Stona

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Stona last won the day on July 25

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About Stona

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  • Birthday 01/21/1984

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  1. Additional update: A bug where a ground vehicle being hit by enemy fire without achieving penetration caused a fire on some vehicles (mainly German and Japanese ground vehicles) subsequently causing significant damage to armoured components of the turret and hull (roughly equal to damage caused by 10 rockets, or 20 shells, or more than 10,000 small bore rounds) has been fixed.
  2. I think it's not that same. It's Japanese version. If you have docs that can confirm Injection on that specific version, please provide them in bug report.
  3. Italian aircraft have been available to all players for just over a week, but have already managed to gain a strong foothold in the sky across all game modes. And so, with the knowledge that brave pilots have been able to wreck havoc in the skies with Italian non-premium vehicles, so too are their premium counterparts capable of creating a force which will surprise you. Let’s explore these vehicles with the War Thunder Wiki team. Today’s hero will be the unique G.55S fighter/torpedo bomber prototype with the designation ‘Silurante’. Purchase The War Thunder Team
  4. Assault mode disabled temporarily due to technical difficulties Should be fixed soon™ Because we add smoke grenades step by step. Not to all at once.
  5. It's a bug (already reported) and should be fixed soon™
  6. Update: Removed info on smoke grenades for Pz.III Ausf. B Removed info on font size choice option.
  7. Pilots and tankers! Congratulations to the latest winners in the weekend tournaments: Ground Forces Tournaments _Yondu_Odonta_ wins the Tank blitz-tournament 1x1 in Arcade Battles mode by winning in the final match against _AGREGAT_. Third place goes to Captain_Siwy. Check out the tournament replays Team Animal wins the Tank blitz-tournament 2x2 in Arcade Battles mode. Second place goes to team Tuturu and teams SSSR_ and Kappa share the bronze. Check out the tournament replays Player Sasha08104 wins the Tank blitz-tournament 1x1 in Realistic Battles mode. fourkinell gets the silver prize, while bronze goes to despite3 and _Dimon_71rus_. Check out the tournament replays Champion of tank tournaments, w4ryat won the American Tank tournament 1x1 in Realistic Battles mode against MONACO. Bronze medal goes to EvilBambus and ciindo. Check out the tournament replays Winner of the STB-1 tank blitz-tournament 1x1 in Realistic Battles mode is _K1LLER_. Second place goes to NaVi_Inspector. Players VENENO_PRO and LoloPard share 3rd place. Check out the tournament replays Lich_Tiger_pro won the Tank blitz-tournament 1x1 in Simulator Battles mode. In the final he played against _G_A_M_B_1_T_. Third place is shared by Sta1ker97 and Dungeon_Keeper. Check out the tournament replays The winner of the South Asia Tank tournament 1x1 in Simulator Battles mode is _G_A_M_B_1_T_. His opponent in the final was Sasha08104, while _Sidor and kptnYODA took 3rd place. Check out the tournament replays Team Team_Bober took the gold in the Tank blitz-tournaments 2x2 in Simulator Battles mode. Silver goes to InatVA. Teams glinomesbI and Jagerss share the bronze medal. Check out the tournament replays Champions of the Tank blitz-tournament “Sparta 4x4” in Arcade Battles mode are team ZLPC. In the final match they won against team raks. Third place goes to teams CSWP and Renamed. Check out the tournament replays Team BroAntomex won the Tank blitz-tournament “Sparta 4x4” in Realistic Battles mode. Second place goes to team KOTbl. Third step of the podium goes to teams Cancers and NS. Check out the tournament replays Aircraft Tournaments _SkyForcer_ wins another Air blitz-tournament 1x1 in Arcade Battles mode. Silver goes to Sta1ker97 and bronze to tolstyc. Check out the tournament replays Champion of air tournaments, _socolik_ won the American air blitz-tournament 1x1 in Realistic Battles mode. In the final he fought against QWANT18. Pilots Ukiii and TheyCallMeZeb, finished in 3rd place. Check out the tournament replays Winner of the Air blitz-tournament 1x1 in Realistic Battles mode is CITTZEN. In the final he was fighting against _G_A_M_B_1_T_. Bronze medal goes to Wedcamet and Mr_Eduardo. Check out the tournament replays Kolber_ won the Meteor Mk.3 air blitz-tournament 1x1 in Realistic Battles mode. Silver goes to Frozenhydra and two bronze medals to BaroN303 and SpruceWayneMk2. Check out the tournament replays Christoph27 won the Air blitz-tournament 1x1 in Simulator Battles mode in a duel against *sasha_the_king. Pilots Sanya_V_L1tvyak and *anaconda_tiesa finished 3rd. Check out the tournament replays Team _POPE_ wins the Air blitz-tournament “Sparta 4x4” in Realistic Battles mode. Second place goes to team 100. Teams najtmar and ForTheGolD share 3rd place. Check out the tournament replays See you in the new tournaments every week on the TSS portal!
