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Update 19.05.2021 (2.5.1.138)


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General

  • A bug has been fixed that prevented IR systems locking on and tracking the target, as well as IR-guided missiles from locking on target at the ultra-low graphic settings. (report).
  • A bug has been fixed that prevented AI gunners on naval vessels from firing at aerial targets on the ultra-low quality setting.
  • A bug has been fixed that prevented aircraft from repairing/reloading on the edge of an airfield.
  • An interface navigation bug has been fixed that caused the cursor to return to the previous tab, or prevented the cursor from moving.
  • Silver Lion multipliers have been specified in Premium vehicle info cards. 
  • Support for the Thrustmaster® T.Flight Hotas One has been added for the Xbox Series S/X

Aircraft model, damage model, characteristic and weaponry changes:

  • Ka-50, Ka-52 — a bug has been fixed that showed armoured glass incorrectly displayed as 20mm steel in the xray mode.
  • A-129CBT — a ballistic calculator has been added. A bug has been fixed where 20mm gun pods were absent. A bug has been fixed that resulted in the removal of the flare modification when installing the IRCM.
  • B17A, B17B, B17BS — a bug has been fixed where a turret machine gun might glitch through the hull.
  • SK60B — a bug has been fixed with the lack of AP info on the М 49/56 rockets.
  • P-39K-1, P-39N, P-400 — a bug has been fixed with missing the separation of the rifle-calibre machine guns from the heavy machine guns in the HUD menu.
  • Blenheim Mk IV — turret aiming angles have been corrected.
  • F1M2 - the defensive machine gun has been specified from Type 97 to Тype 92 .

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

  • For ground vehicles with a total number of smoke grenades equal to 8, the number of grenades in a salvo has been reduced. Now, these vehicles are able to create two salvos of 4 grenades, instead of one of 8.
  • T-54 (1947), T-54 (1949), T-54 (1951) — the controlling of the AA machine gun has been changed. Now, this MG is controlled by the loader (report).
  • STB-1, Olifant Mk.2 — the option of range setting in the laser rangefinder has been added for SB mode (report). 
  • BMP-2M — triggers for the weapon groups have been changed. You’re now able to toggle ATGM types in combat.
  • AA missiles Roland, VT-1, RB70, BOLIDE, Type 91 - a bug with missing overpressure damage has been fixed. 
  • U-SH 405 - All-wheel drive has been added. Previously, only the front axle was powered.
  • Eland Mk.7 - Turret rotation speed has been changed from 17.5 to 25 degrees per second. Now it is equal to the rotation speed on the AML-90.

Fleet model, damage model, characteristic and weaponry changes:

  • USS Brooklyn, USS Helena, USS Cleveland, USS New Orleans, Admiral Hipper — traverse angles on the main calibre guns has been corrected.

The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

 

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3 minutes ago, Stona said:

For ground vehicles with a total number of smoke grenades equal to 8, the number of grenades in a salvo has been reduced. Now, these vehicles are able to create two salvos of 4 grenades, instead of one of 8.

Why cant we configure this as we want ? 

Stona_WT (Posted )

This way is more balanced for gameplay.
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In this update which is not mentioned for some reason you've changed the SK60b rb05 to AGM-12 bullpups, this is an unhistorical change and a massive nerf to an already kicked to the curb aircraft. Why is this not mentioned in your changelog? why was this change made? 

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2.5.1.137 → 2.5.1.138 changes:

Sk 60B – loadout changed: 2x Rb 05A → 2x AGM-12B

 

May I ask how and when did Sweden ever owned or used AGM-12B’s, in what documentation stated the Swedish armed forces purchased Bullpup missiles and used it on the SK-60. Despite the fact in everything I’ve red regarding the SK-60, it never used the AGM-12B and only the RB-05A’s as its AGM. This is unhistorical and incorrect loadout which the SK-60B shouldn’t received.

9B19AEE8-E9A9-4A27-B38B-E92ACF7C9D1F.png

Edited by Lurking_Eyes
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  • Game Master
43 minutes ago, Stona said:

T-54 (1947), T-54 (1949), T-54 (1951) — the controlling of the AA machine gun has been changed. Now, this MG is controlled by a gunner (report).

The AAMG should be controlled by the loader other than the gunner. Either report and the Russian log state the situation.

Please fix this minor mistake to prevent misunderstanding, much appreciated!

