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  1. 20 points
    War thunder is a game we all love and want to last forever, but it undeniably has an incredible amount of issues. With these issues remaining unaddressed, the playerbase and their enjoyment of the game will continue to wane until it is gone entirely. In this thread i will provide a list of many of the issues currently in the game and i encourage fellow players to contribute their own ideas issues with the game while trying to remain constructive. Lets have an open discussion about how we can make war thunder a better place. I hope this community will be heard by gaijin and that they will make the game better for everyone. Here is a list of current unfixed bugs i have come up with: -ghost shells are still not fixed -shells may hit a completely different spot from where you shot even with 0%pl -aircraft weapon sparking -connecting to a match after cancelling -loading screen map is wrong on some maps e.g. 1 cap large poland -tanks popping in when you look at them -tanks not rendering at all from aircraft -helicopters keep flying and fighting after losing every single part of their damage model -spawning at the opposite spawn you selected -almost the entire rock face in front of the right side italy heli spawn has a hitbox extending way above it -vfw is the only vehicle in game that has the shot not come out of the scope outside of sim -aircraft jumping on runway still not fixed -f1 for help with controls still covers your screen in helicopters -chat box in a heli is off the screen -at high ping, destructible objects can respawn and can not be knocked over -rendering moving tanks at long distance will show them jumping and gliding through the dirt -toggling damage model on and off makes me163 flop around on the ground -some structures dont even render at max quality -hydrofoils still spawn on land -helicopters drift to the side even after evening out -boat AA can shoot through mountains -pg02 gun will spin with a white crosshair but will not work again -boats can survive with all compartments blacked -type93 torpedos bugged on the stat card -aa gunners sometimes do not work -some tank maps spawn you backwards Here is a list of general game and balance issues i have come up with: -ADATS -instead of fixing the adats, the m901 was added for the same country -ULQ needs to render certain objects -pg02 -br compression -arbitrary 10.0 br cap -still no west coast america server -bushes for money -still no textures for half the cockpits -dying in spawn will not crew lock you but crashing at any point in the match will -very lackluster map design -severe lack of map diversity -all game modes are very dated and need to be replaced or freshened up -vehicles are balanced with the repair cost -seemingly completely random scoring system -world war era tanks getting gigantic top tier maps -modern era tanks not getting low tier maps -many armor and penetration values still not fixed -top tier germany cant play with top tier america but russia can -top tier premiums -mousing over game modes shows description of the mode but mousing over naval just shows you how many times you can respawn -crew level has no place -aa on airfield but not helipad -can see some helipads from ground spawn -win air battles by flying out of the map -naval rp gain This list of issues took me only 20 minutes to come up with, there are surely more that were missed. We all ask gaijin to spend potentially a full update to refrain from adding new vehicles and simply work on maintaining the game so that it can continue thriving into the modern age. As it stands, many players still say the game is not fun like it used to be, the only reason many people stick around is because it is the only game that has such a great selection of modern and historical vehicles. We hope gaijin will help make the game fun and amazing again. EDIT: Check out these content creators who have also contributed to the community disussion and their opinions TheOrangeDoom https://www.youtube.com/watch?v=PWq-vA-5J9k&ab_channel=theOrangeDoom Napalmratte https://www.youtube.com/watch?v=M5Q3nlDqVR0&t=1452s&ab_channel=Napalmratte Slick Plays https://www.youtube.com/watch?v=JV1atUV9gG0&t=0s&ab_channel=SlickPlays Spit_Flyer https://www.youtube.com/watch?v=RmP9s9TceAI&ab_channel=Spit_flyer MikeGoesBoom https://www.youtube.com/watch?v=y27tZRbL1Ig&ab_channel=MikeGoesBoom Freyn https://www.youtube.com/watch?v=vzhX09SicAk&ab_channel=Freyn 2and900 https://www.youtube.com/watch?time_continue=1&v=Q3f767vbtzg Ash https://www.youtube.com/watch?v=fZDEfDYp7ag
  2. 19 points
    The F-4C has been unrealistically nerfed, a Mig-19 can easily outclimb the F-4C, which is impossible in reality, the F-4 Phantom in reality has a superior climbrate, acceleration and speed, the Mig-19 has been overbuffed and now has more climbrate and acceleration than the Phantom, GAIJIN FIX THIS S**T!
  3. 19 points
    First of all, yes, I know this issue has already been reported multiple times and even passed for consideration, however, with this post I want to add to these reports, in a way, revive the topic since I visited the Freiburg archive and found documents showcasing the performance, data and state of the Pzgr. Ts. The full name of the vehicle affected. If the problem is isolated to one difficulty setting (e.g. Simulator), specify which. Pzkpfw VIII "Maus", Pzkpfw E-100, (maybe Jagdtiger (explained below)) A detailed description of the issue you have or what you see as being erroneous regarding its representation in-game. In 1943 and 1944 the 128mm KwK 44 L/55 was tested with experimental 12,8/8,8cm sabot shells, using an 88mm sub-projectile, this shell was almost finished in development before the war ended and should thus be accessible to all vehicles that use the 128mm KwK 44 and maybe also the PaK 44, since technically the PaK was also able to fire this ammo, as long as no muzzle-brake is installed. Graph displaying firing trials with different sabot shells, also 12,8/8,8cm Pzgr. Ts titled "Overview of sabot-projectiles compared to normal projectiles": Report on the 12,8/8,8cm sabot shell (with translation): Schematics: As you can see, the Pzgr. Ts was successfully tested with the 128mm KwK 44 since the report states a penetration-value of 200mm at up to 2km range at an angle of 60(!) degrees. The firing-table also tells us that the tested Pzgr. Ts has a single-piece sabot and a three-piece support-ring, further confirming that the shell on the schematic is the same that is documented on the firing-table. The low durability of the 8,8cm sub-caliber projectile at these high speeds could be adressed by giving the Pzgr. Ts a certain shatter-possibility, that would be triggered if the armor-plate that is hit is thicker than 200mm. The shell could have, for example, a 40% chance to shatter on these thicker plates, but in the 60% in which it doesn't shatter, it would penetrate the normally calculated amount of armor, which is around a maximum of 312mm at 0m distance. Of course this would be up to the developers to decide, since the shell could just as well be implemented without such a shatter-mechanic, which would let it perform like a normal 88mm APCBC / APBC with a muzzle-velocity of 1230m/s and an explosive-filler of 0,059kg. Thanks to @Peasant_wb for mentioning the issue with the shattering in the Maus thread! The explosive-filler is highly likely to be either H.10 compound, or H.10 with PH-salts, like the explosive-filler of the 128mm Pzgr. 43. Penetration: A detailed description of the fix you suggest. Provide sources including reference that underline your position. The 12,8/8,8cm Pzgr. Ts should be implemented for both the Maus and E-100, since it was successfully tested and will help to balance the vehicles better, since it would give them a shell that trades overmatch and heavy explosive-filler with superior penetrative force and muzzle-velocity. The Pzgr. Ts was not tested with the 128mm PaK 44 of the Jagdtiger, however, it can still technically fire the round, so it would be up to Gaijin if they want to implement the Pzgr. Ts for the Jagdtiger, however, the Maus and E-100, that are equipped with the 128mm KwK 44, should definitely receive this shell, as it's development was almost completed and it was considered a viable alternative to the standard 128mm Pzgr. 43, as stated in the report, that runs down the advantages of the shell compared to the Pzgr. 43. If the project wouldn't have been fruitful, these advantages would not have been listed. The report even states a disadvantage that is the three-part steel ring of the sabot, that would endanger friendly troops after firing a Pzgr. Ts shell, essentially acting like a 128mm shotgun with sabot-parts as pellets and the report also states, thate the danger-radius of said ring-fragments is still being investigated. This proves, that the shell was not being developed as a side-project, but as a serious alternative to the standard Pzgr. 43 and they got very close to it's completion, as the note on the firing-table states, that the development is almost finished (marked in red with arrow in spoilers with translation). I would also like to adress the statement of Gaijin regarding this shell, as their main reasoning was, that the Pzgr. Ts was not needed at the time, note that that they specifically said, that the shell is not needed, not that the shell is unrealistic or couldn't be added if it would become needed: October 2017 developer Q&A: Seeing as the Maus is being hidden from the standard tech-tree, I would argue that now this shell is more needed than ever, since it would give both the Maus and E-100 a better penetrating shell, that would help these tanks to be more competitive in terms of armament at the BR of 7.7 in RB/SB and 8.0 in Arcade. Another ingame argument for the Pzgr. Ts is, that the 128mm KwK 44 does not have access to a regular APCR shell, as these were not developed for it, which makes the Pzgr. Ts even more needed, since any other German tank-cannon like the 75mm KwK 42 and 88mm KwK 43 all have access to a high-velocity alternative to the standard Pzgr. APCBC ammo. In the case of the 128mm KwK 44 the Pzgr. Ts would fill that role, while also making the Maus and E-100 more competitive at longer ranges and at facing heavier armored tanks that are regulary encountered at 7.7. 2019_08_23_13_54_31__6752.clog Sources: "Schwere Panzer der Wehrmacht" by Michael Fröhlich: "RH 8/v. 854" (my name is obviously blacked-out):
  4. 17 points
    I must say 1.91 has been one of the most disappointing updates i have seen in a while (with the exception of night vision and thermal). The addition of 32 new vehicles, many of which are not new is simply lazy. The Chinese TT is not only a CTRL+C, CTRL+V maneuvre from the current nations but it is a simple cover up for the lack of effort put into this update. Simply taking something that is already in a form of the game and transferring to the main game does not make it look like you have done something great. For someone who plays ground forces regularly 7 new vehicles is infuriating, although having the chance to unclock a new TT is always fun. Not when its behind a paywall. What makes it worse is that only 2 of the vehicles are really new: -An artillery that is useless unless you plan on adding proper mechanics for them -An Object 906 on steroids The rest are simple copy and pastes from other nations with very minor tweaks. Im not sure what the reason is for the lack of...everything is, theres certainly no shortage of options to be added.But hey, were used to it. The aircraft are also a disappointment in a different way. The addition of the new mach 2 capable jets is somewhat nice however the hype never lasts. Adding to only 2 nations never works. Continuing to do this only causes backlash (quite like what im doing). I think you should stick to an all or nothing agenda, instead of making the mods have to come up with bs excuses that we see right through. Its not hard to tell what nations are cared about and what others are just along for the ride. USA, USSR and Germany clearly have more vehicles in game than all the rest, and this isnt even being attemped to be fixed with the addition of more and more every update whilst the rest are left in the dust. USA the one nation that doesnt need anymore vehicles gets the most with the exception of Italy getting, you guessed it, more copy and paste vehicles! And where are the others? France- Nothing UK- 2 Pretty basic non-supersonic jets Japan- Nothing Germany- CTRL+v from Italy USSR- Pretty bad jet in comparison with the F4C but still a mach jet atleast And again regarding these nations (Not USSR) there is no shortage of vehicles: EEL, Mirage III, Sepecat Jaguar and a whole lot more. Theres not much to say about helicopters, theres a few copy and pastes but overall nice job adding to the nations that need it most. (Japan and Italy next would be nice) A few nice additions to the naval trees. however a few more trees would be nice (not sure about italy in regards to their naval forces, but france would be nice) As bad as all of this is there are many things that we do like as you can see through many of the forums and comments. Adding vehicles that are pretty similar from existing vehicles are boring but also nice to see as they can often fill holes in the nations that need them. The new mach 2 jets however 'overpowered' and the fact only 3 nations get them is still nice to see the modernisation. The implementation of Fmod Studio 1.10 sound engine sounds amazing. The changes to ground and aircraft characteristics and models are always an improvment. And the crownin jewel: Night vision, something we have wanted for years! Overall. This update has many flaws but in the parts where you did good. You did very good!
  5. 16 points
    Out of all the tech tree's we have, this seemed like the laziest one. As you can obviously tell, majority of the tanks they have are Copy/Paste US & Russian tanks with some Japanese tanks in there. They do have some modified tanks in the Tech Tree but they could've put a bit more thought on adding more modified tanks instead of 80% of Copy/Paste tanks that we've already played 1000 times over now. I think the only tank I seemed to be most interested so far though is the M3A3 Stuart, which I'm surprised it wasn't in the US tech tree yet.
  6. 16 points
    Download Wallpaper: 1920x1080 2560x1440 3840x2160 We recently added some unique vehicles to the game which players can receive for active participation in random battles (in addition to being available for purchase with Golden Eagles). The new modification of the legendary ‘Schwalbe’ Me 262A-1a/U1 comes to War Thunder as a reward for squadron players in one of the following updates! Me 262A-1a/U1, jet fighter, “squadron vehicle”, Germany, rank V. Pros Outstanding nose battery of 6 autocannons Very good variability of ammo racks for different purposes Low BR Cons Lack of mounted armaments Mediocre maximum speed compared to post-war jets Historical background The Me 262A-1a / U1 is a modification of the world's first mass produced jet fighter, the German Me 262 ‘Schwalbe’. The armament of the A-1 sub-serie, being four 30mm MK.108 auto cannons, had a number of drawbacks, such as cycle failures and complex heavy shell ballistics. For these reasons, engineers experimented with different variations as to the weaponry, including a reinforced cannon battery. As such, the Me.262A-1a/U1 modification was created as part of this program. German engineers managed to fit 6 autocannons in the nose: 2x20mm MG.151/20, 2x30mm stock version MK.108, and 2x30mm MK.103 guns. For the latter, they developed shells with a higher initial speed, and the guns themselves had a longer barrel length than the MK.108, as well as an effective muzzle brake - all to improve the ballistics of the heavy shells. They built a prototype (according to other sources, there were three units), but the project was not entered into mass production. However, one example was flown by one of the most effective jet aces of World War II, Heinz Bär, who flew it at the end of April 1945, and with it, even shot down several Thunderbolts in the skies over Germany. In War Thunder, the Me 262A-1a/U1 will be a reward for active game participation by squadron players. Experienced pilots are well acquainted with the classic “Schwalbe” and this new modification of the aircraft doesn’t have any other noticeable differences from other Me 262s. When flying this aircraft, you’d better have a high amount of energy up your sleeve, avoid dogfights (especially with piston-engined fighters), and of course, remember that your opponents can be faster than you. However, as there aren’t likely to be many other jet engine aircraft, and given its relatively low battle rating, the Me 262A-1a/U1 can easily become a master of the skies. As many as three types of guns allow players a choice of three different ammo racks. This might be considered the most interesting feature of the Me 262A-1a/U1 - at the same time, you can equip the guns with, say, excellent 30mm armour-piercing rounds for the MK.103, and powerful HE shells for the MK.108 and MG.151/20. So, when engaging in battles at high altitudes, you can easily catch out a couple of clumsy bombers, and with a sharp dive, take a bite out of some ground targets as well - there are many possibilities! The War Thunder Team
  7. 16 points
    Gaijin *delete a real/ historical flag of the country that actually fought against fascist and replace it with the flag of another country that doesn't even exist during the war* Customers/players: "Please be historic accurate" Gaijin's manager: "don't bring politics into the forum" Gaijin you are the one that brings politics into the game All we want is a historic accurate flag STOP BEING BIAS
  8. 15 points
    War Thunder Battle Rating Decompression Suggestion Rank IV-VII Ground Forces Rank V-VI Air Forces Summary BR Decompression is the idea of expanding the top Battle Rating to a higher BR, and stretching a range to fit the new top tier, effectively “Decompressing” the BRs. This has been done in smaller scales, (example: moving the M1 Abrams from 9.0 to eventually 10.0), and to effect and satisfaction of the player base. But as to many battle rating complaints that have been given rank 3-6, I believe most balance issues in the game can be remedied by having much greater BR decompression, as in this suggestion, moving tanks like the Leopard 2A4 and M1IP Abrams to 13.0 BR, and expanding the 5.3/5.7 to 10.0 BR range to fit the new range, in attempt to allow all vehicles to be competitive again, both at their own BR and whether it be in an uptier or a downtier. NOTE: If TL;DR, there are pictures! (ok more like charts) NOTE: This was made across multiple versions. I try to update it, but if something was skipped (penetrations used pre-calculator, ignorance of radar, missing vehicles, vehicle buff/nerfs, and more), this possibly may be a reason. This has been in development for over eight months. NOTE: This was updated after the AP changes, but it is possible I missed something. Some vehicles may not be updated, some vehicles are predictions on where they should go, assume variation. This isn’t about individual vehicles, this is about the idea of BR Decompression of Rank IV-VII. NOTE: All battle ratings are in the Realistic Battles game mode. This applies to Arcade as well, but for the simplicity of not listing multiple game types over and over. So any significant variations may potentially be due to this, however, in case this is not the issue at hand, criticism is highly encouraged. NOTE: This isn’t perfect, however, nor does it need to be. This is to demonstrate the general idea of BR Decompression as proposed, not the specific BRs of individual vehicles. Evidence of BR compression Rank I-III, for the most part, as there are always obvious exceptions, is fairly balanced. Almost all vehicles, whether be a complete uptier or not, have for the most part the ability to compete. At Rank I-III, sometimes I personally don’t even notice if I have been uptiered or not, tanks that are uptiered a full 1.0 BR are not as strong as the top tanks of the range obviously, but they are completely competitive in their abilities. Meanwhile, at higher tier, this is not always the case. Uptiers, mainly starting around ~5.3, ~5.7, are workable, but start to get difficult. The thing is, starting about that area, the differences between vehicles 0.3, 0.7, and 1.0 BR apart start to increase compared to lower tier. The result is fighting vehicles, in some cases, that are superior to your vehicle in not one or maybe two aspects, but superior in every single aspect to your vehicle, and are not just superior by a little bit, but by very considerable amounts. This increases exponentially as you climb the tech tree. Examples of some differences between low tier Battle Rating differences: Panzer IV C (1.3) vs Panzer IV F1 (2.3) The Panzer IV F1 is almost identical to the Panzer IV C, with the exact same gun (but different ammunition), and almost no change in mobility whatsoever. However, the one change between the 2 tanks would be the armour. The Pz IV F1’s only differences between the Pz IV C are, Gains +20mm of frontal RHA Gains +15mm of side RHA But loses a couple mm of rear RHA. Gains a 1943 HEAT shell that only penetrates 20mm more armour. This difference between the 2 tanks constitutes a full 1.0 battle rating difference. To remove the 20mm HEAT shell difference, another example to show a 0.3 BR difference would be the Panzer IV E vs the Panzer IV F1. Both tanks are almost identical in every aspect, except the F1 gains again +20mm of frontal armour and only +10mm of side armour. Every other aspect of the tank is near identical, including the ammunition as well. M3 Stuart (1.3) vs M5A1 Stuart (2.0) To show another example, the M5A1 Stuart as a whole looks fancier, but a performance difference between the M5A1 vs the M3 is not all that significant. Both vehicles are competitive compared to each other. Differences include: The M5A1’s top speed is listed at 56km/h, compared to 50km/h, however, the M5A1 has a slightly worse HP/t ratio, making their mobility approximately equal. The M5A1’s armour decreases in thickness, from ~38mm of the M3’s to the ~28mm of the M5A1, however, this armour is at a smooth slope, making it just slightly better. The M5A1 gains about ~3mm of side armour, and have identical rear armour. The M5A1 gets a M6 37mm gun, while the M3 gets a M5 37mm gun. The difference between these guns, about only 15mm of penetration was gained with the best ammunition between the two. These examples show that the M5A1 is undeniably the better tank, however, the difference between the two are not frankly that drastic. The M3 in almost a full uptier is inferior, as it should be, but is still extremely competitive, as the M5A1 compared to the M3 has overall only minor improvements and no absolutely massive changes between the two. Panzer IV F2 (3.3) vs Panzer IV G (4.0) The differences between the Panzer IV F2 vs the Panzer IV G are minor, yet qualifies for a 0.7 BR difference. 