  8. Changes in “Assault” PvE mission In ground “Assault” friendly AI SPGs have been removed. Now instead of allied SPGs being destroyed the friendly team will lose points - after each successful wave the team is rewarded with some points. New ground PvE mission - Sinai - has been added. Players will be opposed by British AI ground vehicles. Two new aircraft PvE missions have been added - Berlin (players fight against Soviet aircraft) and Ruhr (players fight against U.S. aircraft) Ground Vehicles Fixed a bug where the sound of shots from AI-controlled vehicles were not always reproduced (source). A bug where a ground vehicle being hit by enemy fire without achieving penetration caused a fire on some vehicles (mainly German and Japanese ground vehicles) subsequently causing significant damage to armoured components of the turret and hull (roughly equal to damage caused by 10 rockets, or 20 shells, or more than 10,000 small bore rounds) has been fixed. Now on vehicles with multiple crew reloaders, the load time is correctly displayed, this is dependant on the number of reloaders that are conscious at the moment of reloading. A bug, where by switching to the rear view camera it would show the inside of buildings, has been fixed. (source). Maus, E-100 - the thickness of the material on the breech is corrected (increased) from 10mm to 60mm. Added smoke grenade launchers for the following vehicles: Tiger Ausf. E Pz.III Ausf. E / F Pz.IV Ausf. C / E / F1 / F2 Aircraft PB4Y-2 - Names for the weapons that are on pylons have been corrected. PB4Y-2 - A bug where research of pylon weaponry modifications led to incorrect bomber presets being opened has been fixed. PB4Y-2 - The elevation angles on the side defensive turrets have been adjusted. PB4Y-2 - Armour has been improved. Armour elements have been added. G-50 AS serie 7 - German bomber preset has been changed to the italian 2x GP.50. SM 79 (all modifications) - The preset with 12х GP.100 bombs has been added. He 112v5, B-0, B-2 - Injection module has been added. He 112A 0 - Injection module has been removed. Il-4 - The elevation angles of the upper defensive turret has been adjusted. DB-3B - The elevation angles of the upper defensive turret has been adjusted. Bf 109G-14/AS - An inability to create custom camouflage has been rectified. Breda 88 (P.XI) - The module “Wings Repair” has been moved to the 3rd rank of module research. TBF-1c - The elevation angles of the upper defensive turret has been adjusted. Tu-4 - The elevation angles of the upper defensive turrets has been adjusted. Z.1007 (all modifications) - Bomb drop order has been changed. B-29A-BN - The elevation angles of the upper defensive turret has been adjusted. G8N1 - The elevation angles of the upper defensive turrets has been adjusted. H8K3 - The elevation angles of the upper defensive turret has been adjusted. BR.20 DR - The elevation angles of the upper defensive turret has been adjusted. A-20G-25 - The elevation angles of the upper defensive turret has been adjusted. Ju 87 (all modifications) - The elevation angles of the upper defensive turret has been adjusted. G.56 - The ammunition storage for wing cannons and engine-cannon has been adjusted. MG 151/20 from 200 to 250 shots for wing cannons and from 250 to 300 shots for engine cannon. Interface Updated debriefing. The main parameters tab in the game settings has been changed. Now it includes interface settings, and all parameters are now divided into categories. Fixed an issue where display of a window with a combat trophy was not represented. FM changes He 112 (all modifications) - Specified calculation for airflow on the horizontal tail surfaces, Inertia calculations updated and damped in all axes, aerodynamics and balance have been corrected. Flight model and engine characteristics have been corrected. Detailed information can be found in the data sheet Ki-49 (all modifications) - FM and thermodynamics have been updated. Stalling has been corrected, the system of separate fuel filling and consumption of fuel from tanks has been switched on (first the main tanks are filled then the additional). Fuel consumption has been updated depending on the power conditions Ki-100 (all modifications) - maximal speed, climb rate over 6,000 metres, stalling have been corrected. Fuel consumption has been updated depending on the power conditions according to factory data. Detailed information can be found in the data sheet Fiat G.91R/1 - The working modes of the engine have been changed: 101% — 10120 rpm, 15 minutes at 730C, 96% — 9920 rpm, 30 minutes. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated. Leave comment here!
  9. Nope. As always: soon™ If you think that something is not working properly, please submit a bug report in Technical Section.
  10. First I was And then I was
  11. A bug, where decals on vehicles in battle were not always being displayed, has been fixed. A bug where changing camouflage on some vehicle types was not possible has been fixed. Client stability has been improved. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated. Leave feedback here!
  12. A bug, where decals on vehicles in battle were not always being displayed, has been fixed. A bug where changing camouflage on some vehicle types was not possible has been fixed. Client stability has been improved. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated.
  13. Changes in “Assault” PvE mission In ground “Assault” friendly AI SPGs have been removed. Now instead of allied SPGs being destroyed the friendly team will lose points - after each successful wave the team is rewarded with some points. New ground PvE mission - Sinai - has been added. Players will be opposed by British AI ground vehicles. Two new aircraft PvE missions have been added - Berlin (players fight against Soviet aircraft) and Ruhr (players fight against U.S. aircraft) Ground Vehicles Fixed a bug where the sound of shots from AI-controlled vehicles were not always reproduced (source). A bug where a ground vehicle being hit by enemy fire without achieving penetration caused a fire on some vehicles (mainly German and Japanese ground vehicles) subsequently causing significant damage to armoured components of the turret and hull (roughly equal to damage caused by 10 rockets, or 20 shells, or more than 10,000 small bore rounds) has been fixed. Now on vehicles with multiple crew reloaders, the load time is correctly displayed, this is dependant on the number of reloaders that are conscious at the moment of reloading. A bug, where by switching to the rear view camera it would show the inside of buildings, has been fixed. (source). Maus, E-100 - the thickness of the material on the breech is corrected (increased) from 10mm to 60mm. Added smoke grenade launchers for the following vehicles: Tiger Ausf. E Pz.III Ausf. E / F Pz.IV Ausf. C / E / F1 / F2 Aircraft PB4Y-2 - Names for the weapons that are on pylons have been corrected. PB4Y-2 - A bug where research of pylon weaponry modifications led to incorrect bomber presets being opened has been fixed. PB4Y-2 - The elevation angles on the side defensive turrets have been adjusted. PB4Y-2 - Armour has been improved. Armour elements have been added. G-50 AS serie 7 - German bomber preset has been changed to the italian 2x GP.50. SM 79 (all modifications) - The preset with 12х GP.100 bombs has been added. He 112v5, B-0, B-2 - Injection module has been added. He 112A 0 - Injection module has been removed. Il-4 - The elevation angles of the upper defensive turret has been adjusted. DB-3B - The elevation angles of the upper defensive turret has been adjusted. Bf 109G-14/AS - An inability to create custom camouflage has been rectified. Breda 88 (P.XI) - The module “Wings Repair” has been moved to the 3rd rank of module research. TBF-1c - The elevation angles of the upper defensive turret has been adjusted. Tu-4 - The elevation angles of the upper defensive turrets has been adjusted. Z.1007 (all modifications) - Bomb drop order has been changed. B-29A-BN - The elevation angles of the upper defensive turret has been adjusted. G8N1 - The elevation angles of the upper defensive turrets has been adjusted. H8K3 - The elevation angles of the upper defensive turret has been adjusted. BR.20 DR - The elevation angles of the upper defensive turret has been adjusted. A-20G-25 - The elevation angles of the upper defensive turret has been adjusted. Ju 87 (all modifications) - The elevation angles of the upper defensive turret has been adjusted. G.56 - The ammunition storage for wing cannons and engine-cannon has been adjusted. MG 151/20 from 200 to 250 shots for wing cannons and from 250 to 300 shots for engine cannon. Interface Updated debriefing. The main parameters tab in the game settings has been changed. Now it includes interface settings, and all parameters are now divided into categories. Fixed an issue where display of a window with a combat trophy was not represented. FM changes He 112 (all modifications) - Specified calculation for airflow on the horizontal tail surfaces, Inertia calculations updated and damped in all axes, aerodynamics and balance have been corrected. Flight model and engine characteristics have been corrected. Detailed information can be found in the data sheet Ki-49 (all modifications) - FM and thermodynamics have been updated. Stalling has been corrected, the system of separate fuel filling and consumption of fuel from tanks has been switched on (first the main tanks are filled then the additional). Fuel consumption has been updated depending on the power conditions Ki-100 (all modifications) - maximal speed, climb rate over 6,000 metres, stalling have been corrected. Fuel consumption has been updated depending on the power conditions according to factory data. Detailed information can be found in the data sheet Fiat G.91R/1 - The working modes of the engine have been changed: 101% — 10120 rpm, 15 minutes at 730C, 96% — 9920 rpm, 30 minutes. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated.
