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  1. 2.17.0.39 → 2.17.0.40 changes: Translation changes in German. Specified for the display that the new crew skill texts added previously are in seconds. Further changes to gunpod and mine icons on the battle statistics screen. Danger Zone trophy can now be exchanged on consoles. None of the rockets, AAMs, AGMs or GBUs have launch load limits anymore. F-105D – icons on the loadout screen fixed. MiG-19S – added SPO-2 RWR. Su-22UM3K, A-4N – incorrectly hidden and incorrectly shown pylons fixed. Milan 01 – none of the rockets, bombs or AAMs in custom loadouts have launch speed limits anymore. T-72M2 – destroying an ERA block on the turret front now also destroys the corresponding lower "flap" ERA. Cromwell Mk. V (Tulip) – RP-3 fuse sensitivity: 10 → 0.5 mm. Type 10 – destroying a mudguard RHA now also destroys the rubber-fabric screen attached to it. Karl Marx (122), Yenot – depth charges: BB-1 large → BB-1 (some where already BB-1s, now all of them are, though as they're copy-pastes, nothing actually changed with this, just the visual models) max drop speed – 40 → 20 km/h No. 1, No. 13 – statcard hull thickness: 8 → 6 mm. 12.7 mm Breda (naval) explosive type – TNT → PETN explosive weight – 1.1 → 0.6 g (thanks to the PETN's 1.7 TNTe, overall it's only a slight nerf to 1.02 g) 305 mm Elswick 305/46 Mod. 1909 – APCBC fuse delay: 0.01 → 0.035 sec. AGM-22 – aim tracking sensitivity: 0.1 → 0.5. 9M120 (all air) now tandem explosive radius – 0.4 → 0.15 Kh-25 max break lock time – 2 → 5 sec laser guidance fixed Kh-25ML, S-25L, S-25LD tracer in the tail removed max launch angle (horizontally / vertically) is now 12.5° / 30° laser guidance fixed Kh-29L max break lock time – 2 → 5 sec max launch angle (horizontally / vertically) is now 12.5° / 30° laser guidance fixed AS.30L max break lock time – 2 → 5 sec max launch angle (horizontally / vertically) is now 30° / 30° laser guidance fixed AIM-9D – seeker can no longer be uncaged before launch. AIM-9L, Rb 74 – proportional navigation multiplier (affects how far ahead it attempts to lead): 4 → 3.5. AIM-9B (all), R-13M (all), PL5B, R530E, Rb 24, Shafrir (all) seeker warm-up time – 4 → 1 sec seeker search duration – 15 → 20 sec AIM-9D, AIM-9E, AIM-9G, AIM-9H, AIM-9J, AIM-9L, AIM-9P, PL8, R550 (all), Rb 24J, Rb 74, Python 3 seeker warm-up time – 5 → 1 sec seeker search duration – 10 → 20 sec R-3S, R-60 (all), PL2 seeker warm-up time – 6 → 1 sec seeker search duration – 15 → 20 sec R-23T, R-24T seeker warm-up time – 4 → 1 sec seeker search duration – 30 → 20 sec Firestreak, Red Top – seeker warm-up time: 5 → 1 sec. SRAAM – seeker warm-up time: 3 → 1 sec. Super 530F max flight range – 18 → 40 km max G-load – 30 → 28 proportional navigation multiplier (affects how far ahead it attempts to lead) – 4 → 3.75 Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/2.17.0.39..2.17.0.40 The version shown in the launcher / client is often incorrect, as it doesn't take into account the "hidden" updates, downloaded in the background. Current dev version – 2.17.0.40 Current live version – 2.17.0.39
    17 points
  2. As in the title, this thread is here so that other topics won't (hopefully) be clogged with daily complaints about Russia at top tier, make sure to use this one! Now, to get down to business, lets start off with what's wrong with Russia at top tier and why they are so dominant: - Russian helicopters (Ka-52, Mi-28NM and Ka-50) are extremely effective at being anti-everything. Vikhr missiles are beyond doubt, the most broken addition to WT ever; they are tandem, they are fast, you can guide all of them at the same time (max 2 according to real life however), they don't miss ever (as a Ka-50 owner, yes, they never miss) and are overperforming against jets + you can fire them in ATGM and AAM mode (you should be able to choose which one before launch instead). - Russia has the best rounded up line-up at top tier: T-80BVM and T-72B3M are some of the most competitive MBTs and in case of the BVM, quite likely the most META MBT currently in the game which combines mobility with effective protection and gun-handling + excellent optics. A line-up consisting of T-80BVM, T-72B3M, either T-80U or T-90A + Ka-52 and Mi-28NM + MiG-27K and an IFV (BMP-2M usually) is hands down the best at winning games. - MiG-27K is to put it bluntly, overpowered. It's fast, it has access to laser-guided munitions and a targeting pod with a laser designator, it is extremely accurate and is able to leave a radar's search zone very quickly which makes it very hard to spot later on, it can punish both SPAA's and MBTs with near-impunity. In addition if it stacks upon a Russian heli that is in the air, that is a combo which is almost impossible to beat unless you get lucky. - Russian MBTs are plainly overperforming. Despite being banned off the forums, @Laurelix had explained why this is so in much detail. Their armour is capable of stopping projectiles it should never hope to. - Gaijin had played around with the files of Russian MBTs and making them spall very little or not spall at all. This was datamined months ago and hasn't been addressed at all: - Gaijin refuses to fix even minor inaccuracies about NATO tanks: ~ I'm sure you're all aware for majority of Western tanks have wet noodle for armour on their breaches, correct? That's completely inaccurate and bug reports were made about most of them; about Leopard 2s, about M1s etc, great majority of them was never accepted (just deleted with no explanation given) despite providing source material and good reasoning as to why their mantlets should be better protected. I get that this was a balancing factor years ago, when projectiles weren't nearly as powerful but nowdays with Russia curbstomping everyone into the ground, I believe it's about time Gaijin actually gets around to fixing these. ~ Some NATO MBTs were very clearly artifically nerfed: for example, Leopard 2s with their mantlets have an additional modifier which increases their spall amount, therefore a lot of hits will take out the entire turret crew, at the same time none of the Russian tanks have this and their mantlets are sponges which will eat M829A2 like no tomorrow with very little harm to the crew ~ complete refusal to implement regenerative steering makes NATO MBTs less mobile forwards than Russian MBTs which have very low ground resistance thus slide around like they're Micheal Jackson doing a Moon Walk. Alright, i've voiced the problems off the top of my head. So, solutions for this mess?
    17 points
  3. Why do they keep doing this every single major patch? It's an endless cycle, new patch introduces some absolutely insane mechanics that reduces ship durability to the point they die in seconds, said change enrages players prompting massive backlash until changes are reversed in some 6-12 months, then the second it's fixed some other damage mechanic is ramped up to unrealistic levels to make sure the other mechanic being fixed doesn't actually change anything and naval continues to get worse with time. The only difference this time was the insane mechanic received such extreme backlash that it didn't even make it to the live server and we skipped straight to the every other damage mechanic is exaggerated to cripple gameplay as some sort of punishment phase. What I can't comprehend is are they actually doing it as punishment for players objecting to crazy changes or do higher level designers look at game analytics and think "tank battles are the most popular, tank battles have short TTK therefore if naval was the same it would surely be more popular!" only to then force the naval designers to come up with new crazier methods to make ships die.
    17 points
  4. Been playing Air RB for a loooong time now. I have over 26 days in-flight in this game mode and it has never been more apparent the flaws of top-tier air RB. These are issues that have far been overlooked as Gaijin has been more focused on adding 4th generation fighters than refining their game modes. There are what I believe to be 2 major issues creating a lack of rewarding skill-based gameplay in top tier air RB. 1) There are FAR too many aircraft (players) on each team in a standard Air RB match. This conclusion is drawn from the absurd amounts of "fireballs" created in the middle of all air RB games that diminish all skill-based combat from existing. Turning to evade 1 or 2 aircraft missiles or gunfire, presents you to another 1 or 2 aircraft CONSISTENTLY. There is no feasible solution for reversing a combat situation on an enemy when any action to do so presents yourself to even more enemies. No matter the knowledge and no matter the skill, being outnumbered to the extent that these current large sessions allow for removes any capability to reliably outsmart your enemy. 2) The maps for air RB are far too small for late 3rd generation and 4th generation fighters. With the addition of the F-14 it has never been more apparent that using your aircrafts full potential is limited by design of the maps. Immediately after taking off of the runway in all maps except maybe Spain and Afghanistan, you are immediately within radar and beyond visual range engagement from radar guidance missiles. Long gone are the days of gaining altitude (where most aircraft are designed to perform best), long gone is the distance to reach the intended top speed of your aircraft, long gone are the days of being able to safely prepare yourself before having to worry about a maelstrom of 6 phoenix missiles fired from 12 enemy F-14s across the map. No matter the performance of the aircraft, and no matter the skill of the player. The current maps are far too small to prepare for an engagement between over a dozen players and further create sensory and situational overloads on players explained in detail also pertaining to the first major issue above. In order for top-tier jets (air rb) to be enjoyable, rewarding, and skill-based again, War Thunder NEEDS larger maps and smaller session sizes to allow for skilled players to exemplify their skill and knowledge of combat and aircraft in a rewarding experience.
