
Meet Leviathans, War Thunder’s second major update of 2025!
Leviathans introduces several new vehicles to the game. The Japanese F-2A, the Swiss subtree, Czechoslovakia’s first domestic aircraft and the renowned RAH-66 Comanche! Ground forces benefit from the new Multi-Vehicle SAM system mechanic, enabling control of up to three vehicles at once. Battleship fans can rejoice with the most famous naval powerhouses in the world, such as Yamato and Bismarck, now making their way into the game. The Falkland Islands map is now available in Air Battles, and Berlin and Kuban have undergone visual enhancements. Alongside these additions, we’ve added fuel dumping, improved graphical effects and Frame Generation, made UI refinements, added new mechanics, and improved numerous aspects of the game!
Check out the changelog to see all the fixes, vehicles and other features that we’ve included in this major update.
[previewyoutube=VyTslTfRrDM;full][/previewyoutube]
Please feel free to leave your feedback on this major update in the feedback thread here.
Ground Vehicles: New SAMs, Second World War Premium Packs, the Badger IFV and Leclerc MSC!
Check out these premium packs for the USA, USSR and Great Britain, each featuring three vehicles. Each pack forms the backbone of a solid lineup, particularly as each one has an SPAA. Plus, they’re decked out with some cool looks, including camouflage netting.
Second World War Premium Packs

New SAM vehicles have been added for several nations. Some of them feature the new Multi-Vehicle SAM system mechanic (more on how that works in the dedicated section below), plus new missiles.
Here we have the EldE 98 for Sweden and CLAWS for the USA, with the latter being a Multi-Vehicle SAM System capable of firing the AIM-120 and AIM-9X!
EldE 98 | CLAWS |
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Check out these two Multi-Vehicle SAM Systems! First up is the Tan-SAM kai for Japan, capable of firing the Type 81C ARH with “Maddog” mode. Plus Germany’s IRS-T SLM that features the IRIS-T SL missile for engaging aircraft far away.
Tan-SAM kai | IRIS-T SLM |
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France now has the MSC, a test variant of the Leclerc. This one has less armor, but features good mobility and an autoloader, using the same ammo as the AMX-40. Fans of lightly armored IFVs will like the South African Badger for Great Britain, featuring a 30 mm cannon on a Patria wheeled chassis.
MSC | Badger |
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To round off, Israel now has the SPYDER AIO (all-in-one) SAM system that can fire Python 5 and Derby missiles, and China the CS/SA5 with missiles and a center-mounted 30 mm rotary cannon.
SPYDER | CS/SA5 |
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Aircraft: F-2A and the Swiss Subtree!
Leviathans adds the long-awaited F-2A to Japan, Swiss aircraft, premium packs for Italy and France, two Dutch aircraft and the first fully-domestic Czechoslovakian plane.
Meet the F-2A, Japan’s new top-tier jet. This formidable jet packs a punch and features a wide variety of weaponry for use against air and ground targets, including the AAM-4 and AAM-3, LJDAMs and anti-ship missiles. Plus, if you’re just starting to research Japan, then the F-2A ADTW premium pack at rank VIII has you covered, featuring the AIM-7M and AAM-3, anti-ship missiles, bombs, and JDAMs!
F-2A

Several aircraft from Switzerland have been added to Germany as a subtree! From the famous Hunter to the Mirage and F/A-18C, to the unqiue C-3604, the addition of these aircraft are sure to help bolster your lineups for Germany.
Switzerland Subtree

And last but not least, the first fully-designed and built Czechoslovakian plane has been added to the USSR as a premium pack. This subsonic jet-combat trainer features bombs, rockets and a 23 mm cannon!
L-39ZA Albatros (Pack)

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Helicopters: RAH-66 Comanche and Chinese Helicopters
The ever-so popular RAH-66 Comanche has been added to the USA as a premium pack! Not only does this helicopter look cool, but it features an excellent amount of weapons; sixteen Stingers, Hydra rockets and up to fourteen Hellfire Bs. Its weapon pylons even extend and retract from the fuselage, to ensure stealth capabilities.
RAH-66 Comanche

Two new Z-10 variants have been added, the export Z-10ME as a researchable variant, and the Z-10A as a squadron vehicle.
Z-10ME and Z-10A

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Naval Fleet: The World’s Most Famous Battleships Come to War Thunder
Leviathans introduces the most legendary battleships in the world for multiple nations.
Meet Yamato, the ultimate Leviathan and the largest battleship ever built. She has the largest guns ever fitted onto a ship at 460 mm (18 inch!), thick armor and a lot of anti-aircraft guns.
Yamato

Perhaps Germany’s most famous ship, Bismarck features 380 mm (15 inch) guns, strong armor and that formidable look.
Bismarck

Check out Great Britain’s HMS Vanguard, the last battleship ever built! And for the USSR, the Sovetsky Soyuz.
HMS Vanguard | Sovetsky Soyuz |
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And lastly, USS Iowa, “The Battleship of Presidents” and one of the USA’s most famous ships comes to the game. Featuring 406 mm (16 inch) guns, good armor and mobility, she provides extreme firepower for the USA.
USS Iowa

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Locations & Missions: Falkland Islands & Two Visually Updated Maps
Falkland Islands has been added to top-tier Air Battles! Wet and rugged, this island features a lot of grass plains and smaller hills, with some homes scattered around. It’s 130 x 130 km in size, meaning there’s a lot of space for air combat and terrain to utilize.
We’ve also visually updated Berlin and Kuban, two ground forces maps that now look absolutely stunning while retaining their original layout.
Fallkand Islands (new location)