  14. Ok guys, we have a nice amount of new machines in tech trees. If you notice that we missed something in even lineup for Sim Battles, please list it here. Please, have on mind BR and common sense Cheers!
  15. So please submit a bug report.
  16. Check server replay first.
  17. Lepiej napisz po angielsku, szybciej dostaniesz odpowiedź.
  18. Do not get me wrong here, but stating that P-51 is bad fighter and it's BR should be lowered... I mean, are we really discussing about P-51? What we should do to it? Add laser guns? Guided rockets? Lower BR to 3.0 so you can own every battle? No, simply no. P-51 is a great fighter on his BR.
  19. Musisz się skontaktować z supportem.
  20. We cannot answer question like this. Follow our Website, check our devblogs, maybe you will find something interesting there
  21. Maybe in future we will provide such tool. Right now you can simply jump into Live.Warthunder.com and download one of maaaaany custom created missions to test your tank.
  22. If you have valid documentation that shows that in game loadouts are wrong, please provide us with such docs in bug report submitted in Technical Section. It will be checked and passed to dev team.
  23. Sadly I cannot give you any response for this question. Please provide a source of information and submit a bug report. If it will be valid, it will be passed to devs.
  24. Strange, from what you say looks like IS-6 is The ultimate tool of extermination and one or two in the team can simply win any battle and yet, there are tanks that do better in the game. How come?
  25. Improvements on Client Stability means that there are less chances that something wrong will happened to the game when you are playing. For example, game will crash, there will be some strange spike or lag etc. Usually you will never notice such situation during your standard gameplay due the fact, that War Thunder Client is very stable and optimized. But sometimes, on some specific hardware, random crash can happen. Due to improvements in client stability, we are trying to solve such things and eliminate them.
  26. Looks like we decided to launch them only for special occasion. I will ask and maybe we will launch a little more of them. Everything depends on their popularity.
  27. It's a feature we introduced some time ago. You can read about it here. I see that there is also a useful youtube video created by one of our players: https://www.youtube.com/watch?v=CakcFTodnZU
  28. I think we already have multiple topics related to this subject. And you posted your thread in wrong forum section (members cannot discuss topics here, only staff members can answer). Please use search function and discuss your idea in already created thread for camo nets.
  29. Hard to tell, there can be many reasons. Try to jump into this section and ask guys who already uploaded their works! PS. Nice to have you on board not only as a player, but also as a camo contributor
  30. discussion

    Of course there are chances. Never say never But for now, I do not have any information regarding such project. If we will have something, you can be sure that we will share it with WT players same, as we share info related to Enlisted
  31. I do not know about any additional changes to Test Flight. If you have ideas that can make it more useful, please submit them on Suggestion Section o7
  32. So we should somewhat punish other players because you did not unlocked any other 6.3 vehicle? I do not know if I understand your logic here. If you do not have more Japanese vehicles on 6.3 (because you did not unlocked them yet) you can play on lower BR till you unlock them, add some lower BR vehicles to your lineup or simply buy backup vehicles for GE.
  33. What I am doing with them?
  34. ???? You have access. Please log off and log in. Rest should be fixed, please log off and log in to check.
  35. Try to use incognito mode/safe mode in your browser.
  36. You can use them to unlock new vehicles. (you need GE to convert them). WarThunder Wiki Click on specific vehicle and select Customization.
  37. Almost totally random entry: sound: remove obsolete unused code EOT related to "list all the code changes".
  38. It's a Japanese crew.
  39. Check current tournaments Arcade Battle Realistic Battle Simulator Battle Aircraft: Ground Forces: You can check and register to all tournaments on our portal http://tss.warthunder.com
  40. A bug relating to artillery strikes, where on the map, the impact indicator would be visible in the background, has been fixed. (source) Client stability has been improved. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated. Leave comment here!
  41. A bug relating to artillery strikes, where on the map, the impact indicator would be visible in the background, has been fixed. (source) Client stability has been improved. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated.
  42. The display of the vehicle research progress bar in 4k resolution has been improved. Client stability has been improved. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated. Leave feedback here!
  43. The display of the vehicle research progress bar in 4k resolution has been improved. Client stability has been improved. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated.
  44. Ok guys, I see you still do not get the point, and instead of making a nice discussion, you decided to go into personal trips more and more. Right now we do not have plans to create an additional, separate mode where you will have different way of controlling aircraft. There is no point of doing that. If you think that someone who is using mouse have an advantage above you, joystick user (and vice versa) please consider changing your controller of choice or start playing in mode that is more challenging/less challenging for you (AB/RB/SB). Do not try to FORCE other players to use YOUR controller of choice. It's sill and will not work in way you are doing it. If you want to encourage other players to play in way you like to play (joystick, mouse, joypad, wheel ) maybe try to do it in different way than you did in this thread. If you still have a huge problem and still cannot see any other way to play WT than your way (joystick in RB setting, mouse with cockpit view only etc.) use forum to find players that have similar like and create a custom battles with settings of your choice. Thread locked due to fact that you have big problem with obey rules when discussing such things.
  45. Apparently you forgot to read forum rules and section rules before you started to create your threads. Locked due to reasons mentioned above.
  46. client update

    Samurai maybe? The stability of the game has been improved. Stealth samurai?
  47. Maaany player will not agree with you on this. We already said many times, that cockpits are really hard to recreate and really time consuming, especially for aircraft like bombers.
  48. Pogoda jako taka nie jest problemem i może być dowolnie zmieniana (może nie do poziomu sztormu z The Finest Hours, ale do poziomu który praktycznie uniemożliwia jakiekolwiek sensowne celowanie). Dlaczego czegoś takiego nie ma teraz? Bo... no właśnie, bo wtedy jakiekolwiek sensowne celowanie odpada, a aktualnie pratycznie co test zmieniamy sposób w jaki obsługuje się działa, żeby znaleźć taki, który przypasuje najbardziej. vvv Byłem pierwszy :P
  49. Zamykam. Regulamin się kłania. A jak się chcecie między sobą kłócić o powtórki, to sugeruję zacząć od przeglądania tych serwerowych.