    17 points
  5. Dassault Rafale Family - French Engineering at its Finest DISCLAIMER: THIS THREAD IS (very much) WIP, it will take 1-2 weeks til I fully finised it but I work on it when ever I can, I have other things to do too (sorry XD) Hey guys ^^ This thread is about the Dassault Rafale, a French multi-role jet fighter of the 4th (+ / ++) generation. I want to summarize the different variants and standards of the Rafale, as well as you to share knowledge, informations and some sources with each other. Feel free to provide informations and correct me (with sources plz) if something is wrong or missing - And yes, I like adding pictures XD General Story (WIP) Versions: Rafale A (Demonstrator) Rafale 01 (Prototypes, applied to B, C and M) Rafale 02 (Second gen prototypes, applied only on M) Rafale B (2 Seater, production) Rafale C (1 Seater, land based, production) Rafale M (1 Seater, navalized, production) Standards-List and Differences / Changes All standards can technically applied to any model of the Rafale, but not all were used on all models. Forward Notes: LGB = Laser-Guided-Bomb MIDS = Datalink IIR = Imaging-IR INS = GPS-Guided -L = Laser-Guided NG = Next Generation IT = Improved Technologies LF.1 *** ? F.1 Added: SPECTRA self-defence system Lacked: Air-to-Ground armament, limited to Magic II and MICA EM F.1 (Late)*** SNECMA M88-2E4 replaced M88-2E1 F.2 F.2.1 (F.2 Early)*** Added: MICA IR, Air-to-Ground Radar mode, SCALP-EG, (AS-30L,) OFS, MIDS and SNECMA M88-2E4 Lacked: SPECTRA self-defence system - (Magic II considered obsolete with introduction of MICA IR ?) F.2.2 (F.2 Late)*** Added: AASM-IIR, AASM-INS, SPECTRA self-defence system F.3 F.3 (Early)*** Added: Air-to-Sea attack mode, AM39, air-refuelling (?), reconnaissance pod, helmet display Lacked: DDM and OFS F.3 (Late)** SPECTRA self-defence system and OFS re-added F.3.2 Added: LGB support (Paveway II / III, AASM-L) F.3.3 Added: Modernized SPECTRA system; OFS-IT*, MWS-NG* DDM-NG* F.3-4+ Added: Newer version of RBE2 Radar (upgraded AESA), interface reworked F.3R (F.3-4+) Added: MBDA Meteor missile, TALIOS pod, AM39 Block II Mod. 2 F.4 In development, to enter service in 2023 - 2025, expected to have stronger engines and next gen AESA Radar F.5 In development ** F.3 Late is confirmed so far, we can assume that all F.3 early were just modernized to an higher standard later on, way after the financial issues and F.3.2 introduction *** Unofficial designation The Demonstrator, Prototypes and Pre-Production Rafale A (WIP) Rafale B / C / M 01 (WIP) Rafale M 02 (WIP) The Production Variants Rafale B Overall (WIP) Available Standards B 01 Pre-Series / Prototypes F.1 (only three built, both B 01 upgraded to F.1, five in total) F.1 (Late) F.2.2 (F.2 Late) F.3 F.3.3 Armament (WIP) The armament evolves by every Standard. GIAT-30-M791 w/ 125 rounds From F.1: Matra Magic II Mk.2, MICA EM From F.2.2: MICA IR SCALP-EG, AASM-IIR, AASM-INS, (AS-30L) From F.3: AM39 From F.3.3: AASM-L, Paveway II / III Rafale C Overall (WIP) Available Standards C 01 Prototype F.1 (C 01 upgraded to F.1 Early, one in total) F.2 (Early) F.3 (Early) F.3.3 F.3-4+ F.3R Armament (WIP) The armament evolves by every Standard. GIAT-30-M791 w/ 125 rounds From F.1: Matra Magic II Mk.2, MICA EM From F.2.1: MICA IR SCALP-EG, (AS-30L) From F.3: AM39, AASM-IIR, AASM-INS From F.3.3: AASM-L, Paveway II / III From F.3R: MBDA Meteor, AM39 Block II Mod. 2 Rafale M Overall (WIP) Available Standards M 01 Pre-Series / Prototypes M 02 Prototype (only one built) LF.1 (?) F.1 F.1 (Late) F.2 (Early) F.3 F.3.3 F.3R Armament (WIP) The armament evolves by every Standard. GIAT-30-M791 w/ 125 rounds From F.1: Matra Magic II Mk.2, MICA EM From F.2.1: MICA IR SCALP-EG, (AS-30L) From F.3: AM39, AASM-IIR, AASM-INS From F.3.3: AASM-L, Paveway II / III From F.3R: MBDA Meteor, AM39 Block II Mod. 2 Specifications and Internal (WIP) RBE2 Radar-System(s) (WIP) PESA, AESA (, AESA-NG (F.4)) Export Qatar, India, Egypt, Greece (WIP) Eye Candy / Camouflage / Skins OK, enough for today ..... again >_> Thank you for your time, hope you like it Credits, for helping out to: @Raldi92 @CaID @LeGrandSarrazin Sources Weblinks: https://www.dassault-aviation.com/en/defense/rafale/rafale-deployment-history/ https://www.dassault-aviation.com/en/defense/rafale/omnirole-by-design/?L=1 https://www.thalesgroup.com/en/active-electronically-scanned-array-aesa-rbe2-radar https://janes.migavia.com/fra/dassault/rafale.html http://www.ffaa.net/aircraft/rafale/rafale_fr.htm https://www.airforce-technology.com/projects/rafale-multirole-combat-fighter/ https://www.flightglobal.com/flight-test-dassault-rafale-rampant-rafale/90047.article PDFs: PDF - Fiche Technique Rafale F-3R-BD PDF - Thales AESA RBE2 Brochure (1) Rafale International (multiple PDFs) https://omnirole-rafale.com/wp-content/uploads/2018/05/Fox-3-14.pdf https://omnirole-rafale.com/wp-content/uploads/2018/05/Fox-3-15.pdf https://omnirole-rafale.com/wp-content/uploads/2018/05/Fox-3-19.pdf https://drive.google.com/file/d/1IImW3DZsMcRsL-6l-PFNmynnPjPxWXC1/view https://drive.google.com/file/d/1Xtm3d06olck94CWRNYX3_Iei-4wuTIbt/view Books / Other: Jane´s All the World´s Aircraft 2011 - 2012 Jane´s All the World´s Aircraft 2007 - 2008 Jane´s All the World´s Aircraft 2000 - 2001 Canard Aeronautics & Rocket-Powered Aircrafts by Roselle Rosen and Gisele Fowlkes
    15 points
  6. Hi everyone, In this update, alongside the Mirage F1CT, we also received a very intresting prototype : The Mirage Milan Let me tell you straight away: It sucks, especially at 9.7. This plane has a decent engine, but that's about it. No RWR No Countermeasures No Radar Limited to AIM-9B DEFAs are okay, but not great Not so much improved maneuvrability over the Mirage IIIC Having the J35A and the Mig-21S, I don't see how the Milan would be able to do anything against those. Especially, a face to face comparison with the mig-21s is painful, as the Milan in inferior in every aspect, except the low-speed maneuvrability, and even there the difference is not huge.... But let me know what you think f this new Mirage Milan, if you agree or not ?
    14 points
  7. 2.17.0.38 → 2.17.0.39 changes: Code changes to the secondary weapon icons on the battle statistics screen. Tournament code changes. Added warhead type to rocket statcards. Added drop speed limit to bomb statcards. Added separate AAM and GBU reload time info to the Reload Speed crew skill. Translation changes in Japanese, Polish and Russian. New UI texts: Maximum allowed bomb release speed This profile icon can be obtained from a coupon by purchasing it on the Marketplace AAM In-Air Reload Time Guided Bomb In-Air Reload Time Vehicles renamed: LVT(A)(4) ZIS-2 → LVT(A)(4) (ZIS-2) ZLT11 → ZTL11 (took them long enough....) Modifications renamed: AERO 6A → AERO-6 AERO 7D → AERO-7 New rocket texts: Warhead type HEAT HEAT(tandem) HE SAP-HE AP Smoke Flechette New explosive type text – H 761. Fixed the name of the stock AIM-9B. Cannon renamed – 25 mm SA34 L/72 → 25 mm SA35 L/72. New unlock condition text – Vehicle movement speed. (summer event is near, then.....?) The following decals can now be applied to US vehicles as well: RAAF roundel RNZAF roundel New Zealand Air Force Roundel Ki-43-II (2.17.0.38 reverted) engine min thrust multiplier – 0.1185 → 0.115 engine manifold pressure at 2700 RPM – 1.31 → 1.263 engine manifold pressure at 2800 RPM – 1.43 → 1.395 compressor manifold pressure at 2700 RPM – 1.31 → 1.263 compressor manifold pressure on WEP – 1.43 → 1.395 gear sink rate multiplier – 1.0488 → 1.0326 Alecto Mk. I – statcard hull armour: 6 / 10 / 6 → 10 / 10 / 10 mm. Centurion Mk. 10, Conqueror Mk. 2, Vickers Mk. 1 – test drive: USSR (German tanks) → NATO (USSR tanks). Comandante Margottini (MA) torpedo and depth charge ammo racks fixed secondary ammo rack size lowered Rb 24 – penetration: 28 → 9.5 mm. Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/2.17.0.38..2.17.0.39 The version shown in the launcher / client is often incorrect, as it doesn't take into account the "hidden" updates, downloaded in the background. Current dev version – 2.17.0.39 Current live version – 2.17.0.39
    14 points
  8. The Official Rammstein fans squadron in War Thunder Rammstein was formed in 1993 by an ensemble of factory-weary proletarians raised in East Germany. They took their name (adding an "m") from the location of a German tragedy where 80 people were injured and killed as the result of a crash during an American Air Force air show. The literal translation of "Ram Stein" is a battering ram made of stone. Worldwide/International & Universal Team. © 1994 Rammstein — Die Band, Berlin GmbH
    13 points
  9. You don't get it because you are not acting in good faith and only seem to want to troll or bait. Fully ignoring the importance of the relevancy of said vehicles when it's clear to everyone that the added vehicles are DOA Iff they added 3 vehicles that meant nothing and were gimped to another nation I wouldn't sit there and poke fun at them,but it seems in this community some derive joy from such acts
    13 points
  10. First came the F-4C which was much better than the Mig21f13 in terms of everything. Later F4E with flares and flare-proof AIM-9J. Not to mention how the r60 ate flares then and now. Later, the F-5 dump, etc ... The USA gets something cool and powerful all the time than the USSR. Walleye on low br already available and thermal imaging on A-10 (late), maverick ... Similarly, the Abrams tanks have good protection and greater shell penetration than the USSR. And now we have an F-14 with phoenixes .. F14a with phoenixs are op. He can fire 6 missiles at you at once .. Or he can carry more of them.
    12 points
  11. I know this is something that has been discussed over and over and over again, but here I am 4 years since I remember it becoming a problem, but its only gotten worse. There is no place for late war heavy tanks or TD's in this game anymore, CAN they work? Sure they can. But DO they work? Not often. How many times have I taken out a Jagdtiger or Ferdi just to get upper plate penned by HEAT FS? I am approaching my 2000th hour with this game. I do enjoy top tier but sometimes a guy just wants to play WW2 to get away from helicopters ruining the game or the super high pace of rank 7. I feel like they really do need to separate tanks like the Tiger 2, IS2, Jumbo, M26 and the like from having to face lol pen rounds. It really makes the late war tank design of big guns big armor completely nullified. I understand there will be people saying get good or it works for me. But by and large I think the playerbase would like to be able to play to the strengths of heavy armor, play the famous WW2 tanks and not have to worry about a BTR ATGM or HEAT FS ruining their battle. That is my rant, and I understand its unlikely anything will change. But here is to hoping.