Berlin (visually improved)

Kuban (visually improved)

Multi-Vehicle SAM Systems
Leviathans introduces a new type of vehicle called “Multi-Vehicle SAM Systems” and a new mechanic to control them! The following vehicles have new this new mechanic:
- CLAWS (USA)
- IRIS-T SLM (Germany)
- Tan-SAM kai (Japan)
So how do these new vehicles work? You first spawn into a vehicle that has a radar and no weaponry whatsoever. This is the main “hub” vehicle if you will, that allows you to place launchers. To place launchers, use the keybind shown or press Alt on your keyboard and hover over the action panel and click the “Deploy launcher” button. You can then deploy launchers with missiles on them close by when they highlight green.
Since there is now more than one vehicle, you can switch between them using the “Switch between the radar and launcher vehicles” button. You can fire the missiles from the launchers while controlling the radar vehicle after you’ve locked onto them. Check out the full description of how they work in our dedicated blog using the button below!
Learn more here
Radar Control Screen
A new, dedicated screen has been added to SPAA vehicles! This screen brings together already existing displays while improving them. It also adds entirely new ones giving you a better representation of the vehicle’s sensors while allowing you to fire at targets. The exact configuration of this screen will depend on the capabilities of the vehicle you are using, so some elements may not be present on certain vehicles, but we will tell you about the most complete one.
As you can see, this configuration has a Plan Position Indicator (PPI) in the middle of the screen. It shows a 360 degrees display with all contacts around you, but now all of them are enumerated and have different icons depending on their type. Missiles that you launch are also displayed on it and there is a map image in the background. Not only does it look visually pleasing, but it also has great functionality. You can switch between tracked targets by right-clicking (or tapping on console) on them, meaning it’s not just pretty, but functional as well.
[previewyoutube="r1HuVc0JaC8;full"][/previewyoutube]
On the left, you’ve got your pretty standard sight view, and below that is a vertical view indicator, which shows azimuth and altitude of all located targets (enumerated as well). At the bottom-middle part of the screen just above the action bar are hints for controlling your radar and weaponry. On the right, there’s a table of all located targets with their parameters — azimuth, distance, altitude, velocity and type. A tracked target can also be selected by clicking on it in the list. This screen will come in handy for many SPAAs and help to immerse you even more.
Interface Improvements
We’ve improved several areas of the interface, below are some of the most important ones.
Action panel
The action panel features important icons, from ammunition and FPE in ground battles, to the visual weapons selector in air battles. We’ve gone ahead and improved this part of the game, adding several new buttons. For example, in air battles there is now a button for the Multi-function menu, landing gear extend/retract that highlights when you’re near an airfield and have a lower speed than the max allowed for gear extension, hover mode, SAS mode, turning on seekers and firing air-to-air missiles and more. These new buttons can significantly help new players (and older players too!) who are starting out, as they reduce the dependency on remembering and setting up keybinds.

Scoreboard
The scoreboard is a very important aspect of the game. We’ve improved some areas in this window: when you hover over the name of a player’s vehicle, it now shows that full vehicle’s stat card (as it would from the hangar), allowing you to check out its characteristics if you’re interested. Plus, you can right click vehicles and add them to your wishlist!

Besides this, when you hover over a player’s name on the scoreboard, it shows their player background, icon, frame and title in all their glory, plus the full list of vehicles in the player’s current lineup, including their Battle Ratings.

Don’t worry, as in Realistic Battles, you won’t see the enemy’s lineup when hovering over an enemy’s name — you’ll just see their player background, icon, frame and title.

Spawn screen
A bad weather warning is now displayed in all missions with the ability to respawn on an airfield. The warning is shown on the statistics and spawn screen for all vehicle types in brackets next to the weather conditions of the mission. The following conditions are considered bad weather: Hazy, Low cloud cover, Fog, Rain, Storm. In bad weather, the Auto spawn point now changes from the Air point to Airfield, and an icon with a tooltip explaining the reason why the point has been changed appears in the name of the spawn point.
The all-new “Destroyed by” card
When you’re destroyed by another player, it now shows a new “Destroyed by” card. This card shows the enemy’s profile background, icon, title and most importantly the vehicle that destroyed you, the name, type, rank, Battle Rating and ammunition used — all making it easier to visually identify.

Player Profile
The Player Profile has had some improvements. Specifically, the “Camouflages” tab has been updated, with nations and categories added to the left of the screen, and camouflages in the middle. Search bars have been added to the “Medals”, “Achievements”, “Camouflages”, “Decals” and “Collections” tabs, plus the total number of each type owned, making it easier than ever to find what you’re looking for.

Fuel dumping
Fuel dumping has been added to the game for one aircraft, the F-111! Bind the “Fuel dumping” key and press it in-game. A stream of fuel will be released from the nozzle at the back of the aircraft. It can be ignited when turning on your afterburner. This obviously creates a larger heat signature for missiles to track you, but does look kind of cool in return!