  50. client update

    You are aware that tanks can stuck? I mean, tanks are vehicles that are moving around on tracks - they are better than cars but still can stuck. That's why we have tow cable in game. You can ask your friend for help. If you think you found a glitch on map, please provide a bug report in technical section on our forum. Usually PS4 gate updates with lil delay, but at the end of the day, game mechanic is same on every platform.
  51. Please use Moderated Bug Report section to submit bug reports. Ka-Mi can float only with special external floats that are not available in game (you can read more about it in devblog ) Ki-45 have proper armament. Same for T-34 Thing is, there is no option to add rewind button to replay. Replay is not an actual saved video of your gameplay, but a file with data of positions of vehicles etc. Thanks to this, it take really small amount of space on hard drive. We still trying to improve replay functions so maybe in future there will be easier way to, for example restart replay instead of launching it again from the start from menu. I play War Thunder every day and I never notice such thing after update. Maybe be sure to restart launcher after you DL update or check your launcher settings (wrench icon in top right corner). Strange, but I am sure you did not DL 9GB. Maybe it was some launcher error. If it will pops up again, please submit a bug report.
  52. From July 14th 15:00 GMT to July 17th (07:00 GMT) Take part in the [Event] Classic Mode event! Capture and defend, one doesn’t work without the other here. Try and bring the enemy flag back to your base, while not forgetting to protect your own from your opponents. That’s how it works. Terms: The event is available for vehicles of rank 3 A player who captures a flag can be seen by both sides on the minimap and is marked by a flashing marker. If the flag bearer’s vehicle is destroyed, the flag remains on the spot where he was destroyed. A player may retrieve the enemy flag when dropped, a dropped friendly flag will return to its start position when touched by a friendly player. Allied point is marked with blue rhombus and enemy with red. If the rhombus is empty - there’s no flag there. If there’s a circle inside it then the flag is within the point 7 respawns are available. The event will be held on the following locations in Arcade Battle mode: “Advancing to the Rhine” “Abandoned factory” “Tunisia” The War Thunder Team
  53. Make your vehicle more authentic! We regularly introduce new decals that you can unlock and/or purchase. New decals will become available for unlocking and purchase every 2 weeks, and after that time, will be replaced with new ones. Players will retain the unlocked decals forever! We have already added several new decals for you that are available until the 29th of July. You may find them in the customization menu, under “week’s latest” section. Be sure to follow the news so you don’t miss out on unique decals in the future! Emblem "Willig" of 506th Schwere Panzer-Abteilung, Germany Emblem of the 1st Czech Armoured Brigade, Britain Regiment Commander Pennant, Italy "Old Crow" emblem, 427th BS, 303rd BG, USA "Octopus" emblem, 70 Squadriglia CT, Italy 200 GE. Win 50 battles (25 for RB and SB) with 70% battle activity whilst controlling allied vehicles or purchase with 200 GE. Win 5 battles and be in first place for your team whilst flying Italian aircraft. Destroy 150 enemy controlled vehicles (75 for RB and SB) whilst controlling USA and British aircraft. Destroy 40 enemy controlled vehicles (20 for RB and SB) whilst flying the following aircraft: C.202 C.202EC C.205 Serie 1 C.205 Serie 3 or purchase with 200 GE. Decals by Colin 'Fenris' Muir and 'CharlieFoxtrot' Ortiz The requirements for the decals may be checked by hovering your mouse over the decal in the customization menu. In order to obtain a decal you should be using vehicles of ranks 2-5 in random battles and events. They cannot be gained in Enduring Confrontation mode. Previous decals will be now moved to the following sections and will be available only for the players who have them unlocked/purchased: Emblem of 278th Sturmgeschutz-Brigade, Germany → Allies (Ground vehicles) Emblem of the 6th Airborne Division, Britain → Allies (Ground vehicles) Air Commodore Pennant, Great Britain → Allies Emblem of 161a Squadriglia, Italy → Axis Emblem of 142a Squadriglia, Italy → Axis The War Thunder Team
  54. Aircraft you mentioned were designed to fight on medium and long distance with use of homing missiles, not for dogfights in close combat with mg/cannons. So there are really low chances to have them.
  55. From 12:00 GMT in the 14th of July till 07:00 GMT on the 17th of July Participate in aircraft races with Italian aircraft and win a unique camouflage created in memory of our consultant for Italian aircraft, Marco Oculist. Terms and Prizes: 1 first place victory - Unique "Viva l'Italia" camouflage for the G.56 100 position rating in the leaderboard - Unique "Herringbone" D1A camouflage for the G.56 The race will take place with the following aircraft: G.55 serie 1, G.55 sottoserie 0, G.55S and G.56 in Arcade and Realistic Battles. The War Thunder team would like to express our gratitude and remember Marco Oculisti. A good man who was at the root of the Italian Tree community effort. Marco is no longer with us, but the Italian Tree he started and helped to develop has found its way to our players. To commemorate his honourable efforts, we are releasing 2 tribute camouflages: "Viva l'Italia" and "Herringbone" D1A, available for the G.56 aircraft. They have been completed by Arthur 'Pacifica' Carley who worked with Marco during the initial phase of the Italian Tree production. The G.56 is a further development of the excellent Italian G.55 fighter, featuring a more powerful German late war engine. Although it never managed to leave behind a proper mark in military history due to never progressing past prototype stage, it sure leaves more than a mark on the airframe of its foes in War Thunder! Let’s take a closer look at one of Italy’s most powerful piston engine fighters ever developed. History In December 1942, the news many Italian aircraft designers have patiently been waiting for had finally arrived - Germany is to begin shipping their new DB.603 engines to Italy the following year. Almost immediately, the Italian staff of military aviation, whilst still being under the influence of the positive impressions left by the G.55 Centauro, contacted Fiat to begin research on a new design, equipped with the newly acquired engine. Several months later, in April 1943, the first batch of the new German engines arrived and Fiat started production of two prototypes of the new G.56. The new aircraft was visually very similar to its predecessor, making it almost indistinguishable from the G.55 Centauro. In fact, the G.56 was purposely designed on the basis of the G.55 as one of its variants, rather than a new standalone design. By doing so, Fiat was able to build up on the good performance of the G.55 and make it even better. That being said, the biggest changes to the design happened to the nose section of the aircraft, which was lengthened by 8 cm to house the more powerful German engine. In addition to that, the G.56 lost the two nose-mounted 12.7mm Breda machine guns in order to help counter the additional weight of the much heavier DB.603 engine. On paper, the changes applied to the G.56 made it seem like it would be the top performing Italian fighter ever developed until that point, even rivaling some of the best German fighters of the war, like the Bf-109 and Fw-190. This sparked the interest of the German ministry of aviation, making them consider a possible serial production of the aircraft for the Luftwaffe, though this idea was eventually dropped due to logistical problems. Once the first prototype was finished, testing began in March 1944. There, the G.56 showed exceptional performance, being able to reach speeds close to 700 km/h whilst maintaining good overall handling at high speeds. However, after an allied bombing raid left the first prototype in ashes, testing halted until July when the