    12 points
  12. 2.17.0.32 → 2.17.0.33 changes: Model changes – Mi-24A cockpit. Animation changes – hundreds of aircraft and helicopters. UH-1 (all) 38x 2.75-inch FFAR Mk. 4 loadout launchers: weight – 0.19 → 59 kg drag coefficient – 0.0019 → 0.005 76x 2.75-inch FFAR Mk. 4 loadout launchers: weight – 0.19 → 59 kg drag coefficient – 1.14 → 0.005 I.A.R.316 B – nose gear spring coefficient: 13.000 → 78.000. Small events today: Bundeswehr Day Play 3 battles with 70+% activity using Tier III+ GER vehicles between 2022-06-24 10:00 and 2022-06-27 07:30 to get the "Bundeswehr Day" decal British Armed Forces Day Play 3 battles with 70+% activity using Tier III+ UK vehicles between 2022-06-24 12:00 and 2022-06-27 09:30 to get the "British Armed Forces Day" decal New "special packs" along the lines of the previously added USSR one: US: 7 days premium account F3F-2 (Galer) M2A4 (1st Arm.Div.) PT-3 500.000 SL 7 days rent and 10 backups each for the Pz.Kpfw. III N, Stu.H. G and Sd.Kfz. 234/2 50% discount for 14 days for the Pz.Kpfw. III N 50% RP booster 50% SL booster GER: 7 days premium account Bf 109A-0 (Flegel) Pz.Kpfw. II C (trop) LS 4 500.000 SL 7 days rent and 10 backups each for the Pz.Kpfw. III N, Stu.H. G and Sd.Kfz. 234/2 50% discount for 14 days for the Pz.Kpfw. III N 50% RP booster 50% SL booster USSR: SL – 620.000 → 500.000 UK: 7 days premium account Gladiator Mk. II (Tuck) Cruiser Mk. III (3rd RTR) MTB 2 500.000 SL 7 days rent and 10 backups each for the Pz.Kpfw. III N, Stu.H. G and Sd.Kfz. 234/2 50% discount for 14 days for the Pz.Kpfw. III N 50% RP booster 50% SL booster CN: 7 days premium account Hawk III T-26-1 (200th Div.) (№531) G-5 (ShVAK-20) 500.000 SL 7 days rent and 10 backups each for the Pz.Kpfw. III N, Stu.H. G and Sd.Kfz. 234/2 50% discount for 14 days for the Pz.Kpfw. III N 50% RP booster 50% SL booster IT: 7 days premium account CR.42CN (Marcolin) M13/40 II LS 4 500.000 SL 7 days rent and 10 backups each for the Pz.Kpfw. III N, Stu.H. G and Sd.Kfz. 234/2 50% discount for 14 days for the Pz.Kpfw. III N 50% RP booster 50% SL booster FR: 7 days premium account D.510 (Pallier) H 39 (14e BCC) PT-3 500.000 SL 7 days rent and 10 backups each for the Pz.Kpfw. III N, Stu.H. G and Sd.Kfz. 234/2 50% discount for 14 days for the Pz.Kpfw. III N 50% RP booster 50% SL booster Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/2.17.0.32..2.17.0.33 2.17.0.33 → 2.17.0.34 changes: [Operation] and [Alternate History] maps – base respawn time: 240 → 120 sec. (?) Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/2.17.0.33..2.17.0.34 The version shown in the launcher / client is often incorrect, as it doesn't take into account the "hidden" updates, downloaded in the background. Current dev version – 2.17.0.34 Current live version – 2.17.0.32
    12 points
  13. This is simply not true . You are subjugating F-14 defaults ( does it have any ? ) and minimizing it's advantages to the extreme. ''OK'' radar ??? You got to be kidding me right ! F-14 enjoys : - Better FM compared to the MLD ( it shouldn't ) . - Light years better radar than anything else in the game . - TWS . - FOX-3 which can be deadly when employed correctly ( not to mention best FOX-1 in the game aswell ) . - Superior volume of armament . What did the MLD enjoyed over it's competition ? Better kinematic performance compared to most planes BUT it could be easely matched in dogfights by F-5E and J-7E and that's it .... Armament ? Oh yeah those crazy OP R-24T that you can flare by mistake even when not paying attention ... Volume of armament ? Dont make me laught .... BVR ? FGR2/ EJ-Kai have always been better in BVR and so did F-4J , hell even the F-4E could compete with E2s . So we have in our hands a plane that absolutely dominates both WVR and BVR , best radar, best armament , best volume of armament , best kinematic performance yet you sit here pretending that this is better balance compared to the MLD enjoying only kinematic performance over it's competition ? Yeah sure give me some slack pal .... Oh yeah literally no reason whatsoever ! Why not give to the US another 4th gen when they already have what it takes to compete with upcoming 4th gens for the rest of the playfield which have to rely on 3rd gen ..... Really wHy i don't see WhY .... maybe you should read the comment you are trying to respond to next time , because everything is explained loud and clear ? Maybe that's why .... tell me more about being emotional and spite filled lad .
    12 points
  14. Non russian players, you all know what I am talking about. Mig27K shitting right over your radar dead zone, kamovs removes everything with that anti-everything missile, and T80bvm bully everyone only except newly-buffed strv122. There is literally no stable viable way to counter any of those key components of their top tier preset. Russia, is now a extremely toxic faction in top tier gameplay, I'm only talking about top tier gameplay here. There was a period, I have my 10km range starstreak as my biggest weapon to counter russian heli, now it is nerfed to 7km, and it has a nonsense upward projectile in the first 3-4 km, with means you can only aim well within 5-7km, not closer, not further, you must be on very specific range to make it work. I am Uk and sweden main, and I have been played german, US, chinese, french, japan and russian top tier with my friends' accounts, I can confidently say, there is no competition to the russian top tier, it is just easy as hell to play with, you need to think basically nothing, you operate your weapon, you kill. I only haven't tried jew tanks yet, but I am pretty sure jew is far weaker than russian. Non of existed faction has a overall performance than russian in toptier gameplay, not even US and german, especially consider all of those copy-paste apaches only fire hellfire and aim92, not comparable with kamovs at all. Many of russian top tier players are not skilled at all, at least that's what I see in US server, they just spam with those handicap vehicles and you can't really do something. Here is what I think most urgent and reasonable change gaijin can do: -Kamovs' solution: nerf the range or powered time, or not nerf but dramatically increase spawn point for vikhr -Make Starstreak work better, fix that upward projectile. -Buff hellfire back, it used to be good, but it works like **** now, at lease make it a working atgm, let it be possible to hit and kill. That will make all apaches more efficient on ground target. -Introduce Panavia Tornado, then 3 nation will be significantly more competitive. -Give japan a proper top tier AA -Give china a proper top tier AA -Strech the toptier ranking, tanks like bvm and 122 should go to 11.3. Give gen 3 thermal back to leo2a6 and let it go to 11.3. -Multiple re-balance for non-russian toptier tanks. 122 buff is a great move I see, because there is finally one tank can fight bvm face to face with confidence, it may looks a bit too powerful to other nations, but lets recap what russian top tier tanks be like since many many updates ago, so we need to buff some of other toptier tanks, like lec and challenger to improving their in-game experience, also i don't get why new introduced 99A has a lot worse ammo than real world.
    11 points
  15. Hey everyone! Today I would like to present to you a specific modification of the Type 10 operated by the Japanese Ground Self-Defense Force! With top tier Japan for now effectively being limited to what top tier vehicles they can get and other nations either having multiple 11.0 vehicles or the ability to recieve multiple, I am suggesting the addition of a relatively rare model of Type 10. The Type 10 (Production) with Dozer blade fitted! Unknown Serial Number, 1st Battalion, 2022 Source History: The first time that the world saw a Type 10 with a dozer attached to it was with TK-X No.3 S/N 99-0239 in August 2010 during the Fuiji Firepower Review, after multiple years of testing in 2012 this specific prototype was parked for public display on the JGSDF Fuiji school grounds. For multiple years afterwards no Type 10 (Production model) was seen with a dozer (or those who saw it, didn't care. I mean... it's a dozer) The next time time that a Production Type 10 with a Dozer attached was seen is in 2015 with the 1st Tank Battalion (Camp Komakado), in the same year there also was one spotted with the 8th Tank Battalion (Camp Kusu). Both of these units having a production model with Dozer vastle decrease the likelyhood that either 99-0239 was upgraded to a standard production Type 10 or only 1 was modified. Then, in 2017, there once more appeared a new Type 10 with dozer. This time with the 4th Battalion (Camp Kusu), after this it ended up being relatively quiet in regards to Type 10's with Dozer blade once more, till in 2019 the 7th Battalion (Camp Higashi Chitose) had one make a surprise appearance on a local road. Further evidence for these vehicles not being a single converted former prototype comes from the fact that TK-X No.3 S/N 99-0239 in both 2019 & 2021 was still parked in the same location where it was initially parked in 2012. (Picture evidence as well as google maps timestamped data under Fun Fact) And the latest sighting (which also triggered this entire suggestion) of a Type 10 with Dozer comes from the 2022 Fuiji Firepower Review, timestamped video located slightly below as well. 99-0239 being shown alongside 99-0237 during 2010 Source Unknown Serial Number, 7th Battalion, 2019 Source In-Game: The Type 10 (Dozer) would effectively be a backup vehicle for the already implemented Type 10, while like the Type 90 (B) providing a bit more effective armor. However due to the dozer adding a bit of weight the power to weight ratio would suffer a bit, that said though with how light the Type 10 is it wouldn't impact the mobility too much in the end. Outside of the better armor for slightly worse mobility the Type 10 (Dozer) would mainly be a backup vehicle to assist with making top tier lineups and keeping Japan in the game with BR appropriate vehicles, this in turn from Gaijin's perspective also would boost the sale of vehicles like the Type 74 (G) to assist with grinding it as well as an additional vehicle that can be used for skin sales or backup sales. It also would be easy to make it visually different from the regular Type 10 by giving it the camo netting as seen in 2022 IRL as well as the new Leopard 2A4 as well as the Challanger 2's ingame. Frontal view of Type 10 Serial Number (probably) 95-4999, 1st Battalion (2022) Source Specifications: General characteristics: Crew: 3 (Driver, Gunner, Commander) Length: 9.4 m Width: 3.1 m Height: 1.4 m Hull Length: 7.4 m Hull Width: 3.1 m Hull Height: 1.6 m Turret Length: 7.8 m Turret Width: 2.1 m Turret Height: 1.4 m Light load weight: 40,000~ kg Normal weight: 44,000~ kg Estimated dozed equipped weight: 45,500~ kg Powerplant: 4-stroke 22.6-litre diesel V8 MHI 8VA34WTK (1200 HP @2300RPM) Transmission: Continuously variable transmission Suspension: Active Hydropneumatic suspension Armor: Like the currently implemented Type 10 but with about 30mm of Structural steel on the front hull Dozer characteristics: Performance: Maximum speed: 70 km/h Reverse speed: 70 km/h Operational range: 500 km Power/Weight: 26.6 hp/t~ Standard Armament: 1x 120-mm TKG cannon 1x Type 74 7.62-mm machine gun 1x 12.7-mm M2HB machine gun Ammunition: JM33 APFSDS JM12A1 HEAT-FS Type 10 APFSDS Blank, training & prototype shells Other: 8x 76-mm smoke grenade launchers 1x Autoloader Optional camo netting Type 10 Unknown Serial Number, 4th Battalion (2017) Source A video from 2022 showing a production Type 10 with dozer: Additional pictures: Fun fact: To this day (June 4th, 2022) both Japanese & English Wikipedia state that only TK-X No.3 S/N 99-0239 was equipped with the dozer. Sources:
    11 points
  16. I find it very ridiculous that the A10 is able to carry Aim 9L’s at a br of 9.7. This means that the Aim 9L’s are facing Korean War aircraft and early Cold War jets. Flying the CL 13 A means it is nearly impossible to dodge one that is sent at you. I think that it should either lose the Aim 9L’s or be moved up to 10.0-10.3. Maybe I’m out of line and they are really easy to dodge but so far I have dodged one due to hiding behind a mountain. Is there anything I can do against them?