There’s plenty more to see!
Check out the full changelog below for all improvements and additions!
New locations and missions
- Falkland Islands — a new location for Air Battles.
- Visual update to the “Berlin” location — new assets, a more detailed landscape, new vegetation and effects.
- Visual update to the “Kuban” location — new assets, a more detailed landscape, new vegetation and effects.
Location and mission updates
- In the following missions for Air Realistic Battles, aircraft carriers have been added for both teams: [Operation] Golan Heights, [Operation] Golan Heights (air spawns), [Operation] Southeastern City, [Operation] Central Tunisia, [Operation] Denmark.
- Changes have been made to all Air Realistic Battles missions with aircraft carriers: [list]
- Destroying all aircraft carriers of one of the teams does not result in an instant win anymore
- Each team now has two aircraft carriers and two ships escorting each of them. In the missions where it is impossible to place two carriers, each team has only one.
- You cannot spawn on aircraft carriers, you can only land on them mid-battle to repair and rearm
- In missions where one of the sides did not have an airfield, an air spawn has been enabled so that both teams are on equal terms
- [Domination] Japanese Port — by 2 km
- [Domination] Golden Bay — by 500 m
- [Domination] Fuego islands — by 2 km
- [Encounter] Fuego islands — by 2 km
- [Domination] Palau islands — by 500 m
- [Domination] Franz Josef Land — by 2 km
- [Encounter] South Kvarken — by 2 km
- [Conquest] South Kvarken — by 2 km
- [Encounter] Mediterranean port — by 2 km
Ground Vehicle model, damage model, characteristic and weaponry changes:
- A bug that caused reloads to become impossible and stop happening despite the progress continuing in the interface after the loader was knocked out at the moment they were loading a shell into the empty mechanized first-stage ammo stowage has been fixed.
- M3A3 Bradley, Wiesel 1A2, BMP-2M, Shturm-S, Khrisantema-S, Desert Warrior, Type 89, CM25, Dardo, VCC-80/30, UDES-33 — the ability to load another missile without shooting the already loaded one has been added.
- IRST of SPAAs now gets target designation from the search radar to acquire the target from the 3rd person view and from the radar control screen. That allows IRST to capture targets without switching to the sight view.
- Pantsir-S1, ADATS, ADATS (M113), M247 — target recognition by its radar signature (non-cooperative target recognition, NCTR) capability has been added.
- T-34-85 — with the visually updated model, the positions of the additional tracks on the tank when using the “Add-on Armor” modification have been changed.
- M109 (all variants) — a bug in Simulator Battles where the gunner’s sight camera did not move vertically following the barrel has been fixed.
- Fox — maximum top speed has been increased from 99 to 105 km/h. The turning radius of the vehicle has been reduced.
- AMX-50 (TOA100) — a bug where one of the shells in the drum magazine was not part of the first-stage ammo stowage has been fixed.
- Daimler Mk II — engine power has been increased from 95 to 110 HP.
- Wiesel 1A4, Luchs A2, Marder A1, Marder 1A3, KPz-70, MBT-70, SUB-I-II, Type 87 RCV (P), Leopard 2K — the rate of fire of the 20 mm Rh 202 cannon has been increased from 800 to 1030 rounds per minute.
- Luchs A2 — transmission gear ratio values have been adjusted, the number of forward and reverse gears has been increased to 8.
- G6 — vehicle turning radius has been reduced.
- Eland 90 Mk.7 — vehicle turning radius has been reduced.
- PzH 2000 HU — the type of armor above the radiator block has been changed from structural steel to a composite screen.
- AMX-10P — gunner’s sight magnification has been changed from 2-6x to fixed 6x.
- Type 5 Chi-Ri — the 37 mm gun barrel thickness has been reduced from 20mm to 10mm to match the thickness of other 37 mm guns.
- Super Hellcat — the mass of the vehicle has been reduced from 22 tons to 20.4 tons.
- ItO 90M (all variants) — vehicle turning radius has been reduced.
- Cromwell V (all variants) — transmission gear ratios have been changed, maximum speed has been increased from 52 to 64 km/h.
- Achilles (all variants) — gunner optics magnification has been changed from 1.9x–3.5x to 3x–6x.
- Fox, Scimitar — a bug that caused a penalty to the rotation speed of the manually rotated turret when the battery was damaged has been fixed.
- ZSU-23-4 (all variants) — a bug that caused the vertical aiming angles of the lower guns to display incorrectly has been fixed.
- Maus — missing internal partitions have been returned.
- T-64A (1971) — gun elevation speed has been increased from 3.3 to 3.5 degrees/s.
- 2S19M1, 2S19M2 — engine smoke generating system modification has been added.
- 2S19M1, 2S19M2 — ammo capacity of the 12.7 machine gun has been corrected from 4 belts with 150 rounds each to 5 belts with 60 rounds each.
- 75 mm M61 shell, 76 mm M62 shell — explosive mass has been reduced from 68 g to 65 g.
- 75 mm Type 1 APHE shell — projectile mass has been increased from 6.56 kg to 6.605 kg. Explosive mass has been increased from 53 g to 65 g.
- Pz.Sp.Wg.P204(f) KwK 39/1, AMD.35 (PaK) — a bug that caused the gun mantlet to lack armor protection has been fixed.
- Tetrarch I — thicknesses of armor plates around the fuel tanks have been adjusted.
- Tetrarch I — vehicle mass has been increased from 7.6 tons to 7.72 tons.
- Alecto I — vehicle mass has been increased from 8 tons to 8.13 tons.
- 30 mm MK258 shell — projectile mass has been increased from 0.1 kg to 0.17 kg.
- M728 CEV — a bug that caused part of the turret ring protection to move with the turret which in turn caused gaps in the armor in certain turret positions has been fixed.