next prototype was ready. Testing resumed until September 1944, after German authorities ordered the discontinuation of all work on the G.56, seeing how the aircraft wasn’t any better than later modifications of Bf-109s and Fw-190s and production becoming increasingly more difficult. This was the final nail in the coffin for the G.56 project, leaving it at prototype stage with only 2 aircraft built. With its introduction in Update 1.69 “Regia Aeronautica”, the G.56 represents the pinnacle of Italian piston engine aircraft design, paving the way into the jet era at rank four. Players who enjoyed piloting the G.55 through the ranks of the Italian research tree will likely also enjoy flying the G.56. The aircraft features comparable handling characteristics to the G.55, making a transition from earlier models as pleasant as it can be. However, unlike the Centauro, the G.56 sports a much more powerful Daimler-Benz DB.603 engine, capable of pushing out 1750 hp on take off, as opposed to the 1450 of the Centauro. This upgrade allows the aircraft to reach high speeds faster compared to previous models whilst also increasing its top speed, rate of climb and energy retention. Though this upgrade contributes significantly to the performance of the G.56, it’s also worth pointing out its downsides. The new engine’s weight is greater than that of previous models, making the nose of the aircraft heavier. For this to be countered, firepower of the G.56 had to be decreased in order to save on weight. This lead to the removal of the pair of high caliber machine guns from the nose section, leaving the aircraft with a still respectable arsenal of three 20mm MG 151 cannons. Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 Similarly to his predecessors, the G.56 excels at energy fighting and short, high-speed turning engagements. Sticking around in a prolonged maneuvering fight, especially against opponents such as later models of the Spitfire, will bleed out most of your energy, leaving you and your aircraft at the mercy of the enemy, thus it’s best to avoid them and break off in time. Once you have a target in your crosshair, take lead and open fire. The 20mm cannons equipped on the G.56 reward good aim by being able to practically incapacitate your opponent’s aircraft in a single, well-aimed burst. Had the opportunity to try out the G.56 yourself or have you been one of its victims? Describe and share your experiences with this particular Italian aircraft in the comments with others. Until next time pilots!
  56. Please read forum rules. Please stop blaming game for your failures. Skills =/= Cheats. Thread locked due to rule breaking.
  57. MM system is not broken.
  58. As we said many times, it was an April Fools event. AFAIK we do not have plans to implement modern vehicles into War Thunder.
  59. Nothing justify intentional TK. We will not change our policy. You can discuss team killing in official thread.
  60. Warmly welcomed by the players of War Thunder, the new Italian aircraft are now a common sight in the skies above the battlefields. To prepare them for release, all Italian aircraft went through a closed playtest on the live servers, after which they were progressively unlocked for all players to research. Both purchasers of one of the Italian Founder packs and active players of War Thunder could participate in the testing, giving the developers invaluable feedback in the process. Today, all regular aircraft of the game’s sixth major nation can now be unlocked by all players, with the top jet fighters Fiat G.91 and G.91R/1 the last to finish their trials. Further information will be published in time on the official Developer’s Blog here! The War Thunder Team
  61. 13th July Ground Forces Do you plan to introduce ammo containers or other features that decrease the chances of ammo load explosions? We already have this implemented - e.g. American tanks with “wet” ammo rack (they have ‘W” in their name) have a decreased chance of ammunition detonation in case of fire. If any tanks had any form of constructive protection of ammo - it is also taken into account. Italy is represented by its national vehicles, but will there be a mix of the “Lesser Axis” – Hungary and Romania? If we look at ground vehicles, then Hungary and Romania would complement the nation very well. First we want mostly Italian vehicles, but we don’t exclude the later addition of aircraft from the “Lesser Axis”. I want to ask whether it’s possible that a function will be added so the commander can rotate the turret with a knocked out gunner, on the condition that control is reduced, of course. Yes, it’s possible. I can’t say anything as to when yet, but this is an interesting and useful option. Will there be more camouflages (on top of the standard ones) for AA guns that are based on trucks? In particular, the Soviet and Japanese AA guns only have the standard green camouflage for some reason. In battles we find ourselves on winter maps, tropical maps, desert maps (and the survivability of truck-based AA guns is already low, so they desperately need camo for these maps) We’re going to add winter camo for those SPAAGs, and possibly other types over time as well. Could you tell us whether kamikaze destruction will be implemented, i.e. light armour getting destroyed when it crashes into heavy armour? We currently have damage from collisions between light and heavy armour, which you can check in a test run, i.e. with a T-10 vs a Pz-2. Is the size of the ST-A1 and ST-A2’s turrets correct? They look rather disproportional compared to historical photographs. Will this be changed? Yes, we have plans to correct the turret model. Aircraft Will the USSR be given aircraft at rank 5 with assault capabilities? As far as I know, the MiG-15bis and the MiG-17 could be equipped with anti-tank missiles and even specific assault modifications. Yes, our consultants recently finished some research on the subject of Soviet rocket and bomb armament, and we’re getting ready to tidy this issue up, to be included at rank 5. Can you make a first-person view in the future for gunners in aircraft with one gunner? This would increase effectiveness when manually controlling the gunner. It’d look nice too. We’re not ruling out that as a possibility, at least for aircraft with one gunner position. Are there plans to give dive bombers specialized diving sights? A functional Stuvi for example? We’re not ruling that out. Nose and tail wheels for aircraft don't seem to function or move with the rudder when taxiing on the ground. Is this intentional or will this be changed in the future? The majority of aircraft have self-orienting rear wheels with no connection to the rudder. All turns and taxi operations at low speeds must be done by brakes alone. Best-case scenario was to fix the wheel column to avoid rotating while taking off. If the column is fixed, then the aircraft will go straight even under full control, it’ll be hard to cause a drift. It’s just when you’re taxiing with mouse aiming and controlling the rudders with your keyboard, the mouse aiming also works as the brakes – activating the left and right brake alternately. If you hold the cursor, then the wheel column in the direction of the rotation will brake. Aircraft have self-orienting wheels in the game if they had them in reality. As for the visual display, it may also appear in the future. Large 4 engined Heavy bombers don't really have many options in battles at the moment. There are only 3 area targets on most RB maps and then the airfield. Destroying them is the only option currently and they are not recorded in the player statistics card. Are there plans for more diverse mission objectives/modes for heavy bombers to do more in and show out more in combat? We have plans to add to the statistics of players total mass of bombs dropped on ground targets to the service record. Will aircraft that had built in Fire Prevention Equipment (such as the B-29) receive this function in game similar to ground forces? This issue requires some further study, in terms of the number of aircraft and the operation of these systems. But we are not excluding the introduction of such functionality.