50mm of RHA of the F2 is upgraded to 80mm of RHA, and smoke dischargers on the turret sides are added, allowing for quick smokescreens. Apart from that, both tanks have near identical mobility and the same gun. Which in comparing the Panzer IV G to the Panzer IV H, both tanks have very little change. The Panzer IV H, to qualify the 0.3 BR difference, has an increased turret traverse, and receives schürtzen plating, with the only other improvement being better placement of its additional track modification. However, because of the increased weight, the Pz IV H has a very minor decrease in mobility. The only other main difference is a 7.5cm KwK L/43 vs a 7.5cm KwK L/48, which has 1mm of extra penetration at 10 meters. Apart from this, the Panzer IV H vs the Panzer IV G have extremely minor differences, yet it is enough to qualify a 0.3 BR difference. Which another example of this could be the same Pz IV H vs it’s successor, the Pz IV J. The J is at 4.0 BR, 0.3 BR difference compared to the Pz IV H. However, both tanks are almost completely identical. The Pz IV J’s only difference whatsoever to justify the 0.3 difference is the schürtzen being removed from the hull sides’ only (4mm of armour, by the way), and the J losing a large amount of turret traverse. Which keep in mind, at low Rank III, the difference between 0.3 BRs is literally 4mm of side hull armour and turret traverse speed. But regarding back to the Panzer IV F2, another comparison can be made to the Panzer IV F1 to the Panzer IV F2. Both are the same exact tank, down to the Ausf. F. However, the F2 is a full 1.0 BR higher than the F1, the difference being a L/24 7.5cm and a L/43 7.5cm. The ultimate result is an ABCBC round with 133mm of penetration at 100m, while the other one shoots a 100mm HEAT round at any range. Combined with this, the F1 has like, double the rate of fire. This is enough for a full, 1.0 BR difference, a 2.3 to a 3.3. Among this, although this is not the thread for it, people like to make the claim that the Pz IV F2 should be moved to 3.7 in Realistic Battles. Although I think the F2 is among the most overrated tanks in War Thunder, lets hypothetically say it does get moved to 3.7 BR. If so, this means these two identical tanks, with only a gun difference, would have a 1.3 battle rating difference, meaning they would never even meet each other in game. There are many examples of this Rank III-VI, however, I shall now give examples of BR compression high Rank III and above. Please remember the difference between the Panzer IV J vs the Panzer IV H: “Which keep in mind, at low Rank III, the difference between 0.3 BRs is literally 4mm of side hull armour and turret traverse speed.” T-55A (8.3) vs T-55AM-1 (8.7) The T-55A is an 8.3 main battle tank in the rank 6 soviet lineup after the T-62 (for some reason?), armed with various ammunition, up to it’s best shell, the 1970s 3BM25 APFSDS ammunition. The T-55AM-1 is a premium 8.7 main battle tank in the rank 5 soviet lineup available at the low low price of 70 USD (ok it comes with a helicopter)(Edit: not anymore apparently, that’s nice I guess?). With the difference of 0.3 BR, the T-55AM-1 has almost no disadvantages to the T-55A whatsoever, and the following advantages over the T-55A: > Upgrade from a 580 HP engine to a 690 HP engine. > Increased turret traverse > A large slab of composite armour on the upper frontal plate, making it immune from almost every full caliber AP shell in the game, most APDS rounds, 105mm or lesser HEAT-FS munitions, HESH, and even lower strength APFSDS, and more. > BDD armour covering the front sides of the turret, making parts of the turret as defended as a M1 Abrams. > The addition of a laser rangefinder capable of determining a range to a target up to 4.7 km away to the nearest 25m, in about 1 second. > The addition of an Anti-Tank Guided Missile capable of penetrating 650mm of RHA, with a range of 4km. The only disadvantage the T-55AM-1 does not have over the T-55A is the T-55AM-1 loosing 2 degrees of gun elevation. T-34-85 (5.7) vs T-44 (6.3) The T-44 has very little disadvantages over the T-34-85, meanwhile, the following advantages are obtained: > Double the hull armour, 45mm to 90mm of armour, both angled the same. > 90mm of turret armour to 120mm thick turret. > Increased mobility, both tanks have the same 500 HP engine, however, the T-44 has a 60km/h top speed while the T-34-85 has a 55km/h speed, as well, the T-44 is 200kg lighter, giving it a higher HP/t (ok 200kg, but for argument, you can very well say both are identical). > Increased penetration, for the same gun, the T-44 recives the post war BR-367 APCBC shell with 155mm of penetration at 100m, and improved APCR, the BR-367P, with 229mm of penetration at 100m. The two only disadvantages I can find, the part of the side of the T-34-85 has some angling, which frankly doesn’t matter at that tier with 45mm of armour (while the T-44 has 75mm RHA), and the T-34-85 has 2 extra degrees of gun elevation. Compared to a lower tier, changes in every aspect to the tank qualify at minimum at least a 1.0 BR difference, especially changes as significant as doubling the frontal armour, while not only keeping but increasing mobility and firepower. Meanwhile, the T-44 remains only 0.7 BR above vehicles like the T-34-85, Tiger H1, M4A3E2 (75) W, and more. As well, this tank is 1.0 BR away from, which it does see, tanks like the M4A3E8, Challenger, M18 GMC, Jagdpanzer IV L/70, and more. Panther D and Tiger H1 (5.7) vs Panther A and Tiger E (5.7) Tanks of obviously better class with a battle rating difference of 0.0, yet with the Tiger E for example, used to be 6.0 and proved to not be a satisfactory battle rating for it. A separate class of tanks at 5.7 has emerged, tanks that used to be 6.0 even moved to 5.7, despite other 5.7s being obviously worse than the top 5.7s. Which this isn’t the only example, tanks obviously being worse than other tanks is abundant at other BRs, but no change can be made because they are too weak to be moved up, or too strong to be moved down. Because there are no ‘in between’ BRs to move them to, which BR decompression will do. Now to add, the Tiger H1 is 5.3 as they realized the difference between the Tiger E and Tiger H1. “This fixed it” – now the Sherman equals the Tiger now? Now 4.3s fight Tigers and now the Sherman is “equal” to the Tiger (literally Tigers vs Shermans) – this is not only an example of BR compression, but that BR compression is getting worse, as now tanks like the ISU-152 and Tiger H1 are being moved down to face tanks like the KV-1S or the Panzer IV H. M26 (6.3) vs M26E1, M26E1-1, and M26A1 (6.3) Another example of a class of tanks that are better than others at the battle rating of 6.3 now. M26 vs M26E1 (Edit: it is 6.7 right now for Arcade and Realistic. However, I just am going to leave it here, so you can ponder: now is this tank really equal to the Panther II?) > E1 gains about ~1.3 tonnes, decreasing it’s HP/t by about 0.4. > E1 loses 5 degrees of gun elevation. > E1 has 221mm/266mm of penetration at 100mm with APCBC/HVAP (respectively), while the M26 has 169mm/260mm. Essentially, there is barely anything to justify the M26E1 being the same battle rating as the M26, but yet it underperforms when the comparison to 6.7. M26 vs M26E1-1 > E1-1 loses about 2.0 HP/t, but keeps the same top speed. > E1-1 has a longer reload, however I do not think the difference is enough to justify the Tiger I > Tiger II level of penetration change. That’s literally it, as the E1-1, > gets the same exact increased gun performance as the M26E1 > Approximately 130mm of angled armour against KEP protection, giving it similar hull armour to the T32. > 187.4mm of KEP protection at the thinnest part of the turret mantlet, more than the Tiger II (H)’s turret. The Mantlet under the 80mm RHA plate is rounded, so if not hit dead on, slope modifiers apply. The M26E1-1 loses a little bit of mobility, and it has more armour than a Tiger II on average, AND a better gun than the M26 at its own BR. Which these changes do carry over to many other 6.3 tanks, shedding light at multiple classes of tanks that exist at the exact same battle rating. Meanwhile, the M26E1-1 is not necessarily equipped for 6.7 battle rating, as the past has proven. It’s mobility is either equal or worse than the Tiger, the gun is inferior to the 8.8cm KwK L/71, and the armour is superior, but not by a large factor. M26 vs M26A1 > A1 gains about 400kg, decreasing it’s HP/t by an almost unnoticeable amount. > A1 has 221mm/266mm of penetration at 100mm with APCBC/HVAP (respectively), while the M26 has 182mm/260mm. Essentially, I cannot find a downside of the M26A1, it is a superior tank to the M26 at the same battle rating. Meanwhile, the M26A1 is not equipped for 6.7 as proven, and the M26 I would hardly consider equal to most 6.0s, personal experience driving it. As I could continue to give examples of other 6.3s (IS-2 obr. 1944 vs Tiger II (P), Ferdinand vs SU-100, and more), this is obviously not an isolated example at 6.3, but rather another case of two separate strengths existing at 6.3 due to ‘older’ 6.3 being pushed down by ‘buffed 6.3 and moved down 6.7s’. T-64A (9.3) vs T-72A (9.3) T-72A gets a more powerful engine to off-set the marginal weight difference, better composite armour almost equal to the T-80B obr. 1985, and the same gun. The T-64A at the same battle rating to the T-72A is undoubtedly inferior. Which part 2: with a 0.3 BR difference, the T-64B obr. 1984 at 9.7 has a heavy 5 layer composite armour plate, possibly the strongest upper frontal plate in the game, Kontakt-1 ERA upgrade, improved ammunition, and only a few tonne increase, a marginal difference in mobility. Tiger II (H) (6.7) vs T-54 obr. 1951 (7.7) To compare 2 different vehicles of different vehicles, that actually encounter each other on the battlefield in War Thunder Realistic Battles, a comparison of 2 old vehicles, that the strength gap between them has only increased, due to the modernization of the game and it’s ammunition, but the failure to accommodate in the battle rating system. I am not a player that preaches that WW2 vehicles and Cold War vehicles should be separated. However, I do not think there is enough of a gap between many vehicles in this range, due to the modernization of ammunition, and tanks in general, combined with of course, BR compression. This is from the perspective of a T-54 player, I can vouch this is not at all whatsoever, a fair fight. The Tiger II (H) keeps it’s technical advantage of having more upper frontal plate armour, but quite insignificantly. However, both are about as hard, or easy, to kill. The T-54 has a 100mm RHA plate angled at 60 degrees, while the Tiger has a 150mm plate at about 45, 50 degrees. However, the lower plate of the Tiger II is 100mm, and the turret is 185mm, while the T-54 has a 100mm plate at more of an extreme angle, and extremely small to hit, combined with a 200mm rounded turret, that is hard to hit directly. The T-54 is about as hard, if not harder to kill than this tank that’s main advantage is armour. At zero cost of mobility. The T-54 has nearly a 15 HP/t ratio, while the Tiger II has a little over 10. 68 tonnes vs 35.5, and a 42 km/h top speed vs a 50 km/h. The T-54 is not a Leopard, however, it is for sure a superior tank by far in mobility, driving like a WW2 medium tank, while being harder to kill than the Tiger II (H). Which by this assessment, the T-54 would assumable have a weaker or even a slightly better gun, to compensate for being a low profile tank that drives like a medium tank, and is just as hard to kill. If this was the case, it would be a tank that deserves to be a 1.0 BR change, since the Tiger II otherwise wouldn’t be competitive against it at all really. Yeah not the case. I introduce the 100mm D-10T. APCBC with nearly the same explosive filler, about the same penetration, and double the shell weight. Well ok, about equal, I would say it would justify a 1.0 BR increase… except, 3BM8: 298mm of penetration APDS at 100mm, 1415 m/s shell velocity. Not major, but now the gun is defiantly better. 3BK5: This shell. 380mm of RHA penetration at all ranges. This is why the T-54 should never see the Tiger II, and other similar tanks like the T29 and T34, etc. Summary of the tank with what this shell can do: The Tiger II is about the same strength. About 2/3rds the mobility of the T-54. Combined with this, with the same reload (ok, a 0.1 second difference stock), the T-54 not only equals or outperforms the Tiger II in the other categories, the T-54 can penetrate the Tiger II (H) and almost every other tank it ever meets at literally any range and at almost every angle. Meanwhile, the Tiger II has difficulty even hurting the T-54, I can take it on Kursk, and literally just sit in the open without threat. Main Battle Tanks do everything better than many tanks it meets, not by just a little bit. This isn’t how the system should work. Every tank should be inferior in an uptier, that should be the case. But every tank should be and deserves to be competitive, even in an uptier. I can give example after example, if you have a problem about a vehicle rank 3-6, 95% of the time, I can trace it to the ultimate answer: BR compression. Why BR compression is getting worse As you know, vehicles as a trend overall have been going down, not up. The Tiger H1 is now literally the same BR as the Sherman. The Jagdtiger is now the same BR as the standard 8.8cm Tiger II, the same applies to the up-engined Sla.16, and now the fictional Tiger II mit 10.5cm L/68. The ISU-122 now can face Panzer IV Hs. The MBT-70, and many other 9.3s, are now 9.0. The T-72A was added, at the same BR as the T-64A. And of course, the most obvious examples: when I first finished the draft of this suggestion, top tier was the M1IP and T-80B obr. 1985. Without any sort of BR increase, tanks like the T-80U, M1A1, Leclerc series 1, C1 Ariete, and even the Leopard 2A5 Main Battle Tank now exist at the same exact top tier as the top tier when this started, and very little has been moved up: mostly down. The response has been given that more information was needed before moving these vehicles up. It has been over seven months. I honestly believe I can trace almost, not all, but almost all balance issues people have complained about (tanks being inferior to tanks at the same BR, tanks not being competitive very much in an uptier, etc.) to BR compression, and, well for example, the M4A3E2 (76) W is 0.7 BR away from a tank that can penetrate it thousands of meters away, meanwhile is 99% immune to it frontally even with APCR loaded... In 2014 or 2015, the worst opponents you could face at 6.7 was the Tiger II (H) in the T-34-85, or the worst opponents in the Tiger II (H) you could face was the T-54s, but before the introduction of HEAT-FS. Now the T-34-85 is the same BR as the Panther A (which the Panther A has more penetration, reload, frontal armour, HP/t, top speed, with only minor disadvantages like less reverse speed and it’s 40mm side armour not being slightly angled like the T-34), faces Jagdtigers it cannot penetrate with APCR even and can be penetrated in return at well over 3km, and the Tiger II (H) is the same BR as the superior Tiger II Sla.16, Tiger II mit 10.5cm L/68, and faces T-54 obr. 1951s, but this time with HEAT-FS that can penetrate it at any range or angle. Not only I want to see BR decompression, but I want to know when will the continual compression will end? When the Panzer IV H fights IS-2s? T-55As vs Challenger Mk.3s? T-34E obr. 1941s vs Tiger H1s? I just wanted to put this here, to remind people that not only BR compression exists 5.7-10.0, but it is getting worse as we have seen, especially the last couple years. Battle Rating Decompression Suggestion To be organized and somewhat logical with the suggestions for the new battle ratings of the vehicles, a guideline was created. To show how BR decompression is changed throughout the ranks, the chart shows what battle ratings I have suggested to be decompressed or not decompressed by certain amounts. NOTE: > This guideline is not followed 100%. It is a guideline, not a rule. Vehicles that I honestly would fit in the new system in a different place, I placed it there, if you think I am wrong about something, say so. As well, conventional ammunition and cold war ammunition was considered more rank 4-5 for main battle tanks, since the old system did not make any change whatsoever for example, when the T-54’s HEAT was added, from a previous example. > This is a SUGGESTION, I don’t expect it to be perfect. > This ultimately is not about the individual battle ratings. This is about BR Decompression: the idea. This gives a vehicle-by-vehicle example of what it could look like. NOTE: yes I am resaying this – this is not about the individual vehicles. This suggestion is not a balance “this should be exactly like this, this tank should be this BR, etc.”, this is about Battle rating decompression specifically 5.7+. This is me spending eight months of my life going though every BR, and individually proving as an example that this could possibly work as a better system than the current, a potential +/-0.7 system, and more. I imagine it is much easier for players to imagine a chart with sample BRs in front of them, than to just try to describe it all, a picture is a 1,000 words. I also chose to do this as it is easier to cite specific vehicles in the context of a potential new system, as I specifically chose tanks like the M1IP and T-80B (1985) to be 13.0, because I believe this is possibly the optimum battle rating to decompress to that will allow almost every single vehicle to not be inferior to another at the same battle rating, (example: T29 having a considerably faster reload with APHEBC, with a measly 2mm less penetration than the T34), and for uptiers and downtiers to not feel as extreme as they feel now, but rather like how they do at lower battle ratings (like a Pz IV H vs a M4A3E8, not a IS-4M vs a Leopard A1A1 mit 120mm). I tried to be as accurate as I can with my example Brs, comparing armour, mobility, and firepower of tanks to other tanks, however again to prove the point, this is about the idea of BR decompression 5.7-10.0, not the individual BRs of vehicles. General Guideline https://gyazo.com/2a34a07efc29fab17b1d623d5f0db55c United States https://gyazo.com/7b66a5d2ef0d0ae985cae578fd130524 Germany https://gyazo.com/f8f90daf74b6b296ff6e8089d564cd6a Russia https://gyazo.com/522f0f676223aa41fa62c86e162b9957 United Kingdom https://gyazo.com/bf0a451c4417c687e02340a0581cce15 Japan https://gyazo.com/841f0c0ea6c099b03b675ac32835c6de Italy https://gyazo.com/1419c933959b8af74ad46b89215fe906 France https://gyazo.com/c0e85a63cbeefa6132fcd6e8b14fa1f7 China (WIP) Gyazo links are used as well, as they are higher quality with zoom function, giving two ways to view the images. Explanations of each I have decided this time to make via colour-coding, where each range I made a specific colour in order to explain in detail what I have done in my suggestion with them. “Not Enough Information” means I do not have enough information to make an accurate estimate on what BR they should be. Giving opinions on said vehicles will be taken into consideration. Italy has not been included in its entirety due their addition being recent. “The Blue Range” Overall the same, standard pre 5.7. I have made some minor changes (example: M4A4(SA50)) and stuff, this is an estimate on what could change because of the penetration changes. With BR decompression 5.7+, changes would not be as harmful compared to what it would face in uptiers. For as the M4A4(SA50) example, at 4.7 it is superior to the Firefly in all major categories, of mobility, firepower, and armour, and proving that it can go to 5.0 in a BR decompression scenario would not be as harmful for it: as for example, before compression, it would then face Panther Fs and so, while post decompression it would face the exact same opponents it faces now even (current 5.7 equivalents in a full uptier). This is just an example of how BR decompression 5.7+ would allow for more leniency below 5.7 without having to worry about mega-painful uptiers. As I mentioned, this is not about the M4A4(SA50) or any specific vehicle, this is an example. “The Yellow Range” First change: 5.7, breaking apart the 5.7 range. Reasons: The first true tier I would say BR compression is relevant and prevalent is 5.7-6.0. You got various classes of 5.7 tanks, where some 5.7 tanks are better than others. You reach 5.7, and you meet the first major compressed tier of the game. Compression has increased due to the moving of 6.0 vehicles to 5.7, such as the M4A3E2 (76) W, IS-2 obr. 1943, PzKfw V Panther Ausf. A, PzBfw VI (P), and more to 5.7 due to mainly what these vehicles face in uptiers. Because of this, 4.7 is the first tier that meets vehicles in uptiers that are much stronger for a full 1.0 uptier than 1.0-4.3 is accustomed to, and not all, but some vehicles are no longer as competitive as they should be. Combined with this, vehicles start to become less capable at their own tier at 5.7, which is part two. The obvious examples would be the Panther D and the Panther A, or the Tiger H1 and the Tiger E. Here two are undeniably superior and inferior vehicles residing at the same battle rating, which not by necessarily a minor amount. Both inferior vehicles do not possess APCR, vital in uptiers against certain opponents, combined with the Tiger E having a superior lower frontal plate, combined with other minor improvements, while the Panther A has undeniably superior mobility over the Panther D, the main and possibly only real disadvantage for this tank at 5.7. Tanks like the Tiger H1 for say I believe is a viable tank for 4.7 tanks like the Firefly Vc or the M4A1 (76) W to meet, meanwhile, these same tanks should not face tanks like the IS-2, or the uparmoured Tiger Ausf. E. Which another major advantage of this system is breaking apart the 5.7 battle rating. 5.7 is probably among the most played BR in the game, also making it “a black hole”. Uptiers of lower tanks to 5.7 are quite often. Not a ‘this fixes it’ solution, but this helps break it up. For example, probably one of the best 5.7 lineups in the game: Germany 5.7. German tanks currently at 5.7: Panther A, Panther D, Tiger E, Tiger H1, Furry Tiger, Tiger (P), Waffletraktor, FlaKtoaster, plus any I missed and the excellent 5.3 alternatives. Meanwhile, this suggestion breaks apart some of these vehicles. So for example, now you have players playing both 5.7 and 6.0, perhaps splitting the ‘black hole’ of a BR apart, at least a little. 6.0 and 6.3. 6.3 is another grouped battle rating, and at this battle rating, separate classes of vehicles exist. An example, like earlier, is the M26. The M26 is a great tank at 6.3, however, it’s not the best at 6.3 even if so. As mentioned, the M26 vs M26E series, or the M26 vs the T-44. But the mentioned vehicles are not necessarily equipped for 6.7. So do you know what would fix this? 6.0: Most of the vehicles at 6.0 remain at its equivalent, 6.3. However, there is a mesh of 6.0 and 6.3 vehicles that are not very different, meanwhile, these 6.0 vehicles are stronger than many 6.0s, and the 6.3s are too strong for 6.0. The example would be for example, the M26 (*cough* again *cough*) vs the Panther Ausf. F. The Panther F used to be 6.3, however, it was obsolete at 6.3 because of the higher class of 6.3s. The 6.3 M26 I would say it is about the same strength at the 6.0 Panther F. So should the M26 go to 6.0? No. Compare the Panther F to the Panther G, comes to the conclusion of the better tank. The Panther F has increased frontal turret armour and better turret in general, as well with a better reload, plus optical rangefinder, with the only cost of like, 1 tonne? The M26 I would judge to say being the approximate same strength as the Panther A. So what would the M26 do at 6.0? Everything, the M26 is already a total monster in a downtier at 6.3, if used right. Yet it isn’t the best 6.3. Yet it can’t go to 6.0 without just slaughtering the 5.0-6.0 range. Which even brings in, does it even deserve to fight all the vehicles it faces in the 6.3 range? Let’s say we put the Panther F at 6.3 – does it deserve to face M4A3E8s? Challenger? The M4A3’s APCBC has 145mm at 10m, the Panther F’s turret is 120mm of RHA, a smaller target, and has a gun that can blow away the M4 at a much farther range than it can even hurt the Panther F (at least without loading APCR), while being on top of all that, it’s a medium tank: it actually has a higher HP/t than the Sherman. Does this tank deserve to fight these tanks? A M4A3E8, or any 5.0 or 5.3 tank for the most part, simply is not competitive to a high strength 6.0 or a 6.3 tank. OK so the ultimate point: what’s the decompression here? 6.0 goes to 6.3, as 5.7 is now 5.7 and 6.0. 6.0 overall stays at its BR as 6.3. However, The strongest current 6.0 tanks move to 6.7, while the regular current 6.0s are 6.3. Meanwhile, current 6.3 goes to 7.0. Creating a new, in between battle rating: 6.7. This battle rating can see the uptier of the best 6.0s that are stronger than others, such as the Panther F. Meanwhile, this creates a dual purpose BR for the lower end of current 6.3 to move tanks lower than the upper strength 6.3 tanks, such as the M26E, and the T-44, and more. Combined with this, now tanks at 5.0, 5.3, and even low 5.7 won’t have to suffer against top tier 6.3s. Because, does the Tiger H1 compete against the M26E1-1 at all? No, by no means, it cannot penetrate the tank frontally, perhaps with the exception of a pathetically small weak spot like the MG port or the turret ring. Meanwhile, they have similar mobility, and the E1-1 has a way better gun, making it better in every aspect, by more than just a little bit. Or for example, the T-34-85 obr. 1943 vs the T-44. Like mentioned before, these tanks have a 1.0 difference, but one has double the armour, same if not slightly increased mobility, and better ammunition, with no real considerable downfall of the tank. The T-34-85 obr. 1943 is simply not competitive next to the T-44. Or at least not as competitive as say a T-34 obr. 1940 (3.3) is next to a T-34-57 obr. 1940 (4.3) for example. “The Orange Range” 6.7 is among another battle rating that is quite popular. As well, it also brings in some powerful vehicles, that are stronger than some of the same battle rating, yet not necessarily 7.0 worthy. Thus, 6.7 I decided to make an even split: 7.3 and 7.7 (and 8.0). 7.3 represents a little more of the 6.7 range, while 7.0 represents the best 6.7 tanks, such as the Tiger II Sla.16, Ru 251, and T29 has examples. 