War Thunder

So, Gajin acidentaly released patch notes, and some guy copy pasted it before they removed it.

warthunder 5 - So, Gajin acidentaly released patch notes, and some guy copy pasted it before they removed it.
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*Dev server patch notes

Edit from him: I copied this down in the few mins you can still view a new post before the permissions apply, it probably wasn't ready (some bits still say raining fire) for the public yet and will still be wip. Don't get mad at gaijin if everything here isn't in the published one. Also remember this is only changelog for the first dev server not the entire patch.

Regards hhhhhh

Welcome to preliminary update notes for War Thunder "New Power" Update.

Please note all specifications and dev server details are subject to change and NOT FINAL.

Known Bugs:

The calculation for protection against HEAT ammunition operates incorrectly with the current algorithm for “volumetric” shells. The anti-HEAT protection of vehicles is overstated at the moment.

New vehicles in update "Raining Fire" may have inaccuracies in characteristics, armour and weaponry settings.

The armour model for new ground vehicles in update "Raining Fire" is “work in progress” on adjustment and improvement.

Some new aircraft lack cockpits.

Some ground vehicles lack a visible crew.

Wing roots will not be displayed correctly on some aircraft.

Missing icons for some equipment

There may be a lack of localization for some equipment.

No sound played on some events.

Aircraft sea mines in the weaponry menu are temporarily located in the “To engage the ground targets” tab.

Aircraft sea mines temporarily allocated the default bomb icon.

There may be inaccuracies in the location of weapon icons in the weapons menu.

Aircraft mines are displayed with a black texture on aircraft pylons.

New vehicles

Aircraft

Germany

Bf 110 G-4

USSR

MiG-21 bis

Great Britain

Harrier GR.1

Japan

B-6N2 (cockpit)

China

Q-5A/B

Italy

F.C.20 Bis

Sweden

SK60B

Ground vehicles

USA

M1128

Germany

Leopard 1A5

FlaRakRad

Leopard 2A6

USSR

T-72AВ (TURMS-T)

T-90А

Great Britain

VFM5

Japan

Type 74 F

China

PTZ89

Italy

Leopard 1A5

Celere Sahariano

France

Lorraine 37L

Leclerc S2

Sweden

Strv 122B PLSS

Naval Fleet

USA

USS North Dakota (BB-29)

USS New Orleans (CA-32)

Clemson (DD-195)

Porter (DD-356)

Germany

SMS Westfalen

SMS Helgoland

Type 1924 Iltis

USSR

Imperatritsa Mariya

Poltava

Kerch

Zheleznyakov

Great Britain

HMS Dreadnought

HMS Colossus

Montgomery (G95)

Japan

IJN Ikoma

IJN Settsu

IJN Satsuki (pemium)

Italy

Aquilone

New locations and missions

Aircraft location “City”.

New hangar.

Location and mission updates

Changes in ‘test flight’ missions:

New test flight mission for carrier-based jets for USA, Britain and USSR.

Models for aircraft carriers in test flight missions for the modern US and British jet aircraft have been changed.

New test flight for the Ka-29.

New targets in the test missions for ships with large tonnage.

The size of the following naval location has been increased to 128 km (added more sea area along the edges of the location):

Honolulu – The island previously was located within range of the location borders and couldn’t be bypassed – now it is possible to bypass it.

Saipan

Peleliu – A large part of the islands were placed on the edge of the map and it wasn’t possible to bypass them or to locate mission objects on them.

Changes in aircraft AB missions (3rd and final reworking stage):

"Ground Strike" Iron Range

"Ground Strike" Fjords

"Ground Strike" Irland

"Ground Strike" Greece

"Ground Strike" Moscow

"Ground Strike" Coast of France

"Ground Strike" Green Ridge

"Ground Strike" Norway

"Ground Strike" Poland

"Ground Strike" Rice Terraces

"Ground Strike" Top of the World

"Ground Strike" Spain

"Ground Strike" Guiana Highlands

For part of these missions the airfields have been relocated to new places to keep them away from the mission centre and to reduce the impact of airfield air defense on the mission.

List of changes:

The automatic feature in the destruction of AI vehicles has been disabled. New AI vehicles will appear – ground attackers that spawn for every team and destroy AI ground vehicles. Also in these missions the number of ground vehicles has been increased and both heavy vehicles (dots and tanks) and light vehicles (artillery, anti-aircraft guns and trucks) will be counted as victory points. Previously, destruction of light vehicles didn’t affect victory points.

Airfield models have been changed to a new 1700 metres long model.

AI vehicle counters have been disabled. In fact, previously they duplicated the victory point lines, but might not depict the actual required number of vehicles for victory, for example when bombing zones were destroyed.

Destruction of player-controlled aircraft now gives victory points.

Number of ai anti-aircraft guns has been reduced.

Troops have been redistributed to make the mission more “even” without being too crowded.

Enduring Confrontation:

New mission in the aircraft location “Peleliu” with 4 ports on each side. Due to the nature of the landscape it is assumed that it will be reasonable for boats.

Vessels used by AI in naval enduring confrontation, the number of the small-medium calibre anti-aircraft guns has been changed to reduce FPS drops in the ports or in convoys (ships under the player’s control will not be affected). Cargo ships and destroyers now have 2 anti-aircraft guns and cruisers have 4. The number of large calibre anti-aircraft guns haven’t been changed. The tests showed a significant FPS increase compared to the situation on the production server.

Ports in the naval enduring confrontation are now protected by anti-torpedo nets: any torpedos crossing the port border will now detonate.

Ground Vehicle model, damage model, characteristic and weaponry changes:

The size of the vignette has been reduced for a self-propelled anti-aircraft gun sight and default sights for ground vehicles.

