
Today, we’ve rounded up and will be covering 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.
A fix for the disappearance of dangerous threats on RWRs

Each RWR in the game simultaneously alerts on a limited number of threats. For readability, the most dangerous threats are selected, while less important threats are hidden. However, previously, the newest threats were hidden instead of the lowest-priority ones, preventing players from receiving alerts about certain missiles and lock-ons, which often resulted in the loss of an aircraft. The threat prioritization algorithm has been refined.
The oldest and least important threats are now hidden first, based on the “detection-lock-on-launch” scale. This error was most common in Air SB, but was also occasionally reproduced in Realistic and Arcade Battles.
Drowning crew fix

Ground vehicles in War Thunder can not just be flooded entirely, but partially as well. For example, if only the frontal portion of a vehicle is submerged, only that specific part will be flooded, leaving modules and other crew members outside of it undamaged. However, when crew members were lost due to drowning, new ones taking their place would immediately begin to drown without a new countdown. This, among other things, prevented the vehicle without its driver from exiting the water. Now the countdown restarts, giving the player time to escape.
Corrections to Multi-Vehicle SAM Systems

Multi-Vehicle SAM Systems allow you to capture points without direct player intervention. Simply relocate one vehicle to capture a point, while the other can be manually controlled and moved to a more advantageous position. Convenient!
There was a problem though. Capturing a point with a vehicle that wasn’t under the player’s control at the time of capture didn’t award the player the rewards they deserved. This is because the game checks which player owns the vehicle that captured the point to give the reward, but in this case, the check didn’t point to the vehicle’s owner.
In addition, because Multi-Vehicle SAM Systems are handled somewhat differently by the game, the artillery strike availability check on the launchers of Multi-Vehicle SAM Systems didn’t work correctly, allowing them to be called in multiple times without reloading.
Reappearing vehicles on Flanders fix

The Flanders map is a bit different than other maps. Environmental details and even the placement of some objects within it change depending on the session’s Battle Rating. An issue arose with the synchronization of these objects, which changed depending on the mission. As a result, players could notice that destroyed vehicles were repeatedly reappearing as if nothing had happened.
VT1-2 engine vehicle fix

During regular technical changes to the game’s internal systems, the German VT1-2 suffered an issue. Because it features a unique mechanic, where it can traverse even with the main engine off thanks to two battery-powered motors, we did not take this feature into account during code refactoring. As a result, when the VT1-2’s engine failed, horizontal aiming was also disabled. This issue is now fixed!
That’s not all
Check out the full list of fixes and improvements in the update notes below! Random vehicles can no longer carry more ammo than they’re supposed to, and a bug that caused ray-traced shadows to become too dark has been fixed.