8.0 represents some powercreeped vehicles that were moved down to 6.7. With the range now reaching into the 7.3 and 7.7 range, 5.7 tanks in game will no longer meet current 6.7 tanks, which are not competitive against these tanks. Not to say these tanks are unkillable, I think it isn’t any secret that a single 5.7 tank vs a 6.7 tank will end in that 6.7 tank’s victory perhaps 4/5 times. At this point, 6.3 tanks, current in game, the 6.0 tanks, are required to meet 7.3 tanks that are the equivalent of the standards of 6.7 (T34, T30, Centurion Mk.3, and more). Meanwhile, 6.7, the equivalent of low class 6.3, high class 6.0, is required to meet the stronger side of 6.7. This includes the Ru-251, Tiger II (H) Sla.16, T29, Panther II, and others I perhaps missed. Because of this, the 5.7-6.7 range I hope is competitive in all aspects. Tanks will perform equal to each other at their own battle ratings, hopefully at least, and all vehicles will also hopefully be competitive when even up tiered; inferior still as it is an up tiered, but more comparable to the lower range, where vehicles are not as radical when it comes to their differences upon changes among the BRs. “The Cyan Range” 7.0 and 7.3, represented at 8.3 and 8.7. This, is actually not really any different. However of course, the vehicles will not be downtiered against as weak of opponents (i.e. T32 vs Tiger II (P), but nor will be uptiered against as powerful of enemies as well (will only face current 7.7 equivalents). The exception is the Ho-Ro, it seemed only fair at least it should be the same battle rating as the Jagdtiger, at 8.0. As I should note: I tried to keep all vehicles the same based on their performance in game currently. However, only 1 vehicle I know I actually changed is the BMP-1. Previously 7.3, I represented the BMP-1 and BMP-1 as separated vehicles, as frankly I am seriously not a fan of their combination. 2 separate vehicles of radically different strengths were combined, and it benefits almost nobody here. The BMP-1 is comparable to the Ru-251, with inferior armour and mobility, and a low velocity gun, but a superior reload and manual guided ATGMs. The BMP-1P is a very strong vehicle at current 7.3, with semi-automatic guided ATGMs, similar to ATGM carriers multiple BRs above it without secondary guns (ATGM carriers don’t seem to be accurate with IFVs for some reason, but I just worked with the BRs that they gave). “The Gray Range” This was the hardest to consider in my opinion, as this is when Main Battle Tanks with HEAT-FS ammunition start becoming prevalent. I wanted to demonstrate as well, BR decompression also can be used as a tool to separate more advanced vehicles from conventional style vehicles, while still maintaining balance. This isn’t a biased hate against HEAT-FS, this is, ‘by the way, you forgot to update the system to accommodate the 400mm penetrating round at all ranges shell’*. The result is vehicles that rely on armour no longer having their armour relevant, as well as, BR compression. *The decrease in damage is considered. Note, some vehicles do deserve to face HEAT-FS. HEAT-FS should be encountered in your IS-4, or your Maus, but it is more so than I think it should. As well, I do not target vehicles like light tanks and tank destroyers with HEAT-FS, but rather the main battle tanks that do in fact, have armour, mobility, and a turret, as well as the good gun and the HEAT-FS shells. But in this, the IS-4M, or the Maus, is more equal in battle rating with tanks like the M48A1, or non-HEAT-FS armoured tanks like the T-54. Tanks with 105mm HEAT-FS for example are most likely at least 0.3 or 0.7 above, as uptiered tanks. Not the same battle rating, like IS-4M = M60 or Leopard 1 like now. “The White Range” 8.0 is now the new 10.0, to put into perspective at what point BR decompression is at in this suggestion. Between 5.3 and 8.0, 2.0 BRs have been created, helping with the significant strength differences in uptiers and downtiers in this range, and creating 6 new BR slots, allowing for more micromanaged BR changes, which are not possible in the current system. The Red Range 8.3 becomes 10.3, some 10.7, and 8.7 becomes some 10.7 (weaker 8.7 like the AMX-30 BRENUS), and some 11.0 (stronger 8.7 like the Leopard A1A1 L/44). 10.0s are for the standard 8.3s (T-55A, T-62, M60A1 (AOS)). 10.3s are for the increased strength 8.3s, and the lowest strength 8.7s (M60A2, IT-1, Chieftain Mk.5, AMX-30B2). 10.7s are for the standard 8.7 tanks (Leopard A1A1, AMX-30B2 BRENUS). 11.0 are for the strongest 8.7s, and a couple weak 9.0s (T-55AM-1, Leopard A1A1 mit 120mm Rheinmetall L/44, Chieftain Mk.10) Summary of the “Orange Range”, the “Cyan Range”, the “Grey Range”, the “White Range”, and the “Red Range” I believe the gameplay will change significantly for some of these vehicles in these ranges (hopefully for the better). This is my theory: 8.0-9.0 I believe this will be the last range of conventional gameplay. The strongest of WW2 tanks will be met with late ‘40s vehicles, and even medium tanks with weak HEAT-FS. But this range will not be as extreme as it is now. M60s will not be meeting Tiger IIs. This will be conventional style 1940 cold war tanks, low strength HEAT-FS tanks, vs WW2 era ‘Supertanks’ and prototypes. 9.3-11.0 I believe this will be very representative of the late 1950s and 1960s, early 1970s tanks. The proposed range I believe will be interesting, as there are tanks that can shoot off conventional style ammunition, however, int this range, it’ll be like the pre-composite armour era of War Thunder, where armour is pretty much just to slow down the shells at this point. With HEAT-FS and APDS, HESH, and APFSDS, these tanks will nearly pretty much ignore armour. Armour can stop some KEP ammunition most likely, however, I think it would be a very interesting rank to play, a reminder of when the best policy at top tier was ‘not to get hit’. Only with the Magach 3 for example, but mainly 10.7 and 11.0 is when defenses become these supershells start to become unreliably prevalent. ERA will be able to stop CE ammunition, or at least if they don’t hit gaps between the ERA. The T-55AM-1 and Chieftain Mk.10 would introduce composite armour, however, the entire tank are not made of this armour, and with plenty of gaps. But overall, this is what I expect, and what I hope, might be the product of this: this would be very interesting to see I think, a little range representative of the 1960s where armour could stop some APDS and APCBC, but overall armour is irrelevant, possibly leading to some creative gameplay. “The Purple Range” Covers the majority of the 9.0-9.7 range in the current game, now 11.3-12.3. 11.3 covers most of 9.0 currently. This includes tanks like the XM-1 series, T-62M-1, and others. 11.7 contains upper 9.0 tanks and lower 9.3 tanks, such as the MBT/KPz 70 and the T-64A Both above never have to fight top tier again. As I think it is fair to say, a T-64A vs a Type 90, or a XM-1 vs a T-80B obr. 1985, or even the M60 RISE vs a T-64B obr. 1984 is hardly a competitive fight. 12.0 is the product of the higher 9.3 range, and some of the 9.7 range. These include tanks that are better than other 9.3 counterparts, such as the T-72A, which is superior to the T-64A in almost every aspect, as for an example. Another includes the Challenger Mk. 2, at least in its current state. The AMX-40 was placed here, however, I am unsure of this as it does have the 2nd best ammunition in game, if I recall correctly. 12.3 is full 9.7 BR, with the T-64B obr. 1984, Challenger Mk.3, and Leopard 2K. “The Green Range” 12.7 and 13.0+ is 10.0, 13.0 being the top tier BR in this decompression suggestion, as of with the vehicles presented in 1.85. 12.7 includes the lower end of the range. This includes the M1 Abrams, and perhaps the T-80B obr. 1985, however, I have received the indication the T-80B was buffed since then, so I am unsure how to rank it. 12.7 also allows for more room for lesser 10.0 style vehicles, such as earlier Leopard 2s, Type 90 prototypes, T-80B obr. 1976 and/or obr. 1983, various T-72 tanks, and more. However, I believe even this suggestion for top tier is temporary, as to consider how unhistorical the vehicles are currently, and what we could see in the future of the game, I believe decompression of Cold War to even 14.0 or 15.0 (which isn’t entirely out of the question: for example, the T-90 during the April Fools event was 14.3) will be essential at some point, considering the ammunition we can see, and the sheer number of vehicles that could be represented in the future. But as of now, I am suggesting 13.0 as the top tier BR of War Thunder, where 13.0 would be home to the M1IP, possibly the T-80B obr. 1985, Type 90, and Leopard 2A4. Over 13.0, would be the newer “Rank VII” tanks, which I have estimated up to 14.0, considering the current ammunition (high tier has rather unrealistic ammunition selection and penetration). As the M1IP is placed at 13.0, 13.3 would include the M1A1, with its superior 120mm L/44. 13.7 holds the T-80U, with its 125mm gun and strong armour, and 1250 HP engine many would consider it slightly stronger. This is also where assumedly stronger tanks like the M1A1(HA) would go. 14.0 would include tanks like the Leopard 2A5, with its L/44 and 700+ mm of turret KEP protection, 1500 HP engine, etc. This is assuming current strength, with DM33, in my “future tank section”, a theoretical section showing BR decompression could still work, even with more modern tanks and more accurate ammo options, 14.3 might be more accurate with the realistic DM53 option this tank should receive in the future (once more powerful opponents are implemented obviously, such as the M1A2 series, Type 10, C1 Ariete WAR package, T-80UA and UE-1, and more). For now, I “Recompressed” 13.3+. Since very few Rank VIIs exist, my proposition, for now, is to have 12.7 – low 10.0 (M1, etc.) 13.0 – Standard 10.0 (M1IP, T-80B, etc.) 13.3 – Everything stronger (most of Rank VII), 13.3 for now even though they are not all exactly equal (M1A1, T-80U, Leopard 2A5, etc.) SPAAGs, SAMs, and Rank VII Rank VII is mentioned, but overall ignored in this suggestion. There are simply not enough vehicles, as the Rank VII vehicles in game are few and not equal, and many more tanks of the late-cold war strength and early modern strength are required to extend this suggestion reliably post Rank VI. SPAAGs and SAMs however are not mentioned, because this allows SPAAs to be balanced by the aircraft they face. The ZSU-57-2 was mentioned where it is, because there is not really a way to lower it due to it’s amazing anti-tank capabilities where it already is at, but SPAAs like the ZSU-23-4 for example have relatively weak penetration for their BR, so moving them around won’t really hurt ground forces. Because of this, they can be more likely to be balanced based on what jets they face: considering in this suggestion, jets would not be as high as top tier tanks, SPAA can be moved around more to match the jets they could face. Or they could stay at their relative BRs in the tech tree, which could work too. Helicopters https://gyazo.com/7fee144898d10f508a26df5964cb6adb (Having issue uploading more photos, for now just will have the links until fixed) Not to spend too much time on this section, this is a suggested change on how helicopters could fit in this. However, I am unsure as a whole, as balancing helicopters is simply not possible as long as they can shoot unhistorical up to 8km with precision. I balanced them loosely relative to each other, as well as to the tank BR decompression guideline. The Future of High Tier As a demonstration that even if they added almost every Main Battle Tank we could possibly see in the future, this is a composition of future vehicles that might be a possibility in the future. I don’t know what Gaijin plans, I am not a modern vehicle expert, etc., but this is an example that it does work. The vehicles presented go up to 15.0 BR, a nice and even BR achievable with future vehicles with the approximate shown setup. I also included a couple nations not represented that could possibly be an option in the future, to show it still works. I chose the following vehicles as “15.0”: M1A2 SEP v2 Leopard 2A6M Leopard 2A7 T-90MS Challenger 2 TES Type 10 (48T)(L/55) Ariete Mk.2 Leclerc series XXI Stridsvagn 122B+ (L/55) [Sweden] Merkava IV [Israel] Type 99A [China] The reason I did not choose tanks like the T-14 is the simple fact that not every nation has a competitor, prototype or not. If I had to guess, if all vehicles were added, 16.0 would be more accurate (US as example) M1A2C (15.3) M1A2D (15.7) XM1A3 (16.0) But the problem as mentioned, it is not possible without inventing tanks to say, for example, that every nation has a T-14 and XM1A3 competitor (which how much do we know about the XM1A3 to be fair?), so this is assuming top tier is a top tier that every nation can be balanced with. But for the logic of proving that this form of BR decompression can fit with future vehicles if added, this is my interpretation on how future vehicles if added would work[221] : United States https://gyazo.com/605fd682c2a3d6bf0d53ea2fd0b319ff Germany https://gyazo.com/d4b0a49d637a772bf7966c3217d1b3b8 Russia https://gyazo.com/88bb65ffdd707deb3bd908e7c701f311 United Kingdom https://gyazo.com/612baf5a9b50a03342481d39c21aee64 Japan https://gyazo.com/443d123796c0753a039bc531d39c16d7 Italy https://gyazo.com/46022fd4e0ab9c765a10035bbf1876e9 France https://gyazo.com/6db24ebd06112ccdcc8835969e363d05 Sweden https://gyazo.com/f83455516669dd323c00e0a9a083a378 Israel https://gyazo.com/5fa9ddd9cf9ff8d1f3222aa611b0db33 People’s Republic of China https://gyazo.com/d5ac9d34ed6d1e1f9e6c6f3748ecf941 For reference, these consider realistic ammunition and armour. The middle category lists the “best ammunition” this tank uses in this consideration, based on what is probably realistic. But in this BR decompression situation, a clean even top tier BR is easily achievable, and can be balanced for all nations. However, some vehicles like the Russian T-14, German Leopard 2A7+, and future prototype vehicles like the M1A2D, XM1A3, and Leopard 2A8 are ignored due the simple idea that other nations simply do not have vehicles that could compete with them. They can be found in yellow on the side, because they are so strong, in at least for a War Thunder scenario. But this version of top tier does show the possibility of a nice, clean top tier, 15.0 (it might be higher like 18.0 or so if they added World War I vehicles and stuff ever, at some point in the future, but in the current game this is the possible scenario). All nations have at least one top tier tank theoretically. And this scenario is not unrealistically high, this is completely supported by Gaijin themselves, years ago. In the Modern Tank April Fools event, with Leopard 2A5s vs T-90As, the T-90A was listed as “14.3 BR”, while I listed it as even 14.0 in this version. So this is a realistic moderate interpretation on how high tanks should go. This is an estimate of what top tier could look like, to prove that BR decompression would improve the future game as well as current. Aircraft BR Decompression Suggestion (Rank V and Rank VII) General Guideline https://gyazo.com/7a0ee853d4dcd709953f112b47ffa57c United States https://gyazo.com/ea0af88cc8022c02a4c0f3b72749651b Germany https://gyazo.com/58e74dbf85792b286035fa39065363cc Russia https://gyazo.com/64831b2c4d42cbac9c73408a442c38df United Kingdom https://gyazo.com/d35d6bc06e2415e3fda28271098bdbd4 Japan https://gyazo.com/9b6ec15215fa95a7d4d30f7460eee2ac Italy https://gyazo.com/8f64c8451f442c0500b0a2c8f4dbcb6b France https://gyazo.com/b1e047feab6ffb534e2ab8536c1b184f China https://gyazo.com/926c5c76c51f23ff11d5652acd72c114 ”The Blue Range” For 7.3-early 8.0, I did frankly just simple BR changes. One problem is I noticed, is jets used to be clumped at 7.0, 8.0, and 9.0 only: not all of them seem updated. Take for example, the Meteor series. Despite having progressively increasing performance, after the Mk.3 all the meteors were just clumped at 8.0 like before, like they never updated them. As there were plenty of better jets before 8.0, such as the F-84G with 1,000km/h top speeds and .50 cals (the maneuverability was taken into account). So to prove a progressing BR system 7.0-8.0, where vehicles being superior to other vehicles at the same BR happened less or at all, the meteors are the perfect example because now, the Meteor Mk.3 is 7.0, the Sea Meteor Mk.3 with marginal performance increases is 7.3, the Meteor Mk.4 G.41F having Me 262 level speeds was updated from 8.0 to 7.7, the Meteor Mk.4 G.41G being better than the 41F is 8.0, while the best meteor (Mk.8) is 8.3 (still 8.0 equivalent). Some but not all jets seemed that updated, which is the example I gave since, from personal experience, there are better jets at lower BRs than it, like they were updated. Another example of a suggested BR change was the R2Y2s, to show that they could be progressive at their range. Since the R2Y2s do not have bomber spawn anymore, I don’t see the problem with the R2Y2 V1 going to 7.0, as it is rather comparable to the Me 262. While the R2Y2 V3 I suggested 7.7. This is an example, but now all vehicles that I am aware of 7.0-8.0 now have progressive BRs (obviously superior vehicles the same BR as other vehicles, although comparing other nation’s vehicles to other vehicles yields typically more opinions and stuff, the obvious examples like the 8.0 Meteors no longer are together: although this may in itself not be BR decompression, it perfectly accomplishes the goal given by decompression, which is to make all vehicles relevant again. 8.0 to 9.0 is where things change a little. 8.0 itself is split in half, allowing for inferior and superior 8.0s to have their own BRs. An example would be the IL-28 and the Tu-14T, the T-14T is statistically an inferior aircraft to the IL-28, yet the T-14T is probably too strong for 7.7 and the IL-28 fits at 8.0 with the faster and heavier payload bombers that in return lack rear cannons. 8.3 connects with “high 8.0” and has its own BR of 8.7. It also connects with low 8.7, as for example, take the best US 8.3 and compare it to the now 8.7 MiG-15, the MiG-15 has better performance, but the F9F-8 has 4 good 20mm cannons (I would say either slightly better than or equal to the 2 23mms+37mm), and now specifically can carry 4 sidewinder missiles, the MiG-15 (not bis) has better but slightly better performance, the F9F-8 has reliable 4 20mm cannons and a missile armament (a good one too, 4 sidewinders), rare at this BR. 8.7 splits into 9.0 and 9.3, which 9.3 intersects with low 9.0. An example would be the MiG-15 series and the F-86 series. The MiG-15 is at 9.0 (high 8.3, low 9.0 equivalent), and is inferior to the MiG-15bis and F-86s. Meanwhile, the MiG-15bis, the same BR as the MiG-15, is superior, yet inferior to the MiG-17 at 9.0, but, multiple strengths of jets exist at 9.0: take the F-86s. The F-86Fs are obviously superior to the F-86A, but the F-86A is still 9.0 with them. As the F-86A is the approximate equal to the MiG-15bis, it goes to 9.3 with the MiG-15bis and “high 8.7s, low 9.0s”. 9.0 itself is split in two, with low 9.0 goes to 8.7 as mentioned, and high 9.0 – the MiG-15, the F-86Fs, the Hunter F1, etc. go to 9.7. 7.3, 7.7 is essentially mostly the same, 8.0-9.0, (4 BR ranges, 8.0, 8.3, 8.7, and 9.0) is split for better balance, into 7 ranges (8.0, 8.3, 8.7, 9.0, 9.3, and 9.7). I honestly believe this will benefit all aircraft in this range, and will make all vehicles relevant again. Which of course as well, would limit brutal uptiering: Jets like the Meteor cannot face the MiG-17, the F-86A-6 doesn’t get the same matchmaker as the F-86F-2, F-25, and F-35, the F2H-2 doesn’t see anything better than a MiG-15 base, and more. I tried to make this as accurate as possible to the best of my ability, but I must remind that I might not be right about every single BR of the aircraft, and people might not always agree that “X aircraft should be the approximate equal of Y aircraft.” But my ultimate point is here: this is a better system than we have. There are more BRs here now to split aircraft like the MiG-15 and MiG-15bis apart, and to make all aircraft in the tech tree relevant. Which if there is an imbalance, now with more BRs, it is easier to fix that imbalance as well. Not to mention, getting into the “Benefits of BR Decompression” section, as there are many, many more jets we can see in this range in the future, there are now more BRs for these vehicles to fit at. “The Green Range” The simple case of splitting 9.3 and 9.7 into three BRs (10.0, 10.3, 10.7). 10.0 includes “low strength 9.3s”, used-to-be 9.0s, “just slightly better than 9.0” aircraft, and more, such as the CL-13a MK.5, F-86F-40. 10.3 is the midway, the high 9.3s, the weak 9.7s. This includes the upgraded CL-13b Mk.6, and the G.91YS. 10.7 includes the best 9.7s, such as the 1,400km/h+ F-100D, and the extremely well-armed transonic Hunter F6. Doing this also, as mentioned, allows for more BR slots to add more of the many, many jets that can fit at these 3 BRs. We have barely scratched the surface I honestly believe, with many more F-86 variants, the massive amount of MiG-17s not represented, earlier MiG-19s and F-100s, more Hunters, and more and more jets. So this would benefit the current game as well as especially the future game. “The Red Range” 10.0. 11.0 is the MiG-19S, and possibly the MiG-19PT and J-6. 11.3 is the T-2, F-4C, and MiG-21F-13 (doublesonic/high powered supersonic). Jet BR Decompression I believe this, as well as more jets in the existing strength for all nations, will make jets more enjoyable. Frankly, and a lot of people I talked to at least seem to agree with me, there feels like there is little balance at all in jets. Which I believe fixing this will attract more people back to jets, since it is evident not as many people play jets: I mean, if you’re going to be facing obviously superior opponents, why should I play a MiG-17 fighting a T-2, for example? Not as many people seem to want to be in rotation at Jet BRs over than say, prop BRs. As well, this would be in line with Tank BR decompression, to an extent. Take the Me 262 C-2b, 8.3 in this suggestion. Compared to the MAUS in the tank section, the MAUS is 8.7. So the strongest, most powerful WW2 prototype vehicles as an example would fall relatively near the same BR. The same with the fictional Tiger II (10.5cm), which fits with the Me 262 C-1a. Or the T-55A, a mid-1950s tank. The early ‘50s includes the MiG-17, which is 9.7, pretty close. Which if jets like, say the MiG-17F are added, assumedly 10.0. It matches relatively closely with the year of ground vehicles, balance is more important but something is right if MiG-17Fs are flying over battlefields of T-55As. Much better than say, MiG-15Fs flying over 1980s T-62M-1s, something is wack obviously. Expansion to 13.0-14.0 for ground forces, with air forces not exceeding much past 11.0, does give room for near future aircraft expansion as well. I imagine going into 4th generation aircraft might be a nightmare, but up to 13.0/14.0 easily gives room for future 2nd generation aircraft, and 3rd generation like the MiG-21bis, early MiG-23, F-4 Phantom II, and more. Maybe by then, we’ll have more ground vehicles, more players, and more, maybe even more decompression or something for tanks to fit with planes or something. That’s far future, but just pointing out the long term benefits of this system. The Future Potential Game (Aircraft) This section was to include potentially new future vehicles we could see in the current Rank V-VI range, and maybe even Rank VII (3rd generation?) – like the future tank section, to prove that BR decompression not only can stand future progression of the game, but improve said progression. However after editing, this section is not here for now, but may or may not be in the future – but the important part, what is in game, is here and that is what matters. (essentially: “coming soon” part of the suggestion, but is not the main part at all, just proof of concept that “it could work.”) Negatives of BR Decompression (Cons) A minor increased Que times for Rank III-VI With the advent of 1.0 to 10.0 changing to 1.0 to 13.0, this means there should be an average que time change of +30% theoretically. 