  62. 12th June Q&A related to Navy Tests Will the aircraft and ground game mechanics concept remain the same for naval battles? Specifically, will the historical characteristics of the vehicles be more important than balance? Historically accurate characteristics are an important part of the game but it doesn’t mean that we do not try to find balance for different types of vehicles. We do it through match-making, choosing suitable opponents for specific vehicles or through mission tasks and conditions where different vehicle types can gain victory in a different way. How is shooting at long distances implemented? At the moment the main mechanics remain the same as in the first tests - a player takes aim himself, distance to the target is calculated automatically and guns change their elevation angle accordingly, the speed of a player’s vehicle and the speed of the target are not taken into account - player should make corrections themselves. This system, especially with stabilizers, works fine at large distances but small miscalculation in aiming causes big mistakes in rangefinding thus making accurate fire very difficult. We plan to change the aiming mechanic so it will be comfortable at all distances, but keeping such things as range finding, adjustment of fire - can actually improve game play of the large distance shooting. Will adjustment of fire mechanics be implemented? At the moment we already have these mechanics and they are automatic, if you aim at a target that moves steadily and does not change range, hitting the same target is much easier than hitting a vessel that maneuvers and changes its speed. Do you plan to implement “varied weather” and will it affect shooting and visibility? It is planned and we have already implemented various weather types and sea conditions, but while we are testing the core gameplay mechanics, we will be using calmer weather conditions. Will the vessel’s size affect the stability of fire when the sea is rough? You could see it already during the previous tests - currently the sea is relatively calm for Destroyers, but if you chose a lighter craft, such as a Torpedo boat you could feel the difference. Will AP and HE round roles will be implemented in a historically accurate manner? We have already described how AP and HE rounds work in our latest devblog. If you want to inflict constant damage, cause local fires, create big breaches above the waterline - use HE shells, If you need to destroy powerplants or destroy ammo storage and cause a fire in compartments inside the ship? Go for AP rounds but aim accurately. How accurately will “armouring” be reproduced? As accurate as is possible in the game - no worse than for ground vehicles or aircraft. And yes, we divide the armour and construction elements of the vessel. Here’s an example for the pr. 1124 armoured boat. “Tanking” principles? Should we rely on maneuvers or “angle” the vessel? You might rely on “angling” in case you have decent armour defense which will increase or decrease at specific angles. Craft that barely have any armour should not rely on this - it may prove deadly for your vessel, e.g. an AP round may penetrate several compartments damaging both crew and modules and even reach the powerplants, maneuvering in this case is much more preferable. If there’s a duel between a destroyer and a torpedo-boat the latter has no chances. How can they fight on one map? It’s simple. A destroyer will not be able to see a torpedo boat at distances further than 500m - I’m Joking Of course smaller boats have no chance on open waters that's why we plan to separate maps into several zones: there will be open waters for artillery duels at larger distances and zones with lots of cover and capture zones. Will shallows be implemented? Meaning that will there be places where boats would be able to operate while destroyers will ground in the shallows? Yes, we already have maps with different depth levels that are suitable for craft with a shallow draft, whilst DD’s find it impossible to traverse. We also plan to use underwater landscape in the gameplay. Boats and destroyers have depth charges that can be used in battle - does it mean that there will be specific targets for them? Depth charges for smaller craft can be used as “grenades” with fuse delay against enemy boats. It won’t work for DD’s that’s why we removed this weaponry for them at the moment. Probably we will have PvE missions with, for example, submarines in the future. Then depth charges can be used for destroyers as well. What do you think about dividing larger ships controls between several players - one is the commander, second one is responsible for the main calibre guns, third - for AA guns and secondary armament. Our tests have shown that dynamics of the larger ships battles are slower that is why dividing controls between several players might not be a good idea. The most exciting and interesting moments are when you have to decide what you should prioritise - fire from the main guns or take the controls of the AA guns to shoot down an incoming torpedo bomber. Dividing controls between players will divide the action as well which will make it boring for everyone, Moreover the cooperation problem between random players will still remain. Which ship classes do you plan to introduce after the destroyers? Should we expect destroyer leaders and light cruisers? Cooperation between boats, aircraft and destroyers already causes many problems/questions from the balance point of view as well as map design etc. Adding bigger ships that will have an armament advantage over destroyers similar to what advantage destroyers have over boats is a more complex task. It is too early to say right now, however we are not completely excluding the possibility of larger ship introduction. Can a ship be destroyed by flooding? Yes. Vessels can be destroyed both from a single powerful explosion (for example if hit by a torpedo) or several breaches beneath the waterline. During the test you should have noticed that if your ship had buoyancy of about 70%, its draft increased (more under the surface), consequently with a speed reduction because your craft was heavier with a few tons of water. Unrepaired breaches will cause flooding and sinking Will another player be able to help me with repairs? We are not excluding this possibility, but it’s too early to say - vessels have much more survivability than tanks and probably there will be no gameplay necessity for this feature. But as I have already mentioned - it is too early to say at the moment. How will smoke screens be implemented? Smoke screens will be implemented similar to what we already have in ground vehicles and thus smoke will make things difficult for the enemy, hiding you, but it will also obscure your vision concealing your opponents. Do you plan PvE-missions? Convoy defense, search and destroy submarines etc.? We already have certain PvE elements in our PvP missions - we have already shown convoys and this time we had tasks to destroy cargo ships behind enemy lines. In the future, once we decide that PvP mode is more or less prepared and accepted by the players we are not excluding that PvE will become available - we have PvE for ground and air battles after all. What nations vessels do you plan to show us? I think that we will show some American and probably Japanese craft.