    11 points
  17. Dear players! At 7:00 GMT on the 29th of June the server will not be available due to short-term technical work on our servers. In case the resolution of the issue takes longer than anticipated, any premium account time will be compensated. Thanks for your understanding! The War Thunder Team
    11 points
  18. So you are telling me that the fact that is armor has a multiplier on par with the Kontakt 1, is totally fine. I got the fact that we should have something more consistent to create a report but, as we both know, these vehicle's information are classified. I don't think it's impropriate to ask a revaluation on the base of how it currenlty performs ingame, what's its purpose and the technology behind it. This behaviour has pushed the community to leak classified manuals again and again. What we are asking for is simply to reevaluate the armor using the available knowledge and some common sense. Cheers. P.S. I think everyone would appreciate the insight of the devs on why it's currently modelled like that.
    11 points
  19. 11 points
  20. The United Korean Ground Forces Tech Tree suggestion has been passed to the devs. This suggestion, along with the United Korean Ground Forces proposal above, aims to form a independent(stand-alone) faction Korea, like Israel. (Old version below) KPA Helicopters Branch Korean People's Army helicopters are consist of Mi-2 and 500E. However, there are only one missile-Susŏngp'o- has been proven mounted on a North Korean helicopter, and it is a clone of the 9K11. However, the 9K11's performance is not very good, so North Korean helicopters armed with this missile should be compared to the Swedish Hkp 3C with Rb 53. Mi-2 500E The North Korean MD 500 was brought in from 1983 to 1985 through a West German company called Delta Avia Fluggerate GmbH, a ghost company created by Americans and Germans bought into North Korea to smuggle MD 500 helicopters into North Korea. It even invaded Korean airspace in the early 1980s, when it was imported, but was confirmed to be true by top secret information at the time. If there is a painting disguised as a South Korean MD 500, it will further accentuate the background of a North Korean helicopter intended to confuse South Korea. Light Helicopter Branch UH-1H It was operated by the ROK Navy and was equipped with 14 * 2.75-inch rockets (7 on each side) and illuminating flare launchers. SA.319B Allouette III South Korea operated the SA.319B Allouette III, but I couldn't find a reference to using an AS.12 with the anti-tank warhead (HEAT) version by South Korea. The only records I could find were the use of the anti-ship warhead (SAPHE) version. So I gave it a strikethrough. Technically, there's not much of a difference. But for the reasons mentioned above, I'm negative position about the implementation of this. 500MD Defender Recently this has been implemented in this game with Israeli equipment, but it can be said that it is Korean origin. The Korean government invested the development cost when developing the improved 500MD -the 500MD Defender- giving the 500MD the ability to operate TOW. After Hughes Helicopters sold it to Israel, the South Korean government acquired a royalty of 20,000 dollars per unit from Hughes Helicopters. 520MK Black Tiger The 520MK was developed by Korean Air in jointly developed with MDHS(McDonnell Douglas Helicopter Systems) company in the U.S. based on 500MD, and has improved main rotor blades, more high-power engines and advanced navigation/communication equipment, radar warning systems, and hellfire missile operation capabilities. One prototype was built in Oct 1989. Light Armed Helicopter Designed for replacing the Republic of Korea Army(RoKA)’s aged attack helicopter (500MD, AH-1S), the LAH(Light Armed Helicopter) Project is the one that aims to develop a cutting-edge armed helicopter suitable for the modern battlefield. Currently under development by Korea Aerospace Industries. Medium/Heavy Helicopter Branch AH-1J (International) The AH-1J International is an improved version manufactured based on the AH-1J Sea Cobra for export to Iran, and the biggest difference is its TOW operation capability. It was first exported to Iran, and has since been exported to several countries, including South Korea. Delivered in 1978. AH-1S (Early) The ROK military introduced the AH-1S STEP III in four separate installments since 1988. Although the specifications are the same as the US military's AH-1F, it was introduced as AH-1S because it was a project that started before the US military renamed AH-1S STEP III to AH-1F. (like JGSDF AH-1S) AH-1S (Late) Later in 2014, in partnership with Orbital ATK, AAR-47 MAW/LWS and AN/ALE-47 chaff/flare dispenser were installed. AH-64E https://youtu.be/vmAtNENxql4 On May 25 2016, the first AH-64E arrived at Busan Port, and on Jan 9 2017, it was confirmed that the Army took over all of the AH-64E, and on Jan 27 2017, two battalions(36 AH-64E) were operationally deployed under the Army Aviation Operations Command. The Korean AH-64E uses the R1 version of the Hellfire and the H version of the Stinger. Premiums Mi-8, Mi-17 There are few technical differences. A distinguishing feature in appearance is the tail rotor, with the Mi-8 on the left and the Mi-17 on the right. It would be nice to sell the Mi-17 as a Golden Eagle and get the Mi-8 (white color painting) as an event. AH-1S (C-NITE) Until 1994, there was no night combat capability other than the night vision goggles that the pilots were directly equipped with, so there were great difficulties in night operations. However, in 1994, C-NITE thermal imaging sighting equipment was introduced as item urgently required project and installed on some aircraft (24 units) to secure night combat capability. References https://www.jcs.mil.kr/mbshome/mbs/jcs2/ebook/jcsbook/index.html https://www.koreaaero.com/KO/data_file/BROCHURE/2021_KAI_brochure_ENG_210528.pdf https://www.koreaaero.com/EN/Business/LAH.aspx https://airrecognition.com/index.php/archive-world-worldwide-news-air-force-aviation-aerospace-air-military-defence-industry/defense-security-exhibitions-news/air-show-2017/adex-2017-news-coverage-report/3816-adex-2017-hanwha-s-taipers-atgm-completed-critical-design-review.html https://web.archive.org/web/20161107155530/http://www.janes.com/article/63606/dx-korea-2016-hanwha-unveils-tank-sniper-guided-air-to-surface-missile-for-future-south-korean-army-helo-programme https://www.janes.com/defence-news/news-detail/defexpo-2020-development-of-hanwha-defenses-chungum-air-launched-atgm-to-be-completed-by-end-of-2020 https://youtu.be/G0zFW3G1_Zo http://www.koreascience.kr/article/JAKO199141548244488.pdf http://www.koreascience.or.kr/article/JAKO199841548283139.pdf https://www.koreascience.or.kr/article/JAKO200041847897821.pdf https://www.koreascience.or.kr/article/JAKO200141548512331.pdf https://www.koreaaero.com/KO/upload_images/prCenter/7/7회_김기정.pdf https://kr.img.news.koreanair.com/wp-content/uploads/2019/11/1권-통사.pdf https://kookbang.dema.mil.kr/newsWeb/20140522/4/BBSMSTR_000000010023/view.do https://kookbang.dema.mil.kr/newsWeb/20181031/9/BBSMSTR_000000100010/view.do https://www.mbn.co.kr/news/politics/1286100 https://www.hankyung.com/news/article/1996101701111 https://www.mk.co.kr/news/home/view/1996/10/50343/ https://www.seoul.co.kr/news/newsView.php?id=19961019010002 https://www.sedaily.com/NewsView/1HQ5T7GD5T https://mobile.newsis.com/view.html?ar_id=NISX20121213_0011685757 http://www.economytalk.kr/news/articleView.html?idxno=30289 https://www.smithsonianmag.com/air-space-magazine/13_aug2017-birth-of-the-cobra-180963930/ http://web.archive.org/web/20150408010707/https://atk.mediaroom.com/2014-05-08-ATK-Awarded-Contract-by-the-Republic-of-Korea-Army-for-Aircraft-Survivability-Equipment https://www.dsca.mil/press-media/major-arms-sales/republic-korea-rok-ah-64d-apache-attack-helicopters https://www.dsca.mil/press-media/major-arms-sales/republic-korea-agm-114r1-hellfire-missiles https://www.army-technology.com/uncategorised/newssouth-korea-requests-agm-114r1-hellfire-missiles-sale-from-us-4547861/ http://web.archive.org/web/20150810041427/http://www.janes.com/article/50358/raytheon-wins-stinger-contract-for-south-korea-s-apaches http://www.defensetoday.kr/news/articleView.html?idxno=2491 https://m.news.nate.com/view/20220118n15725 https://youtu.be/1VWPuiJAlSA https://kookbang.dema.mil.kr/newsWeb/20210423/1/BBSMSTR_000000100164/view.do Peoples, K. (1988). Bell Ah-1 Cobra variants (Vol. 4, Ser. Aerofax Datagraph). Aerofax. Howard M. Hensel. (2020). Air Power in the Indian Ocean and the Western Pacific. Routledge United States Federal Aviation Administration. (2018). Order 7360.1D Aircraft Type Designators European Union Aviation Safety Agency. (2020. 8). Assignment Of Aircraft Types To RECAT-EU Wake Turbulence Categories.
