War Thunder July 25th 2017 Unofficial Patch Notes by _mike10d
Changes are not guaranteed to be correct
Unofficial aircraft changes are coming probably tomorrow, not enough time to do them today
Tanks:
sdkfz 234 4
Type 65 aa
Planes:
P-43a-1
#2 unknown, probably something with a 75mm gun though
Su-6 am42
ki-109
Waffentrager krupp steyr
Btr 152a
Ship aa guns, aa turret, gun barrels, and machine guns now require the parts modification to repair
In arcade, torpedos are 3 times faster now than RB or SB
Ships now get a thrust and rudder boost in arcade
New map “river”
Rockets that hit water now have a new FX
450 mm LT 1A/1 torpedo:
Arm distance: 80 → 35
Max speed in water: 22.63 → 20.58
Mass: 765 → 800
450 mm LT 1A/1 torpedo (tube launched):
Arm distance: 50 → 35
610mm Type 93 torpedo:
Arm distance: 50 → 35
450 mm Type 44 torpedo:
Arm distance: 50 → 35
450 mm 45-36AN torpedo
Arm distance: 50 → 35
533 mm 53-38 torpedo
Arm distance: 60 → 35
Dive depth: 0.5 → 1.0
Detonation radius: 0.01 → 0.5
533 mm 53-38 torpedo
Arm distance: 60 → 35
450 mm Mk XV torpedo:
Arm distance: 1 → 35
533 mm Mk.VIII torpedo:
Arm distance: 1 → 35
Dive depth: 0.5 → 1.0
Detonation radius: 0.01 → 0.5
533 mm Mk.16 torpedo:
Arm distance: 50 → 35
Dive depth: 0.5 → 1.0
Detonation radius: 0.01 → 0.5
533 mm Mk.8-3 C/D torpedo:
Arm distance: 50 → 35
Us_21inch_mark_8 (it has no name ingame)
Arm distance: 1 → 35
571 mm Mk.13 torpedo
Arm distance: 50 → 35
Dive depth: 0.5 → 1.0
Detonation radius: 0.01 → 0.5
533 mm steam turbined Mk.15 torpedo
Arm distance: 1 → 35
If a smoke launcher (or barrel) hits water it will just make a splash and no smoke.
BUG: if the launcher in below water then it will still create smoke. This can be done on the barrel smoke on russian tanks,
Removed ability to set a tank on fire from hitting the armor.
New armor
88mm ammo count: 77 → 70
New armor plate
This charge rack now holds 9 charges
This means it will no longer empty before you are out of shells
Before there could be 3 shells in the tank, but the x-ray shows no charges for the rounds, only the warheads
Left side ammo racks (top and bottom):
Now each one holds 4 rounds instead of 3. Now the tank will not have no ammo in the x-ray even if you have 2 rounds in the tank.
78mm → 72mm
70mm → 55mm
22mm → 45mm
20mm → 21mm
20mm → 10mm
39 → 40 rounds
29mm → 14mm
29mm → 8mm
Will now use ammo in reverse of what it did before.
it used the ammo in the turret first before it now uses the ammo in the hull first now
New armor plate
New armor plate
New armor plate
Existing turret ring armor: 100mm → 67mm
This ammo rack now holds 5 missiles before emptying
Empty mass: 15731 → 14600
Fuel mass: 598 → 600
Combat weight: 16329 → 15200
Max brake force: 75000 → 60000
This ammo rack now holds 10 rounds before emptying instead of 7
This ammo rack now holds 10 rounds before emptying instead of 8
Between the purple lines on the turret: 298.4mm → 152.4mm
Now uses the M2 machine gun instead of the M85
This ammo rack now hold 4 changes instead of 3
This charge rack now holds 5 charges instead of 4 before it empties
New ammo charges rack.
New armor plates (4mm)
Rear turret track armor: 36mm → 18mm
Fortress capture
In the Fortress capture mission, teams battle for control of the fortress in the location center. The more players are in the capture zone - the faster the points are subtracted from the opposing team.
Yes, like an arena shooter
“allInOne”
Repairs all of the tank
Refills 1 FPE
Refills ammo
Adds 1 crew member
Give 1 artillery
I have no detail other than there is a thing called super artillery in the files
A-26c 250lb bomb loads
A-26c torpedos
Me-410a-1/u2 4x210mm rockets
Gun ho 104_turret
Cannon t15e1
Cannon mk 12
203mm b4 support user cannon (arty)