# War Thunder It’s fixed! №116 - Product: War Thunder (https://whatsnew.fyi/product/war-thunder) - Vendor: Gaijin Entertainment - Date: 2026-07-29 - Original notes: https://store.steampowered.com/news/app/236390/view/676253720257757344 - Permalink: https://whatsnew.fyi/product/war-thunder/releases/2026-07-29-it-s-fixed-116 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Add on-screen hints to the tactical map showing key combinations for controlling aiming points - **fixed** — Fix aiming points feature to work regardless of current weapon loadout, not just when GNSS-guided munitions are mounted - **added** — Enable assigning munitions to aiming points through the tactical map without requiring separate key bindings - **added** — Add buttons to minimal radar display view to toggle ESM screen and switch between radar and IRST modes - **fixed** — Fix radar display to automatically exit ESM mode once all missiles have been expended - **fixed** — Fix radar mode presets to correctly match radar modes with their corresponding ranges on respawn and test flight screens - **fixed** — Fix transformation matrix calculation for decorators mounted on heavily curved armor to prevent warping - **fixed** — Fix reverse movement friction force being added instead of subtracted, preventing excessive speeds - **fixed** — Restore ability to assign keyboard arrow keys to actions - **fixed** — Fix Attention to the Map command to work when clicking minimap with cursor shown outside of Alt key mode - **fixed** — Fix fuel jettison to work after using rocket boosters - **fixed** — Fix trees disappearing from optics when zooming in - **fixed** — Restore in-battle chat window to previous width value - **fixed** — Fix F-14B and F-14D targeting pod to not display in X-ray view when not equipped - **fixed** — Fix FR-1 Fireball rockets hanging in the air when wing is torn off - **changed** — Correct IA.58A Pucara Pampero rocket dynamics and reduce overestimated rocket speed Today, we’ve rounded up and will be covering some of the fixes and improvements that we’ve made to the game today and over the past weeks. If you’d like to catch up on every fixed bug, then be sure to check out the [changelog section on our website](https://warthunder.com/en/game/changelog/). If you’ve found a bug that you’d like to report, you can do so on [our community bug reporting platform](https://community.gaijin.net/issues/p/warthunder). ##### **Managing Aiming Points** The recent major update introduced the ability to set aiming points in the game. To make it easier for players to get to grips with this new feature, we've added on-screen hints to the tactical map showing which key combinations control these points. You'll only see these hints if your aircraft is capable of setting aiming points in the first place (i.e., it's equipped with GNSS-guided weapons or has an advanced enough navigational system). While we were at it, we also fixed a related bug: previously, the feature only worked if the aircraft currently had GNSS-guided munitions mounted. However, aiming points are also useful for navigation and for other weapon types, so the mechanic now works regardless of the current loadout. Adding key bindings for aiming point control created conflicts with certain free-look actions, so to avoid this, we removed the new default bindings. However, key bindings were still needed to make full use of the mechanic, particularly for assigning weapons to aiming points. Since we know not everyone has enough spare keys to bind, we've planned the interface to be the main means of controlling the mechanic from the start and so now we’ve made it possible to assign munitions to aiming points without needing separate key bindings at all, they can be assigned simply by using the tactical map. To assign a weapon to a point, just right-click on it (a hint about this now appears at the side of the map), then use the left and right mouse buttons to select as many suitable munitions as you like from the menu that appears, where handy counters show both the current and maximum available amounts. ##### **Radar Display Improvements** With the introduction of electronic support measures (ESM) functionality, the radar/IRST display gained an additional feature: showing ESM data. However, not everyone finds it convenient to bind a separate key or fly with a radar display showing its full set of buttons. So we've added two small new buttons to the minimal radar display view — one to toggle the ESM screen on and off, and another to switch between radar and IRST modes, both of which previously required either a key binding or enabling the display's full button set. Enjoy! Also, for aircraft that use their weapons as the ESM sensor, the display will now automatically exit ESM mode once all missiles have been expended (as at this point it is non-functional), so you no longer need to switch back to radar mode manually. ##### **Radar Mode Presets** A logic error in the interface meant that, for a number of aircraft, the game was unable to match certain radar modes with their corresponding ranges, causing both to be skipped and left out of the preset list on the respawn and test flight screens. All values are now back in place, so you can once again fully configure your radar the way you want before spawning in. ##### **Distorted Decorators** When decorators are mounted on vehicles, they get rotated in space based on the slope of the armor at the mounting point. As with everywhere else in 3D graphics, this is done using transformation matrices (without getting too deep into linear algebra, these are essentially tables of numbers that point coordinates get multiplied by in order to rotate objects). A bug meant that when mounting on heavily curved armor, this transformation matrix could be calculated incorrectly, resulting in the new X, Y, and Z axes not being perpendicular to each other, which made the decorator appear warped. This has now bee _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/236390/view/676253720257757344]_