    11 points
  21. Today I ground out and spaded the ML 1383, that was added in the recent update, and there seems to be a myriad of mistakes in the model. The first and most pressing one seeming to be that they modelled the ship based on the still extant sister ship of the same class ML 1387, also known as HMS medusa. The reason I say this is there are several features of it that where not present of ships of its class during service, and were specifically added to ML 1387 in the post war period by its civilian owner, along with a few features missing that should be present. To further illustrate the differences, here is a blueprint view of the internal compartments for the MLHD: Now i will break down the issues: AMMO RACK IN THE CREW QUARTERS: The first error is the large amount of ammunition (9600 rounds) in the main crew quarters situatied front of the ship, where the crew compartment is, my only assumption is someone at Gaijin saw the word shell, and assume that meant ammo rack, on one of the techical drawings, but in terms of british ship schematics this simply means empty space. In this case its little alcoves for the portholes to allow unrestricted light. This can be clearly seen during this video, which involves a full walk around of the sister ship HMS medusa, which exists today as a museum ship. MODERN LIFEBOAT IN FRONT OF THE BRIDGE: This was the thing that made me stop and take a look at the model, as i noticed the modern lifeboat present on the model, and then i rabbit holed into this post. It is clear who ever modelled ML 1383 could not find any reference pictures of the actual vessel and instead used its sister ship ML 1387 as their references for the ship, which is understandable as they were basically identical and both served in the same unit on D Day. This life boat in question is of modern spec, and is present on ML 1387 so it can meet modern health and safety standards allowing it to transport passangers, and can be seen in this photo taken of the museum ship: The place it occupies would originally contained ammunition boxes for the forward 20mm gun, which would make sense, seeing as currently where they are located is literally the longest walk possible on the vessel to bring them to the guns. This leads to the second thing that confirmed to me that they had modelled HMS Medusa instead of ML 1383 that being the living quarters skylight. Random Living quarters skylight: This was not present on the ship during its service life with the royal navy, and was installed by her civilian owner in the post war period to bring more light into the crew living quarters. This would not have been there in service, as it would get in the way of the gunner traversing the forward 20mm, and would based on the drawings be covered by his duck board, which are for some reason missing from the model along with shrapnel screens for the rear gunner. Civilian service external bridge: The model in game has the modernized glass bridge from the HMS medusa, that was put in only a couple of years ago to comply to health and safety requirements, as well as provide a better amount of protection on somewhat windy days. This along with the wooden plaque, leaves little doubt in my mind that the modeller for this vessel used the museum ship as reference without tanking into account the multiple changes the ship has had over the years, resulting in all these as noted mistakes that were not present on the ship when it was in service, and are only present on the museum ship, as they are modifications that happened way past when the ship had left service. AMMUNITION CRATES BLOCKING REAR GUN TRAVERSE: These were not present on the vessel during its service life, and where added post war by her owner to increase on deck storage. This can be clearly seen if you have a look at this actual historical picture of ML 1383, which also illustrates the raised duck boards currently missing entirely from the vessel: So in conclusion, the ML 1383 currently in game is not representative of the class or the ship in question during its service, and instead the museum ship HMS Medusa (ML 1387) has been modelled, including all the changes done to it in modern times to comply with changing health and safety regulations. A more accurate representation of the class would instead look like the following: There are also a few minor issues, like the lifeboat being missing from the port side alcove, the ventalation funnels being incorrect and modern, the hatches being post war installations and the small boat on the bow being in the wrong position for stowage, but overall i am just impressed at how badly this thing was modelled seeing as blueprints for it are incredibly common. all in all this easily takes the cake, after such hiccups as the aa gun on the gneis and the missing turret on the shim. regardless enjoy this chunky post
    11 points
  22. But it's the true, mirage F1 should have been add in the game at least 1 year ago, and now mirage f1ct it's totally a copy paste, does not improve in any aspect ._. there are even Mirage III variants that could have been added instead F1CT....
    11 points
  23. the shipment of new hamsters finally made it through
    10 points
  24. Guys, this is not, never was, and never will be a thread to use for your personal drama regarding reactions or gripes between yourselves. Please, bring that to DM with each other. Don't bring it here. Several posts have been hidden that were exactly what I've described, and this behavior should not continue. Thank you.
    10 points
  25. No no you don’t understand. Radars are just worthless paperweights that can be defeated by a lazy turn to the left or right. That’s why nobody would dare base entire aircraft and combat doctrines around something as useless as radars. Oh wait..
    10 points
  26. Currently, the Su-17M4 has the same armament suite and designator as the Su-22M3. This is not the case in real life. The Su-17 has a better designator than the Klyon-PS set and instead incorporates a Klyon-54 laser rangefinder/sight that is more accurate and has longer range than the PS. It also incorporates KAB-500T and KAB-500Kr bombs as seen in several sources, including websites such as Aviamuseum RU, czech sources such as ruslet, and Gordon Yefim's excellent book on the Su-7/17/20/22 family. Missing loads: Rockets The Su-17 carried the S-5 rocket family. This is not up for debate. However, we are missing smaller pods, such as the UB-16 pod, as well as the fact that with the ordnance it carries- namely Kh-29Ts and Kh-25MLs- it should be like the MiG-27M, and carry the S-5M rocket instead of the S-5K like it does ingame, just like the MiG-27M did before patch. It is also missing the ability to carry rocket pods on the centreline (up to UB-32-57 and S-8M standard). Missing loads: Bombs The Su-17M4 lacks FAB-250M-62 bombs that it undoubtedly carried during its time, and instead gets exclusively older FAB-250sv bombs. In addition to this, the targeting computer that the aircraft carries, the PrNK-54 Zarya (dawn) Attack/Navigation Suite should be able to mount the KAB-500Kr TV-guided "corrected" bomb, like the MiG-27 does. In addition to that, the Su-17 does not have the KAB-500Ls that it could (potentially) carry, although according to Gordon Yefim's book on the subject, the KAB-500L was usually not carried due to the limited angle of the Zarya and Klyon-54's sight compared to the Kaira sight on the MiG-27K. I am still searching for images of it but here are sections from Yefim's book on the subject: Missing Loads: Missiles The Su-22M3 and Su-17M4 should be capable of carrying the R-3S and R-13M1 air-to-air missiles, otherwise known as the AA-2B Atoll and the AA-2D Improved Atoll respectively. Photographic evidence of this is available online, especially on libyan Su-17s, of being carried on the inboard pylon, as attached. It is uncertain whether the Su-17M4 carried 8 R-60Ms on two pairs of APU-60-2 launchers, with one on each of the inboard pylons, but it seems that they allegedly did have the capability to do so. One wonders why this capability has not been added into the game, if true. However, other sources seem to indicate that some Sukhois, specifically Su-22M4s in Ukrainian service, did not have the ability to fire them due to the missile hardpoints being wired for one missile only. The truth of the matter must be investigated. Missing loads: Flares and survivability The Su-17M4 had a neutral gas pressurisation system as well as self-sealing polyurethane liners in the fuel tanks. While they are self-sealing, it lacks the neutral gas pressurisation system. It is uncertain whether the Su-22M3 had this capability or not. In addition to this, the Su-17M4 is lacking armour plating over the belly that it recieved in Afghanistan. The Su-17M4 should also be far lighter than the Su-22M3, since it lacks the heavier and less streamlined R-29 and accompanying structural modifications, but is also 150kg lighter than standard Su-17M3s. The Su-17M4 also lacks the ASO-2V dispensers on the bottom part of the airframe, below the engine, which Su-17s in afghanistan all had. Missing ability: Su-17 Slats All Su-17/22s are capable of deploying their leading edge slats only for takeoffs and combat maneuvering, as seen in the photo below.
    9 points
  27. Hi all, In one of the recent updates, J-out on airfield started to count toward the total number of deaths, which is different from what it did before. I hope the dev team could switch back to the mechanism we had before. I noticed this change by getting two deaths in one battle in which I actually died only once. This is my service record for Spitfire Mk Vb/trop before the battle. As we can see, I got 12 deaths; During the battle, I landed on my airfield, repaired, then J-out to switch cannon belts. Then I re-spawned and continued with the battle. I crashed at the very last of the game, but my # of deaths jumped to 14 which should have became 13. Here's the link to server recording: https://warthunder.com/en/tournament/replay/90266743545458409 We usually need to J-out on airfield in many circumstances: a) when our team is significantly out-numbered, we J-out to save our K/D, as well as to save time for both sides; b) when the last player in hostile team is space climbing or airfield camping (avoiding contact), we need to deduct enemy's tickets by ground-pounding; in this case, we J-out to change our payload and belts; However, making J-out to count toward deaths is neither reasonable nor motivating. In case a), I get out-numbered mostly due to bad performance of my teammates -- this is not my fault. I did my best working with my teammates, thus I shouldn't get punishment whether in terms of SL / RP rewards or K-D records. In case b), since the enemy is avoiding contact, there's no point to "die" or "get killed by enemy" on our own airfield -- it's ridiculous! However, it's happening in this version of game. I acknowledge that K/D is not everything, but there are people who view K/D as their biggest motivation of playing the game. You reserve the right to disagree with such ideas, but everyone also reserves the right to achieve what they want, as long as they're not in the way of others'. Although I don't care about my K/D too much, I still disagree with this change. What's your idea about this?