1.0-5.0 There should be very little change in this region, with BR Decompression. If there is a minor difference, it might be because some of the more experienced players are playing high tier again, since it will be (hopefully) more fun. 5.3-8.7 5.3 to 8.7 changes to 5.3 to 11.0. This means theoretically, the BR range increases approximately by 67%, meaning it is possible, hypothetically, we could see a 67% increases in que times. So, for example, a 1 minute que time now becomes 1 minute and 40 seconds. So this brings up a question: would you wait 1 minute and 40 seconds to not fight a T-54 obr. 1951 in a Panther II? 9.0-10.0 9.0 to 10.0 now changes to 11.3 to 13.0. This means theoretically, the BR range increases approximately by 70%, meaning it is possible, hypothetically, we could see a 70% increase in que times. So for example, a 1 minute and 30 second que time can become a 2 minute 33 second que time. This means you would have to wait, in this situation, 63 seconds longer, in return for not fighting T-80Us in your MBT-70, M1A1s in your T-64A, Type 90s in your Chieftain Mk.10, etc. Essentially, in theory, one can consider que times as a resource. For the 5.3-10.0 range, the average rate of change is an approximate 64% increase in this range. You are essentially trading in probably, say 20-120 seconds in a increased que time, hypothetically, in return for many vehicles not being hopelessly outclasses in many cases when experiencing a full 1.0 uptier. A Panzerkampfwagen VIII Maus fighting a T-55AM-1 essentially means unless the T-55 is caught off guard (which superior mobility and stabilizer can actually minimize this issue some), a T-55AM-1 doesn’t just have the minor advantage a tank 1.0 BR above the another tank typically has, but the T-55AM-1 has a undeniably large advantage, with its already strong-to-conventional-ammunition 100mm RHA angled upper frontal plate, and it’s rounded 180mm rounded turret, the composite on top of that makes the tank immune at all but closer ranges, which at close range, the Maus needs to aim at specific points for penetration. Among this, said Maus has it’s armoured nullified by the 3BM25 APFSDS sabot round carried by said T-55AM, but as well as the 650mm penetrating Anti-Tank Guided Missile that can obliterate the Maus up to 4km, at essentially any angle. The Maus has no advantage as it’s other main category in the trio, mobility, is pathetic in comparison. I do not need to describe the mobility of a tank that weighs more than a loaded B-52H Stratofortress. Considering I do not believe the majority of the playerbase is in the mindset “I must get in a battle now, I have to leave for work in 5 minutes”, I believe this will be a change accepted by a vast majority of the playerbase. Considering battles never last shorter than really 5 minutes, and often last 10 to 15 minutes, a single minute or two minute increase in que time, maximum, if not a few seconds or a couple dozen seconds increase, would hardly even be that noticeable, and an excellent trade for the change to not fight a Panzerkampfwagen VI Tiger II (H) Ausführung B Königstiger in an Assault Tank M4A3E2 (76) W Sherman Jumbo. Advantages of BR Decompression (Pros) The major, obvious advantage would be all vehicles being able to compete in an uptier or a downtier, as this is not the case in the current game. Once you reach high Rank III or above, one starts to find as a whole that fighting vehicles in a full +1.0 uptier, and in some cases even a +0.7 uptier, is no longer overall that much of a competitive ordeal. Although these tanks can kill each other, facing a T-44 or a T34 heavy tank in say, a Tiger feels like if you were fighting tanks 1.0 or 1.3 BR higher than yourself at a lower tier. Or if fighting a M60A1 in an IS-3, the IS-3 can still kill the M60 with a well-placed shot, it no longer as a whole that competitive with a heavy tank that can be penetrated and crew destroyed instantly with 400mm HEAT-FS penetration from a Main Battle Tank with armour making it largely resilient to a 122mm, superior mobility, superior reloading time, as well as a full stabiliser system. Another more obvious one that I see often would be the Tiger II mit 10.5cm KwK L/68, which theoretically seems to be equal to tanks like the T32, however, it is often hated due to the enemies it faces mainly in uptiers. However, for the most part, I do not think I need to explain this more, as I have in detailed many times earlier, as well as anyone who has played high tier would understand. Another advantage of BR decompression would be the breaking up of “Black Hole” battle ratings, where a large number of vehicles reside that players like to play, causing often uptiers and downtiers. A major example would be 5.7 BR. Many tanks and players reside at 5.7, however, in this suggestion, 5.7 has been sliced into two main BRs, some of the more powerful comparable to 6.0s into a third. Although I am not sure if this would “solve” these “Black Hole” BRs, but this surely will help them, as the playerbase will be slightly split between two or more BRs. Similar cases can be seen at 6.7, 7.7, and more. A third advantage would be making more vehicles relevant, compared to the previous scenarios. An example would be a minor, but relevant change, the Tiger H1 to the Tiger E. The Tiger E is armed with APCR as a backup shell, and a hull mounted machine gun, but the main upgrade that I do believe qualifies for a +0.3 BR difference would be the increased frontal armour on the lower frontal plate. Before, if people remember before the Tiger E, the lower frontal plate was the biggest weakspot as its large size and it’s post penetration often resulted with transmission damage at minimum, if not killing the entire crew, which was an often result for its death. However, now with an additional 30mm of armour to the lower frontal plate, it is no longer a weakspot for the tank. The smaller upper superstructure is now the preferred place to shoot, and I believe this difference is enough for a 0.3 BR adjustment. Which is also solidified by the vehicle’s mobility. With no real difference to the vehicle’s weight, the Tiger E has a 700 HP engine, meanwhile, the Tiger E has a 650 HP engine. Increased frontal armour and a more powerful engine makes the Tiger H1 frankly irrelevant. There is no reason to take this tank out really, other than if you simply don’t have the Tiger E, or you need a backup and you’re not a Panther kind of person. BR Decompression will fix this, as I believe all tanks should be relevant in some fashion, and the Tiger H1 simply isn’t Which the Tiger H1 isn’t the only example, this does not adhere to a single tank. Another obvious example would be the Tiger II Sla.16, which is the exact same scenario: more side armour this time (turret), AA MG (granted this part is probably irrelevant), and the same +50 HP engine increase. The Tiger II Sla.16 as we probably agree is not at all worthy of 7.0, meanwhile, the Tiger II (H) at 6.3 would be an utter slaughter. There is no 6.8 BR, or any of that fancy stuff. This also applies to tanks like the T29, which is superior to the T34 and T30, with very high penetrating ammunition with the same chassis, however if you compare it to 7.0 tanks, the same situation arises of it not being the greatest of 7.0. Continuations include the T32 vs the T32E1, the Ru-251 vs the T92, T-72A vs the T-64A, and more, this is not a rare thing. Tanks that are obviously better than others exist at the same battle rating, but they cannot move up without making the tank obsolete, but cannot be moved down without making the tanks lower than it obsolete, thus have no place to go. There are several defining features, like the breaking up “Black Hole” BRs and a few to follow, but this is probably the most defining feature of why battle rating decompression is better in every aspect to changing to a +/-0.7 or +/-0.3 system, because it can do everything these systems can do, but better, and can do way, way more than these systems can do. Another major feature of Battle Rating Decompression is to create more ‘in between’ battle ratings that can fit new vehicles. An example I bet Gaijin Entertainment had to discuss was where to put the T32E1 when it was first added. It was better than the 7.0 counterpart, but worse than the heavy tanks that reside at 7.3. The same applies to just recently when they added the T-72A, where it is better or equal to the T-64A in almost every aspect, but undoubtedly inferior to the T-64B obr. 1984. So I can imagine that this idea is not new to them, I know they have encountered this: we have a vehicle that we need to fit in, but there is no place to fit it. BR Decompression can solve or at least help this situation. For example: speaking of the T-64, Gaijin in the past explicitly said that they would like to eventually have every variant of the T-64. But I have to say now, and ask how are they going to implement them. Currently, the T-64A resides at 9.3, while that T-64B obr. 1984 / BV (the best [Soviet] T-64 to the best of my knowledge) resides at 9.7. So if they added every single T-64 right now, I must ask how they plan on fitting 4 T-64 variants that I can think of that would be better than the T-64A and worse than the T-64B (1984) into the game. This is extremely clear at high tier, as they have skipped literally hundreds of vehicles in the rush to 1980s and 1990s vehicles. There is a large arsenal of vehicles not represented, that if they modeled and tried to implement, there is no logical place for them, because you might find that tank that is better than the 8.3 counterpart is worse than the 8.7, and there is no 8.5 battle rating in game. Or naming specific vehicles as an example, let’s say they want to add the T-34-85 obr. 1945 and T-34-85 obr. 1946. The T-34-85 (1945) is more powerful than the 1944 in game. So it goes to 6.0? It isn’t that strong, so it probably will go to 5.7. Now again, you have two tanks of different strengths being the same BR. Then the T-34-85 (1946) could go 6.0, with APCBC to help it perhaps, but even still it there is 0.3 away from the T-44, which has double the armour, same gun, and same mobility – a lot of difference for a 0.3 difference, and as well you have 2 different tanks at 5.7. This isn’t including the 1960 and 1969 (T-34-85M), which would have to be the same BR as the 1946 or as the T-44. Meanwhile, there are perfect places for the T-34s in BR decompression: T-34-85 (DT) is 5.3, T-34-85 (1944) is 5.7 (low current 5.7), T-34-85 (1945) is 6.0 (high 5.7), T-34-85 (1946) is 6.3 (low 6.0), T-34-85 (1960) is 6.7 (low 6.3/high 6.0)(I don’t see why not early 85mm HEAT-FS for the BR), T-34-85M is 7.0 with the T-44 (T-44 is same speed with double armour, but 85M could get HEAT-FS to compensate?). This isn’t possible in the current system without having multiple vehicles the same BR. Or another Russian example: let’s say they add the T-90A next update. It would be 10.0 assembly. Now let’s assume they want to give every T-72/90 in between. 9.3 is the T-72A, 10.0 is T-90A. Tanks that can fit between, T-72/90s only – T-72AV, T-72B obr. 1984, T-72B obr. 1985, T-72B obr. 1989, T-90. This is excluding the T-72BU prototype and the T-72BA/B2/B3s. Now where would they go? Without rewriting the BR system to include 6.0, 6.1, 6.2, etc., there is only one other solution I can conceivably think of: BR Decompression. Other Proposed Solutions/Matchmaker changes (And why BR Decompression is better than them in every aspect) +/- 0.7 matchmaker A +/-0.7 matchmaker is the idea of changing the matchmaker, which currently in almost all gamemodes except for Simulator Battles (does its own thing currently), Helicopter Battles, and Air Arcade Battles (a formula it follows does allow for in some cases, a +/-1.3 system) follows a +/-1.0 matchmaking system. This would reduce the BR spread of the matchmaker, providing a more forgiving uptier system. However, this follows the same issue of increasing que times. But, this doesn’t just increase que times to the effected region, but to the entire spread. Because of the nature of a +/-0.7 system, this is applied to all battle ratings in the game. Doing this will increase que times in say, low tier battles, and effect the spread of low tier battles. But this is unnecessary. As I have mentioned in my examples of the evidence of BR compression, the difference between tanks in a full 1.0 difference is extremely minimal, this means the Pz IV C that has only 20mm of armour and penetration difference won’t even see the F1 that is pretty much the exact same tank performance wise. I do not even notice when I get uptiered or downtiered when playing in the 1.0-4.3 region, it isn’t until like 4.7 when I actually start paying attention to see if I have been uptiered to 5.7 or not. Changing low tier in its current state I believe is completely unnecessary, to ‘fix’ high tier with this system, you’re unnecessarily, and I would go as far as saying, negatively impacting pretty much over half of the entire matchmaking system (1.0-5.3 requires almost no change). Moreover, even when it comes to ‘fixing’ the high tier system, which I am using ‘’ on purpose, even it cannot do it as good as BR decompression does. Everything a +/- 0.7 system does, BR decompression can do better. In a BR decompression situation, the BR range can be compressed and decompressed at certain points to accommodate the range, while a 0.7 system is equal at all BRs. So for example, perhaps 5.7-6.3 say needs less BR decompression than 8.3-9.0 does. In some places, like 1.0-5.3, it can retain the standard system, while at say 5.7-6.7, it can do moderate BR decompression, maybe 7.0-7.3 needs only light BR decompression, while 7.7 needs major BR decompression. Just as an example, BR decompression is more dynamic and can be applied differently, while a 0.7 system is not flexible. The +/- 0.7 system essentially is a simple solution, while BR Decompression is a more complex but better working in every aspect solution; which I do believe complex issues require complex solutions. +/-0.3 System Same as the +/-0.7 system, but even more impractical. This is a massive que time increase at all tiers, more so than any BR decompression or +/-0.7 system, and is completely inflexible and simple. Again, BR decompression can do it way better, while not waiting 13 minutes a match for a game with only 3 players on each side. +/-0.0 System (no spread, no uptiering) No. Combined BRs of about 74 different combinations. 11 gamemodes. 4 servers. Discluding time of day variations in the matchmaker. It won’t work. You would need the playerbase of WoT + COD + Battlefield + and more to consider this, and not get a horrendous matchmaker, I don’t think even the most hardcore players would wait 45 minutes for a battle. There are over 2,000 different matchmaker combinations for a 0 spread matchmaker. Player Determined BR Spread (Slider) It has been suggested before to have a ‘slider’, where a player can pre-determine what the BR spread they want to be placed in. The concept sounds like a good compromise, and actually a fairly smart idea: allow the players to choose their own +/-X BR system. However, the more you think about this, even this idea is not as good as BR Decompression, and wouldn’t work well in reality (as reality is often disappointing). First of all, obvious one: que time increases in all gamemodes. However, it would be more so than the +/-0.7 system, as lots of players might choose the .7 system, but there would be those who choose the 0.3 or 0.0 system than those would probably would leave it in a 1.0 system. Another disadvantage of this system would be those trolling with a large BR spread with a low tier vehicle. Those rare numbers might choose a 1.3 spread in some cases might do so for higher que times, but this also puts your team at an disadvantage. Meanwhile, you’ll always have that guy who sets the slider to max and now you have a BT-7 or a Sturmpanzer II fighting Abrams. Which you can do now, but you either need a high tier vehicle to uptier yourself, (or a squadmate), so meaning in most cases, you’re probably not a Ace and you still have some inkling on what you’re doing. But in this system, you can have Billy Bob Joe in his M3A1 fight a T-72A when his best tank ever in any line up is 2.3 or so. Combined with all this, this system doesn’t take much to break down. So you have the players who choose no spread, or little spread. Meanwhile, you have the players with .7 or 1.0 spread. Because the matchmaker cannot uptier the ones who choose no spread, the no spreads are at the top of the matchmaker in every single game. Which then they have no choice to always uptier the .7 and 1.0+ spread players to them, because they can be uptiered, and the others cannot at all. So players who set to say a 0.7 spread in their tiger are doomed to face T-44s 90% of matches or so. At some point, those players get tired of it, and they set their spread to 0.3 or 0.0. Now, you got even more players with no spread, so the players who remain at .7 or 1.0 get uptiered even more and more, since the game has no choice since the no-spreads cannot be uptiered. Which having almost every game an uptier, the even less .7 or 1.0 spreads then set their spread to 0.0 or 0.3, causing even more no-spread players, meaning the even fewer 0.7 and 1.0 players are uptiered every single battle, causing them to get tired of it, and so on. Until at some point, 90-95% of the playerbase then to not be literally uptiered every single battle must have a 0.0 or 0.3 spread. Then, the game just dissolves to the no-spread scenario – and que times are horrendous, taking many, many, many minutes to find a battle, new players are bored of the que times at lower tiers (which by the way, a 0.3 or 0.7 system lowers que times at lower tiers, and newer players have lower attention spans? Hurting the growth of the game), which less and less players are wanting to join, and it is just a mess. Essentially, every single case, 0.7, 0.3, 0.0, or dynamic BR spreads, results in much, much more chaos than BR decompression. BR Decompression does not affect early game, has all the benefits of the different spreads, benefits the previously mentioned systems cannot even do, and has a very controllable change to the matchmaker at only a select range. Separation of World War II vehicles from Post War Seems strait forward enough, but it has it’s issues. >Maus and IS-4M would dominate everything, except for the IS-7, which would dominate everything. >PT-76, AMX-13, BTR-152A, R3, and more, where would they go? >Does nothing to address BR compression between different WW2 era tanks and cold war on cold war tanks (example: M4A3E2 (76) W vs Jagdtiger, Leopard 1A0 vs T-55AM-1). >What defines WW2? It’s not really a BR change as it is a statement. You separate WW2 and Cold War. Ok, what else? There isn’t much change here, other than causing confusion on what fights what. Year based Matchmaker I think this would be cool… in Simulator Battles. But, in Arcade and Realistic, it has it’s issues. First of all, Chi-Has vs M4A1s, or Königstigers vs T-34 obr. 1942s is an issue. In fact Tiger II (H)s vs T-34-85s is kind of an issue, as the T-34 has the penetration of the Panzer IV and has 45mm of RHA, while the Tiger II can penetrate it at 3km+ and is immune frontally except at point blank with APCR. It has plenty of issues, I think some balances can be done to make it fun if it was done, in say, a Simulator Battle Enduring Confrontations style event or something, but in the setup of Random Battles, it isn’t that viable in reality for the playerbase as a whole. BR Decompression I don’t know if everyone would agree on what top BR should the game be decompressed to or not. However, whether this suggestion is the preferred or not, I believe BR decompression would be the best balancing factor for the game Rank III-VI. The ultimate point is some form of decompression I believe is better than none, whether you think it should be only done to 11.0 or 12.0 say, or the extreme side I often here is a full 20.0 BRs (like the old tier system). However, I constantly say “BR Decompression could fix this”, as I do believe every rank 3-6 balance issue can be at least addressed if not fixed by BR decompression. So, this is an attempt in the “how” aspect. To place all picture parts of the suggestion in the same location, here are the links to the different nations again: Ground Tree General Guideline https://gyazo.com/2a34a07efc29fab17b1d623d5f0db55c United States https://gyazo.com/7b66a5d2ef0d0ae985cae578fd130524 Germany https://gyazo.com/f8f90daf74b6b296ff6e8089d564cd6a Russia https://gyazo.com/522f0f676223aa41fa62c86e162b9957 United Kingdom https://gyazo.com/bf0a451c4417c687e02340a0581cce15 Japan https://gyazo.com/841f0c0ea6c099b03b675ac32835c6de Italy https://gyazo.com/1419c933959b8af74ad46b89215fe906 France https://gyazo.com/c0e85a63cbeefa6132fcd6e8b14fa1f7 China (WIP) Helicopters https://gyazo.com/4d24f7cd542ece4ca31857a6fe67c21e Ground Tree (Future) United States https://gyazo.com/11f359bc97f4da47e49c9771be5a758a Germany https://gyazo.com/d4b0a49d637a772bf7966c3217d1b3b8 Russia https://gyazo.com/88bb65ffdd707deb3bd908e7c701f311 United Kingdom https://gyazo.com/612baf5a9b50a03342481d39c21aee64 Japan https://gyazo.com/443d123796c0753a039bc531d39c16d7 Italy https://gyazo.com/46022fd4e0ab9c765a10035bbf1876e9 France https://gyazo.com/6db24ebd06112ccdcc8835969e363d05 Sweden https://gyazo.com/f83455516669dd323c00e0a9a083a378 Israel https://gyazo.com/5fa9ddd9cf9ff8d1f3222aa611b0db33 People's Republic of China https://gyazo.com/d5ac9d34ed6d1e1f9e6c6f3748ecf941 Air Tree (current) General Guideline https://gyazo.com/7a0ee853d4dcd709953f112b47ffa57c United States https://gyazo.com/ea0af88cc8022c02a4c0f3b72749651b Germany https://gyazo.com/58e74dbf85792b286035fa39065363cc Russia https://gyazo.com/64831b2c4d42cbac9c73408a442c38df United Kingdom https://gyazo.com/d35d6bc06e2415e3fda28271098bdbd4 Japan https://gyazo.com/9b6ec15215fa95a7d4d30f7460eee2ac Italy https://gyazo.com/8f64c8451f442c0500b0a2c8f4dbcb6b France https://gyazo.com/b1e047feab6ffb534e2ab8536c1b184f China https://gyazo.com/926c5c76c51f23ff11d5652acd72c114 I would also like to thank deadmike for the introduction to Gyazo, which my previous system for linking pictures about the suggestion resulted in the picture being so blurry, that the numbers and names were barely readable, making the suggestion void due to unreadability. NOTE: As I have mentioned, this is not expected to be 100% perfect, this is about why BR compression exists, and why BR decompression would fix many balance issues Rank III+ ground forces, and Rank V+ air forces. UPDATES Update 17-9-2019 Added F-4C (11.3) Added MiG-21F-13 (11.3) Added F-89B (7.3) Added F-89D (7.3) Added MiG-17AS (10.0) Added Swift F.1 (8.7) Added Swift F.7 (9.0 or 9.7) Added Vampire FB 52A (7.3) Added CL-13 Mk.4 (10.0) Added F-86K (9.7) Added G.91 R/3 (9.7) Added Ariete (PSO) (11.3) Added M48A2 C (9.0) Added Ob'yekt 685 (11.3) Added F-86F-30 (9.7) Added MiG-9 (7.3) Added MiG-9/Late (7.7) Added F-84F-21-RE (7.7) Added H-5 (8.3) Added J-2 (9.3) Added J-4 (9.7) Added Shenyang F-5 (10.0) Added J-6A (11.0 or 11.3) Added J-7 II (11.3) Edited T-2 (11.3) Edited MiG-19PT (11.0 or 11.3) Edited MiG-19S (11.0) Edited M60 (9.7) Edited M103 (9.0 or 9.3) Edited M551 (10.3) Edited M60A1 (AOS) (10.3) Edited T95E1 (10.0) Edited T-54 obr. 1947 (9.0) Edited T-54 obr. 1949 (9.0) Edited T-54 obr. 1951 (9.3) Edited IS-3 (8.7) Edited T32 (8.7) Edited IS-4M (9.0) Edited T-44-100 (8.3) Edited Centurion Mk.10 (8.3) Edited Conway (8.3) Edited M48A2.G.A2 (10.3) Edited IT-1 (10.7) Edited T-55A (10.3) Edited T-62 (10.3) Edited T-10M (10.3) Edited IS-7 (10.0) Edited BMP-2 (10.0) Edited Ob'yekt 906 (10.0) Edited Warrior (10.0) Edited Chieftain Mk.3 (10.0) Edited B1 (10.0) Edited M60A2 (10.7) Edited T95 (8.3) Edited Leopard 1 (9.3) Edited M48A2 C (9.3) Edited MAUS (9.0) Edited M103 (9.3) Edited T-80U (13.3) Edited Leopard 2A5 (13.3) Edited "more realistic" Type 90 (13.3) Edited Ariete (13.3) Edited Leclerc S1 (13.3) Edited T-80U('90) to T-80U(M) Edited Ariete to Ariete (WAR) General text edits 10.0 Air is only 11.0 and 11.3 Added Chinese Helicopters (aka a section that just says "not in game") Added British Helicopters (Not Enough Information for now) Edited German tree where the Maus and fantasies are out of the tree, where they belong Simplified some names, so they fit better Recompressed 13.3-14.0 to just 13.3 Changed the "General Guideline" for ground forces, 6.7: > Changed "The Orange Range" (6.7) > Added "The Cyan Range" (7.0-7.3) > Added "The Grey Range" (7.7) > Added "The White Range" (8.0) > Added "The Red Range" (8.3-8.7) [221]URL
  9. 15 points
    Why is a light tank with the exact ammo load as T-55A at 8.3 (which is overperformed by NATO ammo already at 8.7, some by more than 100mm of pen: M735, 120mm DM13, 105mm DM23, Type 93, etc. or DM33 of ROMOR) put at BR 9.7 and repair cost stock at almost 10k lions? It can't even compare to ROMOR or Type 16, both have much better ammo, better mobility, better gunsight zoom, better pretty much everything and yet they are at lower BR and cost less (3.6k-3.9k). So, let's see: - ammo of a 8.3 tank (T-55A has exactly same ammo) - it's missing the missile to have T-55AM-1 ammoload even though it has same gun - stock repair of 10k SL and 473.700 RP grind to spade - ammo underperforming enough that it's useless at 9.7 (NATO ammo at 8.7 is already much better: M735, 120mm DM13, 105mm DM23, Type 93, DM33...) and even AMX-10RC has better ammo at 8.0 (OFL 105F3)! - no neutral steering - no roof AA MG to protect against it's biggest enemy (planes - even props, and helicopters) - truly and utterly abysmal gunsight zoom - either the stat card is wrong about the turret rotation or the turret rotation is wrong and gun handling is supposed to be utter steaming pile of xcrement This should rightfully be an 8.3 tank (at worst 8.7 because of autoloader) with 4k repair, definitely not an 9.7 with 10k. Why does Gaijin insist on giving Soviet light vehicles repair costs over twice higher than other nations? Just look at Type-62 at 6.7 with 10+k repair costs, compared to RU 251 and Italian cars... At BR 9.7 (or anything over 9.0 which will force it to face stuff like 2A5, M1A1 and others it can't even hope of penning) Object 685 will be dead on arrival and yet another deadweight in Soviet tree. One would've thought that the mess that is Shturm at 9.3 would've been a big neon sign to Gaijin about overtiering light vehicles with bad weapons...