- 2S38 — a but that caused the transmission module to be missing has been fixed.
- M1 KVT — a bug that caused the “Vismod” modification to decrease the mass of the tank instead of increasing it has been fixed.
- RakJPz 2 (all variants) — wrong armor thickness values in the stat card have been corrected.
- AMX-13 (all variants) — the thickness of the upper plate has been reduced from 20 mm to 15 mm.
- M10 (all variants) — lower fuel tanks near the engine have been added.
- Crusader AA Mk.I — elevation angles have been adjusted from -6°/70° to -5°/90°.
- Strela-10M (all variants), Strela-10M2 — erroneously low visibility value has been increased from 65% to 250%.
- Leopard 40/70 — erroneously low visibility value has been increased from 94% to 125%.
- T86 — the exhaust that clipped through the gun when on water has had its riseup animation disabled.
- Strv 122B PLSS — a bug that caused the commander sight mast to not be able to retract fully in battle has been fixed.
- Strv 122B PLSS — a bug that caused the element which connects the composite armor to the left turret cheek to lack armor protection which caused the composite armor to not adhere to the main armor has been fixed.
- Strv 122B PLSS — a bug that caused the inability to install decorations on the composite screen covering the left turret cheek has been fixed.
- Crusader II (all variants) — the number of smoke grenades has been increased from 26 to 29.
- QF 3.7 Ram — a bug that caused the vehicle to disappear in some camera positions when fully zoomed in while in 3rd person view has been fixed.
- Leopard 1A5, Leopard 1A5 (Italy), Leopard 2A4, Strv 121, TKX, Type 74(E), Type 90, Centurion Mk.5 AVRE, Chieftain Mk.3, M728 CEV, M1A1 HC — information about changes in vehicle mass and dynamic characteristics has been added to the description of the “Dozer Blade” modification. A bug that caused the dozer blade to not add mass to the vehicle has been fixed.
- M1 Abrams (all variants) — ammo capacity for the 12.7 mm machine gun has been reduced from 1000 to 900 rounds.
- M1A2 SEP V2, VBCI-2 (MCT30) — belt capacity of the 12.7 mm machine gun installed in the remotely controlled system has been increased from 100 rounds to 400 rounds.
- The name of the group of Magach 6R, Magach 6B and Magach Hydra has been corrected to reflect the current vehicle order.
- Chi-Ri — crew slot fill priorities when replacing knocked out crew members with another one have been corrected so that the machine gunner has higher priority than commander. Previously the machine gunner who controls the 37 mm gun would replace the knocked out commander which resulted in a loss of the control of 37 mm gun and didn’t give any new control capabilities in return.
- Chi-He, Ka-Chi — the external turret armor plates on the turret cheeks now count as external armor and can be hidden by deselecting the “Show external armor” option.
- M13/40 (all variants) — the armor material of spare roadwheels has been corrected from “tracks” to “structural steel of chassis”.
- M13/40 (all variants) — the armor material of spare roadwheels has been corrected from “tracks” to “structural steel of chassis”.
- M13/40 (all variants), M14/41 (all variants), M15/42, M42 Contraereo — material of the hull machine gun superstructure has been changed from rolled homogeneous armor (RHA) to cast homogeneous armor (CHA).
- M15/42 — armor type of the driver’s hatch has been changed from CHA to RHA. The armor of machine gun shroud has been removed.
- Celere Sahariano — the 15 mm plate on the UFP now counts as external armor and can be hidden by deselecting the “Show external armor” option.
- Falcon — engine power has been increased from 213 HP to 216 HP, max RPM has been decreased from 3750 RPM to 2800 RPM.
- Sd.Kfz. 140/1, Jagdpanzer 38(t) — engine power has been decreased from 160 HP to 150 HP, max RPM has been decreased from 3000 RPM to 2600 RPM.
- Vickers Mk.7 — horizontal aiming speed has been increased from 36°/s to 40°/s.
- Strv 103C — HESH shell name has been changed from “Shell L35” to “slspgr m/61”.
- VTT DCA — zoom has been changed from fixed 7.5x to variable 1.9x-3.5x.
- XM803 — horizontal and vertical aiming speeds of the 12.7 mm machine gun turret have been increased from 22.5°/s to 85°/s and from 8.5°/s to 57°/s respectively.
- Ozelot — launcher stabilizer has been removed.
- Merkava Mk.2D — the M413 shell has been replaced with the M426 shell.
- M18 (all variants), Super Hellcat — ammo rack placement has been corrected. Ammo stowages on the floor have been removed. Super Hellcat ammo count has been reduced from 45 to 31 shots.
- Leopard A1A1, Leopard A1A1 (L/44), Leopard 1A5, Leopard 1A5 (Italy) — gun depression angles near the engine compartment have been corrected so that the gun no longer clips through the hull.
- CV 9030FIN — the material of the door on the rear of the hull has been changed from cast homogeneous armor to rolled homogeneous armor.
Aircraft and helicopter model, damage model, characteristic and weaponry changes:
Weaponry
- F/A-18C Late, F-15E, F-15I Ra’am — AIM-120C-5 has been added. The GBU-12, GBU-10 and GBU-24 modifications have been replaced with a common modification at tier II in the modification research window.
- F-16D Barak II, F-16C Barak II — SPICE 1000 and SPICE 2000 guided bombs have been added.
- A-10C, F-15E, F-15C MSIP II, F-16C, Baz Meshupar, F-15I Ra’am, F-16AM (France), JAS39C (all variants) — GBU-62 JDAM-ER and GBU-64 JDAM-ER guided bombs have been added.
- EF-2000, Typhoon FGR.4, F-2000A — GBU-62 LJDAM-ER guided bomb has been added.
- F-16C Barak II — GBU-64 JDAM-ER guided bomb has been added.