    9 points
  28. Pilots, tankers and captains! We're happy to present to you the list of suggestions that have been passed to the developers for consideration in the month of June. As usual, we would like to thank everyone for actively contributing to the game's development by submitting their feedback and sharing their ideas with others, here on the official forums! Interested in submitting your own feedback? Then click HERE to head over to the main suggestion section to get started! The following suggestions have been sent to the developers for consideration; Aviation USA Grumman F8F-2 Bearcat Great Britain Fairey Hendon Japan Kawasaki P-3C Orion China Republic RF-84F-36-RE Thunderflash Italy Macchi C.205 N-1 Orion France Arsenal VG.90 Israel Bristol Beaufighter TF Mk. X Other Nations (FI) Mikoyan Gurevich Mig-21MGBT «MG-114» Ground Forces Germany Panzerjäger Tiger Ausf. B mit 12.8 cm Pak 44 (Porsche) USSR T-34-85M Model 1944 Japan Type 56 105mm self propelled gun SY China VT4 Italy 102/35 su Fiat 634N France AMX-30 SAMM Israel M3 Halftrack (TCM-20) Other Nations (FI) T-34 «Ps. 245-4» Naval Forces USA USN Fargo class Light Cruiser Japan IJN Takao class Heavy Cruiser, Atago (1944) Italy RM Duca degli Abruzzi class Light Cruiser, Giuseppe Garibaldi (1944) Helicopters Other Nations (ZA) ATE Systems SuperHind Maps and Missions Jutland Skins, Decals and Decorators "Floof" decal Interface Add a camera option that follows the players fired shells/bombs in the replay Graphical and Sound Animated Belts for Machine Guns Miscellaneous Re-Introduce old April Fool's events in the Gaijin store as Minigames - The Suggestion Moderation Team
    9 points
  29. 2.17.0.44 → 2.17.0.45 changes: Replay parameters changed: removed line – clientSegmentLengthSec: 60 new line – snapshotPeriod: 30 I-225 – wing gear wheel radius: 1 → 0.55. [Heli PVE EC] Afghanistan, City, Vietnam (some of these are redundant, because no one could actually play at those BRs, but that doesn't stop me from listing the changes) the mission files now support up to 64 players, but this won't change anything until they enable it on the server-side base AAA: 1.0 - 2.0 – M13 MGMC → BTR-ZD 2.3 - 3.3 – M16 MGMC → BTR-ZD 3.7 - 4.7 – M19A1 GMC → BTR-ZD 5.0 - 8.3 – M163 → BTR-ZD 8.7 – M247 → BTR-ZD 9.0 - 9.3 – M247 → Falcon 9.7 – AMX 30R → Falcon bomber and fighter cover: 1.0 - 2.0 – B-18A + P-36A → AD-2 + P-38J 2.3 - 3.3 – B-34 + P-400 → AD-2 + P-38J 3.7 - 4.7 – B-25J-20 + P-51C → AD-2 + P-38J 5.0+ – B-17G + P-38J → AD-2 + P-38J battle tanks: 1.0 - 2.0 – M2A4 → BMP-1P 2.3 - 3.3 – M4 → BMP-1P 3.7 - 4.7 – M4A2 → BMP-1P 5.0 - 8.3 – M4A3(76)W → BMP-1P 8.7 – M60 → BMP-1P 9.0 - 9.3 – M60 → Sho't 9.7 – M60A1 (AOS) → Sho't 10.0+ – M60A1 (AOS) → M1 battle artillery: 1.0 - 4.7 – 57 mm M1 → 73 mm SPG-9 5.0 - 8.7 – 106 mm M40A1 → 73 mm SPG-9 battle light vehicles: 1.0 - 2.0 – M8 LAC → PT-76B 2.3 - 3.3 – T18E2 → PT-76B 3.7 - 4.7 – M8 LAC → PT-76B 5.0 - 8.3 – T18E2 → PT-76B 8.7 – T114 → PT-76B 9.0 - 9.3 – T114 → AMX 13 (ISR) 9.7 – M551 → AMX 13 (ISR) 10.0+ – M551 → M60A3 (TTS) battle "newer" AA: 1.0 - 2.0 – Mk. VIa AA Mk. I → BTR-152A 2.3 - 3.3 – M16 MGMC → BTR-152A 3.7 - 4.7 – AEC Mk. II AA → BTR-152A 5.0 - 8.3 – M19A1 GMC → BTR-152A 8.7 – M163 → BTR-152A 9.0 - 9.3 – M163 → Crusader AA Mk. I 9.7 – M247 → Crusader AA Mk. I battle "older" AA: 1.0 - 3.3 – Mk. VIa AA Mk. I → BTR-152A 3.7 - 4.7 – M16 MGMC → BTR-152A 5.0 - 8.3 – AEC Mk. II AA → BTR-152A 8.7 – M19A1 GMC → BTR-152A, amount increased 9.0 - 9.3 – M19A1 GMC → Crusader AA Mk. I 9.7 – M163 → Crusader AA Mk. I, amount lowered battle bunker: 1.0 - 8.7 – 120 mm SWE fort → 73 mm SPG-9 [Heli PVE EC] Afghanistan (some of these are redundant, because no one could actually play at those BRs, but that doesn't stop me from listing the changes) convoy tanks: 1.0 - 8.7 – T-55A + M60 + Chieftain Mk. 3 → BMP-1P 9.0 - 9.7 – T-55A + M60 + Chieftain Mk. 3 → Sho't 10.0+ – T-55A + M60 + Chieftain Mk. 3 → M1 convoy light vehicles: 1.0 - 8.7 – Object 906 + M3 CFV + Warrior → PT-76B 9.0 - 9.7 – Object 906 + M3 CFV + Warrior → AMX 13 (ISR) 10.0+ – Object 906 + M3 CFV + Warrior → M3A3 CFV convoy trucks: 1.0 - 8.7 – Studebaker US6 → BTR-152 9.0+ – Studebaker US6 → M113A1 convoy AA: 1.0 - 8.7 – ZSU-23-4 + M163 + Chieftain Marksman → BTR-ZD 9.0 - 9.7 – ZSU-23-4 + M163 + Chieftain Marksman → Falcon 10.0+ – ZSU-23-4 + M163 + Chieftain Marksman → M247 [Heli PVE EC] City, Vietnam (some of these are redundant, because no one could actually play at those BRs, but that doesn't stop me from listing the changes) convoy tanks: 1.0 - 2.0 – M2A4 → BMP-1P 2.3 - 3.3 – M4A1 → BMP-1P 3.7 - 4.7 – M4A2(76)W → BMP-1P 5.0 - 8.3 – M4A3(76)W → BMP-1P 8.7 – M60 → BMP-1P 9.0 - 9.3 – M60 → Sho't 9.7 – M60A1 (AOS) → Sho't 10.0+ – M60A1 (AOS) → M1 convoy light vehicles: 1.0 - 2.0 – M22 → PT-76B 2.3 - 3.3 – M5A1 → PT-76B 3.7 - 8.7 – T92 → PT-76B 9.0 - 9.3 – T92 → AMX 13 (ISR) 9.7 – M3A3 CFV → AMX 13 (ISR) convoy trucks: 1.0 - 8.3 – Studebaker US6 → BTR-152 8.7 – M113A1 → BTR-152 convoy "newer" AA: 1.0 - 2.0 – Mk. VIa AA Mk. I → BTR-ZD 2.3 - 3.3 – M16 MGMC → BTR-ZD 3.7 - 4.7 – AEC Mk. II AA → BTR-ZD 5.0 - 8.3 – M19A1 GMC → BTR-ZD 8.7 – M163 → BTR-ZD 9.0 - 9.3 – M163 → Falcon 9.7 – M247 → Falcon convoy "older" AA: 1.0 - 3.3 – Mk. VIa AA Mk. I → BTR-ZD 3.7 - 4.7 – M16 MGMC → BTR-ZD 5.0 - 8.3 – AEC Mk. II AA → BTR-ZD 8.7 – M19A1 GMC → BTR-ZD 9.0 - 9.3 – M19A1 GMC → Falcon 9.7 – M163 → Falcon [Heli PVE EC] Afghanistan – helipads No. 3, 4, 6 and 7 moved. [Heli PVE EC] Vietnam – added another convoy spawn. Small events soon: 06.30: Japan Self-Defense Forces Day Canada Day 07.01: French Air Forces Day (NSFW) Swedish Air Forces Day 07.04 – Independence Day USA Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/2.17.0.44..2.17.0.45 The version shown in the launcher / client is often incorrect, as it doesn't take into account the "hidden" updates, downloaded in the background. Current dev version – 2.17.0.45 Current live version – 2.17.0.44
    9 points
  30. Download Wallpaper: 1920x1080 2560x1440 After its defeat in World War II, Japan renounced war in its Constitution. But soon its leaders decided that it didn’t mean relinquishing Japan’s right to self-defense, and called the new army that was founded on July 1st, 1954, “Japan Self-Defense Forces”. From June 30th (10:00 GMT) until July 4th (9:00 GMT), play 3 battles using Japanese vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Japan Self-Defense Forces Day” decal. Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Japan Self-Defense Forces Day. You can find the decal in the “Holidays” tab in the Customisation menu. "Japan Self-Defense Forces Day” decal
    9 points
  31. In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder on the website special section. Changing activation time for missiles with an infrared seeker Since weapons with infrared seekers appeared in the game, their activation time was conventionality designed to better balance these weapons. Due to the appearance of more modern vehicles, weaponry and countermeasures, we’ve decided to revisit this aspect and make it more realistic. If we recall the real prototypes, there are missiles like MANPADS 9M39 “Igla”, whose operation time in the ready to launch mode is severely limited by the amount of coolant. Yet the majority of prototypes of the air-to-air IR seeker missiles that appear in War Thunder can remain in the ready to launch mode for extended periods, up to several hours. These missiles’ activation time in the game will be changed to 1 second, and their operation time in capture mode will be set to 20 seconds. The missiles whose operation time in the ready to launch mode is severely limited by the amount of coolant will retain the previous activation time and operation time in the ready to launch mode. The list of missiles that had their activation time revised: Matra R530E, Matra R550 Magic, Matra R550 Magic 2, AIM-9B, AIM-9 FGW.2, AIM-9D, AIM-9E, AIM-9G, AIM-9J, AIM-9P, AIM-9H, AIM-9L, RB24, RB24J, RB74, R-3S, R-13М1, R-60, R-60М, R-23Т, R-24Т, PL-2, PL-5B, SRAAM, Firestreak, Redtop, Shafrir 1, Shafrir 2. Revising the maximum overload of the vehicles during missile launch Initially when we introduced air-to-air missiles, we added limits to the overload of the aircraft at the moment of launch that were stated in the missiles’ documentation. Over time, however, we have received additional information that allows us to infer that the overload limits are in most cases recommendations provided to ensure the required probability of the target being hit. Here you can find the information from “AIM-9B Guided Missile. Description and Operation” stating the reason why the launch is not recommended, but also not forbidden, in case of overload over 2g. For later missiles the overload is often limited by the aircraft’s maneuvering capabilities. Here’s an example for F-14 from “F-14 Tomcat Pilot`s Flight Operating Manual”. Having analysed the available sources, we’ve decided to remove the strict limit on the overload of the aircraft during the launch of air-to-air missiles, since these limits are merely recommended and in the game serve to restrict the options of using missiles in specific close combat cases. More information on the Reload Speed skill As you know, the Reload Speed skill of the logistical services reduced the time needed to reload the aircraft’s weapons in mid-air or on the ground. This time differs between machine guns, cannons, missiles, and bombs, but in the crew card for the selected vehicle changes in reload speed for AAM, additional cannons and precision guided munitions weren’t reflected. Well, now they are. You can check how the Reload Speed skill affects different suspended and additional weapons. Fixing sounds in game We’ve completed a complex reworking of the sounds, based in part on your feedback. The explosions will sound lower now, and their echo will be weaker. When parts of your aircraft, such as landing gear or wings, break off, a new sound effect will play that won’t resemble an explosion as much. We’ve fixed the Doppler effect: now it will be more pronounced for fast flying objects like planes, missiles, or ATGMs. And we’ve also corrected a few smaller errors. Launch War Thunder to check out the results of our work! Displaying additional weapons of Naval Vessels In the Danger Zone update the icons showing availability of bombs, torpedoes and missiles have been added to the naval battles; they can be found in the statistics window near the player’s nickname and the name of their vessel. In today’s update we’ve added an icon for mines and updated the icon for depth charges. Now you can know in advance what the enemy is armed with and make timely decisions that will help you achieve victory. More improvements For this digest we have prepared a large set of useful fixes and game improvements. Be sure to read the full list which we have prepared in the separate changelog - there are many interesting things Open the full changelog Once again, many thanks for all your bug reports that you submitted by using our special service.