2С6 – 9М311-1М rocket has been added to the ammunition loadout.

Maus, E100 – 12.8/8.8 Pzgr.-TS shell has been added to the ammunition loadout.

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ARL44 – Values on the armour thickness for the hull and turret have been specified. Source: Notice technique du char de transition ARL-44 France 1944

Aircraft and helicopter model, damage model, characteristic and weaponry changes:

Yak-9 (all modifications), I-16 (all modifications), MiG-3 (all modifications), Yak-3 (all modifications), Mosquito (all modifications), LaGG-3 (all modifications), La-7 (all modifications), La-5 (all modifications), I-185 (all modifications), I-225 — The structural materials of the airframe and fin have been specified. Damage model when hitting from different ammunition types and shells has been improved.

BF-109K – Wing construction materials have been clarified.

He-162 (all modifications) – The structural materials of fin have been specified.

Piston engines (all types and modifications) – Survivability characteristics when hit from ammunition of different types and calibres have been clarified and improved.

Ka-50, Ka-52 – For the APU-6 pylon for the ATGM Vikhr has been implemented with a system of deviation downwards by 12 degrees.

Ka-50 – Detailed cockpit has been added.

MiG-21 SMT – Cockpit has been updated.

For most aircraft missiles, a system of the empennage deployment where it was provided as standard has been implemented.

The possibility of launching several missiles simultaneously have been implemented for ATGM with beam guidance.

Position angles for launch possibility and maneuverable characteristics of the missiles in ATGM’s have been specified.

Naval fleet model, damage model, characteristic and weaponry changes:

Naval weaponry:

Distance and armour penetration for Italian 120mm shells have been corrected.

IJN Chidori, IJN Mutsuki – 120mm HE shell with a bottom fuse has been added.

Torpedo running depth. In RB mode, you may set torpedoes running depth before entering battle: 1m or 4m.

In AB, torpedoes automatically select the optimum depth for hitting the target, if the sea floor permits

Naval modifications and crew skills:

Crew system has been reworked. Blue-water ships, from light cruisers, crew compartments redistributed to the internal spaces of a ship that is not occupied by other modules. Modules such as boiler rooms, transmission, ammunition storage, artillery turrets, multilevel elevators and torpedo tubes now have their own crew. If such a module is damaged or destroyed, the disabled crew is replenished from other compartments as the module is repaired. When a compartment is destroyed, its crew is irretrievably lost.

The number of drainage pumps operational is now important. Damaging these pumps,the water is pumped out more slowly. The maximum penalty for pumping speed in case of disabling of all pumps is 25% of the maximum.

Naval characteristics, physics and damage model:

Coal bunkers are built with voluminous armour and provide additional protection in approximately the following proportion: 1m of coal = 27mm of structural steel. Bunkers have been added to the armour view where you can see their actual thickness at every point.

Zara – Roll angle in a turn has been corrected.

HMS Peacock – Roll angle in a turn has been corrected.

HMS London (69) – Roll angle in a turn has been increased accordingly with other ships of this class.

Naval Visual models and visual parts:

HMS Peacock – The animation of casing ejection has been added for the main calibre turret.

MS-53 – Rails have been added to the stern turret.

Interface:

Indicator of AI firing mode (by default button “E”), has been moved to the action panel.

Economy and research

The research tree for the fleet has been divided into two separate vertical trees: Coastal Fleet(small) and Blue-water Fleet(large). The research of the Blue-water fleet begins with backup destroyers that are now available to all players when beginning naval gameplay. Learn more about it on our web page.

Pz.III E – Has been moved to the “reserves” category and added to the group with Pz.III B.

Cutomization

Decals for identification marks have been added.

Jaguar GR.1, Jaguar A – Additional camouflages that are available for completing tasks and purchasing for Golden Eagles have been added.

Interface

The visual style of the interface has been updated. Interface background has become more transparent. Background blur has been added.

Interface navigation using a gamepad and keyboard has been improved. D-Pad on the gamepad and keyboard arrows move the mouse cursor over the interface elements.

Game mechanics

In ground battles, destroyed player’s vehicles now remain on the battlefield until the end of the mission. In this case any player can hook a tow cable to any destroyed vehicle and tow it to another location to free up a route or passage or to use it as cover.

The nickname of a player that gives the target designation has been added and is placed now above the target designation marker for squads of 3 or more players.

Graphical changes

The graphical Dagor game engine has been updated to version 6.0.

Update of atmospheric and weather conditions, clouds, fog and light processing. Read more in our devblog.

New visual effects for aircraft: reworked gunshot flashes, jet engine effects, effects of aircraft shells and bomb hits, fire effects and destruction of aircraft. Read more in our devblog.

Sound

New authentic sound design for the Swedish vehicles such as the strf90 (cv90120, lvkv90, cv90105), ikf91 (ikv91_105), ikv103 (ikv72) has been added.

New sound design for engines assigned to a number of wheeled vehicles with similar engine configuration such as the Type 16, R3 T20, Fiat 6614, Fiat 6616, Aubl 74, R3 T106 FA, Centauro ROMOR, Centauro, Centauro MGS has been created.

Engines on allied/enemy ground vehicles now sound as diverse as the player vehicle (not implemented for win32 due to technical limitations of the platform).

The mechanism of the sounding of close overflights has been reworked and operates with more stability.

Sounds of firing and explosions on ground vehicles now change more naturally as the distance to them changes.

Firing sounds for ground vehicles and ship cannons have been reworked to be a more natural balance of frequencies and audibility in all elements of the shots.

The mechanism of the sound of breaking waves against a boat or ship’s bow has been created. The nature of the sound depends on the size of the vessel, its speed and the wave state of the sea.

New sound design for waves on the sea depending

Source: Original link


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