- F/A-18C Late — GBU-62 LJDAM-ER and GBU-64 JDAM-ER guided bombs have been added.
- A-10C — LITENING II targeting pod has been replaced with SNIPER ATP.
- F-16C Block 50 — LITENING II targeting pod has been replaced with SNIPER ATP.
- F-15E — LANTIRN targeting pod has been replaced with SNIPER ATP.
- Hunter FGA.9, Hunter F.6 — drop-tanks have been added.
- F-15E — the AGM-130 modification has been moved to tier III in the modification research window.
- Su-25, Su-25K, Su-25BM — separate bomb release for hardpoints 2, 3, 8 and 9 has been removed.
- Su-25, Su-25K, Su-25BM, Su-25T, Su-39, Su-25SM3 — the launch sequence of the rockets has been changed. Now the rockets are expended from the fuselage to the wing tip.
- D4Y1, D4Y2, D4Y3 — a 500 kg Number 50 Model 2 bomb has been added.
- 37 mm Ho-203 cannon — practice shell has been added.
- JH-7A, Q-5L, JF-17 — for the guided bombs, a limitation on the allowed bomb release speed of 1.01M, which was erroneously missing, has been added.
- 7.7 mm Type 92 turret machine gun — rate of fire has been increased from 600 to 700 rounds per minute.
- 250 kg High Explosive Bomb Army Type 92 — explosive weight has been increased from 104 kg to 107.18 kg.
- 500 kg High Explosive Bomb Army Type 92 — bomb weight has been reduced from 500 kg to 495 kg. Explosive mass has been increased from 223 kg to 229.5 kg.
- 50 kg High Explosive Bomb Army Type 94 — bomb weight has been decreased from 50 kg to 48.43 kg. Explosive mass has been increased from 19.6 kg to 20.185 kg.
- 100 kg High Explosive Bomb Army Type 94 — bomb weight has been increased from 100 kg to 112.76 kg. Explosive mass has been increased from 46 kg to 47.76 kg.
- 7.7 mm Type 89 machine gun — muzzle velocity has been increased from 811 m/s to 820 m/s.
- Type 3 No.1 Mod.28 Mk.1 rocket, Type 3 No.6 Mod.27 Mk.1 rocket — a bug where the armor penetration was not indicated in the stat card has been fixed.
- A6M2, A6M2 (China) — a 250 kg bomb has been added.
- Grom-2 bomb — a limitation on allowed bomb release speed of M1.5, which was erroneously missing, has been added.
- Kh-38ML, Kh-38MT — a limitation on allowed missile release speed of M1.5, which was erroneously missing, has been added.
- 60 kg High Explosive Bomb Type 97 Number 6 — bomb weight has been increased from 60 kg to 60.4 kg. HE weight has been increased from 23 kg to 23.6 kg.
- 250 kg bomb Type 98 Number 25 — bomb weight has been increased from 242 kg to 242.2 kg. Explosive mass has been increased from 95 kg to 96.6 kg.
- 250 kg High Explosive Bomb Number 25 Model 2 — bomb weight has been increased from 253 kg to 257 kg. HE weight has been increased from 104 kg to 111 kg.
- 500 kg High Explosive Bomb Number 50 Model 2 — explosive mass has been increased from 207 kg to 221 kg.
- 500 kg High Explosive Bomb Type 2 Number 50 Model 1 — bomb weight has been decreased from 498.95 kg to 491 kg. Explosive mass has been decreased from 67.13 kg to 56.3 kg. Explosive type has been changed from Type-97 to Type-91.
- 800 kg High Explosive Bomb Number 80 Model 1 — bomb weight has been increased from 800 kg to 805 kg. HE weight has been decreased from 390 kg to 382 kg.
- 800 kg Armor-Piercing Bomb Type 99 Number 80 — bomb weight has been decreased from 800 kg to 796.8 kg. Explosive mass has been decreased from 30.1 kg to 22.8 kg.
- 1500 kg Armor-Piercing Bomb Type 3 Number 150 — explosive mass has been decreased from 89.81 kg to 49.62 kg.
- Mirage F1C, Mirage F1C-200, Mirage F1CT — PHIMAT pod has been added.
- Harrier GR.7 — PHIMAT pod has been added.
- Z.1007 bis series 3, Z.1007 bis series 5 — the 160 kg A.P. 160 bomb has been added.
- Ki-45 Tei — the number of ammo for the 20 mm HO-5 cannon has been increased from 100 to 120.
- B5N2 — mixed loadouts with 250-kg and 60-kg bombs have been added.
- MiG-21F-13 — CCIP for the rockets and cannon have been removed.
- Yak-28B — CCIP for the bombs has been removed.
- Kh-29 (all variants) — a limitation on allowed missile release speed of M1.5, which was erroneously missing, has been added.
- Kh-38 (all variants) — GNSS guidance has been added.
- SB 2M-105 — the ability to equip FAB-100 bombs on the outer pylons has been added.
- AS-34 Kormoran — the missile now maintains the flight altitude on its flight path according to the data from the radio altimeter.
Other
- A more customized horizontal situation display MFD page has replaced the tactical map MFD page on various modern aircraft.
- LITENING II/III targeting pod — a unique MFD page has been added.
- Su-25, Su-25K — RWR model has been changed from SPO-15 to SPO-15LM.
- F-16 (all modifications) — the fuselage flare/chaff pods now dispense separately from each other — a total of 1 countermeasure per launch instead of 2.
- J-8F — the number of large countermeasures has been reduced from 84 to 64 and 84 small countermeasures have been added to match the correctly modeled countermeasure pods.
- J-11B — the name of the PL-8 modification in the research menu has been changed to PL-8B.
- AMX A-1A — a bug that caused the low-resolution view to appear before the proper one when switching to the LITENING II targeting pod view has been fixed.
- Ka-52 — the the sight image on MFD has been changed from colored to monochrome one.
- LITENING II/III targeting pod — pod weight has been changed from 120 kg to 208 kg.
- A2D — the icons for the 2000 lb AN-M66A2 and 4000 lb AN-M56 bombs have been changed.
- Saab J35XS — canopy model in cockpit view has been corrected.
- Mi-8AMTSh-VN — a bug where some modules were visually missing in X-ray mode has been fixed.
- Wyvern S.4 — a bug where the Mark XV torpedo pylon was not displayed has been fixed.
- Tiger UHT — the targeting optics zoom has been changed from 3.7x-92.1x to 9.2x-131.5x.