    9 points
  32. I don’t understand how we could get more sources on something that is classified in nature. Usually the community is more than willing to find sources when they are somewhat readily available if people dig enough, but for this tank it’s an extremely difficult task to go through. We’re trying our best here but there’s not a lot of leg room given to us to allow something more concrete to be found. Nobody here is asking for a specific value to be put at this point, just highlighting that the piece of additional armour is modelled wrong. Ultimately something needs to be done. I hope we aren’t expected to just ignore such a glaring issue on a vehicle that’s been in game for years.
    9 points
  33. You did it multiple times then, the system dont triggers on one accidently teamkill, hell I wasnt even banned when I nuked the wrong spawn with the PE 8 (Dont judge, friend of mine switched colors of my markers)
    9 points
  34. You don't get a 24 hour ban for random unintentional TK, you get them for a lot of TK in a short time. No one gives a flying screw about your Thunderscore. It's irrelevant. Your thread is pointless. Give up, and stop.
    9 points
  35. B1 Centauro (Jordan): The Hashemite Hunter History The B1 Centauro is a wheeled tank destroyer manufactured by Iveco, Fiat and, Oto Melara to provide strategic mobility to the Italian Armed Forces not afforded by its Leopard 1 and subsequently C1 Ariete Main Battle Tanks. Due to mobility being one of the Centauro’s primary requirements, it features low armour, being resistant to only heavy machine guns frontally. The vehicle is serving in Lebanon as part of UNFIL forces, and has been deployed to Yugoslavia and Somalia where it was successful in its role of escorting convoys, area control, and for road patrols. It was also deployed with the Italian Army in the Iraq War where it proved successful in its limited use, as well as being deployed again to Iraq in 2006 to support Spanish troops. After beginning the phasing out of its Challenger 1 MBTs which were upgraded to Al-Hussein standard, likely due to an attempt by the Jordanian Armed Forces to standardize the logistical needs of its armed vehicles, Jordan found itself requiring a replacement. The most effective way to do this was decided to be the introduction of an improved B1 Centauro into Jordanian service. This variant of the Centauro will be improved through a multi-million dollar contract given to Spanish defence firm Star Defence, Engineering and Logistics (SDLE) which will provide updated electronics and optronics to eighty first-generation Centauros, out of a total 141 to be delivered, including up to twenty-five donated by Italy. This agreement would include the maintenance of these Centauros by SDLE, as well as providing training to Jordanian forces to provide domestic maintenance to the vehicles. The modernised Jordanian Centauro uses third-generation thermal sights produced by SDLE designed specifically for use on the Centauro, which make use of modern image processing and are adapted to work at a higher temperature making them perfectly suited for the arid climate in Jordan. Although of less consequence in game, SDLE is also modernising the Centauro’s fire control system to a higher standard than on the original Centauro platform. Furthermore, due to maintaining the original main cannon of the Centauro, the vehicle has ammunition commonality between it and the 105mm-armed M60 variants remaining in Jordanian service. This allows it to use any existing 105mm NATO shells already in Jordanian service, likely including either M111, DM23, DM33 or all three, due to the large number of Jordanian arms imports from the United States, Israel, and Germany. The Jordanian Centauro in-game: key features and uniqueness The upgraded B1 Centauro in service with Jordan uses Spanish third-generation thermal gunner sights with a continuous zoom. Ammunition commonality between the Centauro and Jordanian M60s allows the use of exported American tank shells as well as others used by Jordan. This would allow for the Jordanian Centauro to use M111 or C76A1 as well as other standard NATO tank shells, such as the DM33 found on the Centauro ROMOR in-game. Being in service with Jordan, this variant would allow for unique camouflages used by Jordan on their fleet of armoured vehicles. One such example would be similar to the Jordanian marketplace skin on the original tech tree B1 Centauro. Armament and Equipment Oto Melara 105mm/52 rifled gun Coaxial 7.62mm Beretta MG42/59 machine gun 7.62mm M240 machine gun, mounted atop the turret for air-defence purposes Turret-mounted kevlar panels Third-generation MWIR cooled T2SL FPA Thermal Camera produced by SDLE Specifications Identical weight and protection to the B1 Centauro in-game IVECO 520hp engine 105km/h on-road speed Four crew: Driver, Loader, Gunner, and Commander Why should it be implemented in the game? The B1 Centauro (Jordan) provides the opportunity for a further unique variant of the Centauro to be implemented in the game. Although being largely comparable to the B1 Centauro and its ROMOR variant in the game already, it provides the opportunity for a 105mm-armed Centauro with third-generation gunner sights, with additional functional difference through the use of a roof-mounted M240 machine gun instead of the MG42 currently in-game. The Jordanian variant of the vehicle also provides the ability to use some alternative ammunition for its main gun albeit the vehicle’s best round would likely be, in-game, the DM33 currently on the Centauro ROMOR. Furthermore, being in service with Jordan, this Centauro provides the opportunity for unique camouflage options. Consequently, the Jordanian variant of the Centauro provides a further unique Centauro in-game which, due to its difference to the current B1 being comparable to the difference between the M1A1 (HC) and M1A1 AIM squadron vehicle, allows for the perfect opportunity for either an effective high-tier premium or, preferably, squadron vehicle for Italian players and further expands the Italian 9.0 line-up. I believe that, due to its similarities to the B1 Centauro and Centauro ROMOR, it would serve perfectly as a more mobile alternative to the Centauro ROMOR at BR 9.0 in the Italian tech tree, which exchanges the increased shaped-charge protection for more effective higher-resolution thermal gunner sights. Pictures Videos Endnote Many thanks to @Nicholas_Concu on the WT-ITA Suggestion group on Discord, who gave me a significant amount of help in writing what is my first War Thunder suggestion. I would strongly encourage anyone interested in Italian and Italian-related vehicles to take a look at the server: https://discord.gg/DeY5KBH Sources Primary https://sdle.es/actualidad/jordania-adjudica-a-sdle-un-contrato-millonario/ https://sdle.es/actualidad/sdle-integra-sus-camaras-termicas-de-tercera-generacion-en-los-centauro-del-ejercito-jordano/ https://sdle.es/proyectos/ate-jordania/ https://sdle.es/proyectos/camara-termica-tercera-generacion-para-vrc-centauro/ https://twitter.com/Nashab_32/media Secondary https://21stcenturyasianarmsrace.com/2018/11/17/jordan-is-having-its-wheeled-tank-destroyers-upgraded/ https://en.wikipedia.org/wiki/B1_Centauro https://forum.warthunder.com/index.php?/topic/552733-b1-centaurovrc-105/ https://militaryleak.com/2021/04/27/italian-made-b1-centauro-tank-destroyer-enters-service-with-royal-jordanian-army/ https://www.iiss.org/blogs/military-balance/2019/07/m60-patton https://www.israeldefense.co.il/en/node/49500 https://www.janes.com/defence-news/news-detail/centauro-enters-jordanian-service https://www.sipri.org/databases/armstransfers
    9 points
  36. So after last update naval was "improved" again. Now its just completely broken, armor does nothing, if there is armor it maybe saves you from one hit? any hit to same plate kills you, because the armor is broken or what? What makes any sense in this game? Why I died? Thats what I am asking myself every game, its seems like I get randomly 20-30% of crew removed for no reason. Random kills from any HE, shells passing though armor?! Being on fire by nonstop shooting secondaries? Constant kills by random detonations caused by fires. What hapened on dev server? nothing?! how could this be released to public?! Was there any testing?! was all feedback ignored? I dont understand, if its like completely broken right now, who submit this change to live server. Why not revert it to last version that worked. I dont understand the development process here. The devs are so incompetent, why release this when its obviously completely broken? This game is just so bad, they add Hood and Bayern, amazing ships and at the same time they nerf armor, so it does not matter at all. Killing Bayern with 11inch gun is not big issue as it is now. Sharnhorst, Kaiser, Hyuga, Kongo all good ships with some armor I would say, but all just randomly die with insane repair cost. There is no reason many times, or nothing that can be explained really. It would be really cool to see the shell that blew up the ship in killcam, because its just unreal.
    9 points
  37. Ground vehicles M36B2 - incorrect armour thickness in the info card has been corrected. M4A4 (China), M4A4 (France), M4A4 (Italy) - М2 machine gun, invisible on the visual model, has been removed from the xray view. Challenger Mk.2, Challenger DS, Challenger Mk.3 - incorrect equivalent durability of the turret front has been fixed, now it corresponds to the calculated protection parameters, as before (report). Aircraft Hurricane Mk IIb/Trop - a bug has been fixed where HVAR pylons were displayed under the right wing. F4U-1D, F4U-1C, F4U-4 - a bug has been fixed where HVAR pylons were displayed under the right wing. P-51D-5, P-51D-10, P-51H-5-NA, P-51D-20, P-51K - a bug has been fixed where HVAR pylons were displayed under the right wing. Firecrest - a bug has been fixed where HVAR pylons were displayed under the right wing. Ka-52 - name of the active protection system has been changed to L370 Vitebsk. A bug has been fixed where a seeker lock-on zone was not displayed for air-to-air missiles. Po-2 - position of the windshield in the cockpit has been fixed. I-185 - canopy animation has been fixed. Su-11, Su-9 - aileron animation from the cockpit view has been fixed. MiG-9 (all versions) - position of the landing gear from the cockpit view has been fixed. F4U (all versions) - flaps animation from the cockpit view has been fixed. Yak-28 - animation of the elevator and rudder has been fixed. Wellington (all versions) - bomb bay animation has been fixed. Tu-1, Tu-2 - bomb bay animation has been fixed. SB-2М (all versions), Ar-2 - bomb bay animation has been fixed. Vampire - animation of the landing gear and air brake has been fixed for the cockpit view. Ki-84 (all versions) - flaps animation from the cockpit view has been fixed . Halifax B Mk.IIIa - display of the gear legs from the cockpit view has been fixed. Wirraway - animation of the elevator from the cockpit view has been fixed. Naval Velocity of the HE-TF round of the 127mm\40 gun Type 89 on the Mogami and Tone cruisers has been reduced from 910 to 720 m/s. Source: TMJ OT O-19 USS Baltimore - bombs have been added to OS2U aircraft. A bug has been fixed where the enemy crew number was displayed incorrectly after the hit camera appeared. A bug has been fixed where a shell type loaded in the main calibre guns was dubbed to the auxiliary guns while enabling the option “Main and auxiliary calibre shooting with one button”. Functionality of the naval hit camera has been improved. Zooming in has been reduced, camera hovering along the ship’s hull has been slightly reworked. Zooming out has been added after displaying damage details. Game mechanics Bomb assault fuze for aviation in the BR 7.0+ tank Arcade battles has been reduced from 10 to 5 seconds. Separate RP calculation has been introduced for the incendiary bombs. Their costs now vary from 3 to 10% of the carrier’s cost in the bomb weight range 200-2,000 kg (below 200 kg the coefficient is 3%, above 2,000 kg the coefficient is 10%, medium weights are interpolated lineary). Interface Available loading screens now displayed in the loading screen filter menu. To track your progress on the desired screen you may add it to “Favourite”. Duplicating colour schemes have been removed from the aircraft interface menu. Missions A bug has been fixed where there were night missions in the locations Frozen Pass, Ash River, Karelia, Kuban, Jungles, Volokolamsk in the BR 9.0+ tank battles.. [Confrontation] Vietnam - incorrect message “Our team is capturing CAPTURE_ZONE_255” has been fixed. Benchmark mission “Pacific War (Day)” - aircraft drowning after takeoff from the carrier has been fixed. Other changes Overestimated explosion and gunfire impulse to the visual effects has been reduced. Issue with incorrect visual effect reaction to the close artillery barrage has been solved. A bug has been fixed where bow splashes on larger ships were displayed incorrectly. 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. Leave feedback here
    9 points
  38. Because it isn't OP. But what should a guy with only Russian vehicles know?
    9 points
  39. Remember when American players were having a fit because they didn't want another phantom, even though it was bringing a new radar and missiles? Now when France gets a ctrl c + ctrl v plane that is worse than the existing one that is somehow "new content" and those who play France should just shut up? Get real.