  63. 1st June 2017 Q&A related to World War Mode. Why will the CBT of “World War” mode only be available to squadrons? Answer: Tasks for the initial CBT stages will be specifically testing of the strategic mode and this is more practical for organized communities and squadron leaders. So learn to command or join one of the existing squadrons. How will CBT be done? Answer: The technical test stage (searching and correcting critical errors which were overlooked during internal tests). We will select between 2 and 6 squadrons with more mutually agreed dates and time of the game, game nations and number of players. Balancing stage. 10-30 squadrons which will be chosen randomly from the total of all squadrons that passed the selection criteria. Stress-test stage. 30+ squadrons in the battle (here we will try to allow all squadrons that passed the selection criteria to participate). Are there any features of the CBT? Answer: For optimisation of the number of players in battles for the tests in each team will be less than is planned for start of the final “World War” mode. The exact amount of players will be determined by the results of the CBT, but we have planned for it to be higher than in random battles. We have only pilots in the squadron and we don’t use ground vehicles. Will we be able to participate in the CBT? Answer: You cannot win a war with only aircraft and the a commander without flexible tactics and a variety of forces will be a less successful commander. You need ground vehicles and aircraft, if not by all squadron members then preferably, most of them. The war is looming. Work out your tactics, work on the unity of the team and research vehicles. “World War” game mode will only be available to squadrons after the CBT? Answer: We plan to invite solo players to these battles, but of course the leadership of whole armies will be available only for squadron commanders. How will solo players be able to participate? Answer: Preparation for the battle will start and the initial sign up will be available for squadron members. After the battle begins, single players will be able to join if a squadron isn't able to fill available places with its warriors. Every player will also be able to monitor the progress of each operation in real time. If I create a squadron with several friends will I be able to be a “World War” commander? Answer: Participation of a squadron in the “World War” mode will probably require a specific minimum amount of players as without sufficient manpower the squadron will be less effective. The exact requirements will be established based on the results of the CBT but the requirements after the end of CBT will most likely be lower.
  64. Members of the pre-beta test will be able to test this destroyer in one of the future tests, and results of this test will taken into account for the future development of our fleet. Captains, a brand new vessel is being launched from the drydock to join the ranks of the Imperial Japanese Navy - the Yūgumo class destroyer is making its way to the naval battlefields of War Thunder in one of the upcoming test sessions! History In the mid 1930s, Japan started devoting more time and resources into further developing and expanding its navy. During this process, construction of light units such as PT-boats and destroyers, was emphasized as these units would form the backbone of the Imperial Japanese Navy. Part of the efforts to increase the size of the navy were a set of requirements issued by the Japanese admiralty that intended to standardize the development of destroyers. These requirements called for all future destroyers to have a top speed of at least 36 knots and a range of 5000 nautical miles at 18 knots. Furthermore, the dimensions of future designs are not to exceed the size of the Fubuki class destroyer. The first class that was following these new requirements was the Kagerō class. However, as the first ships of that class were being built, a follow-up design was already in the works that closely matched the specified requirements and performed better than the Kagerō - the Yūgumo class. This class, which the Japanese designated as Type-A destroyers, differed from the Kagerō class by a slight increase in dimensions, some structural differences and improved anti-aircraft capabilities. The new design adopted a new, more efficient propellor design, which required the aft end of the ship to be elongated by 0.8m. Among other tweaks, the bridge was reshaped to lessen wind resistance and the six 127mm dual purpose cannons were fitted into the new Type D turret which allowed the guns to be elevated up to 75 degrees, making them better suited for anti-air duties. The lead ship of the class, Yūgumo, whilst being used extensively throughout the war, rarely ever engaged in proper combat. Her routine missions usually revolved around escorting large task forces or transporting troops. The first proper taste of combat would also be her last. In October 1943, whilst being involved in evacuation operations around the Solomon Islands, Yūgumo was engaged by a small US task force. After managing to sink one US destroyer, the ship’s fate was ultimately sealed after taking heavy damage from gun fire and a subsequent torpedo hit. A total of 19 Yūgumo class destroyers were built. 12 of which were built in 1941 with the remaining 7 being completed in 1944. All 19 ships were sunk in combat during their operational service in WW2. Fortunately for our own aspiring naval commanders, Yūgumo will take on a much more central role in the naval engagements of War Thunder. Yūgumo class destroyers cover distances slower compared to other nation’s counterparts, but compensate for that by having a relatively low silhouette and a vast array of weaponry, making versatility one of its main attributes. Two turbines, powered by three steam boilers, produce 52,000 horsepower, which in turn allow the Yūgumo to reach a top speed of 35 knots (65 km/h). Yūgumo’s crew consists of 228 sailors, including officers, most of which are manning the various weapon systems on deck. This wide selection of weapons will surely provide Yūgumo’s captains with a plethora of options and opportunities when it comes to deciding which targets to engage. The primary armament consists of six 127mm cannons fitted in dual mounts, one on the bow and two on the stern of the ship. These cannons can both be used against enemy vessels as well as enemy aircraft, thanks to their dual purpose nature. Yūgumo also possesses two quad 610mm torpedo launchers which can fire off to either to either side of the ship, thanks to their convenient placement mid-ships. Besides all of this, Yūgumo also features a combination of single, dual and triple 25mm anti-air cannons and 18 depth charges at its disposal for those unexpected close encounters. Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 Captains of the Yūgumo will require a great deal of flexibility and awareness in combat as they will be taking on a supportive role both in offensive and defensive operations. Whilst using the Yūgumo, players should be focused on supporting their allies at all times as performing “lone wolf” actions will likely result in a quick and sudden one way trip to the bottom of the ocean. Provide artillery support during gun fights and cover your allies, block off choke points with a torpedo salvo if the enemy is breaking through, or make the most out of your dual purpose cannons by keeping the sky clear of enemy aircraft. Yūgumo captains are sure to have their hands full during a fight, think you’re up to the task commander? Stay tuned to the news to find out more about the latest developments for War Thunder’s naval forces! Check previous Development Blogs: Project 7U Destroyer Tribal-class destroyer Fletcher Class Destroyer Check more pictures and leave a comment on our website!
  65. No, you simply need to think before you type something on forum.
  66. Most probably it's because you are an owner of packs. I asked webdevs. They will check.
  67. Do not underestimate Average Joe New players are not starting the game from Rank III And bad players will have problems everywhere, that's why they are called "bad players", right? But if they will practice, they will become a good players.