- Ka-52 — the targeting optics zoom has been changed from 61.4x to 10.5x-147.3x.
- F-20A — GMTI radar modes have been added to the AN/APG-67 radar. TWS radar mode has been added to the AN/APG-67 radar.
- A bug that caused the target auto-track on aircraft with an ESA radar to always switch to a current TWS target when trying to track another target via the targeting pod has been fixed.
- A bug that sometimes caused a target tracked in TWS mode to be only tracked in the interface and not in the game logic has been fixed. This lead to IR seekers to not lock the selected target and lock targets independently instead as well as seekers of radar-homing missiles to not turn on at all.
- G4M1 — Engine Fire System (EFS) has been added.
- F1M2 — Engine Fire System (EFS) has been added.
Secondary Weapon Menu additions:
- Canberra B.Mk.2, Hampden TB Mk.I, Hampden TB Mk.I (USSR), Ju 288 C, Z.1007 bis series 3, Z.1007 bis series 5
Flight Model changes:
- TIS MA — fuel mass has been reduced to 1000 kg. Empty mass has been adjusted to flight mass of 8280 kg.
- Me 410 (all variants) — takeoff position of the flaps has been removed.
- Me 163 (all variants) — takeoff position of the flaps has been added.
- He 111 (all variants) — automatic flap retraction system depending on the flight speed has been added.
- Tempest (all variants) — automatic flap retraction system depending on flight speed has been added.
- Hs 129 B (all variants) — flap lift-off speed (IAS) has been increased from 190 km/h to 240 km/h.
- MiG-23 (all variants), MiG-27 (all variants) — maximum speed of the brake parachute release has been increased from 265 km/h to 320 km/h.
- Su-17 (all variants), Su-22 (all variants) — maximum speed of the brake parachute release has been increased from 265 km/h to 320 km/h.
- Mirage III (all variants) — maximum speed of the brake parachute release has been increased from 277 km/h to 390 km/h.
- Mirage 5 (all variants) — maximum speed of the brake parachute release has been increased from 277 km/h to 390 km/h.
- MiG-21F-13 — maximum indicated airspeed has been increased to 1250 km/h.
- F-111F — a bug that caused the fuel to not load into the drop tanks on the internal pylons has been fixed.
- HF-24 (Great Britain) — a bug that caused a less amount of fuel to load than was selected has been fixed, the amount of fuel in the internal tanks has been increased.
- F4F-3, F4F-4, Martlet Mk.IV — flaps now have only 2 positions: fully retracted and fully extended.
Naval fleet model, damage model, characteristic and weaponry changes:
Naval weaponry:
- The aiming and accuracy skills of AI gunners on ships have been corrected. Excessive accuracy has been greatly reduced due to the addition of possible errors made by the gunner in assessing the speed of the target, the distance to it, and other parameters. Now, the probability of an AI gunner shooting down an aircraft stays high only if the aircraft flies head-on to the gun and does not maneuver. Approaching the target from the flanks, changing speed and altitude and active maneuvering are now very likely to result in breaking through the target’s air defense and successfully attacking it.
- The maximum dispersion of 127-380 mm caliber guns has been adjusted. The maximum dispersion area has increased by 5-13%.
- Lorraine — the 20 mm cannons located on top of the main caliber turrets can now rotate a full 360 degrees.
Naval characteristics, physics and damage model:
- The mechanics of fire spreading inside the barbettes has been updated. The fire in the barbette (elevator fire) can still start because of a shell exploding inside it or spread from the main caliber turret being on fire. Previously the fire in the barbette originated in the center of the elevator and grew in size spreading equally up and down eventually resulting in the whole elevator being on fire. Now the fire can originate from any point of the elevator. So if the fire spread from the turret to the elevator, it will spread from the very top of the elevator to the very bottom to it, giving the player more time to react, however, if the shell hit the bottom of the elevator, the fire will start there giving the player little to no time for to react. The “Ammo Wetting” modification still works: it reduces the chances of detonation when the magazine receives fire damage. The probability of detonation is checked constantly while the fire affects the module. This fire spreading mechanic works only for the big crewed elevators of main caliber turrets. Other elevators that lack rooms and personnel can not be set on fire and don’t conduct the fire through themselves.
- The calculation of the detonation force of ammunition magazines has been updated. The force of the explosion is now calculated based on the amount of explosive in the shells and charges. The less ammunition left in the stowage, the weaker their explosion will be, and the less destruction it will cause to the ship.
- Changes have been made to the flooding and survivability systems. Issues in the formation of breaches from kinetic penetration of the sides and from rupture by an explosion have been fixed. Previously, a rupture by an explosion could not always leave a breach, while kinetic penetration even with small ammunition constantly activated damage control systems. Now, breaches from kinetic penetration only by the largest shells lead to water intake. A breach by an explosion now has the correct dimensions, depending on its strength. In addition, the time for patching breaches for Bluewater fleet ships has been changed. It was too short, even large holes could be fixed in 1-5 seconds. Now, depending on the size, they are patched from 5 to 20 seconds when talking about holes caused by shell explosions. The largest holes from torpedoes take longer to repair.