  10. 15 points
    Couple of developments for Challenger 2 - Based on the current sources taking everything into account, turret rotation speed will be changed to 11 seconds for a full 360 - Top speed will be corrected to 59kph
  11. 15 points
    Before we get started lets just make one thing clear the only difference between AP and APBC or APC and APCBC is the ballistics cap. Its also known as the windshield. Its purpose is to make the shell more aerodynamic making it lose less energy over distance. It does nothing more and nothing less. Although i would like to note that soviet Flat Nosed APBC is different to the usual AP and APBC shells. But i want to focus today only on AP vs APC type shells vs sloped armour and gaijin who made most of their playerbase believe in their myth. Gaijin claims that APC shells that have the piercing cap have enhanced performance against sloped armour due to the cap. Well lets see if this is actualy even true. Lets take a look at our very first source: (Credit to Whelmy) Report M.7000 A/11 No.1 Department of tank design armour branch. https://m.imgur.com/a/KkIPG9Q 'The indiciations are that the relative efficiency of APCBC and AP shot at oblique impact are about the same for 2,6 and 17pdr, the APCBC shot required on average about 50f/s greater velocity a given target than the corresponding AP shot, providing the body of the APCBC shot is the same weight weight as the AP shot. if the AP and APCBC are of the same weight and the cap accounts for some of the weight, the difference of velocity will be increased' Basically in other words is that if AP and APC shells have both the same penetrator weight at same velocity, the performance difference vs sloped armour is negligable. However lets say you have a 75mm gun that can shoot 6.8kg AP shell and 6.8kg APC shell. the AP shell is fully 6.8kg penetrator. The APC is 6.07kg penetrator and rest is the cap. the APC therefore has reduced kinetic energy and you require more velocity in order to match the AP's penetration against sloped armour. The Cap itself does not divert the shell in any way. This is what the British concluded during WWII. ------------------------ Our second source is from November 1951 and its a declassfied US report: 'Comparative Effectiveness of Armour Defeating Ammunition' Full Source Here: https://apps.dtic.mil/dtic/tr/fulltext/u2/a954868.pdf It basically concludes that Against Flat Armour the APC shell is superior compared to AP. However, as the slope of the armour increased espceally at angles of 53 degrees, the AP outclassed the APC shell in penetration. Questions come into mind: * Why were APC type shells used if AP was better against sloped armour? - APC shells have a piercing cap which stops the shell from deforming or even shattering against thick flat armour plates therefore increasing ensuing penetration. So even with reduced kinetic energy compared to their AP equivalent their penetration against flat armour plates is significantly improved. * Why Does the non capped AP round outperform APC against highly sloped armour plates? - AP rounds have greater kinetic energy compared to the APC which has smaller penetrator. Whereas at 0-45 degrees the impact resistance of armour is so great that non capped AP rounds deform, at high obliquity the resistance isnt as violent and the non capped shells stop being prone to the deformation effect. So at 0-45 degrees the non capped AP shells deform not being able to achieve their full potential with the kinetic energy they have but vs highly sloped armour, they can achieve their full potential. Using Demarre, if KwK42 75mm APCBC 6.8kg shell with 6.07kg penetrator at 935m/s can penetrate 185mm of armour at 100 metres, the 90mm non capped T33 APBC shell used by M26 Pershing has enough kinetic energy to pierce through 203mm of armour at 100 metres. This means that the 90mm T33 APBC shell actually has 27.7% more penetrating power than the 88mm APCBC PzGr.39 round on Tiger I and yet the T33 APBC shell has worse penetration than the 88mm in every way in game becuase the way gaijin implemented their calculation formula and slope modifiers is extremely flawed and broken. So in theory T33 APBC should penetrate 203mm at 100m, but without the piercing cap it only defeated 164mm of armour at 100m. However at 60 degrees it penetrated 83mm of armour. many people will scratch their head, how come T33 APBC shell with: 164mm @ 100m (0) 83mm @ 100m (60) can penetrate 83mm at 60 degrees when 83mm at 60 is 166mm thickness equivalent which is more than its flat penetration? The answer is that it actually looks more like this: 203mm @ 100m (0) 83mm @ 100m (60) Which gives us a slope modifier of 2.46. in theory the shell has 203mm at 0 degrees but only 164mm due to deforming. What got really interesting is when i came across this source which showed a soviet 130mm APCBC also having 2.46 slope modifier. 130mm M-65 APCBC 280mm @ 1000m (0) 114mm @ 1000m (60) 280 / 114 = 2.46 So the piercing cap literally does NOT change how the shell behaves vs sloped armour, rather its all energy based. So that got me thinking. Can i actually prove this theory? I calculated the 120mm T53 APCBC shell penetration, using Panthers 75mm APCBC as reference. If Panthers 75mm 6.8kg APCBC shell with 6.07 kg penetrator at 935m/s penetrates 185mm of armour at 0 degrees, the 120mm shell weighing 22.68kg, with 20.25kg penetrator (credit to Killakiwi for penetrator weight) at 960m/s should penetrate 275mm of armour at 100 metres. We have to remember the Piercing cap or ballistic cap weight doesnt count. its all about the penetrator weight when it comes to penetrating power. So then to get its 60 degree penetration value i used 90mm T33 non capped AP shell as reference. 90mm shell, 10.91kg penetrator at 853m/s could defeat 83mm of armour at 60 degrees. then i added the details of the 120mm APCBC shell on T34 Heavy. 120mm shell, 20.25kg penetrator at 960m/s. Demarre gave me the value that this shell could defeat 112mm of armour at 60 degrees at 100 metres. Hunnicut Source states this shell could defeat 102mm of armour at 60 degrees at 1000 yards. Proving the piercing cap has no effect on sloped performance whatsoever. So how should APC/APCBC shell performance be calculated in WT? Panthers 75mm 6.07kg penetrator at 935m/s = 185mm pen at 100m should be used as reference for every APC/APCBC shell in game and remember to use the penetrator weight only of the APC/APCBC shell in the demarre equation, not the full weight of the shell. Once you have the 0 degree value, the rest is easy. becuase Panther 75mm has 144mm of penetration at 100m at 30 degrees. i settled with 1.285 slope modifier for the 30 degree value. Becuase US 76.2mm APCBC had 1.76 slope modifier at 45 degrees i settles with that. then because i know 90mm T33 APBC in theory should pen 203mm at 0 degrees using the panther 75mm and reference and knowing the shell could defeat 95mm @ 100m at 55 degrees / 83mm @ 100m at 60 degrees according to US tests. i concluded 2.137 slope modifer at 55 degrees (203 / 95 = 2.137) 2.46 slope modifer at 60 degrees (203 / 83 = 2.46) So to me a fixed penetrarion for 120mm T34 Heavy APCBC would look like this: 275mm @ 100m (0) 214mm @ 100m (30) [1.285 slope modifier] 156mm @ 100m (45) [1.76 slope modifier] 129mm @ 100m (55) [2.137 slope modifier] 112mm @ 100m (60) [2.46 slope modifier] -------------------------- So what about non capped AP/APBC rounds? Well since we know these rounds deform even shatter 0-45 degrees, we cannot calculate their penetration. Its extremely important to use sources for the 0 degree penetration. For example when we dont have a source for 0 degree penetration for shells like the post war 90mm M318 AP (10.91kg at 853m/s) , i would use another post war 90mm M318A1 AP (10.91kg at 914m/s) with XD9001 source stating 219mm @ 100m at 0 degrees. then i would demarre it down to 853m/s etc. if we have no source for the 0 degree value, we should use another AP shell as reference to best represent its aproximate quality. Since AP shells deform at like 0-45 degrees. we cant use demarre. we have to strictly use 1.344 slope modifier at 30 degrees, which is what US recorded for 90mm T33 APBC and the japanese type 1 47mm gun. so i chose this value as the best average. Also knowing that T33 AP according to US test penetrated 164mm at 0 degrees and 104mm at 45 degrees i decided on going with a slope modifier of 1.584. then at 55 and 60 degrees where these shells no longer deform we can use demmarre. using this as reference to find 55 and 60 degree penetration of the other AP/APBC shells and even APC/APCBC as we stated earlier on using their penetrator weight only. 90mm with 10.91 kg penetrator at 853m/s 95mm @ 100m at 55 degrees 83mm @ 100m at 60 degrees. Doing this method we end up with this for M318A1 APBC 219mm @ 100m (0) [XD9001 self defence file source] 163mm @ 100m (30) [1.344 slope modifier] 138mm @ 100m (45) [1.584 slope modifier] 105mm @ 100m (55) [using demarre] 92mm @ 100m (60) [using demarre] It is in harmony with yugoslav tests that it cannot pierce the 100mm at 60 degree upper glaces of T-54, but it can penetrate the 160mm cast turret front at 30 degrees from 350 metres. If this all sounds confusing, dont worry i basically did all the calculations already for every AP/APBC/APC/APCBC shell in this game because im far from happy when i see what state it is in right now. https://live.warthunder.com/post/849792/en/
  12. 14 points
    This. If they're gonna whitewash the ROC flag, they ought to simply remove ROC vehicles. This is simply a mockery of history at this point, while it's unfortunate that it is likely not Gaijin's call, in order to maintain consistency in their game, future ahistoricity or flat out fantasy should not occur. A PRC flag on a CM11 is about as historical as the 88mm Panther 2, the R2Y2 V3, or the Horten 229 in its current state. If Gaijin deems it necessary to remove ahistorical vehicles, it makes zero sense to retain PRC-designated ROC vehicles which have never served in the PRC, as it more or less runs blatantly into alternate history/historical fantasy in many regards, due to how paradoxical it would be to justify how the PRC would get ahold of US technology that was only traded/given to Taiwan due to the specific geopolitical circumstances that country finds itself in if the ROC never existed. If this precedent is allowed to continue, I personally propose they give us the Jagdpanzer E-100, the Type 5 heavy, the 113 Heavy tank, Object 705A, and T57 heavy. WT would be pretty fun with the over-the-top tank designs, and frankly speaking such freedom can let the game receive some much desirable play diversity. Oh and of course, the FV215B 183.
  13. 13 points
    F4C is EXTREMELY unstable and turns EXCEEDINGLY poorly. This is why you need more dakka to somehow compensate for it. Another problem is that the Phantom has its aim BELOW its course indicator. So, you need to adjust more to hit a target - and Phantom just can't adjust enough. And it keeps wobbling. It's like playing darts, standing on an extremely shaky stool. The flight model is just ***** up, proper missiles to compensate for its shortcomings at dogfights are absent, and its gun is very inconvenient to use. This is what most people say. And it's hard to disagree. And this is why MiG-19s win almost every match. Of course, you can say that people still haven't figured the plane out. That with experience, the situation will change. But I don't see how experience would change the wing wobbling issue, extremely poor turn rate and missiles that can't hit the wide side of the barn. I can agree that people can figure out Phantom's dynamics and aim, but not aforementioned issues. Those could only be dealt with by the devs.
  14. 13 points
    Sound is awful, only cons, at least on tanks. Sound picture of the battle is blurry and I cant understand anything. I cant position other vehicles on engines sounds, engines are very quiet, I cant position other players on sound of firing. And gearbox sounds just constantly hurting my brain.
  15. 13 points
    And this is bringing politics into it again. Last I checked, PRC laws only apply in the PRC. And seeing as the international WT client isn’t used in the PRC - they have their own, dedicated client run by Tencent - there is no reason for the international client to reflect what is in Chinese laws. Its about historical accuracy. And I’m talking actual history, not history as the PRC wants it to be. And history dictates that any vehicles that were used by Taiwan should therefore have its flag, irrespective of whether the PRC likes it or not.
