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Update 2.23.1.13


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Aircraft

  • Kh-23M — controlled flight time has been increased from 25s to 30s.
  • A bug has been fixed that caused a zoom sensitivity issue in the ATGM camera (report).
  • AJ37, JA37C — a bug has been fixed that caused a reverse thrust malfunction (report, report).

Ground vehicles

  • M46, M47, mKPz M47 G, M47 (105/55) — a bug has been fixed where the hull armour values in the armour view mode and info card were different.
  • T-35 — a bug has been fixed where the armour values in the armour view mode and info card were different.
  • Gepard 1A2 — a bug has been fixed where the vehicle was unable to fire from the twin cannon when one of the cannons was damaged (report).
  • T-80UK — a bug has been fixed that prevented fragments from entering the fighting compartment when a small area near the gun mantlet was penetrated.
  • 105mm GP105 — ATGM range has been reduced from 5,500m to 5,000m; the weight has been increased from 18.8kg to 19.8kg (report)
  • A bug has been fixed that affected the ricochet mechanics, allowing shells to pierce armour at blunt angles (report).
  • Vehicles with external ammo storage (SAM SPAAG, ATGM carriers) have received an adjusted overpressure damage calculation. Hitting the external ammunition isn't followed by overpressure damage to the crew. Vehicle list:Strf 9040 BILL, ASRAD-R, ItO 90M, Pvrbv 551, UDES 33, Lvrbv 701, Roland 1, ItO 90M, Dardo, SIDAM 25 (Mistral), M113A1 (TOW), PGZ04A, M113A1 (TOW), CM25, Type 75 MLRS, Type 60 ATM, Matilda Hedgehog, Ratel 20, Swingfire, Warrior, Striker, ZT3A2, Stormer HVM, ADATS (M113), Strv 81 (RB 52), 2S6, FlaRakPz 1, FlaRakRad, M901, M3 Bradley, M3A3 Bradley, ADATS.

Naval

  • A bug has been fixed where a roundoff to the max speed in Arcade battles caused 1 kph difference with the info card limit.

Game Mechanics

  • The active player timer in Ground, Naval, and Custom battles has been increased from 20s to 100s. When the timer expires, a team with no active players drains victory points, and loses the mission (report).

Other

  • A bug has been fixed that slowed down any scaling of decals (report).

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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Can someone explain to me the logic behind increasing the timer for no enemy players remaining from 20 to 100 seconds? 

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6 minutes ago, qpranger said:

Can someone explain to me the logic behind increasing the timer for no enemy players remaining from 20 to 100 seconds? 

If you play custom it's too fast when (for example 1v1) an enemy don't spawn within 20sec before the game tell you that you won cause lack of enemies. 

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2 hours ago, Stona said:

The active player timer in Ground, Naval, and Custom battles has been increased from 20s to 100s. When the timer expires, a team with no active players drains victory points, and loses the mission (report).

 

2 hours ago, Stona said:

A bug has been fixed that affected the ricochet mechanics, allowing shells to pierce armour at blunt angles (report).

 

Particularily glad for these, very nice!

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3 hours ago, Stona said:

Vehicles with external ammo storage (SAM SPAAG, ATGM carriers) have received an adjusted overpressure damage calculation. Hitting the external ammunition isn't followed by overpressure damage to the crew. Vehicle list:Strf 9040 BILL, ASRAD-R, ItO 90M, Pvrbv 551, UDES 33, Lvrbv 701, Roland 1, ItO 90M, Dardo, SIDAM 25 (Mistral), M113A1 (TOW), PGZ04A, M113A1 (TOW), CM25, Type 75 MLRS, Type 60 ATM, Matilda Hedgehog, Ratel 20, Swingfire, Warrior, Striker, ZT3A2, Stormer HVM, ADATS (M113), Strv 81 (RB 52), 2S6, FlaRakPz 1, FlaRakRad, M901, M3 Bradley, M3A3 Bradley, ADATS.

Finally!

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6 hours ago, Stona said:

A bug has been fixed that slowed down any scaling of decals (report).

I liked this slower change.   It gave me more customizability.  Is there a way we can implement it through an option?????

