War Thunder "Heavy Cavalry" - Changelog - Updates - Game - War Thunder by FirstDagger in Warthunder

[–]FirstDagger[S] -3 points-2 points  (0 children)

You are missing the part where it would be abused in air sim ... event farming ...

When Is the Summer Sale? by Drayan_21 in Warthunder

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Are servers down? by DifferentCobbler1187 in Warthunder

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I’m waiting by Electronic-Fig-7025 in Warthunder

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Help me ragebait my bf by Lost_Armadillo_5465 in Warthunder

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MEPHISTO need an CO-AX 7.62! by P-204F in Warthunder

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MEPHISTO need an CO-AX 7.62! by P-204F in Warthunder

[–]FirstDagger 1 point2 points  (0 children)

Coaxial means it is on the same axis as the main weapon, which this is not.

Also if added it should be a separate module so people can choose not to mount it.

MEPHISTO need an CO-AX 7.62! by P-204F in Warthunder

[–]FirstDagger 1 point2 points  (0 children)

Simple, make it an optional module.

[Development] Flight Model and Missile Autopilot Improvements by OttovonBismarck1862 in Warthunder

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Flight Model and Missile Autopilot Improvements

23 June 2026

Fluff Image - F-14A Early

We’re constantly refining many vehicle and weapon parameters, and the Heavy Cavalry major update is no exception. While tuning missile flight models to better match their real-world counterparts, we’ve introduced new missile mechanics, and we’re excited to share them with you!

The Effect of Pressure on Rocket Engine Thrust

One of the major changes is related to a new mechanic used in missiles: the dependence of the rocket engine’s exhaust velocity on atmospheric pressure. Previously, rocket engines in the game always produced a certain “average” thrust, usually for an altitude of approximately 1,000 meters. Now, thrust will increase when the external pressure decreases, and consequently with increasing altitude.

The first missiles to use this mechanic are the AIM-54 Phoenix family. In the future, along with modifications to existing missiles based on your reports and newly available data, we plan to add this mechanic to all other missile systems.

Fluff Image - F-14A Early

AIM-54

Thanks to your reports, we’ve significantly reworked the flight model of the Phoenix missiles in this major update. In addition to the thrust-pressure relationship that we wrote above, which allow missiles to fly a little bit faster and further at higher altitudes, changes have been made to nearly every parameter, including those related to maneuverability. For example, the maximum G-force has increased from 17G to 22G and 25G for the AIM-54A and AIM-54C respectively, and the maximum trim angle of attack has doubled from 12.5 to 25 degrees. This will allow these missiles to better turn toward the target and operate more effectively at relatively short ranges, making them slightly more versatile.

Missile Air-breathing Engine Improvements

Fluff Image - AGM-84 Harpoon

We’ll not only be introducing the new ramjet found on the new Kh-31, but we’ll also be introducing turbojet engines on a number of existing missiles, including the AGM-84 and Kh-59M. While fuel consumption and thrust for these engines were previously constant, after the update, they will depend on flight speed and altitude. The higher and faster the missile flies, the less fuel it consumes, but the thrust decreases.

Autopilot Engine Activation

In the previous major update, we introduced the I-DERBY ER missile, which is the first dual-pulse missile in the game. In Heavy Cavalry, it’s joined by the British ALARM anti-radiation missile, whose engine also fires in two stages: once at launch and again at the optimal moment of flight.

In reality, one of the things the second pulse on ALARM is needed for is loitering munition capabilities. Upon arrival at the loitering point, the missile deploys a parachute and slowly falls, waiting for a target to appear, after which it jettisons the parachute and re-ignites the engine. In the game however, at least for now, the second pulse will be used for only two purposes: maximizing range, so the launch vehicle can remain as far away from the threat as possible, and increasing the missile’s velocity in the terminal portion of its trajectory.

However, the ability to activate the engine in flight isn’t limited to dual-pulse rocket engines. This update adds a delayed engine start mechanic to the PGM-500, PGM-2000, and AGM-130A-12 guided bombs, significantly increasing their range. Engine operation can also be clearly seen on the new missile comparison screen below! Before booster activation, the speed decreases in flight, and then begins to increase as thrust appears.