  16. 12 points
    Download Wallpaper: 1920x1080 2560x1440 3840x2160 WAR THUNDER PRESENTS Update 1.91 “Night Vision” Night Vision and Thermal Sight devices, Chinese air and ground forces, a map rotation filter, new sound engine, three new locations, new ground vehicles, helicopters, naval vessels and aircraft - including the Phantom II and MiG-21, plus numerous fixes and updates for existing machines and game mechanics. This, and much more awaits you in update 1.91 "Night Vision"! Night Vision Devices and Thermal Sights Helicopters and ground vehicles have received Night Vision Devices and Thermal Sights (this applies to modern machines on which these devices were actually used). New nation - China! 38 new machines including ground vehicles, fighters and bombers from World War II till more modern times! Aircraft Gladiator Mk.I CW-21 P-66 P-40E-1 P-43A-1 P-47D-28 P-51D-20 P-38L-1 P-51K F-86F-30 I-15bis I-153 M-62 I-16 Chung 28 I-16 type 5 I-16 type 10 Ki-27 otsu Ki-43-III ko I-16 type 17 Ki-44-II hei Ki-61-I otsu La-9 MiG-9 MiG-9 (l) J-2 J-4 J-6A J-7II Hs 123A-1 B-25J-30 Mosquito FB.Mk.26 IL-10 (1946) F-84G-21-RE Martin 139WC A-29 SB 2М-103U DB-3А P1Y1 mod. 11 "Ginga" PB4Y-2 Tu-2S-44 Tu-4 H-5 Hawk III (premium) H-81A-2 (pack) Shenyang F-5 (pack) Ground Forces M8 LAC M3A3 Stuart M5A1 M4A4 M4A1 (76) W PT-76 Type 63-I Type 62 ZBD86 M48A1 M60A3 TTS CM11 Т-26 Chi-Ha Chi-Ha Kai M24 Т-34 (1943) Т-34-85 (S-53) Т-34-85 Gai IS-2 IS-2 mod.1944 Type 59 Type 69 ZTZ59D1 M8 LVT(A)(4) (ZiS-2) SU-76M M10 M18 Type 65 ISU-152 ISU-122 M36 SU-100 M113A1 (TOW) Т-26 №531 (premium) M4A4 (1st PTG) (pack) Т-62 №545 (pack) New Ground Vehicles Germany M48A2 C Ostwind II Japan Type 75 Italy SIDAM 25 (Mistral) Ariete PSO USSR Object 685 France Panther “Dauphine” (premium) New Aircraft USA F-4C Phantom II F-89D (premium) F-89B (premium) Germany G.91 R/3 USSR MiG-21 F-13 MiG-17AS (pack) Italy F-86K Re.2005 serie 0 Vampire FB 52A CL-13 Mk.4 Great Britain Swift F.1 Swift F.7 New Helicopters Great Britain Wasp HAS.Mk.1 Scout AH.Mk.1 Lynx AH.Mk.1 G-LYNX (pack) Germany EC-665 Tiger UHT Mi-24P HFS 80 (premium) France EC-665 Tiger HAP (pack) EC-665 Tiger HAD New Vessels USA USS Atlanta (CL-51) 165 ft PC-466 Carmi (premium) USSR Chapayev Pr. 1204 (premium) Germany Admiral Hipper Type 1939 (T31) (premium) Great Britain HMS Arethusa MGB-75 (premium) Japan Type 4 Model 4 (premium) IJN Mogami Syonan New Locations and Missions Location “Palau islands” for naval battles. Location “Cargo port” for ground battles. Location “Japanese port” for naval battles. New missions for new players in the RB game mode have been added: “[Operation] Middle East”, “[Operation] Ladoga”, “[Operation] Counterattack near Smolensk”, “[Operation] Kokhinhin”, “[Operation] Central Tunisia” Examples of bugs corrected by player reports We want to thank you for correctly created bug reports! Below you will find some of the bug fixes that were possible with your help. You continue to assist us to make War Thunder better! ОТО Melara RЗ armoured cars can now swim. Karo Tei type 2 — The 37mm Type 94 cannon has been changed to the 37mm Type 4. Artifacts appearing when the range for howitzer guns was increased have been fixed. Pr. 1204 Late — The Initial speed of the 53-BR-354 shell has been equated with a similar shell, the PT-76B. The situation when a shot down helicopter that lost its tail rotor maintained horizontal controllability for a limited time has been fixed. Shturm-S — A bug where it wasn’t possible to shoot even after repairing a damaged ATGM launcher has been fixed. Hunter F.6 — A bug with the animation of the flap operation has been fixed. Description for the Т-72А 1983 modification has been added.. The ammunition loadout for the Type 75 machine gun has been changed from 1000 to 600. M901 ITV - The vehicle is not able to swim in reality, according to the Operator's manual for Combat Vehicle, Anti-Tank, Improved TOW Vehicle, M901 | NSN 2350-01-045-1123. MBK Pr.186 — Errors in the armour of main calibre turrets where some armoured plates weren’t displayed in the armour view in hangar have been fixed. T20 — The armour of the upper frontal part has been changed from 76.2 to 63.5 mm according to Royal Army Corps - Technical Situation Report No. 3. The incorrect operation of the air horizon on a number of aircraft and the altimeter on the Bf 109 has been fixed. The shaking (twitching) of the sight on cannons with stabilizer which manifests itself when using hydropneumatic suspension has been fixed Incorrect description of the 12.7mm belts has been corrected on a number of ships. For a number of British cannons at the 4-8 inches calibres, shells with remote detonators have been added - according to BR 932 Handbook On Ammunition [1945] и ряду других источников. HMS Tiger — Armour belt in the area of ammunition magazines has been fixed. Bugs that permitted going beyond the boundaries of the battlefield in the location “Krymsk” have been fixed. Bugs that permitted going beyond the boundaries of the battlefield in the location “Port Novorossiysk” have been fixed. Location and mission updates The behavior of AI in the locations “Black Sea Port” and “Kursk” has been improved. Several bugs on the following locations have been fixed “Stalingrad”, “Mozdok”, “Korea”, “Krymsk”, “Port Novorossiysk”, “Finland” and “Coral Islands”. Enduring Confrontation New scenario for Enduring Confrontation: naval convoys. On the map border, naval convoys will appear which will move towards the sea ports of their respective team. Whilst the convoy is active, the allied team has additional respawn points close to it. The enemy team will also have respawn points at a distance from the convoy. Based on players feedback and further tests it will be decided whether or not to leave enemy respawn points or change them. The number of ships in the convoy depends on the number of players in the game session and on the port size where the convoy is attempting to reach. New scenario for Enduring Confrontation: port attack. Each team will have 3 ports at the start of the mission. Each port has several AI ships which will defend the base. Each port is immediately available for players to capture and there are no additional tasks for capturing the ports. If the convoy from the “naval convoy” scenario reaches its port it is very likely that the AI ships from this port will attack one of the enemy ports and the players will receive additional points for helping them to capture enemy port. New scenario for Enduring Confrontation: naval bombers. In case there is an active naval convoy on the map the enemy team may have a bomber which will attack and destroy the convoy. The entire logic of the scenario is working in the same way as for ordinary bombers attacking ground bases, but now their targets are convoy ships. [Enduring Confrontation] English Channel is now the mission for combined naval battles (ships and aircraft). In this mission only the allied team will receive additional respawns close to convoy. New mission [Enduring Confrontation] Saipan in which is represented only with naval and aircraft which play a secondary role. In this mission, with the appearance of the convoy both teams will receive additional respawns (allied- close to the convoy, enemy - farther away from the convoy). Ground Vehicle model, damage model, characteristic and weaponry changes The damage model for large modules, units and assemblies like the breech, transmission and engines has been reworked. Now, those modules use volumetric technology. So the protecting effect of these modules depends on the trajectory of the shell inside them and the point from which the secondary fragments will be generated by the penetration is now the point of "exit" from the module. C1 Ariete - The modification (War kit), that increases the protection level of the hull and turret, has been added. T20 - The armour of the upper frontal part has been changed from 76.2 to 63.5 mm. Source: Royal Army Corps - Technical Situation Report No. 3 Appendix G // Pershing A History of the Medium Tank T20 Series M901 ITV - The possibility of overcoming water obstacles while travelling in water has been removed. The vehicle is not able to swim. Sight magnification has been changed from 4-8x to 3-13x. Source: TM 9-2350-259-1, Operator's manual for combat vehicle, anti-tank, improved tow vehicle, M901 Chieftain Mk.3/Mk.5/Mk.10 - A bug causing an increased spread on the BL Tk. L11 cannon has been fixed. AUBL/74, R3 T20 FA-HS, R3T106 FA, FIAT 6614, AUBL/74 60/70M - A bug related to an inability to overcome water barriers while travelling through water has been fixed. The vehicles can now swim. Tank-shaking, which would occur while turning on the spot, has been fixed for the following vehicles: Chi-Ha Chi-Ha Kai Ho-Ro Ho-I Ho-Ni I Ho-Ni III Chi-He Pz.III B Pz.III E Pz.III F Pz.III J Type 60 ATM - The maximum speed has been changed from 37 to 45 km/h. Source: Provisional formula outline of Type 60 armored vehicle XD8001 - September 7, 1960. Challenger 2 - The maximum speed has been changed from 56 to 59 km/h. Source: Haynes. Owners Workshop Manual. Challenger 2 Main Battle Tank. // Challenger 2, Specifications, Army Website Challenger Mk.2 - The default shell (L15A5) has been changed to the L23. 3inch Gun Carrier - Maximum speed has been changed from 20.5 to 25.6 km/h. Source:CARRIER, CHURCHILL, 3-in. GUN MARK I SERVICE INSTRUCTION BOOK. FIRST EDITION. AUGUST, 1942. RBT-5 - The tank’s mass has been changed from 11,600 to 12,100kg. Previously, the mass of the rockets wasn’t counted. SOMUA S.35 - The hull’s frontal armour plate thickness has been changed from 35 to 47 mm. Sources: Link 1, Link 2 Churchill Mk.VII - The default sight has been changed to a sight with 3-6x magnification. Source: CHURCHILL VII 75MM MK. 5 OR 5/1 GUN AND 7.92MM BESA MACHINE GUN ARMAMENT TRAINING PAMPHLET (PROVISIONAL) ARMOURED FIGHTING VEHICLES SCHOOL T29, T30, T34 - Magnification for the sight has been changed from a fixed 5x to a variable 4-8x. Source: Royal Army Corps - Technical Situation Report No. 36, 1945 / Hunnicutt: Firepower - A History of the American Heavy Tank VFW - Magnification for the sight has been changed from 4х to 6х. Source: Tactical and Technical Trends. Number 36, 21 october 1943 The following vehicles now have the “Improved optics” and “Airstrike” modifications: AMX-10RC Type 16 Centauro Centauro Romor SAM missiles have had a restriction on the operation of a non-contact fuse at low altitudes added. If the missile's flight altitude is less than 25 meters above the surface, the non-contact fuse will not be activated and the target can only be hit with a direct hit of the missile. A number of modern IR-guided missiles (Mistral, Eagle and Stinger) have received protection against interference, which makes IRCM completely ineffective. Flares can be effective only at a very high rate of fire (at least 3 times per second). Slope effect values for AP rounds have been specified for striking angles of 40-65 degrees. Penetration in this angular range has been increased. Penetration values for APCR/HVAP shells have been specified by the appropriate calculation method. Tail fuse presets have been reconsidered in APHE rounds. Armour thickness values for fuse arming have been changed: Small calibres (through 57mm): 9mm; Medium calibres (from 57 through 90mm):14mm; Large calibres (over 90mm): 19mm; 3.7 cm Type 1 APHE - The mass of the shell has been changed from 0.62 to 0.72 kg. Source: 試製一〇〇式三十七粍戦車砲研究報告 - Research report about Experimental Type 100 37 mm tank gun / Japanese Ammunition Part IV 25mm - 70mm, 20 July 1945. Report No. 12-b(52), USSBS Index Section 6, Military Intelligence Division. 90mm T33 - The initial speed has been changed from 822 to 853 m/sec. Source - ARMOR-PIERCING AMMUNITION FOR GUN 90MM M3 January 1945 / TERMINAL BALLISTIC DATA VOL 3 September 1945. 75 mm Shot M61 (QF Mk.V) - The mass of the shell has been changed from 6.79 to 6.53 kg. Source: Service Instruction Book Churchill VII & VIII(1944) //TM 9-1901 Artillery Ammunition(1944) US Army 152 mm XM578E1, 105 mm M735 - Penetration density has been increased from 17,500 to 18,500 kg/m3. Penetration characteristics have been calculated according to the Lanz-Odermatt formula. Sources: Tank Ammo Section Report No. 107. A Comparison of the Advantage and Disadvantages of Depleted Uranium and Tungsten Alloy as Penetrator materials. June 1980 // Drawing No. TN 735-010 Swaged Bar M735, Machine Operation #8. Revision 3 or 4. Teledyne Firth Sterling // 4.7cm Granata Perforante Mod.39, 120 mm Obus de rupture, 155mm M112B1, 105mm T182E1, 120 mm M358 - The previously used preset for the slope effect has been changed from “apbc” to “ap”. Source: World War 2 Ballistics Armor and Gunnery, 2nd Edition // ARMOR-PIERCING AMMUNITION for Gun, 90-mm, M3 January 1945 // TM 9-1300-203 ARTILLERY AMMUNITION, April 1967 Aircraft model, damage model, characteristic and weaponry changes The correct implementation of the gyro sight in aircraft cockpits has been added for aircraft equipped with gyro sights. The suspended weaponry setup on the Mi-35M has been changed. The variant with 16 9M120 ATGM has been excluded from available presets as in reality there is no possibility of using ATGM from any point of suspension except the fourth (far right position). As a replacement the possibility of using MANPADS "Igla" on this helicopter has been added. PB4Y-2 — The number of crew members in the vehicle card has been fixed (source). PV-2D — The order of the bombs when dropping has been fixed (source). F7F-1, F7F-3 — Armour has been fixed. SA-341F Gazelle, SA-342M Gazelle — Flares have been added. AH-1Z — Suspended weaponry presets, with 28 unguided missiles and other variations, have been deleted. Radio range finders for gyroscopic sights have been added for the following aircraft: F-100D F-84G-21-RE F-86F-25 F-86F-2 F-86F-30 F-86F-35 F-86F-40 F-86F-40 JASDF CL-13 Mk.4 CL-13A Mk.5 CL-13B Mk.6 F2H-2 F9F-8 FJ-4B FJ-4B VMF-232 Hunter F.1 Hunter F.6 M.D.460 Swift F.1 Swift F.7 Tu-2 — Bomb presets for suspended weaponry have been fixed. 9M17 - missile launch range has been fixed.. MiG-15bis (all modifications) — G-suit modification has been added (source). Mi-24P (Germany) — HIRSS has been added. Sea Hawk (all modifications) — Localization of the bomb weaponry has been fixed. MiG-19PT — Missile-bomb presets have been added to the suspended weaponry. SB-2 (all modifications) — The relationship between modifications and bomb presets for suspended weaponry has been added. The launch area of some ATGMs has been limited in azimuth and degree relative to the launcher. This area will be displayed in the helicopter sight. The range scale with indication of the maximum range of ATGM using has been added to the helicopter sight. Flight Model changes Helicopters (all) - rotor and anti-torque propeller physics has been improved. Pitch speed now affects the rotor’s thrust speed and roll trim. When flying with high pitch speeds, which is close to critical, the excessive roll towards retreating rotor blade is taking effect. Helicopter flight characteristics have been specified (max speeds, climb rates, etc.). The max pitch setting rate and swash plate speed have been increased. Anti-torque pitch control speed has also been increased for more precise helicopter control (to provide sturdier connection between controls and whashplate and anti-torque propeller, set the max sensitivity and zero dead-air zone). Rotor thrust in axial flow on low speeds has been adjusted: climb rate goes to maximum when thrust is increasing. Helicopters without stabilization systems (UH-1, Sa-313) - hover mode is implemented as passing control to the second pilot in full control mode. Autopilot in Mouse aim mode has been adjusted smoother turns without speed loss. Excessive maximum climb rate in Arcade Battles has been fixed (H-34, IAR 316B, SA.316B Alouette III, SA.341F Gazelle, SA.342M Gazelle) Mi-4AV - Rotor has been re-designed, its geometry, blade twist and aerodynamic characteristics have been changed. Controls have been improved, flight characteristics have been specified, thrust and control inversion chance has been decreased in excessive rotor pitch across the airflow on high speeds . Mi-24V/P/D, Mi-35M, AH-1Z — hover mode has been added in the full control mode. Ki-84 (all modifications) - The operation of the propeller group and powerplant has been recalculated. Propeller performance has been updated. On “Full” controls mode, the reactive torque of the propeller has become more pronounced. J2M (all modifications) — Flight model has been updated. The operation of the propeller group and powerplant has been improved. Controllability with all types of control has been improved. Several inaccuracies in the operation of the engines have been fixed. Leo-451 (all modifications) — Bugs, leading to the incorrect operation of the motor cooling system, have been fixed. A6M5 (all modifications) — Bugs, leading to incorrect aircraft controllability on certain settings of control types, have been fixed (in general, control in all game modes has been improved). SB2c (all modifications) – A bug relating to the operation of the wing control surfaces has been corrected. It is no longer possible to use the flaps and the air brake at the same time. Wirraway / Boomerang (all modifications) – Flight model has been fully updated. The operation of the propeller group and powerplant has been corrected and improved. Wing and fin aerodynamics have been recalculated. The cooling system has been updated (overheating is now less severe). A-35b – A bug where the engine wasn’t able to reach working RPM at low speeds has been fixed. B-25/PBJ (all modifications) - Flight model has been fully updated. Geometry data updated. Aerodynamic characteristics of wing, fuselage and tail corrected, polars have been tuned. The operation of the propeller group and powerplant has been recalculated. WEP mode, with 1,850 horsepower, has been added. Thermodynamics relating to flight speeds have been refined. А-20 (all modifications) - Flight model has been fully updated. Geometry data updated. Aerodynamic characteristics of wing, fuselage and tail corrected, polars have been tuned. The operation of the propeller group and powerplant has been recalculated. Thermodynamics relating to flight speeds have been refined. Caudron 714 - The resistance of deployed flaps has been decreased. The speed of the propeller spinning as a result of oncoming air flow, and after the engine has stopped, has been adjusted. I-16 (all modifications) - The reaction of the rudder at low speeds has been improved. Stability at combat and high speeds has been significantly improved. The resistance of the flaps has been reduced and recalculated according to their size. Improved calculation of the engine and propeller inertial forces has been implemented. Flight time in the upside-down position, and at near to zero overload values, has been increased (fuel system operation has been improved). MiG-3 (all modifications) - The performance of the elevator at high speeds has been significantly improved. Speed gain and acceleration when diving have been improved. Stability at combat and high speeds has been significantly improved. Engine operation at high altitudes in the theoretical maximum area has been improved. The resistance of the flaps has been reduced and recalculated according to their size. Improved calculation of the engine and propeller inertial forces has been implemented. Flight time in the upside-down position, and at near to zero overload values, has been increased (fuel system operation has been improved). MiG-17, J-4, Shenyang F-5 - Pitch control at transonic speeds has been adjusted (improved). MiG-19S, MiG-19PT — aerodynamic wing and fin coefficients, and their dependence from the Mach number, have been specified. Engine parameters in afterburner mode have been specified. Gun-laying radar sight changed with gyro sight, using radar target range. F3D-1, P-61 (all modifications) — azimuth-elevation indicator (C-Scope) has been added, it is a second radar indicator. Gun-laying radar sight changed with gyro sight, using radar target range. Naval fleet model, damage model, characteristic and weaponry changes Naval weaponry: Seha-Tei Model 1 — The armour penetration of the 57 mm Type 92 armour piercing shell has been increased. Pr.1124 MLRS — Reloading for rockets has been added. МО-4 — Reloading for rockets has been added. IJN Agano — The parameters for the standard semi-armour piercing (SAP) shell have been changed. Deflection of the shell has been reduced. The amount of secondary fragments from the shell has been fixed. AB-Tei Pioneer — Tracers for machine guns have been corrected. According to the explosives encyclopedia, the equivalent of Shimoza to TNT has been raised. The 610mm Type 93 torpedo has been added in two different variations: The 610 mm Type 93, model 1, modification 2 (IJN Agano, IJN Yugumo, IJN Furutaka) torpedo has been added. The 610 mm Type 93, model 3 (IJN Akizuki, IJN Kiyoshimo) torpedo has been added. Flower class, HMNZS Leander — Initial shell speed for the 102 mm/45 BL Mk IX cannon has been increased. IJN Agano — A new default HE shell has been added; 152 mm Type 0, nose fuzed. Battle (D14) — The speed of HE shells has been fixed for the 4.5"/45 (11.4 cm) QF Mk.IV cannon. HMS Dido — The fire rate for the main calibre cannons has been increased. Reloading of torpedoes has been fixed. Indication of number and reloading of the torpedoes in the launchers and in the ammunition rack has been added to the action panel. Pr. 1204 late, Pr.183, Pr. 206М — Reloading time for the 25 mm 2М-3 cannons has been changed from 15 sec to 8 sec. Ellipses of shells falling in salvoes has been fixed for 100-203 mm cannons. According to available historical data, ellipses of scatter have been greatly reduced. Different cannons will use different presets which will give a wider or more elongated ellipse at different ranges. In general the aiming in long range has become more effective. IJN Kako, IJN Furutaka - Bow machine guns have been changed from 25mm Type 96 to 13.2mm Type 93. PC-451, SC-497, Fairmile B (ml345) - Reloading for onboard depth charge launchers has been added. SKR Pr.159, SKR Pr.35 - Reloading of the RBU-2500 bombs after all ammunition has been fired has been fixed. The initial speed of a 53-BR-354 AP shell on the Pr. 1204 Late has been fixed. Type 4 Model 2 (earlier Karo-Tei Type 2) and Type 4 Model 4 (earlier Karo-Tei Type 4) — The main calibre weapon has been changed from 37 mm Type 94 cannon to 37 mm Type 4 cannon. The initial speed of the shells has been increased. Anti-aircraft HE shells with remote detonation have been added for all British 4-6 inch guns with a high elevation angle. Type K-3 / Class No. 1 - Armament has been changed: the 40 mm single barrel type 91 gun has been replaced with a twin gun. Added 25 mm type 96 machine gun on the stern. Soukou-Tei (1940) - Armament has been fixed. Changed Type 92 machine guns for Type 89. Naval modifications and crew skills All ships which are capable of carrying torpedoes now have the ability to join battles without them. To achieve this, you will need to choose the appropriate presets in the modifications and weapons window before the battle. IJN Agano — A problem with over extended pumping of water has been fixed. Elco 80 ft PT-565 — Modification of the anti-aircraft artillery drives have been added. PG02 — The modification for the 20 mm cannon which changes the fire rate up to 450 shots per minute increases the time to the complete overheating and speeds up the cooling has been added. USS Somers — The unnecessary modifications for anti-aircraft artillery drives has been deleted. RP and game currency spent on the research of these modifications has been returned to player accounts. S-100 (1944) — The modifications of anti-aircraft artillery drives has been fixed. MPK pr.122a — The modifications of anti-aircraft artillery drives has been fixed. Pr. 1204 late — The modifications of anti-aircraft artillery drives has been fixed. OD-200 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Type 1924 Leopard — The modifications of the anti-aircraft drives and the main calibre drives have been refined. MZ1 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. PGH-2 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Elco 77 ft PT-59 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Farragut (DD-355) — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Naval characteristics, physics and damage model The resistance to various types of damage for anti-aircraft guns on destroyers and cruisers has been changed. Maximum repair time of ships has been changed for uniformity by class.. Repair time has been accelerated. The penalty for simultaneously started repair processes have been reduced. Armour on the main calibre turrets on US destroyers has been fixed according to the brand and modification of their turrets from 3.2 mm to 3.175 mm. Pr.191, Pr.191M — The armour on gun mantlets (gun masks) have been improved. Seha-Tei Model 1 — The class of the ship has been changed to armoured boat. Chikugo — The class of the ship has been changed to multi-purpose boat. SGB (S304) — The fuel type of the fuel tanks has been changed from coal to oil. Chikugo - Hull strength and survivability of internal modules have been increased. USS Brooklyn — The horizontal guidance speed of the main calibre cannons have been changed from 10 to 5 degrees per second. IJN Mutsuki — The crew number has been changed from 254 to 148. Type T-38 — The maximum speed has been changed from 38 to 27.5 knots. Battle (D14) — The armour of the turret with paired Beaufort Mk.5 guns has been fixed. MKL pr.186 — The armour of the main calibre turrets has been fixed. IJN Mutsuki — The location of the spare torpedoes on the ship has been corrected.. HMS Leander, HMS Enterprise, HMS Dido — The size of bridge and radio stations has been reduced. Kirov — The location of the machine and boiler rooms has been changed. Pr. 7U, Pr. 7U "Stroyny" — The thickness of the hull has been changed from 25 to 10 mm. IJN Yuudachi — The Amount of crew has been changed to 226. Kanonenboot K-2 — The armour for main calibre guns has been specified. HMS Tiger — Ship’s armour has been specified, the location of the ammunition areas have been changed. Soukou-Tei (1940) — Boat’s armour has been specified. HMS Southampton — Ship’s armour has been specified. Visual models and visual parts The animation that depicts the launching of torpedoes from launchers has been corrected for all ships. Steam exhaust has been added to all ships with steam boilers. IJN Furutaka — The gaps between the hull and main calibre turrets which were visible at long distances has been fixed. Flower class (K-218) — The visual effect of rollback (after shot) for the 102mm cannon has been improved. IJN Akizuki — The visual appearance of the main turret, when destroyed, has been fixed. Type K-7 / Class No.4 — Wrong positioning of the stern machine gunner has been fixed. Type 11 — Wrong position of the front right torpedo in the launcher has been fixed. Flower class (K-218), SGB (S304), Fairmile C (332) — Visual issues on 2pdr QF Mk.VII and 2pdr QF Mk.IIc in the x-ray mode and armour view mode has been fixed. Pr. 1204 — Inconsistency of the guns’ appearance in the hangar and in the x-ray view has been fixed. Localization Karo-Tei Type 2 has been changed to Type 4 Model 2 [Type 4 Model 2 Kuchiku-Tei Ka-Ro (1944)]. Karo-Tei Type 4 has been changed to Type 4 Model 4 [Type 4 Model 4 Kuchiku-Tei Ka-Ro (1944)]. No.13 Type. 1944 has been changed to Type K-8 (1944) [Type K-8 / No.13 Class, No. 14 Kusentei (1944)]. CH-8 has been changed to Type K-7 [Type K-7 / No.4 Class, No.4 Kusentei (1945)]. CH-2 has been changed to Type K-3 [Type K-3 / No.1 Class, No.1 Kusentei (1944)]. AB-Tei Pioneer has been changed to Soukou-Tei (1927) [Soukou-Tei Model 1927, Sakigake (1927). AB-Tei Serial has been changed to Soukou-Tei (1940) [Soukou-Tei Model 1940, Soukou-Tei No.4 (1940)]. Seha-Tei Model 1 has been changed to Ha-Go [Ha-Go Fighting Boat Model 1 (1944)]. IJN Fubuki has been changed to IJN Ayanami [Class Fubuki, 2nd group, type Ayanami (1936)]. Typ-Klasse 143 (Albatros) has been changed to Albatros-Klasse (143) [Schnellboot Albatros-Klasse (143)]. Klasse 140/141 (Jaguar) has been changed to Jaguar-Klasse (140) [Schnellboot Jaguar-Klasse (140)]. IJN Kako — The name of the main calibre cannon has been fixed. Calibres have been changed in the description of the 203 and 200 mm shells. 