 

Quote

Т-54 обр.47г, Т-54 обр.49г, Т-54 обр.51г — исправлено управление зенитным пулемётом, теперь им управляет заряжающий (репорт).

 

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Why did the Sk 60B receive AGM-12B? It's an unhistorical change, no Swedish planes uses these. The 60B only ever used the Rb05A. Not the AGM-12B.

 

Viggen variants could use TV Mavericks but those aren't Bullpups either.

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1 hour ago, Stona said:

A bug has been fixed that prevented aircraft from repairing/reloading on the edge of an airfield.

You have no idea of how many matches I threw into the garbage can because of landing with no engine at all on the edge of the AF. Thanks for fixing it!

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1 hour ago, Lonewold said:

In this update which is not mentioned for some reason you've changed the SK60b rb05 to AGM-12 bullpups, this is an unhistorical change and a massive nerf to an already kicked to the curb aircraft. Why is this not mentioned in your changelog? why was this change made? 

 

1 hour ago, Lurking_Eyes said:

 

2.5.1.137 → 2.5.1.138 changes:

Sk 60B – loadout changed: 2x Rb 05A → 2x AGM-12B

May I ask how and when did Sweden ever owned or used AGM-12B’s, in what documentation stated the Swedish armed forces purchased Bullpup missiles and used it on the SK-60. Despite the fact in everything I’ve red regarding the SK-60, it never used the AGM-12B and only the RB-05A’s as its AGM. This is unhistorical and incorrect loadout which the SK-60B shouldn’t received.

 

 

1 hour ago, xRasor said:

Can we have these back on SK-60?

 

Thanks.

 

59 minutes ago, Get_Lo said:

Was it an accident the Rb05s got removed from the Sk60b?

 

38 minutes ago, TheAtlntcPuffin said:

Did this somehow accidentally change the rbo5A's into bullpups?

 

37 minutes ago, Jack_1202 said:

In this same update the Rb-05 on the SK60 got replaced by the AGM-12 but this is not mentioned in the changelog. Is this intentional or a bug? If it were intentional why was it done when Sweden never used the AGM-12?

 

29 minutes ago, AG3F2 said:

Why did the Sk 60B receive AGM-12B? It's an unhistorical change, no Swedish planes uses these. The 60B only ever used the Rb05A. Not the AGM-12B.

 

Viggen variants could use TV Mavericks but those aren't Bullpups either.

 

It's a bug and should be fixed soon.

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  • A-129CBT — A bug has been fixed where 20mm gun pods were absent. A bug has been fixed that resulted in the removal of the flare modification when installing the IRCM.

These bugs are still in the game.

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16 minutes ago, Stona said:

It's a bug and should be fixed soon.

 

Thanks for the quick update.

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"I think it would allow to "spam" smokes." And what is wrong about this ? It would be completely up to player if he wants bigger smoke screen for shorter time or smaller smoke screen for longer time.

Stona_WT (Posted )

Feel free to submit suggestion. IMHO (and according to devs) it would have influence on balance.
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Nice fixes, esp. the fix with the airfield repair. When I saw a new post in the devblog section, I was for a second thinking, "Meh, probably a boat or even worse a tank devblog"... then I saw the "It's fixed.." title and I suddenly felt happier than if it would've been an actual devblog.

 

Best regards,

Phil

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12 hours ago, _Condottiero_ said:
  • A-129CBT — A bug has been fixed where 20mm gun pods were absent. A bug has been fixed that resulted in the removal of the flare modification when installing the IRCM.

These bugs are still in the game.

I can second that. Please fix it, the vehicle is/was broken long enough now.

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The bug affecting repairing on the edge of the airfield still hasn't been fixed. Was playing with friends, had my engine shot out and taxi'd onto the runway. I was hardly 50m away from the landing strip and had airfield aa behind me, but I still wasn't able to repair. I flew a plane with a blacked out engine 13km then landed it and taxi'd, weaving between trees, and the airfield engineers or even the pilot couldn't be bothered to get out and push. Bruh.

stupid airfield engineers.png

Stona_WT (Posted )

Please submit valid bug report in technical section, thanks!

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I really like this series a lot!

May I ask what is the status of a fix for radar ghosts?
If you play radar SPAA in one match, then play another match in radar SPAA (doesn't have to be the same one) you get ghost blips on green heading scale. It gets resolved by restarting a game (so basically creating new session file) hence my suspicion would be to look in there first.

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