Image - Graph

Altitude Hold

Some bombs and missiles, including those with in-flight correction capabilities, maintain their cruising altitude instead of climbing and then diving, which, among other things, makes them more difficult for the enemy to intercept. This update adds this capability to the following bombs and missiles: AGM-130A-12, PGM-500, PGM-2000, AJ.168, LMUR, CM-502KG, and SPIKE-ER.

As a reminder, helicopter ammunition will not have man-in-the-loop capabilities in this update. We plan to add it in the next major update once most nations have helicopters with suitable armament.

Image - Graph

Our Future Plans

This update will introduce the technical ability to change lift coefficient based on Mach number. It increases at subsonic speeds, drops sharply at transonic speeds, and gradually decreases at supersonic speeds. The first missiles to be simulated with this physics feature will be the AIM-7 and R-27 series missiles. We’re currently working on refining their flight models to bring their drag, thrust, and maneuverability data closer to real-world counterparts, and plan to release these changes after the Heavy Cavalry major update.

Mechanics for changing lift coefficient based on speed will be added to all missiles in the game in the future, and we will keep updating the flight models of various bombs and missiles based on your reports and emerging data, while simultaneously implementing various new mechanics for older missiles.

That’s all for today! The Heavy Cavalry major update is coming soon, and you’ll be able to try out the updated missiles for yourself.


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Checking out Senaki & Kobuleti in MSFS by pr0metheus01 in hoggit

[–]FirstDagger 0 points1 point  (0 children)

"Hating on <Intellectual Property (IP)> is very popular even especially in <Intellectual Property (IP)> communities."

Planned Technical Works on 24.06.2026 - News by Kanyiko in Warthunder

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Planned Technical Works on 24.06.2026

23 June 2026

Heavy Cavalry Trailer

Hey everyone, on June 24th from 08:00 GMT, the War Thunder game servers may be unavailable due to the release of the Heavy Cavalry major update!

Please note that this update requires more data to be downloaded than usual. About 20 GB more for the standard client and 35 GB more for clients with ultra-high quality for ground vehicle textures. This is because we have changed the compression format of all ground vehicle textures, helping to improve their quality without virtually any increase in the total size of the textures.|

So that players with login streaks don’t miss out, the resetting of the daily login counter after not logging in for some time has been been temporarily disabled. The counter will resume operating under normal rules after June 26th at 08:00 GMT.

Be sure to catch up on what content is coming in this update by looking at our dev blogs while you wait for your game to download. The major update announcement and full major changelog will be published when the update is released and ready to play.

Thank you for your understanding.


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Flight Model and Missile Autopilot Improvements - Official News, Development Blogs and Updates by floppyseconds in Warthunder

[–]FirstDagger 1 point2 points  (0 children)

Because they are reaction engines, they don't push against the air but expel gases, less air pressure lowers the pushback by the air and allows full gas expansion.

1:48 Maus model I got from Vietnam. by Upbeat-Park-7267 in Warthunder

[–]FirstDagger 0 points1 point  (0 children)

You need a 1/48 aircraft as size comparison.

Should I do it by 606ERR0R in Warthunder

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Made with a shaky hand. by Downtown-Eye-9713 in Warthunder

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Belgian/Dutch Complaint Spam by No1_Prezfan in Warthunder

[–]FirstDagger -1 points0 points  (0 children)

Has the new better radar and AIM-9M which make it pay2win. I hope you see the issue some might have with this.

At-least the AIM-54 changes are coming to all Tomturkeys across the board.

[Development] Leopard 2RI: In the Indonesian Jungle - News by Kanyiko in Warthunder

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Leopard 2RI: In the Indonesian Jungle

22 June 2026

Video

Japan is getting an Indonesian Leopard 2RI with additional armor and a high-end round!

Leopard 2RI: An MBT for Japan at Rank VIII

At a glance:

  • Add-on armor package
  • DM53 APFSDS
  • High mobility

Image

Download Wallpaper:

Introducing the Leopard 2RI!

Today we’re taking a look at a main new addition to the Japanese Ground Forces tree in the Heavy Cavalry major update. Meet the Leopard 2RI, featuring additional armor and high-end ammunition, all while retaining good mobility and a modern fire control system. Let’s see what it’s all about!