    9 points
  40. Except they are operating on different principles. Removing clutter with doppler filtering is not comparable to a speedgate. Its done this way for HPRF waveforms due to the spectral lines stacking ontop of each other. This is not an issue in MPRF where they are more spread out. No but we know what it should be around and that it should be relatively small. Skolnik, Stimson, and James all point to the speed gate being around the size that I have listed. The collective understanding of these three men in terms of radars far supersedes what you may think is right. No and I gave you your reference. Reread the F4 document posted it is clear as day that it is referencing the size of the search area run through the gate not the size of the gate. What are you talking about?!?!?! No its me relaying the factual statements of people who are far smarter then you or I on the matter of radars.
    9 points
  41. Shhh dont dispute his sekret soviet documents that explain how inferior western radars and missile guidance systems work For sure history tells us the F-14 was junk look how many got shot down by migs and I never heard of a F-14 ever shooting down a soviet made jet
    9 points
  42. The Arado Ar-196 was a well designed and very effective reconnaissance aircraft in ww2 and deserves more of a place in the game outside of an event vehicle status, I propose the addition of an A-5 model to be added to the Swedish Tier I Premium line as hundreds of them were built and the Finnish purchased and used many of them in combat! I suggest Premium as amongst other aircraft in the war it's not a hugely common sight and just feels right in terms of fitting in the game as a premium, I don't think it would work well as a standard tech tree. Also, the rest of the Finnish aircraft are in the premium line so it's better to keep the line consistent. The variant the Fins purchased was the A-3 which were then converted into the A-5. the upgrades involved adding the MG FF/M cannons which were capable of firing the Minengeschoß round and had an extra 30 rounds of ammunition per gun bringing the total ammo count for the cannons from 120 to 180 (Some Finnish crews replaced the engine cowling MG 17 with a 12.7mm LKk/42 machine gun). The A-5 also had upgraded defensive armament - removing the single MG 15 from the A-3 and instead installing twin MG 81 machine guns with 2000 rounds of ammunition (known as MG 81Z), vastly improving the defensive capability. In order to effectively protect the crew against the higher calibre weaponry of the mid-war the fins also installed armour plating in the pilot seat, behind and in front of the pilot and in the gunner position. The A-5 also had a strengthened airframe, meaning it could soak up more damage and keep flying - this should translate into a more robust damage model. Finnish ground crews often added extra shackles as a field modification to hold up to four 100 kg bombs. Thanks to Chomusuke1, who let me know about the engine upgrade on the A-5 which I was previously unaware of - the BMW 132K was upgraded to the 132W which had a more powerful output. Here are some specifications of the Arado Ar-196 A-5 Engine: x1 BMW 132W 9-cylinder air cooled radial piston engine (standard 920HP, takeoff power 1,050HP) Armament: x1 7.92mm MG 17 Machine Gun (500 rounds) or x1 12.7mm LKk/42 machine gun (300 rounds), x2 20mm MG FF/M Cannon (180 rounds), x1 MG 81Z defensive gun (2000 rounds) Bombs: 2x 50kg bombs or 4x 100kg bombs Maximum speed: 332 km/h @ sea level Range: 1,070 km Service ceiling: 7,020m Climb rate: 360 metres/minute Empty Weight: 2990kg (6591lbs) Loaded Weight: 3618kg (7976lbs) (with full fuel load and bombs) Span: 12.42m (40.75ft) Length: 10.96m (35.95ft) Height: 4.44m (14.58ft) Wing area: 28.29 sq. m (304.618 sq. ft.) Proposed Battle Rating: Considering it's a pretty clear upgrade over the A-3 I recommend a br of 2.3 (AB), 2.3 (RB), 2.0 (SB) as it's slightly faster, better armed and better armoured/more durable. However, it should still stay in Tier I and EC1 for sim as it's upgrades are not a game-changer to it's role or effectiveness, but rather just an upgrade to stave off obsolescence and keep it kicking in the air! The MG 17 and LKk/42 machine gun should be switchable armament presets, like the nose armament on some 109 models - a tradeoff between more ammo and a more powerful gun. After being on a waiting list I've received documents from the Finnish National Archives on the Arado 196 and had them professionally translated. I've put them in an imgur album Primary Sources (Imgur album): https://imgur.com/gallery/g1wqWum Source 1: (cross reference MG 81Z) https://www.militaryfactory.com/aircraft/detail.php?aircraft_id=320 Source 2: (Ammunition load for MG 17) https://airandspace.si.edu/collection-objects/arado-ar-196-5/nasm_A19610128000 Source 3: (Finnish using A-5, MG FF/M cannon, 90 round mag, MG81Z and ammunition load, cross reference added armour) https://militaryaviationhistory.blogspot.com/2022/04/arado-ar-196-eyes-of-kreigsmarine.html Source 4: (Cross reference Finnish using A-5) https://en.wikipedia.org/wiki/Finnish_Air_Force Source 5: (Armour plating for pilot and observer, cross reference extended magazines for cannons) https://military-history.fandom.com/wiki/Arado_Ar_196 Source 6: (Technical Specs + performance for A-5) https://en.wikipedia.org/wiki/Arado_Ar_196 Source 7: (Use of 100kg bombs on Finnish models) https://www.asisbiz.com/il2/Ar-196/Arado-Ar-196.html I hope you agree this would give us floatplane enthusiasts who joined post 2020 a chance to enjoy this incredible aircraft!
    8 points
  43. More accurately 4.5G but only because the wingtips used to flex too far from their original position that when such a case happened, the plane would enter a flatspin. It was structurally capable of 11G and it's reported to have actually been quite maneuverable at supersonic speeds, and the most maneuverable at mach 2 (though you'll never get there in WT I guess). The earliest MiG-31 would have R-60 or R-60Ms and the base R-33 model which is strikingly similar to the Phoenix (in function), in a similar 8 missile loadout. They are perfectly matched, only the phased-array RP-31 radar makes it stand out.
    8 points
  44. With a brief exception of 3 a month window when Leopard 2A6's were dominating immediately after their introduction, top tier Russia has been dominating the game for the past 3 years. This is no longer a cycle. It is the new normal and has been for some time. To see the bias, all you have to do is look at how nations are treated when they are curbstomping. After the 2A6 introduction, Germany dominated top tier for about 3 months. After achieving a 65% win rate, the 2A5 and 2A6 were nerfed and the Russian top tier vehicles saw their BR decreased. Then they got new ammo. Having achieved a 70% winrate now for the past 18 months, what has happened to Russia top tier? What nerfs to balance it? None. Zero. Zilch. The Leo's got their original reload back. But they are still sitting at 44%. Did they get a BR reduction? No. 3 months of German dominance saw Germans a nerfed and Russians buffed. 18 months of Russian dominance sees nothing. I'm not sure how to paint a clearer picture of Gaijin's priorities.
    8 points
  45. Both the US and Russia have plane with thermal targeting pods and an assortment guided bombs and rockets. The only nations without any reasonable ground strike aircraft are Germany, Japan (gets them next patch), sweden and china (might get them with the new F5). Germany got a "CAS" plane, the SU-22. It gets a forward fixed (like 10° gimbal in every direction) laser designator for laser guided missiles. Cool, except the zoom levels seem to be 1 -1.00001x zoom. You can't spot ****, the right-click zoom in third person has better zoom level. The designator is outright unuseable unless you are in high visibility conditions (such as desert map w/o fog). Otherwise you have to rely on team spots or you can forget finding anything and running rockets is more effective. In a time where other nations get GBUs that they can guide from 10.000m alt in, I'd say that's pretty pisspoor.
    8 points
  46. Wenn dir alles egal ist warum machst du dann wegen ein paar Glückstreffern auf dich ein Fass hier auf?
    8 points
  47. The damage difference between AP and APHE is too great. I was playing the M103 and the number of tanks that just ate 120mm AP is insane. A 50 pound shot at over 3000 feet per second should trash almost anything it hit, yet I had M48s eat multiple rounds. Shots through the turret would yellow the breech and maybe kill 1 crew member. A shot through the turret face of a Maus passed by every crew member in there and yellowed one of them.
    8 points
  48. We can certainly try to recover any even if they are from users who no longer exist. It was good thank you, got to se a real F-14 ))
    8 points
  49. Od 22 czerwca, 13:00, do 4 lipca,13:00 Niestandardowe pakiety z rabatem! Nowy mechanizm rabatowy pozwoli Ci stworzyć własny pakiet kilku zestawów z rabatem, dodając je do koszyka. Każdy pojedynczy zestaw z listy będzie miał 25% zniżki po dodaniu do koszyka, ale zniżka wzrośnie do 50%, jeśli dodasz do koszyka dwa lub więcej pakietów z listy jednocześnie. ZESTAWY Z LETNIEJ WYPRZEDAŻY Uwaga! Rabat zostanie zastosowany tylko wtedy, gdy dodasz te zestawy do koszyka i kupisz je wszystkie razem w ramach jednej transakcji. Pakiety nie objęte promocją: Zestawy z aktualizacji Danger Zone; Zestawy z aktualizacji Wind of Change; Zestawy z aktualizacji Winged Lions; Pakiety startowe; Kampanie na Pacyfiku; Złote Orły; Konto Premium. Uwaga! Oferta jest dostępna wyłącznie dla użytkowników komputerów PC. Uwaga! Po zakończeniu promocji następujące pakiety zostaną wycofane: Zestaw Jak-38; Zestaw JASDF Sabre.
    8 points
  50. 8 points
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