76mm/40 Type 88 cannon (Type K-8 (1944)) — has been changed to 76mm/40 Type 3 canon. Soukou-Tei (1927) (earlier AB-Tei Pioneer) — The name of the universal belt has been changed to tracer. The name of the 12.7 mm OFZ DSHK modification has been changed to 12.7 mm OF. Nürnberg — Naming of the S.K.C/30 canon has been changed to 37mm FLAK-Lafette. Other The accuracy of air defense on the AI-controlled ships has been reduced. This change does not affect the accuracy of air defence fire on player controlled ships even if it is controlled by AI gunners. Economy and research A bug where the RP costs for M3 Bradley were reduced in error as the last vehicle in the research tree has been fixed. The correct cost is 462,100 instead of 275,400. M8 (LAC) - BR has been changed from 1.3 to 1.0 for all game modes. ISU-152 - BR in AB has been changed from 6.0 to 5.3. Customization Player icons for the Japanese fleet have been added. New decals with identification marks of the People's Republic of China and the Republic of China have been added. Restrictions on the usage of decals with Chinese markings have been added. Such restrictions will be applied to all nations in order to avoid counterfeiting identification marks in SB mode. Achievements for China's aviation and ground vehicles have been added. Bf 109G-2 (Italy) — The aircraft now has standard Hungarian Air Force camouflage. Romanian camouflage is also available. Both camouflages are available for free. Vehicle card and icons have been fixed. AMX-30 Super - Tricolor camouflage has been added. The visual effect of the flame part of a jet afterburner for aircraft with jet engines has been reworked. For jet aircraft with a jet chamber the flame will appears only when the jet chamber is operational. When operating in non WEP modes and also for jets without the jet chamber, the flame part will not be displayed, only the visual part of the exhaust and hot air jet. Awards New orders and medals have been added for USA, Germany, USSR, Great Britain, Japan and Italy. The conditions for receiving old orders and medals have been changed. New titles for receiving awards (orders and medals) have been added. The following medals have been removed: USA — Distinguished Flying Cross 2nd Class, Distinguished Flying Cross 3rd Class, Air Medal 2nd Class, Air Medal 3rd Class. USSR — Order of Alexander Nevsky, Order of Suvorov Third Class, Order of Kutuzov Third Class. Interface The indicators for the ground and aircraft radars have been improved. On the all round view indicator, the target marker will now be displayed as an arc segment (as in reality). The size of the capture markers has been increased. Displaying the radar operating area, search area and target capture area has been added. An indication for tracking failures at radial speed (capture frame flashing) has been added. The indicator of the level of interfering reflections from the ground has been added. Displaying the radar coverage area has been added to the HUD. On-board target tracking radars in fighters now continuously search for targets and lock on to them for tracking until they are turned off. A separate indicator for RWR (radar warning receiver) which shows the direction on the radar more accurately and also shows the mode of them has been added. Also when warning radar position detects radar it will create a sound alarm. The previous indication in the form of arrows at the edges of the screen has been removed. M113A1 (TOW), Striker, Warrior - Vehicle classification has been changed to “ATGM carrier”. Vehicle classification for the P-59A has been changed to “Jet Fighter”. The names of the Armstrong Siddeley Sapphire engine series have been changed to the original - Sapphire, in Russian localization. A bug with the description of Experimental Camouflage № 5 on the SB2U-2 has been fixed in the Russian localization. Location achievements have had changes to the names of locations within their description according to the mission names: Snow Canyon > Iron Range Norwegian Fjords > Fjords Green Valley > Green Ridge Nordland > Foothills High Islands > Pacific Hidden Base Snowed Peaks > Top of the World Mountain Park > Grave Robbers' Cliffs Game mechanics Various information available for display on MFD’s. Currently the mechanics are represented as MFD displays with switching output information in the cockpits of the Mi-35M, the AH-1Z and the EC-665 Tiger. A bug where the boundaries of the capture point did not match the actual visual marking lines in ground battles has been fixed. Graphic New tone mapping system has been introduced. All color conversions are now completed in HDR. Sound Full transition to the more up to date Fmod Studio 1.10 sound engine (all platforms) has been completed. Many sound assets in the game have been reworked to meet the new standard for the quality of the game mix. Thanks to new tools, the game mix is now more detailed and sound objects are positioned more clearly. The radii for hearing shots from cannons and engine sounds have been increased. The logic for the formation of the sound environment has been redesigned and optimized, therefore the clarity of playback and the stability of the game as a whole has been increased. Sound resources now require significantly less RAM resources thanks to the improved asset compression algorithms and different resource loading logic. All sound events for explosions have been reworked. Layers depending on range have been added. The radii of audibility have been increased. A new authentic sound event for the Type 74 tank engine has been added. The engine sounds on allied/enemy aircraft have been redesigned. Additional layers for close spans and “distant” layers have been added. The dependence on the overload experienced by aircraft on turns has been added for engine sounds from the 3rd person view. The sound of the afterburner (if equipped) on the player’s jet has been reworked. Some interface sounds on aircraft (missile attack signal, overload signal) have been reworked. Ju 87B-2 - The siren sound has been redesigned, sound radius increased, new asset layers have been added. New sound of sonic boom from a passing allied/enemy jet. The sounds of the player’s guns hitting an enemy aircraft have been reworked. The sound events of allied/enemy ground vehicles shots have been reworked. All sound events for all shots from ground vehicle cannons of the player from the 3rd person view and gunner view have been reworked. Reverberation and early reflections for shots of the player’s cannons and also for allied/enemy vehicles which are in the surroundings of dense buildings or among rocks has been added. Sound events of the player’s ground vehicles have been reworked with an emphasis on increasing the dynamics of the engines. All sound events for reloading naval and ground vehicles canons have been reworked. All sound events for naval shots have been reworked. Some interface sounds of ships (a signal of dangerous shallow depth, a fire signal, a torpedo attack signal) have been reworked. The launch area on some ATGMs has been limited in azimuth and degree relative to the launcher. This area will be displayed in the helicopter sight. The range scale with indication of the maximum range of ATGM using has been added to the helicopter sight. Sound events for shots of allied/enemy ships have been reworked. The radiuses of audibility have been increased. The sounds of hits on the player’s ships have been reworked. Sound events for rotation of naval vessel turrets for main calibres have been added. The sounds of boat engines with gas turbine engines (for player’s vehicles and allied/enemy vehicles) have been added. The logic of the formation of sound events for ships has been reworked. In a very tight combat interaction the sound mix is more stable and clear. Other EasyAntiCheat system has been implemented into War Thunder (to be enabled soon after the update goes live). On first installation of the update, the user will be prompted to confirm the installation of EAC using administrator rights. Controls The ability to correct distance manually in AB naval battles has been added. It can be switched on in the menu > options > naval battle settings > realistic aiming. Matchmaking A map rotation filter has been added for AB and RB game modes for aircraft, ground and naval battles. Possible locations for battles have been extended for all vehicle ranks. The changes have been made possible by the implementation of the map rotation filter. Ground SB: 2 respawns are now available for the top heavy tanks (as already operating for light and medium tanks). New vehicles have been added to setups. Leave feedback here
  17. 12 points
    Well I think the consensus is pretty clear at this point: ROC flag was/is a real historical flag, for a period of time in the past was the flag of China, now remains as the flag of Taiwan. We currently use historical flags to determine a vehicle's national/regional origin, such as the flags of East Germany, Wehrmacht flag of the 3rd Reich (modified), Imperial Japanese Navy flag, Soviet Union flag, minor nation flags/flags for nations with minimal relative content ingame (Israel, Finland, Romania, Hungary, Canada, Australia, Philippines, etc.), and of course modern analogue flags. It's in fact quite odd that the ROC flag got removed, given so many controversial flags are still present; if Gaijin doesn't want political bias in their game and, with perhaps a little bit of modification, still tries to display a flag of the 3rd Reich, I feel it's a double standard that they flat out removed the ROC flag from so many tanks. At the very least a facsimile or something in the likeness of the ROC flag could still qualify, frankly speaking that wouldn't even be that hard either, but personally I would much prefer if they left the flag intact and returned it to the vehicles upon which it belongs. Simply put, this reeks of historical revisionism. I feel people at Gaijin may have their hands tied however, as they made these flag icons themselves in anticipation of the patch and it seems clear that external forces put pressure upon them.
  18. 11 points
    Playing US feels like playing Arcade, everyone has almost the same tanks your team does and yet it is only the US and to a lesser extent the UK being the nations that have to fight the most tanks from their own tank trees. I'd say Russia would fit the bill but I am yet to see a China vs USSR match. From the rank I to VI: M8 Scout Car M8 Light tank M24 Light Tank M41A1 Light Tank M3/M5 Light tank M10 Tank Destroyer M18 Tank Destroyer M36 Tank Destroyer M4A3 Jumbo Heavy Tanks. Multiple M4 Medium Tank variants M26/M26A1 Medium Tank M47 Medium Tank M48 Medium Tank M60A3 Main Battle Tank That is without having the tanks the US also should get but got added to other nations like the: M113A1 TOW M36B1 M26A1 M60A3 Gaijin at least force the Match Maker to stop stacking too many nations with US and UK tanks against the US and UK. This completely lessens the value of playing American and British tanks now that most of the US and UK best tanks are being spammed in other tank trees.
  19. 11 points
    The SIDAM 25 Mistral will come to War Thunder as part of the upcoming update 1.91 and will be the first SPAA vehicle fitted with SAMs available to Italian tankers in the game. Much like the 2S6 Tunguska, already familiar to players, the SIDAM 25 will offer tankers a mobile anti-air platform which combines both conventional gun armament with an effective missile system. In terms of general characteristics, tankers pretty much still look at the standard SIDAM 25 SPAA with which some have already made their acquaintances with. The biggest twist however, comes in the shape of its standout feature - the six Mistral surface-to-air missiles. These missiles, perhaps familiar to some French helicopter pilots out there, are unlike Tunguska’s manually guided missiles, heat-seeking infra-red (IR) missiles. This means that aspiring commanders of this machine won’t have to keep the target in sight in order to destroy it, but will simply need to achieve a successful lock-on in order to fire the missile and potentially destroy the designated target. Thanks to the Mistral SAMs, the effective range of the SIDAM 25 is potentially increased up to 5.5 km - the maximum lock-on range of the Mistral missiles. Although the addition of Mistral SAMs to the SIDAM 25 might make it seem like the vehicle’s capabilities have been substantially enhanced, it’s worth keeping several distinct drawbacks in mind. For starters, the SIDAM 25 is not fitted with a search radar, meaning that commanders of this machine will need to make out and select targets manually. Furthermore, due to the Mistral SAMs being IR missiles, their effectiveness relies entirely on their own tracking ability, meaning that they may be fooled with the use of countermeasures, while players will have no further control over the missile’s behaviour once it leaves the launcher. Lastly, the SIDAM 25 Mistral will have the least number of guided missiles available at its disposal during a battle when compared to other top tier SPAAs currently in the game, meaning there’s less room for errors. All in all, the new SIDAM 25 Mistral will offer fans of Italian ground vehicles an improved version of an already familiar SPAA platform that comes with its own unique set of advantages and disadvantages, which tankers will have to successfully master in order to get the most out of this vehicle. This vehicle will be assigned to the top rank of the Italian ground forces tree. (in this image the SIDAM has 1 of the 2 Mistral missile launchers)
  20. 11 points
    So i get the focus was on planes and making them sound cool in air battles, but i feel like its completely changed ground forces sounds for the worse, there was a LA-5 up over a 1km away, and a shilka 15m behind me, and the only thing i could here was the LA-5 the shilka was practically silent, tanks engines are so difficult to hear, a 7.62mm machine gun creates the most insane echo/reburb after firing. If you turn up engine sounds to compensate for the new sounds, you just end up with your ears bleeding from planes. The directional sound profile seems shoty at best, almost like surround sound capability has been switched off entirely, and if you move around while a plane is in the air youre able to hit points where youll hear very little of the plane because it seemingly doesnt know which side to play sound from. Cannons are seemingly quieter than 50 cals, 50 cals are louder than 25 and 30mm. When a plane and helicopter flew over the cap both spamming rockets only the planes noises came through, rockets were silent on impact, and the helicopter was silent. Maybe its just me enjoying weird bugs? Or maybe its working as intended and i just need to get used to it?
  21. 11 points
    i would like to suggest the ULTIMATE leclerc tank for the French tree. the Leclerc T4 the leclerc T4 was a project of the 1996, the concept of fitting a 140mm gun instant of the 120mm wasn't new. the purpose of this armament was simple, TAKE OUT SOVIET TANK IN A SINGLE SHOT. but with the fall USSR, the project was put on hold and was nearly dead. but a prototype was built and after the project was put on hold, the turret was stored and the hull used for other need. Leclerc terminateur during the first trial in 1996 the project was revived in the years 2014, the reason of reviving the project is simple, the Russian had recently release new generation of tanks and suddently go ahead the modern tanks used in the westerner country. the Leclerc T4, this time, wasn't designed to take out Russian tank but rather test the 140mm gun in the goal to fit the leclerc turret in the new Franco-German tank that shall replace both the Leclerc and Leopard II in the French and German army. the future tank is, as for now, suppose to be a hybrid between the Leclerc and Leopard II and married the both strength. the hightly reliable hull and engine of the Leopard II and the hightech turret of the Leclerc. but the armament for now oppose resistance, the German Company Rheinmetal and the French company, GIAT, both want to use their own gun in the tank that still in development. in the purpose to prove the efficiency of the 140mm gun from GIAT on the 50t tank and specifically the Leclerc turret, the french, had revived the old project of leclerc 140 which was so advance in the development from the 1996, that the tank was already been built back them and the turret was still stored. French defense company GIAT, which subsequently transformed into Nexter, specifically developed an enlarged turret to house a gun of this calibre that France’s Arsenal de Bourges had developed. in 2015 Nexter reportedly reinstalled in onto a chassis that had belonged to a turretless Leclerc MARS armored recovery vehicle. in 2017, the tank was finally reveal to public. The 140mm-armed Leclerc, with its enlarged turret, reportedly still requires two-piece ammunition, with the shell separate from the propellant. Even then, it can only hold 31 rounds, nine fewer than the standard version of the tank. the tanks as for right now is still on trial and would likely never been put into service (unless the Franco-German tank project split up again like the Europanzer/Standardpanzer in the 50s) but the turret is working well with the 140mm gun. the firepower was (according the the official source) improved of 70% over the 120mm gun normally used. the tank was used in the shooting rank with a fairly good success while there was problem spotted. mostly around the automatic reloading system which was a regular reloading system designed for the 120mm gun but lightly modified to have 140mm shells. on right : 140mm shell used in the Leclerc 140 on Left : 120mm shell like those used in the regular leclerc the nickname of ''le Terminateur'' (the terminator) come from the original tank to be tested in 1996, the french are traditionally used to provide nickname to their tanks just like we do for the ship (ex: USS enterprise) the prototype was named terminateur which was written clearly on the turret side and was the most obvious details on the picture from the 90s. the turret on the prototype of 2015 was the same turret but the chassis was another one. the name still stick to the new prototype. Specifications Mass 57.4 tonnes (or more) Length 6.88 without gun Width 3.60 m Height 2.53 m Crew 3 Armour modular composite armor titanium, tungsten and semi-reactive layers. Main armament 140 mm tank gun 31 rounds with autoloader Secondary armament 12.7 mm coaxial M2HB machine gun (1,100 rounds) 7.62 mm machine gun (3,000 rounds) Engine V8X SACM (Wärtsilä)8-cylinder diesel engine 1,100 kW[3] (1,500 hp) Power/weight 27.52 hp/tonne[3] Transmission Automatic SESM[5] Suspension hydropneumatic Fuel capacity 1300 litres (1700 with fuel drums) Operational range 550 km, 650 km (400 mi) with external fuel Speed 72 km/h (45 mph) on the road 55 km/h (34 mph) on all-terrains source http://ftr.wot-news.com/2017/05/07/140mm-leclerc/ https://thaimilitaryandasianregion.wordpress.com/2017/05/11/leclerc-mbt-140mm-gun-variant/ https://www.thedrive.com/the-war-zone/26170/france-tests-huge-140mm-tank-gun-as-it-pushes-ahead-with-germany-on-a-new-tank-design http://www.milinfo.org/-38 https://tanksalotweb.wordpress.com/tag/140mm/
  22. 10 points
    I don't get why Gaijin is so dead set against actually fixing US APBC. Can a dev or moderator explain to me why they don't want to give us accurate performance of these rounds? T33 was finally changed to APBC, yet the change did not fix its sloped performance. I guess those specially slope modifiers are reserved for Stalinium shells. Oh, and the T33 on the M36 is still listed as AP, with the wrong velocity. Old T33 from the M36: 165mm at 0 Degrees 142mm at 30 Degrees. Slope modifier is 1.162 63mm at 60 Degrees. Slope modifier is 2.619 Panther glacis of 80mm offers 171mm of protection against the T33 AP. New T33 from M26: 174mm at 0 Degrees 149mm at 30 Degrees. Slope modifier is 1.168. It's actually worse than the old T33. 66mm at 60 Degrees. Slope modifier is 2.636. It's also worse than the old T33 modifier. How does it perform against the Panther glacis? The Panther glacis offers 174mm of protection against the new and improved T33. Congratulations to Gaijin. You've somehow managed to fix a broken round and actually made it worse than it was.
  23. 10 points
    Any works over desync / lags in Air RB and "Mach Bug" where planes when trying to turn at high speeds behaves like it's affected by Packet Loss?
  24. 10 points
    That bruh moment when Gaijin nerf the F-4C Phantom so hard the F-100D is an overall better plane. -Gunpod still with a negative angle. -AIM-9E still not available despite the dev talking about it during the dev stream. -Top speed is still lower than what it should be. -Am I missing something?
  25. 9 points
    Mission changes According to numerous requests from our forum, helicopter [Enduring Confrontation] battles have been reworked. It is smaller now. If earlier the battlefield was 7x7 cells on the map, now it has been reduced to 5x5 cells. Based on the testing results of the modified mission we will decide whether to rework the remaining helicopter [Enduring COnfrontation] missions in as smaller way or return the old size to the “Afghanistan” mission Flight model changes Cr-32 (all modifications) - A bug resulting to the incorrect alignment of the aircraft which leads to the incorrect pitch control (when using control type “full”) has been fixed. The rudder operation at low speeds has been clarified (improved), damping at the course has been increased. Contact with the ground point of the fuselage has been recalculated. By prolonged braking there is now the possibility of nosing over. Critical angles and lifting force reducing throughout the entire speed range according to wing blowing has been implemented. The dependence of the engine cooling on speed has been configured. The radiator flaps on the automatic control mode supports now the temperatures on the normal operating mode better. Engine altitude and max aircraft altitude have been refined (reduced). Inertia of the propeller group has been specified. Carburetor behavior on the flight mode with low or negative overload has been improved. The amount of fuel in the second (in-wing mounted) fuel tank has been reduced. MiG-19 (all modifications) - A bug in the operation of the brake parachute leading to its insufficient efficiency on the run has been fixed. The range of speeds on which the visual Prandtl–Glauert effect appears has been reduced. Now the effect occurs in the range between 0.99-1.01 M. 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.
  26. 9 points
    EC:6 is kind of broken in my opinion ; the US of A get so many advantages in every respect that they dominate all other nations to the point that all seven other nations together can rarely fill a team to fight USA head on. This imbalance is due to many things, but chiefly among them, imo, the fact that the US of A has access to perfectly capable aircraft at every BR point, while other nations are stuck with swathes of aircraft constantly hidden behind a ridiculous timer. USA : 13 tech-tree aircraft playable only in EC:6 ; including one 8.0 bomber, four missile-armed aircraft each at a different BR point, all thirteen planes are spread between 5 BR points : 8.0 ; 8.3 ; 9.0 ; 9.7 ; 10.0 ; additional 5 jets (including one bomber) plus three premiums below BR 8.0 + 1 missile-armed rare. Also of note : all missile-armed aircraft (except the rare VMF 232) have 4 missiles instead of the 2 found in other nations. Germany : 9 tech-tree aircraft in EC:6 ; no bomber, one missile-armed aircraft ; aircraft spread across 5 BR points : 8.0 ; 8.3 ; 9.0 ; 9.3 and 10.0 ; additional 5 jets + 2 rares and 1 missile-armed premium below BR 8.0, including 2 bombers USSR : 11 tech-tree aircraft in EC:6, including 3 bombers at 8.0 ; two missile-armed aircraft both at 10.0 ; aircraft spread across 3 BR points : 8.0 ; 9.0 ; 10.0 ; additional 5 jets + 1 rare + 2 premiums (one with missiles) + 1 prop bomber below 8.0 ; UK : 11 tech-tree aircraft in EC:6, including one bomber, one missile-armed aircraft ; all aircraft spread across 4 BR points : 8.0 ; 8.3 ; 9.0 ; 9.7 ; additional 6 jets below BR 8.0 + 1 premium Japan : 4 tech-tree aircraft in EC:6, no bomber, two missile-armed aircraft ; each aircraft at a different BR point ; additional 4 jets below 8.0 including 3 bombers + 1 missile-armed premium China : 7 tech-tree aircraft in EC:6, including one bomber at 8.0, two missile-armed aircraft both at 10.0 ; aircraft spread across 3 BR points : 8.0 ; 9.0 and 10.0 ; additional 2 jets below 8.0 + 1 prop bomber + 1 missile-armed premium Italy : 6 tech-tree aircraft in EC:6, no bomber, two missile-armed aircraft ; aircraft spread across 4 BR points : 8.0 ; 8.3 ; 9.0 ; 9.3 ; additional 1 jet below 8.0 + 1 missile-armed premium (with 4 missiles) France : 7 tech-tree aircraft in EC:6, including 2 bombers at 9.0, two missile-armed aircraft ; aircraft spread across 2 BR points : 8.0 (one aircraft*) ; 9.0 (the other 6) ; additional 2 jets below 8.0 + 1 missile-armed bomber *that one being the trashcan F-84 which really should be sub 8.0 In conclusion : the US have the advantage in every single category except number of bombers, isn't useful because their one bomber is at 8.0 and may thus zomb happily while deciding a game by using precisely 5 brain cells. Now for the important part : How to fix this imbalance? 1) Add aircraft to all nations except the US that help fill the line-up gaps (missile-armed aircraft ; 8.0-8.7 aircraft ; 9.3+ aircraft) But that's obviously semi long-term 2) Nerf the US : bring all jet bombers at 8.3 at a minimum (no more jet-zombers) ; raise the F9F-8's BR to 8.7 if not 9.0 ; raise the F100's BR to 10.0 3) Spread out the BRs for UK / Italy / USSR / France : some aircraft could go up by .3 (such as 8.0 bombers), others could go down by 0.3 or 0.7. As an example : proposed changes to the most difficult nation to play in EC:6 : France : Vautour II B : 9.0 --> 8.3 Mystère II A : 9.0 --> 8.3 / 8.0 Mystère II C : 9.0 --> 8.7 Either SMB2 or F-86K : 9.0 --> 9.3 E.G.2 : Italy : G.91 R/1 : 9.0 --> 8.7 opinions?