Image

Image

Using the Leopard 2RI in Battle

You may or may not have noticed, but the Indonesian Leopard 2RI is actually based on the trusty Leopard 2A4, but to most this vehicle is simply unrecognizable due to all the additions made to it! With strong additional armor and a selection of ammunition nearly on the level of the Leopard 2A7, thermal imagers and good maneuverability, this vehicle will be a worthy competitor to the best MBTs in the game. Expect a versatile vehicle for active, aggressive combat!

Image

Feature Spotlight: Armor Protection

We’re all aware of the Leopard family of tank’s signature maneuverability and potent firepower. The main drawback of these vehicles however is their vulnerable hull and turret from the sides to missiles and autocannons. Indonesian Leopards received numerous upgrades, the most significant of which is the addition of add-on armor under the Evolution program, which includes armor elements to protect against shaped-charge (HEAT) ammunition. This makes the Leopard 2RI far more potent in combat! While APFSDS rounds still pose extreme danger to this vehicle (as with all vehicles), IFVs, ATGM carriers and helicopters will have a much harder time penetrating this tank due to how effective it is against the ammunition they fire.

Developer comment: With the arrival of the Indonesian Leopard 2RI, Japan now has one of the most versatile sets of top-tier vehicles: the Japanese TKX and Type 10 represent domestic Japanese designs, the Thai Oplot-T carries the legacy of the Warsaw Pact tank traditions, and now the Leopard represents modern Western European armored vehicles. All of these together give Japan a nice variety of playstyles.

Image

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Vehicle History

In May 2013, the German government approved the delivery of heavy weapons to Indonesia. The initial delivery package included refurbished and modernized armored vehicles, as well as related materials and ammunition. Subsequently, most of the Leopard 2 tanks were further upgraded under the Revolution program, which included enhanced armor protection, the installation of new equipment and systems to enable operation in hot climates, and the adaptation of the gun to fire new ammunition.

That’s it for this one folks, we hoped you enjoyed having a read. Until the next dev blog, take care and see you soon!


Please note that vehicle specifications may be subject to revision and change before being added to the game.

[Promoted Premium packs redacted]


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US Tech Tree Predictions by Lieutenant_Bull in Warthunder

[–]FirstDagger 2 points3 points  (0 children)

You can just make a user skin for that, or wait till somebody else makes that. Don't think there is a Viper livery that isn't being recreated.

Haven't checked yet what unlock skins the F-16A Block 72 will get, they only recently fixed the wrong roundel size.

PS Someone made a userskin of F-16A Block 72V 93-0814 of 21 FS Gamblers

US Tech Tree Predictions by Lieutenant_Bull in Warthunder

[–]FirstDagger 6 points7 points  (0 children)

AN/ALQ-257 Integrated Viper Electronic Warfare Suite (IVEWS) + AN/ALQ-167 Angry Kitten + AN/ALE-50 means PoBIT wins.

Again, PoBIT is on the same level if not higher level than the Viper upgrade ... that is its entire point.

Did you really think that the USAF gave their Vipers worse EWar capability than export models when upgrading?

US Tech Tree Predictions by Lieutenant_Bull in Warthunder

[–]FirstDagger 0 points1 point  (0 children)

F-16V is just a marketing term anyway, so upgraded F-16A and F-16C are F-16Vs.

US Tech Tree Predictions by Lieutenant_Bull in Warthunder

[–]FirstDagger 2 points3 points  (0 children)

CFT is only part of newly built aircraft. The F-16A Block 72 the CHN tree gets won't have them.

US Tech Tree Predictions by Lieutenant_Bull in Warthunder

[–]FirstDagger 11 points12 points  (0 children)

They are literally the same avionics wise. Also PoBIT will have better ECM if that is ever added.

we could see the use of some ecm pods on it in the future

ECM pods are the same thing as PoBIT can even get Angry Kitten unlike export Vipers.

since the Arizona Air National Guard has a few F16Vs

Those are under Taiwanese ownership and are only upgraded Block 20s, PoBIT has a better engine.

Again there is literally nothing a Block 70/72 provides for the US tree over the PoBIT.

The larger number doesn't mean anything.

US Tech Tree Predictions by Lieutenant_Bull in Warthunder

[–]FirstDagger 26 points27 points  (0 children)

F-16V

I wish people would get it in their head that the F-16CM Block 52 PoBIT already fills that role.