 

5 hours ago, somebody_Else said:

 

Now its back to just one mouse wheel tick swapping decals between way too big and way too small

 

Is there no way to keep fine control?

I just want to support this post as much as possible.  I really liked this so called "bug"

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2 hours ago, Conte_Baracca said:

I liked this slower change.   It gave me more customizability.  Is there a way we can implement it through an option?????

 

I just want to support this post as much as possible.  I really liked this so called "bug"

i agree with this 100%, you guys should re-implement this "bug" which i honestly thought was intentional because it's really an improvement

 

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7 hours ago, Stona said:

A bug has been fixed that slowed down any scaling of decals (report).

This is somewhat great, but yeah, would be good to have an extra keybind for slow scaling/rotating, e.g. pressing CTRL+SHIFT+Mousewheel turns on the slow mode for scale and CTRL+ALT+Mousewheel the slow mode for rotation. Replace CTRL with whatever feels is the best button to activate slow mode.

Best regards,

Phil

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7 hours ago, qpranger said:

Can someone explain to me the logic behind increasing the timer for no enemy players remaining from 20 to 100 seconds? 

2 hours ago, Teffel said:

Increasing the timer from 20 to 100 when no enemy is left in random battles makes no sense to me...


Many times, I've been the last player on my team in ARB and we lost because I had to land and rearm, and the game ruled me as inactive for 20 seconds before I could even take off again. This would be even worse for players who haven't leveled up their repair/rearm speed, since they can easily take 20-30 seconds to repair. It was an incredibly frustrating issue, and I couldn't be happier that gaijin has fixed it. 

Thank you, gaijin team, you made my day when I read the description of this patch! :happy:

 

 

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PLEASE... revert the torpedo aiming/shooting to the old way... its too anoying specially in small boats, and even in larger boats, sometimes you need to steer the boat more, so the "aiming" wont change and becoma "aimed to nowhere"....

or at least make some option to chose the "auto" or "manual" mode.... sometimes "auto" wont help...

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3 hours ago, The743rdTankBat said:


Many times, I've been the last player on my team in ARB and we lost because I had to land and rearm, and the game ruled me as inactive for 20 seconds before I could even take off again. This would be even worse for players who haven't leveled up their repair/rearm speed, since they can easily take 20-30 seconds to repair. It was an incredibly frustrating issue, and I couldn't be happier that gaijin has fixed it. 

Thank you, gaijin team, you made my day when I read the description of this patch! :happy:

 

 

Mabye they can fix the problem that you can land/repair your plane and dont count as inactive. but overall its a shame when not one player on other side is connected to the game anymore you still have to wait this 100secs

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This may sound whacked, but the latest update set all my MEC mixture settings back to zero.

I was in the game, everything was fine. Closed the game for ten minutes, reopened the game, got the update, started playing, Any plane with adjustable mix either would not move or couldn't get sufficient takeoff speed.

After quite a bit of head scratching and discord searching, someone suggested mix . . . sure enough, all were at zero.

Fixed now, but really weird. Just an FYI.

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Something happened to FOV in cockpit view. Now lower half of zoom axis does nothing and cockpit view at widest is like it used to be around middle of zoom.

This makes sim battles really frustrating as with this tunnel vision you cannot see enemies as you used to do.

 

Here's example screenshots. The daylight image is just captured with view zoomed as wide as it goes and the night/twilight is two weeks old with zoom at somewhat widest. The difference is huge!

 

EDIT: After testing around different settings, I found that with Track-IR you can still zoom to wide when you use head's front-back movement as zoom axis (Controls -> Common settings, at the bottom of page). However this is nowhere near convenient approach as you cannot turn your head around without accidentally zooming in/out.

Something strange is going on with normal cockpit zoom.

