Today, we’ve rounded up and will be going over some of the bug fixes and improvements that we’ve made to the game today and over the past few weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website.
If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.
Issues after the major
The release of the major update unfortunately came with some unforeseen and complicated problems, with the team working effectively around the clock to get them resolved as soon as possible. We always try to identify as many issues during internal testing and the dev server with the help of the community, but as War Thunder is a very technical and complex game with lots of interconnecting parts, it isn’t always possible to catch everything.
We’re starting this edition of It’s Fixed with key issues that we corrected after the launch of the major update. For aircraft, certain planes sometimes would be unable to move on runways, damage from air-to-air missiles and SAMs, as well as HE shells fired at aircraft were calculated incorrectly, and missiles could lose their target for no apparent reason. On the ground, allied and enemy vehicles sometimes moved jerkily, and some maps had collision issues.
All these bugs have already been fixed, and we want to elaborate on one of them in more detail and explain a little bit what happened. One of the main problems that many players faced at top ranks, unstable damage with missiles, is a manifestation of a bug related to the incorrect position of explosions when calculating hits on aircraft. This extrapolation error has occurred only in online battles and not consistently, so despite the fact that the erroneous code appeared on the open dev server and stayed there for about a week, we were unable to detect the bug due to its unstable reproduction. And although the first significant fix in the damage model, which was able to compensate for many manifestations of this bug, was uploaded to the main server after 24 hours, we were able to find the root of the problem and fix it only after 6 days. We apologize for any inconvenience experienced in the parts of the game that were affected, and thank you for your understanding.
Pinned weapons selector
Now onto new additions. We’ve introduced the ability to pin the weapons selector in air battles. This gives players the ability to interact with the selector directly, similar to the action panel elements. The aircraft can still be controlled by mouse movements, and by holding down the corresponding key (on PC, this key is Alt), you display the cursor. With the cursor you can press on the missiles, bombs or countermeasures that you want.
This is more convenient and faster than constantly turning the selector on and off and shows the remaining countermeasure amount clearly. In the future, we plan to add an indication of which hardpoint the next launch or drop will be from. This menu expands and collapses with one click, so be sure to try it!
Radar Control Screen Target Filter
The Leviathans major update introduced a new Radar Control Screen interface for anti-aircraft vehicles. In today’s update, we’ve added the ability to set a filter in the target list. You can now see all air targets, or only enemies, or only allies. This makes things more convenient when the sky is teeming with contacts! We plan to add a few more filter options by target type soon.
This new feature will come to Xbox a bit later.
TV Seeker Improvements
A couple of pleasant changes were made to missiles with a TV homing head. The picture when viewed from these types of missiles now has more contrast. It is similar to how missiles see their targets in reality, and allows players to distinguish targets more clearly.
When capturing a target in third-person view, the icon now differs depending on the captured target (in this case a crosshair is displayed in the square), or if it’s just a point on the ground (in this case the icon looks like an empty square).
That’s not all
Check out the full list of fixes and improvements in the update notes below! Here’s some snippets to pique your interest: Multi-Vehicle SAM System launchers now correctly spawn into arches and tunnels, the destruction of launchers no longer reduces the counter of remaining respawns, and battleship hulls no longer receive excessive damage from high-explosive shells.
Once again, many thanks for all your bug reports that you submitted using our special service.