waves against a boat or ship’s bow has been created. The nature of the sound depends on the size of the vessel, its speed and the wave state of the sea.
New sound design for waves on the sea depending on the wind force has been created.
Discuss it here!