War Thunder "Ninth Wave" - Changelog

I don’t have that option, truly amazing WT

Weird . . . but some of that does look new to me, do you have this version;
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And I also have the Ultra client, not just Full(what I usually do run)

I am not sure if this came with the Update itself or with this latest patch . .

Not sure why you would not have it also … . mystery

oooooooh, Linux . . . I missed that part . . . lol

Linux utilizes Vulkan. DirectX is Windows specific.

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When you disable DLAA alltogether, you will just not have DLAA in the first place.
Model M for DLAA can be forced in the Nvidia App when you change the model for “Super Resolution”.

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Probably temu workers

I really don’t understand this decision either. It’s not realistic considering most of even the smaller actual damage model wouldn’t take out the turret rotation in reality, but it’s also never fun to have vehicles be more fragile. If anything I see players asking for more survivability, not less, so why this was done just confuses me.

Modules should only be the part that is actually essential for their function, everything else can act as internal (at least structural) armor instead.

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Im curious as to what people think about the new headphone sound settings.

I feel that it needs some visual context for me to feel confident in which would be the best option to use, I can defintely hear a difference but im not certain which is giving me the most correct spatial audio for my headphones.

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i think the idea behind that decision is good, BUT poorly implemented.
There has to be something in the tank that has a use, otherwise you want your tank as small as possible, noone wants to be get shot, let alone survive it.
Ideally, turret basket should not disable your horizontal, but slow down turret traverse speed, but implement it requires seperating basket and ring into 2 modules, which isnt on snail bingo list.
That is my opinion about the turret ring, Gaijin doesnt use any documents (pure logic) so say as you pleased

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Once again, its written in the Manual and books. After disengage, the turret can be rotated by pushing on the gun.
And i sayed befor, a disadvantage would be slopes, but even with normal hand traverse you will have trouble, thats why the Pz IV has an electric and lanter more gears as well as all german tanks have a secondary hand traverse for the loader as well.
Im not saying its the best thing, its just an option, which because its a game can be used without its downsides, just like MANY other things already can. I mean, i reported, gaijin accepted, sources are a thing. And there is a difference between a small 1-3 man turret and a modern MBT.
I really dont see why i have to justify myself here and wont bother to answer anymore. And its not like many French tanks didnt have this as well. And iirc British and US tanks as well.

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Update 2.55.0.13, revert back. please

I now have also found updating the crew such a mission with the fancy new graphic, compared to the old much easier to interpret.

Also any advantage that the coastal boats had is now obliterated with the white water from the torpedoes. making this game a blue water play only.

The coastal water boats are the fun part of this game with speed & the torpedoes that slam into a Destroyer or cruiser. RANK DOES NOT MATTER.

This by far has to be the worst UPDATE - DOWN GRADE I have seen ion the years I have been playing. so many changes that do not make the playing experience better.

I will however give a positive to the water graphic & such. But this is not why I play this game.

Again for boats revert back to the fun mode not the NO FUN MODE.

Funny how AMD is releasing FSR 4.1 and more right alongside the ‘Ninth Wave’ update. The PS5 Pro supports PSSR 2, yet War Thunder doesn’t support any of it so far—bravo.

​But hey, at least I can cap my FPS… wtf. I’d actually like to have enough FPS first before needing to rein them in. So pointless—it’s not like everyone is running around with an Nvidia 5090."

I don’t find torpedoes a problem; I always sink ships and I always get sunk myself.

You have to launch them in such a way that the enemy can’t avoid them even if they see them. For me, that’s always been the strategy.

I miss my separate engine control… :(

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“A mistake” :')

“Sorry, we’re making a game that aims to be realistic, and we accidentally added an option that made the game more realistic.”

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yeah, such a mistake they even added a hint telling you to use it:

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Totally just an accidental addition
using the engines to dodge close in torpedo shots in massive BBs was one of the most enjoyable things in naval for me,

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@Stona_WT This is about the 8th major update since the CDK was last updated in Nov '24… now virtually nothing loads without it crashing. When can we expect it to be updated? If it is so broken, how can the devs create new maps - can we have that version, perhaps?
This is stifling supportive creators and custom mission makers who wish just a working CDK more than a shiny new missile or top tier vehicle…

Regards,
Sapper

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Do you know? :)
an4b83

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The primary source states only that the traverse gear can be disengaged to allow free movement, it does not state the procedure for moving the turret (eg. from the inside, or from the outside), nor any indication of speed. Neither does the secondary, though from context it does appear to imply that the turret crew remain inside the turret.

It does however state “if necessary”, as disconnecting the drive clearly should not be considered a primary means of traversing but rather a reversionary means.

Finally I would also question the speed of 25°/s, which seems highly optimistic when considering that as described only one crewman is moving the turret while maintaining line of sight to a target engagement, while the loader continues to load the gun.

In short, there remains insufficient evidence in favour of pushing the turret around with a disconnected turret drive as the primary means of traverse for any vehicle. In my opinion the implementation of this traverse method versus using the normal turret traverse gear is a quality control failure.

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Everything in game is optimistic from a certain point of view. Its a game after all. Also gaijin seems to agree with me and source material, conciddering that its not the first (nor will it be the last) vehicle with such implemented. And obviously 25° is a generalisation you cant put a solid number on such soft factors. Yes only 1 crewman would turn the hand crank, but all the crew (in the turret) can push the turret.
Look at T-34 aint nobody gonna load that gun at 45 km/h on bumpy driving while turning the turret. So what.
Somewhere you gotta draw a line, but this aint it. Its a possibility, that aids gameplay. A soft factor. Which gaijin took as such.