  68. Sitting unchallenged at rank 5 of the Soviet ground attacker line lies the IL-28, a jet bomber/attacker dreaded by both pilots and tankers alike. Why dreaded? Perhaps it has something to do with the spaceship-like design and glimmering of the aluminum skin in the sun that makes this thing look like it came straight out of a sci-fi movie. However, more believable answers can be found in the numerous after-action reports made by our pilots and tankers after each encounter with this machine. Most of them speak of the IL-28 being fast, aggressive, good at striking hard in offense and capable of protecting itself, and in some cases others, in defense too. So how does this all come to be? Let’s go back in time a bit and see if history can give us any answers to our questions! History The IL-28 was designed and produced by the Soviet Ilyushin company, intended as a replacement for the aging Tu-2 in the fast bomber role. Only months after the initial plans were laid down, the first IL-28 took flight in July 1948, truly showing the capabilities of the Ilyushin design team. Despite such a short development time, the IL-28 didn’t suffer from any notable design flaws, in fact it proved to be a very reliable aircraft and one that was very easy to manufacture. Initially, she was powered by a pair of licence-produced British jet engines, though they were quickly replaced by more powerful Soviet counterparts. Equipped with the latter, the IL-28 was able to surpass speeds of over 800 km/h (~500 mph), whilst possessing optimal handling characteristics on speeds around 600 km/h (~373 mph). The bomb loads of the IL-28, whilst not being spectacular, aren’t disappointing either. The internal bomb bay could host a wide variety of bomb calibers, from 100 kg to 3,000 kg bombs, with a maximum capacity of 3 tonnes. Offensive and defensive armaments of the IL-28 were also far from lackluster. Two fixed NR-23 23mm cannons made up the offensive, nose-mounted armament, put under the direct control of the pilot. The rear turret situated on the very end of the tail section featured the same armament setup, though the guns were mounted in a highly agile, well-armored turret that was able to cover the rear of the aircraft extremely well against attackers, being able to shoot almost directly up-and downwards. Production of the new state-of-the-art Soviet jet bomber started as early as 1949, with the first units being commissioned into service in 1950. The IL-28 saw its peak in production and use during the early and mid Cold War era, with the primary users being the Soviet, Polish, Chinese and Czechoslovak air forces. A total of over 6,500 IL-28s were produced. With the brief history behind us, let’s have a look at how the IL-28 performs in War Thunder, how to use it most effectively across the game modes and how to take it on if you happen to meet it in battle. Unlike the Su-6, its predecessor in the research tree, the IL-28 relies more on swift and precise attacks contrary to the prolonged skirmishes with ground targets in which the Su-6 excels. This stays true to both air missions and combined battles. Thanks to its speed, the IL-28 is able to quickly reach even the most distant of targets and releasing its payload before making contact with the enemy, unless the enemy team composes of nothing but 9.0 jets that is. In that case, you will still likely manage to get your bombs off, but as soon as you do, you need to prepare to defend yourself. As with any bomber, the choice is yours whether you’ll manually operate the gunner position or let the AI do it for you. Given the quick acceleration and good overall handling of the aircraft, you may find it better leaving the task of covering your six to the AI, whilst you focus on piloting the machine back to base. As mentioned before, the rear turret of the IL-28 has great handling and will, depending on the skill of your AI gunners, suppress incoming foes from up to around 800m away. The NR-23 cannons have an infamous reputation within the game due to the sheer volume of fire they put out and subsequent damage they cause. The high rate of fire ensures that a well-aimed burst will mostly be all that it takes to render your pursuer combat ineffective. With that said, pilots of the IL-28 should bare in mind that their survival depends on two things - maintaining speed and successfully keeping the enemy at bay with that rear turret. Players that just unlocked the IL-28 are advised to start with bomb upgrades first as that will make taking out bombing points and other ground targets significantly easier, in turn allowing for an increased income in battles. After unlocking offensive belts, players may start focusing down on performance upgrades (compressor, engines, wings repair) to ensure optimal performance in battle. By this stage, your crew should already be fairly well trained, but make sure to have invested in the pilot’s spotting and G-tolerance skills, as well as targeting and endurance skills for your gunners. Also make sure that your IL-28 is maintained by professional mechanics in order to avoid some penalties to performance. 408th Bomber Regiment of the 63rd Air Division of the 57th Air Army, USSR 7th Bomb Reconnaissance Regiment, Poland Czechoslovakia license-built IL-28 (B-228) However, what if you face this alien-looking aircraft in a battle? What to do in order to effectively combat it and what’s best to avoid in order to stay in one piece? Generally, there’s only one rule of thumb to take into consideration when going after an IL-28 and it’s an obvious one - avoid approaching the aircraft directly from the rear, even at angles. Though this rule might seem like a no-brainer, time and time again many a pilot ends up losing bits of his aircraft in the stream of “laser fire” from the rear turret’s 23mm cannons. Instead, try approaching the IL-28 from directly above or from the sides. Depending on your aircraft’s weaponry and your confidence level, you can take on the IL-28 in a head on engagement as well, though be weary of this approach as it always has a 50/50 chance of going either way. PROS AND CONS OF THE VEHICLE: PROS: Decent maximum payload and wide variety of bombs Good top speed and agility Excellent defensive coverage of the rear CONS: Inferior payload compared to peers Bad roll rate Rest of the aircraft is left uncovered Summarized, the IL-28 can be described as a very effective and potent jet bomber in the rank five battles of War Thunder. Those who underestimate it, will quickly succumb to the inevitable mistakes they’ll make, whilst those who play to the IL-28’s disadvantages may not fear the outcome of any battle where faced against it. Want to read more about the vehicles in War Thunder? Find other Vehicle Profiles on our website!
  69. 24K SL is quite low income if we are discussing RB battles. With properly played RB battle (Air, in this case, because we are discussing aircraft) you can earn tens of thousands SL.
  70. All should be fixed now, script is updated. To be sure, please re-log again Sorry for problems and delay!
  71. A bug which would occur when switching to the “floating camera” while viewing a replay, where the camera would move beyond the battlefield, has been fixed. A bug which caused the display of incorrect fonts in the game, occurring in relation to the last version of the Nvidia drivers, has been fixed. Client stability has been improved. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated.
  72.   Tankers!   I notice that there is few threads with question about missing tanks in SB events. It's hard to gather data from all that threads all the time, so I decided to create this one, so you can help me a little :) We all are only humans ( even if I'm Destroyer of the Worlds ;) ) and sometimes we miss some machine in event, so I will like to ask you for help. If you notice that in active event there is a lack of some tank please create a screenshot of machine list from game event + add in post info what vehicles are missing.    Please guys, have on mind that it will help a lot if you will name only proper vehicles, that are on that same BR level as the rest of tanks on event list. I will try to send your suggestions to person who got access to vehicle list and we will try to add them on next occasion.    I hope that we can fix some gaps in events, so each vehicle will be available to play in SB events :)   PS. I do not say that it will happen right here, right now. You know, snails are not super fast ;) PS2. Lets try to do this easy to find, so try to limit discussion to minimum. Also, try to avoid suggestions like " this event is from BR 4.0 to 5.3 but I'm sure that this 5.7 tank will fit" ;) Just check vehicles list from event, check max and lowest BR and stick to that limits, ok?