- Bretagne, Lorraine — ammunition magazines are divided into more modules, new ones have been added. Ammunition feed elevators for the secondary caliber guns have been added. The gap between the armor of the main caliber turret and the barbette has been removed.
- Lorraine — fuel tank layout has been corrected (it is now using the Bretagne layout).
- Colbert, Dupleix, Courbet, Dunkerque, Paris — quantity, size and division of the ammunition storage has been corrected.
- Courbet — radio room location has been corrected.
- SMS Derfflinger — the design of the main caliber turret armor has been fixed. Armor partitions have been added between the guns, gaps between the turret plates and the barbette have been removed. A hole has been made in the turret deck, through which it connects with the barbette.
- Soobrazitelny — a bug where the water pump was not highlighted in the X-ray has been fixed.
- SMS Von der Tann — the armor, shapes, sizes and thicknesses of the decks, slopes, transverse bulkheads, barbettes and superstructure have been corrected. The location and size of the ammunition magazines and radio room have been corrected.
- Emile Bertin — armor thicknesses of the bridge and ammunition magazines have been fixed.
- SMS Helgoland, SMS Ostfriesland — radio room location has been fixed, fire control room has been added, ammunition magazines have been added.
- SMS Sachsen, SMS Bayern, SMS Baden — cracks and gaps between the armor plates of the belts have been removed. The location of the radio room has been corrected. The thickness and shape of the armor decks, belt plates, transverse bulkheads and barbettes have been corrected.
- Admiral Graf Spee, HMS Rodney — a bug where the main caliber turrets could receive damage without the penetration of their armor has been fixed.
- HMS Repulse — a bug that caused some second caliber magazines to be empty has been fixed.
- IJN Kirishima, Parizhskaya Kommuna, Marat — a bug that caused the main caliber elevators to be unable to catch fire has been fixed.
- Anti-torpedo protection — a bug that caused anti-torpedo protection to not get destroyed when hit by a torpedo with a lower explosive mass than the one it’s made to withstand has been fixed.
Naval Visual models and visual parts:
- IJN Haruna — the animations of the rudder blade rotation and gun recoil, which previously looked incorrect, have been fixed.
Interface
- An indication of the depletion of ammunition has been added. If a weapon runs out of shells or its rack has been destroyed, an icon will appear on the weapon indicator above the action panel indicating the inability to fire and the color of the indicator itself will change.
- The indication of fires on the player’s ship has been added to the damage panel (in the bottom-left). The fire icon appears where the fire has started, just like in the hit camera.
- The section with hints on firing in the Help menu in Naval Battles has been updated.
Economy and research
- The number of purchased ships required to unlock Rank VI and VII in Bluewater fleet trees has been decreased. Players now need 5 purchased ships instead of 6 in the current rank to unlock the next rank. Currently, this change only affects the USA and Great Britain trees.
- Along with the increase of the maximum Battle Rating of naval vessels to 8.7, the previously announced Battle Rating changes for naval vessels and aircraft in Naval Battles, as well as changes to the naval tech trees have come into effect.
- ZBD04A and ZLT11 have switched places. The ZBD04A is now located after the ZLT11.
- M551 and XM800T have switched places and ranks. The XM800T’s rank has been changed from V to VI. The Scout UAV modification has been added.
- The M551’s rank has been changed from VI to V. The Scout UAV modification has been removed.
- Phòng không T-34 — the rank has been changed from IV to III. It is now located before the ZSD63/PG87.
- ZSD63/PG87 — the rank has been changed from III to IV. It is now located after the Phòng không T-34.
- The Fox has been grouped with the Scimitar.
- The T-55A and T-55AMD-1 group has been changed. Now this group consists of the T-55A and T-62.
- The T-62 and T-62M-1 group has been changed. Now this group consists of the T-55AMD-1 and T-62M-1.
- The MiG-23BN has been moved after the F-84F in the German aviation tree.
Customization
- Decals with identification marks for various nations have been added. They can be purchased with Golden Eagles or obtained through completing tasks.
- New Gaijin.Net achievements have been added.
- New camouflages that can be purchased with Golden Eagles for Coastal fleet vessels for all nations have been added.
Interface
- New actions have been added to the action bar in battle:[list]
- Multi-function menu activation
- Drop/launch of numerous secondary weapon types
- Seeker activation of numerous secondary weapon types
- Drop tank dropping
- Extension/retraction of landing gear, the action is shown near airfields and is highlighted at speeds where the landing gear is safe to be deployed at
- Toggling of hover mode on helicopters and VTOL aircraft
- Toggle SAS mode (for full-real controls)
- Manual roll control mode in helicopters
- The display of keybinds to launch different types of countermeasures has been added
- The currently selected weaponry is now highlighted with a frame
Game mechanics
- Multi-Vehicle SAM System mechanic has been added:[list]
- At the beginning of the battle, players control just the radar vehicle. Launcher vehicles can be placed nearby by pressing the corresponding keybind or the icon in the action bar.