 

shot 2023.02.08 22.12.13 copy.jpg

shot 2023.01.23 21.47.00 copy.jpg

Edited by Usagi__
Track-IR finding.
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21 hours ago, Stona said:

 

  • Vehicles with external ammo storage (SAM SPAAG, ATGM carriers) have received an adjusted overpressure damage calculation. Hitting the external ammunition isn't followed by overpressure damage to the crew. Vehicle list:Strf 9040 BILL, ASRAD-R, ItO 90M, Pvrbv 551, UDES 33, Lvrbv 701, Roland 1, ItO 90M, Dardo, SIDAM 25 (Mistral), M113A1 (TOW), PGZ04A, M113A1 (TOW), CM25, Type 75 MLRS, Type 60 ATM, Matilda Hedgehog, Ratel 20, Swingfire, Warrior, Striker, ZT3A2, Stormer HVM, ADATS (M113), Strv 81 (RB 52), 2S6, FlaRakPz 1, FlaRakRad, M901, M3 Bradley, M3A3 Bradley, ADATS.

What about IT-1 / Shturm-S / Khrizantema-S etc.?

Missile is missile, IT-1's missile would explode like any other missile.

 

We can kill marder-1 by shooting his missile, but we can't to the same with IT-1 for example, what's the reason?

 

It's stupid that IT-1 can show peek his missile only and be immortal, bc when you shot the missile it's just "destroyed main gun", it's not an "AMMO" like Marders have.

Edited by Adamok2
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13 hours ago, ApatridA_FTW said:

PLEASE... revert the torpedo aiming/shooting to the old way... its too anoying specially in small boats, and even in larger boats, sometimes you need to steer the boat more, so the "aiming" wont change and becoma "aimed to nowhere"....

or at least make some option to chose the "auto" or "manual" mode.... sometimes "auto" wont help...

 

Check this out. Seems like the option to switch back to the old system is being tested internally and will be live soon. Thank God.

 

https://www.reddit.com/r/Warthunder/comments/10wxwx4/datamine_223113_223115/

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Quote

Vehicles with external ammo storage (SAM SPAAG, ATGM carriers) have received an adjusted overpressure damage calculation. Hitting the external ammunition isn't followed by overpressure damage to the crew. Vehicle list:Strf 9040 BILL, ASRAD-R, ItO 90M, Pvrbv 551, UDES 33, Lvrbv 701, Roland 1, ItO 90M, Dardo, SIDAM 25 (Mistral), M113A1 (TOW), PGZ04A, M113A1 (TOW), CM25, Type 75 MLRS, Type 60 ATM, Matilda Hedgehog, Ratel 20, Swingfire, Warrior, Striker, ZT3A2, Stormer HVM, ADATS (M113), Strv 81 (RB 52), 2S6, FlaRakPz 1, FlaRakRad, M901, M3 Bradley, M3A3 Bradley, ADATS.

Isnt this supposed to affect the Shturm-S and the Khrizantema-S as well? Along with RakPanzers.

Edited by Savanne
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19 hours ago, ApatridA_FTW said:

PLEASE... revert the torpedo aiming/shooting to the old way... its too anoying specially in small boats, and even in larger boats, sometimes you need to steer the boat more, so the "aiming" wont change and becoma "aimed to nowhere"....

or at least make some option to chose the "auto" or "manual" mode.... sometimes "auto" wont help...

I've been liking the new system.  It just takes a little getting used to but is better when you do.

 

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7 hours ago, Conte_Baracca said:

I've been liking the new system.  It just takes a little getting used to but is better when you do.

 

The new system would work better if they just increased the time delay between launching torps to something more than 0.1 sec.

What happened before was when you went to single launch the action of switching to a new torp added the additional delay-on-click you needed so you couldn't launch multiple torps with a single press, so the fact the interval between launches was so short wasn't a problem. Now that single launch is gone, the new lack of a delay isn't being compensated for, which is leading to double launches.

The risk here (since I see they've already added a toggle in the U/I to allow you to shift back to "the old system") is they won't fix the real problem with the new system that makes it hard to use, which is that incredibly short interval between launches it permits. They should really try to fix that first rather than adding new U/I elements that everyone will forget the reason they were created for in a few years.

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I dont know if the bug zoom issue meshed something else but on simulator to all the planes with mouse keyboard controls the head movement backwards or zoom out is not working!!!!

so the pilot does not lean back it stays in the center of the cockpit!!!!

There is todays stream on twitch that proves it!

Edited by Gustaffer
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