The Dev Server is Opening with Major Update “Sky Odyssey”! — 04.09.2026

Of all the (presumably) errors in translation I’ve ever seen, that is by far the funniest

(Presumably Baku?)

Change I’ve not heard anyone talking about, should be nicer for top tier. I still think its too small a map for high tier, but in absence of entirely reworking it this is much nicer. Committing some serious environmental readjustments at the start of the map (deforestation my beloved) isn’t viable, especially if you’re ungunned.

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are strv122’s excluded from the test or

Sadly, Type 10’s steering is still broken beyond regenerative steering, as it has been since 2021. However, there’s still a big improvement!

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Hey i proposed this…might be cool to at least mention that this comes from a suggestion here in the forum

@Stona_WT

Is the F-14D in teh tech tree meant to lack AIM-54C+ like the premium?

It currently only has AIM-54C as its best phoenix

While the regenerative steering as it was shown on the dev stream looked very good and is certainly very welcome, it looked a bit weird that apparently tanks where not able to perfrom tighter turns anymore at high speed…Though, of course this would also come with the need to slow the tank down and not just do a 90° turn on the spot at 55 kph or more and keep moving.

Do you think it would be more “realistic” or more versatile to use the regenerative steering as it was shown (on the dev stream for leos and all tanks that use it) in open environments but then for cqc environments it looks like it would be absolutely painful to maneuver your tank in between buildings with sharp turns? I’m sorry im not playing on the dev server.

So id think more like as long as you keep w pressed and turn it applies regenerative steering leading to wider turns but almost without loss of speed (at least on flat ground) but if you are at high speed and then start turning only with A/D and release W or even brake while doing so, it goes to something more like the old steering where you would lose a lot of speed but can perform quite tight turns? Dont know if that makes sense or would be possible to implement^^

So…any chance you guys can pass the word about the ORO-8-57(HF-1) 57mm rocket pod for the Q-5s?

I made a report but it was label as language “Chinese” when the only thing in Chinese was the title of the book, everything else was English, anyway is probably gonna be rejected since months after I made the report the guidelines of the reports was changed and well mine was using the old guidelines and it does not match with the new ones(mainly the sources for the images)

I made an entire discussion about the rocket pod where I added several images, I just want an extra option of unguided rocket pod for the Q-5s man I don’t have enough time to rewrite the report

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The pod is showcased next to the 90mm one

Hopefully this make the 40-ish tons main battle tank with little to no armor made with mobility and firepower in mind actually have a proper mobility in-game, aka Type 10 mobility being improved. It’s stupid that Type 90 can be faster.

Couldn’t you guys, developers, make this earlier? Shall we wait even more because yes, a basic function that is presented in most vehicles with similar armor like the M1128 Stryker.

I think you guys forgot to make more unique vehicles sold as premium vehicles.

?? is that not what that module is for?

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No AIM-7/R-27 changes this major?

@Stona_WT will the greek apachi be moved to the israeli TT now?

I think it’s an interesting idea! Keep both regenerative steering and not depending on whether you press W +A/D, or only A/D.

Or, perhaps, a keybind to toggle it on and off?

That way we keep the sweet regenerative steering in general, while being able to make tighter turns in cities or whatever.

If that’s not possible, and I have to choose only ONE steering method, then I’ll still 100% pick regenerative steering, hahah.

But providing both options somehow is an interesting compromise to keep everyone happy under all circumstances.


EDIT: I have discovered a way to pull tighter turns in city maps: Cruise Control (CC) 1!

Therefore, the system is already perfect to me. If someone had an issue with being unable to make tight turns in cities, try using CC1.

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Big things coming to WT, I like a lot of stuff here.

Hello @Smin1080p_WT maybe you can tell, idk if u could or not, why was it that these two bug reports were forgotten again, third major in a row?..
Community Bug Reporting System - Su-30SM2 rwr vertical coverage 30>90
Community Bug Reporting System - Su-30SM N011R TWS max targets 15>25
at the end of the day it’s quite an easy fix of changing two numbers in files…

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its a real thing too
image

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Tornado Marineflieger value drops to 0gjn

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Yeah. Though a keybind to toggle it would be more complicated than just handling it with either you hold w and A/D or just A/D…my whole keyboard is already bound to something man, sometimes with key combinations and keys double bound to 3 or even 4 actions, because im running out of keys. for tanks, planes, helis, ships its like 10 to 20% of my brain capacity constantly has to be reserved to remember all of those. 4 times almost all keys bound to something, and you need to remember those very quickly in certain situations…Sometimes i forget to brush ma teeth because i suddenly and for no particular reason need to make sure im still correct in remembering what undo sight stabilization for helicopters is…i think its g…smh

but as i said i dont play on dev server so i dont actually know how the handling with regenerative steering is and if it would be too painful to drive a top tier mbt on cqc maps with it…thats basically my question…does regenerative steering still work in those very tight space areas and in cqc?

Where are Volumetric armour updates for the remaining Abrams variants?

M1A2, M1A2 SEP, M1A1 AIM, M1A1 AIM (Britain), etc. etc. still haven’t received them.

Is this yet another one of those things that’s forgotten about?

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Why is Strv 122 absent from the steering change when its literally a Leopard?

Peak update?!

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