What new things are awaiting you in the soon to be released major update? With new vehicles, and features such as working rocket launchers on some tanks, there will be plenty of content to please
every War Thunder player! Very soon you will be able to see and experience the first batch of British armoured vehicles. In addition to this, the developers have updated the game engine, added two
new locations, and have introduced many more exciting features that will increase the quality of gameplay in all regards.
The first batch of British ground vehicles
While the research tree of the British ground forces remains in development, the most loyal fans of the British nation, and those that will help contribute to the further development of these
vehicles, will be the first to experience them in battle. We are proud to introduce the following British ground force vehicles: A13 Mk.II, 17 pdr. M10 65th. Anti-Tank Regt, Sherman Firefly Ic
“TRZYNIEC” and A43 Black Prince.
The Stalingrad map is very familiar to our pilots. Now, tankers will also be able to battle the harsh winter conditions of this map in update 1.53.
In the previous update, we rolled out the first fully urban tank map. Continuing with the theme of highly complex tank battles in urban conditions, update 1.53 will
introduce a new map upholding this ideal: The Crossing of the Rhine.
The introduction and rollout of the new ‘Dagor’ Engine 4.0
Dagor Engine 4.0: new technologies
With the introduction of ‘NVIDIA Waveworks’ to War Thunder, players will be able to experience incredibly realistic waves and foam effects for oceans, seas, rivers and lakes which will also factor in
wind strength and direction. An interesting feature is that this technology provides water surfaces and the ability to interact with other game objects and players. More
about Dagor engine 4.0 in our Devblog.
New render techniques:
Very soon, we will be proud to introduce a new graphical technology that will be introduced to War Thunder. This technology will make the graphics of War Thunder even more realistic and
beautiful. Introducing ‘Physically Based Rendering’, which will provide physically correct image rendering. How do the visual special effects of a film differ from a scene render in War
Thunder? How much time is needed in order to get a realistic image in the conditions of constantly changing asynchronous events? The
answers to these questions, and many others, can can be found in our Devblog.
With the gradual transition to the new Dagor Engine 4.0, update 1.53 will introduce significant changes to the visibility mechanics relating to ground forces and aircraft battles. Because of
the improved capabilities the Dagor Engine 4.0, bushes and trees will now show in ground force battles at the same distances in all graphical settings (up to and including High quality
information about the new visibility system can be found in our Devblog.
When tanks were first introduced to War Thunder, one of the most common questions players would ask was "Will environments be destructible?" We answered that they would be, but not straight
away. At that time, the development team had a whole range of other important and complicated problems to solve. As time went on, the tank trees expanded, the gameplay improved and new maps
were introduced. Finally, the time has come for the destructibility we promised you! More
about this can be found in our Devblog.
In War Thunder Update 1.53 "Firestorm" a range of important changes to crew skills will take
place. One of these changes will be to the way in which players can see how skills actually affect their crew. Players will now be able to see exactly how one skill or another influences the behavior
of a vehicle in battle, as well as which aspects it affects, and so on.
Each skill affects its own abilities, of which there may be several. The influence that skills have will now be displayed directly in the crew training menu.
The value of each skill is formed from several components:
Base value:The minimum value of a skill – an untrained crew member
Current skill training:Crew experience points received in battle and distributed among the
crew – limited to 40% of the possible maximum for a ground vehicle crew and 50% for aerial crews.
Qualification:Additional training purchased with in-game currency – limited to 30% of
the possible maximum for the “Expert” qualification, and 20% for the “Ace” qualification. Additional training will be available both for Silver Lions and Golden Eagles. After obtaining
the 'Expert' qualification, players can unlock the 'Ace' qualification by simply playing the vehicle and earning RP on it.
Leadership:A tank commander skill that increases the abilities of the other crew
members – Limited to 10% of the possible maximum for ground vehicle crews.
Top:The maximum possible value – For comparison in the interface,
benchmark characteristics are displayed, which can be achieved by fully training a crew member that completes the task the skill influences.
“Reload” skill: A loader with a base level skill reloads the weapon in 3.77 seconds,
with a benchmark time of 2.9 seconds.
“Reload” skill: A loader trained to roughly 80% of the current skill and given
additional “Expert” and “Ace” training reloads the weapon in 3.03 seconds.
We have removed the commander’s “Machine gun firing” skill and the gunner/radio operator’s “Frontal machine gun firing” and “Frontal machine gun reload speed” skills. Machine gun fire will now be
effective to an equal degree on all vehicles.
New skills added / current skills changed:
– Agility for all crew members added; influences how quickly the crew replaces a
– Artillery targeting accuracy and Artillery strike calling time added for the radio operator.
– The Radio communication skill now influences the distance within which enemies are
displayed after being detected by allied players.
– The Drivingwill affect braking and how fast the driver will change gears.
– The Tartgeting skill now influences the speed and precision of weaponry while
aiming. An experienced gunner aims horizontally and vertically at the same time. An inexperienced gunner does this one at a time.
– Stamina influences the time period during which the pilot still has control
over the aircraft when the maximum G is exceeded. Also affects how quick he can regain consciousness.
Points already spent on removed skills will not disappear – they will be moved to their corresponding new skills. The commander’s “Machine gun firing” skill points will be transferred to “Agility”,
the gunner’s “Frontal machine gun firing” and “Frontal machine gun reload speed” points will be transferred to “Artillery targeting accuracy” and “Artillery strike calling time” respectively.
It’s important to remember that some skills are “group” skills and are calculated as an average value across all the crew members. These are “Agility”, “Field repair” and “Keen Vision”. If
a crew member is taken out in battle:
– The Keen Vision skill of a knocked-out crew member is calculated as equal to zero.
– The Field repair skill of a knocked-out crew member is calculated as 50% of his
– The value of the Agility skill does not change.
A detailed description of each skill will be available in the game’s interface after the update is released. The crew training menu will be more illustrative and understandable. It will show
exactly how each spent experience point affects the crew’s behavior in battle in an accessible format.
Thank you for reading, and don't forget to leave your opinion in the comments!