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Steam News6 August 202511mo ago

It’s fixed! №108

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.

In this update3

Full notes

Full War Thunder update

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What changed

1 fix0 additions3 changes0 removals
  • Fixes
  • Gameplay
  • Balance
fixedToday, 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 . Feel free to leave your feedback on this update here If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform .
changedTurret position in the hit analysisThe hit camera displays two key elements: the target status and the projectile hitting it in the same time scale, while in reality the rotation of the turret is a thousand times slower than the projectile penetrating the barrier. The hit camera consists of two key elements: the vehicle that was shot at and the animation of that shot. In this camera, the vehicle is stationary or moving slowly, and the projectile is flying at high speed, and we’re trying to show these elements in one unit of time. Because of this, when shooting at a vehicle that was actively rotating its turret, players could see strange situations in the hit camera, similar to the projectile being reflected by the turret rotation. In reality, the projectile had time to interact with the turret armor before it turned and most likely hit one of the armor elements at a large angle, which is why there was no penetration. This is just one of the reasons for strange animations. To avoid these types of cases, we’ve changed the animation logic. Now during the hit animation, your target is displayed static, preserving the real position of the turret and hull at the moment of impact. This will allow the interaction of the projectile and the target to be correctly displayed. The downside of this solution is the sudden movement of the vehicle’s turret to animate multiple hits (for example, from autocannons). In this case, the turret may move jerkily between the moments of impact. However, the advantages of this solution, in our opinion, outweigh the disadvantages.
changedAircraft damage model fixAfter analyzing several reports and complaints, we have improved the logic of aircraft destruction when hit by aircraft and anti-aircraft missiles. Previously, there were rare situations when a direct hit by missiles with sufficiently powerful warheads on certain parts of the fuselage that were not part of the wing could cause serious damage to the aircraft — loss of control, radar, engines — but this might not have been enough to count as an instant kill. Your target could lose combat capability but be finished off by another player, or even make a forced landing. We have added additional logic that will cause the destruction of the aircraft’s airframe (detachment of one or both wing consoles) when missiles with sufficiently powerful warheads directly hit the fuselage. For weaker missiles, such as those launched from MANPADS, a direct hit will also trigger an additional destruction check, but the chance of wing consoles breaking off will not be 100%. It should be noted that the new logic does not change the existing rules of destruction in any way, but only supplements them.
changedImprovements to the Visual weapon selectorWe’re continuing to improve the Visual weapon selector. You don’t need to activate it in every battle now, as if you’ve pinned it, the game will remember your choice and it will be pinned and active in subsequent battles. We’ve also improved the display of the weapon

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. Feel free to leave your feedback on this update here If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.

Turret position in the hit analysis

The hit camera displays two key elements

the target status and the projectile hitting it in the same time scale, while in reality the rotation of the turret is a thousand times slower than the projectile penetrating the barrier.

The hit camera consists of two key elements

the vehicle that was shot at and the animation of that shot. In this camera, the vehicle is stationary or moving slowly, and the projectile is flying at high speed, and we’re trying to show these elements in one unit of time. Because of this, when shooting at a vehicle that was actively rotating its turret, players could see strange situations in the hit camera, similar to the projectile being reflected by the turret rotation. In reality, the projectile had time to interact with the turret armor before it turned and most likely hit one of the armor elements at a large angle, which is why there was no penetration. This is just one of the reasons for strange animations. To avoid these types of cases, we’ve changed the animation logic. Now during the hit animation, your target is displayed static, preserving the real position of the turret and hull at the moment of impact. This will allow the interaction of the projectile and the target to be correctly displayed. The downside of this solution is the sudden movement of the vehicle’s turret to animate multiple hits (for example, from autocannons). In this case, the turret may move jerkily between the moments of impact. However, the advantages of this solution, in our opinion, outweigh the disadvantages.

Aircraft damage model fix

After analyzing several reports and complaints, we have improved the logic of aircraft destruction when hit by aircraft and anti-aircraft missiles. Previously, there were rare situations when a direct hit by missiles with sufficiently powerful warheads on certain parts of the fuselage that were not part of the wing could cause serious damage to the aircraft — loss of control, radar, engines — but this might not have been enough to count as an instant kill. Your target could lose combat capability but be finished off by another player, or even make a forced landing. We have added additional logic that will cause the destruction of the aircraft’s airframe (detachment of one or both wing consoles) when missiles with sufficiently powerful warheads directly hit the fuselage. For weaker missiles, such as those launched from MANPADS, a direct hit will also trigger an additional destruction check, but the chance of wing consoles breaking off will not be 100%. It should be noted that the new logic does not change the existing rules of destruction in any way, but only supplements them.

Improvements to the Visual weapon selector

We’re continuing to improve the Visual weapon selector. You don’t need to activate it in every battle now, as if you’ve pinned it, the game will remember your choice and it will be pinned and active in subsequent battles. We’ve also improved the display of the weapon

Source

Steam News / 6 August 2025

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