- The player can switch between the vehicles at any moment by pressing the keybind or the icon in the action bar.
- Players can only drive the vehicle when they are controlling it directly. Firing the missiles and radar functionality can be controlled from any of the vehicles.
- When firing at targets from the TADS vehicle and having multiple launchers placed, the launcher which will fire at a target is selected automatically. However, using a corresponding keybind or the action in the action bar, it is possible to block fire of one of the launchers.
- When the radar vehicle is destroyed, then the entire Multi-Vehicle SAM System is considered lost, and players will get notified that the vehicle is no longer functional and get forced out of it. The exception is vehicles where the launchers can operate independently in real life. Plus, the whole system will be considered lost when all launchers available to the player are destroyed.
Graphical
- DLSS Frame Generation, FSR Frame Generation and XeSS Frame Generation technologies are now supported.
- Visual effects of the part of afterburner flame that is inside the nozzle has been improved.
- Visual effects of ground vehicle, boat and ship explosions and their variety have been improved.
- Explosions and fires of different types of ammunition on different classes of ships have been visually separated.
- Visual effects for bomb and rocket explosions have been improved.
- The visual effect of a sinking ship has been enabled and reconfigured.
- Emergency fuel dump effects have been added.
- The impact effects of APFSDS projectiles have been improved.
- Kinetic shells in the hit analysis, hit camera and vehicle destruction camera now visually deform when penetrating the armor.
- A bug that caused the New Years aerobatic smoke to not have sparks displayed has been fixed. The size of of this smoke effect and its shape, as well as the size of the snowflakes have been adjusted. The black effect around the smoke has been removed, and the effect has become more clear and pronounced.
Sound
- Enemy and allied aircraft now sound more realistic when approaching the listener. This applies to piston and jet aircraft which are flying on subsonic speeds. This change will, among other things, make the attacking aircraft more noticeable to the player.
- All Tiger II series tanks have received their own engine sounds that differ from the Tiger series tanks. AMX-50 series tanks have received the same sounds, as they are using the same engines.
- SPAA missiles with IR seekers have received their own indicative sounds for search and track modes.
- Now, when missiles reach supersonic speed, they no longer become audible from the front as they approach the player’s vehicle.
- The range in which the bullet or shell produces a fly-by sound now depends on the caliber of the projectile. The larger the projectile, the larger the radius the fly-by sound will be heard in.
- Type 10 series tanks have received their own engine sounds that differ from the Type 90 series tanks.
- Striker, Scimitar, Fox — these have received their own characteristic engine sounds.
- The French AML-90 and its variants (the Israeli AML-90 and the British Eland 90 MK 7) have been given the engine sound from the Fox as it is more appropriate.
- The German PUMA IFV has been given the engine sound from the Type 10 as it is more appropriate.
- The ZTZ88 and ZTZ96 series tanks have been given the T-90 engine sound as it is more appropriate.
- The Object 211 tank has been given the Su-100 engine sound as it is more appropriate.
- The T86 tank has been given the M18 engine sound as it is more appropriate.
- The E-100 tank has been given the Tiger II engine sound as it is more appropriate.
- The AMX-32, AMX-40 and AMX-10RC tanks have been given the AMX-30 tank engine sound as it is more appropriate.
- The M103, M47, M47 (Japan), M48A1 (all variants), M48A2 C, M48A2 G A2, M48 Super and Magach 1 tanks have been given the M4A3 tank engine sound as it is more appropriate.
- The M6A1, M6A2E1, T1E1, T1E1 (90), M4/T26, M3 Lee, Grant Mk.I (all variants), M4A5 and Ram II tanks have been given the M4A1 tank engine sound as it is more appropriate.
- The M4A2, M4 748 (a) (Germany), M4A2 (76) W, and M4A2 (76) W (USSR) tanks have been given the M10 tank engine sound as it is more appropriate.
- The VBCI-2 (MCT30) tank has been given the VBCI tank engine sound as it is more appropriate.
- Autoloaders for ground vehicle guns now have distinct sounds of their drive engines.
- The T-72/T-90 series tanks have received their own autoloader sounds, which differ from the T-64/T-80 autoloader sounds.
- A bug that caused the target designation phrase to be partly voiced by both male and female voices at once when the male voice was selected in the settings (and vice-versa when the female voice was selected) has been fixed.
Other
- A bug in the hit analysis menu that caused the positions of the gun and turret not to change when replaying a hit if the tank had a “Smoke grenade” modification installed has been fixed.
- A bug in the hit analysis menu that caused the shaped charge and fragments of HEAT shells and ATGMs as well as the fragments of APHE shells to not deal damage has been fixed.
- A bug in the hit analysis menu that could cause the majority of hits to not play has been fixed.
Matchmaking
- Ground SB lineup 8_2_2: F-84G-21-RE (Japan), Sea Meteor F Mk.3 have been added.
- Ground SB lineup 9_2: AMX-30 Super, Magach 7C have been removed.
- Ground SB lineup 10_2: J-7D has been added, Z-19, Z-19E, YAH-64 have been removed.
- Ground SB lineup 11_2: 2S38, YAH-64 have been added, J-7D has been removed.