  27. 9 points
    I think the biggest issues for air RB that needs to be fixed is the desync / lags at high speed. Another one is the mig-19PT's drag values being way too low, which is shown by its drag chute not working.
  28. 9 points
    the new sounds are rather badly mixed. in gun sight they are numb and enemy shots very silent. distant shots from NATO 120mm cannons are the exact same sound file than the german 128mm when repairing the engine there is a repeating sound like someone is whipping in an old chair (or should this sound like a wrench?) tanks nearby sound like a 1 cylinder lawn mower; even 48litre leopard 2 diesel. (same sound file as the tetrarch or any similiar rank 1 light tank with small engine) constant gearbox shifting noises are annoying, especially when your tanks shifts through the first 4 gears in 2 seconds but thanks for opening the maps restrictions for various battle ratings. Just had a 10.0 match on frozen pass and ash river. It brings fresh wind into map rotation
  29. 8 points
    Please keep in mind that this post is intended to provide discussion and constructive criticism. The win rate for 5.7-6.7 German ground forces is considerably subpar compared to allied nations. I'd like to give my two cents on why that is, and discuss any possible solutions. [Win rates a/o last month] Germany : Tiger H: 48% Tiger 2 H: 46% Pather D: 42% Jagdtiger: 47% JPZ4-5: 45% | America: T29: 63% T30: 59% M26: 58% M56: 55% T92: 56% Overwhelming Allied CAS: Allied aviation is currently indisputably superior in terms of strike fighter capability. With the exception of the Fw190F8, Germany currently possesses no viable strike fighters capable of carrying bombs exceeding 1000kg, and very few planes carrying rockets suitable for ground attack. While the lack of firepower can be addressed via heavy fighters and bombers, it can be difficult to maintain air superiority with these planes. In comparison, allied planes like the P47 and Spitfire has access better bombs, rockets, spawn costs, and retain their fighter capability after dropping their ordinance. And while Germany has access to some of the best SPAA's of the rank, many players lack the situational awareness/ability to effectively cover friendlies (especially on large maps like Kursk). The removal of the Coelian in the upcoming update also further weakens Germany's ability to effectively counter allied CAS. Disadvantaged in current maps & game modes: Ground forces battles are currently centered capturing points to inflict ticket bleed, and German vehicles generally offer mediocre protection in close range engagements. Vehicles like the Panther, Tiger 1 & 2, and Ferdinand have large weak spots that are easily penetrated at close range, and often don't have the opportunity to side scrape / angle their tanks towards incoming fire due to poor mobility (especially when stock). German tanks are also generally slower than contemporary allied vehicles. Tanks like the M41, M56, Hellcats, are able to effectively rush and take control of capture points and eliminate any enemies trying to do the same. Germany doesn't have access to any comparable vehicles aside from the Ru251 (locked behind paywall), and the JPZ4-5(awful tank). Making it very difficult and dangerous to react and move between capture points, especially when allied CAS is always present. Italian & Japanese teams I'm sure many of you will disagree. But I find that the Italian / Japanese teams that Germany is often matched up with underperforms due to their underdeveloped tech trees. Since the Italians & Japanese often only have a single vehicle of their BR, their forced to play under tiered vehicles. For example, the Japanese STA is the only vehicle sitting at 6.3. With the only viable addition being the Japanese M41. Players that perhaps haven't unlocked it would be forced to spawn in a 76mm Sherman, sitting 1.0 lower at 5.3. Solutions: * The JPZ4-5 desperately warrants a BR reduction. It currently sits at the same BR as the premium Ru251, but lacks a turret and with a identical gun and mobility stats. A reduction of it's BR or a significant buff to it's performance would make it more competitive and balanced. * The introduction of a new 6.7 medium tank, especially since the Panther II is being removed from the research tech tree. I think a leopard prototype would fit in nicely. * Reworking first stage ammo for the Tiger 2. As it stands, it's impossible to remove or reduce the ammo stored in the Tiger 2's turret Making it extremely susceptible to being killed in a single penetrating shot even by low caliber guns / APDS munitions. Removing such a limitation would make it more competitive at closer engagement distances. * Addition of new game modes not centered around the capture of objectives. * BR DECOMPRESSION!
  30. 8 points
    Honestly I've been sticking to lower-tier since I've gotten back on the game I've had no issue however of lately there have been a lot of updates some welcome a lot of them were unasked-for and effectively were not fixing the problem Anyone who reads my post know that there is a significant battle rating in matchmaking problem that I've been very vocal about They also know I'm very in protest of balance by price gouging of repair But I don't mind new and modern vehicles but they need to be better balanced or properly researched with in regards to their skills and capabilities About the Battle reading void where it creates a vacuum and does a terrible job of creating a proper balance in more of a BR vacuum They either / Nerf and overbuff certain vehicles and don't do much until the outcry is dangerously High The way Gaijin does business is counterintuitive to the possibility of significant growth of the game They spent two years wasting time on a game mode that is ships that is almost a ghost town most times that I played it during Prime Time in America and has a very long queue time for the rest of the day They added a copy and paste Chinese tree which everyone knows that effectively it just the same stuff that we re grinded slightly different I can speak for what I want I want a minor axis allies and neutral tree or it's a bunch of Nations combined that don't have enough to make a good enough tree there are a lot of Scandinavian Nations I could fill an entire tree but leave some gaps which other nations can fill the void same with axis allies in USSR. The ad vehicles that still have classified information attach them like penetration values or armor composites which are effectively nothing but guesswork tell if actually destabilized top-tier I'm too inexperienced and helicopters however I do know they have a really easy ability to spawn camp I may not have mastered them but it maybe speaking out of ignorance but they seem to be unwanted by most of the community I may be wrong They're adding brand new vehicles which I welcome but not at this point we need fixes a problems currently in the game not something that is more or less a distraction or something they hope fixes and already established problem it just I feel like the War Thunder Community or the Gaijin devs are just use diversionary and distraction updates honestly there needs to be something done about this I don't mind all the updates however I would love if they'd actually fix problems currently hurting the game When it comes to the King Tiger The Mouse and the panther 2 I'm really not concerned it's not my cup of tea and I don't think it should have been removed but I also believe it had no place in the game at least the mouse it could have a place in the game however that would require some modifications to the battle rating in matchmaking which are not being done the Pointe 6 1.0 matchmaking in Belle reading is not effective as it is unless there is saturation in a lot of BR which most Nations have a humongous battle devastating battle reading Gap Please daijin I'm asking no more new updates until certain issues are addressed I don't mind ships new stuff but I want issues already fixed and honestly I would think most the community would welcome 3 Nutrisse of the miner Ally access USSR and natural trees between the Air Forces Navy and ground forces you have enough for at least 700 new vehicles
  31. 8 points
    It seems the usual suspects think this thread can be used to rant about how Gaijin treats PS4 players and how forum moderation acts etc and whilst doing so derailing the topic of this thread: China Bundles on PS4 Several comments displaying the above mentioned have just been hidden for now but i strongly suggest to familiarize yourselves with our forum rules again whilst commenting! For those that want to comment/react on this (or other moderation issues: use PM rather then derailing this thread further Edit: It seems some think it's perfectly alright to disrespect other forum user's threads, threads created with a specific topic get hijacked to push their own agenda's. Respect your fellow PS4 forum users and their threads!
  32. 8 points
    Chinese Tree inspired me to create such suggestion. I would like to suggest one already known vehicle to partially fill the gap in the Italian Ground Forces tech tree between 4.7 and 6.0. This thing is called "Cannone da 76/52 Semovente M18", basicly this is American M18 Gun Motor Carriage, but in the Italian Army(Esercito Italiano). History Characteristics: Main differences: Sources: https://it.wikipedia.org/wiki/M18_Hellcat https://wiki.warthunder.com/M18_GMC Le Armi e i mezzi dell'Esercito - della Marina e dell'Aeronautica Armi e mezzi in dotazione all'esercito, 1955
  33. 8 points
    Download Wallpaper: 1920x1080 2560x1440 3840x2160 WAR THUNDER PRESENTS Update 1.91 “Night Vision” Night Vision and Thermal Sight devices, Chinese air and ground forces, a map rotation filter, new sound engine, three new locations, new ground vehicles, helicopters, naval vessels and aircraft - including the Phantom II and MiG-21, plus numerous fixes and updates for existing machines and game mechanics. This, and much more awaits you in update 1.91 "Night Vision"! Night Vision Devices and Thermal Sights Helicopters and ground vehicles have received Night Vision Devices and Thermal Sights (this applies to modern machines on which these devices were actually used). New nation - China! 38 new machines including ground vehicles, fighters and bombers from World War II till more modern times! Aircraft Gladiator Mk.I CW-21 P-66 P-40E-1 P-43A-1 P-47D-28 P-51D-20 P-38L-1 P-51K F-86F-30 I-15bis I-153 M-62 I-16 Chung 28 I-16 type 5 I-16 type 10 Ki-27 otsu Ki-43-III ko I-16 type 17 Ki-44-II hei Ki-61-I otsu La-9 MiG-9 MiG-9 (l) J-2 J-4 J-6A J-7II Hs 123A-1 B-25J-30 Mosquito FB.Mk.26 IL-10 (1946) F-84G-21-RE Martin 139WC A-29 SB 2М-103U DB-3А P1Y1 mod. 11 "Ginga" PB4Y-2 Tu-2S-44 Tu-4 H-5 Hawk III (premium) H-81A-2 (pack) Shenyang F-5 (pack) Ground Forces M8 LAC M3A3 Stuart M5A1 M4A4 M4A1 (76) W PT-76 Type 63-I Type 62 ZBD86 M48A1 M60A3 TTS CM11 Т-26 Chi-Ha Chi-Ha Kai M24 Т-34 (1943) Т-34-85 (S-53) Т-34-85 Gai IS-2 IS-2 mod.1944 Type 59 Type 69 ZTZ59D1 M8 LVT(A)(4) (ZiS-2) SU-76M M10 M18 Type 65 ISU-152 ISU-122 M36 SU-100 M113A1 (TOW) Т-26 №531 (premium) M4A4 (1st PTG) (pack) Т-62 №545 (pack) New Ground Vehicles Germany M48A2 C Ostwind II Japan Type 75 Italy SIDAM 25 (Mistral) Ariete PSO USSR Object 685 France Panther “Dauphine” (premium) New Aircraft USA F-4C Phantom II F-89D (premium) F-89B (premium) Germany G.91 R/3 USSR MiG-21 F-13 MiG-17AS (pack) Italy F-86K Re.2005 serie 0 Vampire FB 52A CL-13 Mk.4 Great Britain Swift F.1 Swift F.7 New Helicopters Great Britain Wasp HAS.Mk.1 Scout AH.Mk.1 Lynx AH.Mk.1 G-LYNX (pack) Germany EC-665 Tiger UHT Mi-24P HFS 80 (premium) France EC-665 Tiger HAP (pack) EC-665 Tiger HAD New Vessels USA USS Atlanta (CL-51) 165 ft PC-466 Carmi (premium) USSR Chapayev Pr. 1204 (premium) Germany Admiral Hipper Type 1939 (T31) (premium) Great Britain HMS Arethusa MGB-75 (premium) Japan Type 4 Model 4 (premium) IJN Mogami Syonan New Locations and Missions Location “Palau islands” for naval battles. Location “Cargo port” for ground battles. Location “Japanese port” for naval battles. New missions for new players in the RB game mode have been added: “[Operation] Middle East”, “[Operation] Ladoga”, “[Operation] Counterattack near Smolensk”, “[Operation] Kokhinhin”, “[Operation] Central Tunisia” Examples of bugs corrected by player reports We want to thank you for correctly created bug reports! Below you will find some of the bug fixes that were possible with your help. You continue to assist us to make War Thunder better! ОТО Melara RЗ armoured cars can now swim. Karo Tei type 2 — The 37mm Type 94 cannon has been changed to the 37mm Type 4. Artifacts appearing when the range for howitzer guns was increased have been fixed. Pr. 1204 Late — The Initial speed of the 53-BR-354 shell has been equated with a similar shell, the PT-76B. The situation when a shot down helicopter that lost its tail rotor maintained horizontal controllability for a limited time has been fixed. Shturm-S — A bug where it wasn’t possible to shoot even after repairing a damaged ATGM launcher has been fixed. Hunter F.6 — A bug with the animation of the flap operation has been fixed. Description for the Т-72А 1983 modification has been added.. The ammunition loadout for the Type 75 machine gun has been changed from 1000 to 600. M901 ITV - The vehicle is not able to swim in reality, according to the Operator's manual for Combat Vehicle, Anti-Tank, Improved TOW Vehicle, M901 | NSN 2350-01-045-1123. MBK Pr.186 — Errors in the armour of main calibre turrets where some armoured plates weren’t displayed in the armour view in hangar have been fixed. T20 — The armour of the upper frontal part has been changed from 76.2 to 63.5 mm according to Royal Army Corps - Technical Situation Report No. 3. The incorrect operation of the air horizon on a number of aircraft and the altimeter on the Bf 109 has been fixed. The shaking (twitching) of the sight on cannons with stabilizer which manifests itself when using hydropneumatic suspension has been fixed Incorrect description of the 12.7mm belts has been corrected on a number of ships. For a number of British cannons at the 4-8 inches calibres, shells with remote detonators have been added - according to BR 932 Handbook On Ammunition [1945] и ряду других источников. HMS Tiger — Armour belt in the area of ammunition magazines has been fixed. Bugs that permitted going beyond the boundaries of the battlefield in the location “Krymsk” have been fixed. Bugs that permitted going beyond the boundaries of the battlefield in the location “Port Novorossiysk” have been fixed. Location and mission updates The behavior of AI in the locations “Black Sea Port” and “Kursk” has been improved. Several bugs on the following locations have been fixed “Stalingrad”, “Mozdok”, “Korea”, “Krymsk”, “Port Novorossiysk”, “Finland” and “Coral Islands”. Enduring Confrontation New scenario for Enduring Confrontation: naval convoys. On the map border, naval convoys will appear which will move towards the sea ports of their respective team. Whilst the convoy is active, the allied team has additional respawn points close to it. The enemy team will also have respawn points at a distance from the convoy. Based on players feedback and further tests it will be decided whether or not to leave enemy respawn points or change them. The number of ships in the convoy depends on the number of players in the game session and on the port size where the convoy is attempting to reach. New scenario for Enduring Confrontation: port attack. Each team will have 3 ports at the start of the mission. Each port has several AI ships which will defend the base. Each port is immediately available for players to capture and there are no additional tasks for capturing the ports. If the convoy from the “naval convoy” scenario reaches its port it is very likely that the AI ships from this port will attack one of the enemy ports and the players will receive additional points for helping them to capture enemy port. New scenario for Enduring Confrontation: naval bombers. In case there is an active naval convoy on the map the enemy team may have a bomber which will attack and destroy the convoy. The entire logic of the scenario is working in the same way as for ordinary bombers attacking ground bases, but now their targets are convoy ships. [Enduring Confrontation] English Channel is now the mission for combined naval battles (ships and aircraft). In this mission only the allied team will receive additional respawns close to convoy. New mission [Enduring Confrontation] Saipan in which is represented only with naval and aircraft which play a secondary role. In this mission, with the appearance of the convoy both teams will receive additional respawns (allied- close to the convoy, enemy - farther away from the convoy). Ground Vehicle model, damage model, characteristic and weaponry changes The damage model for large modules, units and assemblies like the breech, transmission and engines has been reworked. Now, those modules use volumetric technology. So the protecting effect of these modules depends on the trajectory of the shell inside them and the point from which the secondary fragments will be generated by the penetration is now the point of "exit" from the module. C1 Ariete - The modification (War kit), that increases the protection level of the hull and turret, has been added. T20 - The armour of the upper frontal part has been changed from 76.2 to 63.5 mm. Source: Royal Army Corps - Technical Situation Report No. 3 Appendix G // Pershing A History of the Medium Tank T20 Series M901 ITV - The possibility of overcoming water obstacles while travelling in water has been removed. The vehicle is not able to swim. Sight magnification has been changed from 4-8x to 3-13x. Source: TM 9-2350-259-1, Operator's manual for combat vehicle, anti-tank, improved tow vehicle, M901 Chieftain Mk.3/Mk.5/Mk.10 - A bug causing an increased spread on the BL Tk. L11 cannon has been fixed. AUBL/74, R3 T20 FA-HS, R3T106 FA, FIAT 6614, AUBL/74 60/70M - A bug related to an inability to overcome water barriers while travelling through water has been fixed. The vehicles can now swim. Tank-shaking, which would occur while turning on the spot, has been fixed for the following vehicles: Chi-Ha Chi-Ha Kai Ho-Ro Ho-I Ho-Ni I Ho-Ni III Chi-He Pz.III B Pz.III E Pz.III F Pz.III J Type 60 ATM - The maximum speed has been changed from 37 to 45 km/h. Source: Provisional formula outline of Type 60 armored vehicle XD8001 - September 7, 1960. Challenger 2 - The maximum speed has been changed from 56 to 59 km/h. Source: Haynes. Owners Workshop Manual. Challenger 2 Main Battle Tank. // Challenger 2, Specifications, Army Website Challenger Mk.2 - The default shell (L15A5) has been changed to the L23. 3inch Gun Carrier - Maximum speed has been changed from 20.5 to 25.6 km/h. Source:CARRIER, CHURCHILL, 3-in. GUN MARK I SERVICE INSTRUCTION BOOK. FIRST EDITION. AUGUST, 1942. RBT-5 - The tank’s mass has been changed from 11,600 to 12,100kg. Previously, the mass of the rockets wasn’t counted. SOMUA S.35 - The hull’s frontal armour plate thickness has been changed from 35 to 47 mm. Sources: Link 1, Link 2 Churchill Mk.VII - The default sight has been changed to a sight with 3-6x magnification. Source: CHURCHILL VII 75MM MK. 5 OR 5/1 GUN AND 7.92MM BESA MACHINE GUN ARMAMENT TRAINING PAMPHLET (PROVISIONAL) ARMOURED FIGHTING VEHICLES SCHOOL T29, T30, T34 - Magnification for the sight has been changed from a fixed 5x to a variable 4-8x. Source: Royal Army Corps - Technical Situation Report No. 36, 1945 / Hunnicutt: Firepower - A History of the American Heavy Tank VFW - Magnification for the sight has been changed from 4х to 6х. Source: Tactical and Technical Trends. Number 36, 21 october 1943 The following vehicles now have the “Improved optics” and “Airstrike” modifications: AMX-10RC Type 16 Centauro Centauro Romor SAM missiles have had a restriction on the operation of a non-contact fuse at low altitudes added. If the missile's flight altitude is less than 25 meters above the surface, the non-contact fuse will not be activated and the target can only be hit with a direct hit of the missile. A number of modern IR-guided missiles (Mistral, Eagle and Stinger) have received protection against interference, which makes IRCM completely ineffective. Flares can be effective only at a very high rate of fire (at least 3 times per second). Slope effect values for AP rounds have been specified for striking angles of 40-65 degrees. Penetration in this angular range has been increased. Penetration values for APCR/HVAP shells have been specified by the appropriate calculation method. Tail fuse presets have been reconsidered in APHE rounds. Armour thickness values for fuse arming have been changed: Small calibres (through 57mm): 9mm; Medium calibres (from 57 through 90mm):14mm; Large calibres (over 90mm): 19mm; 3.7 cm Type 1 APHE - The mass of the shell has been changed from 0.62 to 0.72 kg. Source: 試製一〇〇式三十七粍戦車砲研究報告 - Research report about Experimental Type 100 37 mm tank gun / Japanese Ammunition Part IV 25mm - 70mm, 20 July 1945. Report No. 12-b(52), USSBS Index Section 6, Military Intelligence Division. 90mm T33 - The initial speed has been changed from 822 to 853 m/sec. Source - ARMOR-PIERCING AMMUNITION FOR GUN 90MM M3 January 1945 / TERMINAL BALLISTIC DATA VOL 3 September 1945. 75 mm Shot M61 (QF Mk.V) - The mass of the shell has been changed from 6.79 to 6.53 kg. Source: Service Instruction Book Churchill VII & VIII(1944) //TM 9-1901 Artillery Ammunition(1944) US Army 152 mm XM578E1, 105 mm M735 - Penetration density has been increased from 17,500 to 18,500 kg/m3. Penetration characteristics have been calculated according to the Lanz-Odermatt formula. Sources: Tank Ammo Section Report No. 107. A Comparison of the Advantage and Disadvantages of Depleted Uranium and Tungsten Alloy as Penetrator materials. June 1980 // Drawing No. TN 735-010 Swaged Bar M735, Machine Operation #8. Revision 3 or 4. Teledyne Firth Sterling // 4.7cm Granata Perforante Mod.39, 120 mm Obus de rupture, 155mm M112B1, 105mm T182E1, 120 mm M358 - The previously used preset for the slope effect has been changed from “apbc” to “ap”. Source: World War 2 Ballistics Armor and Gunnery, 2nd Edition // ARMOR-PIERCING AMMUNITION for Gun, 90-mm, M3 January 1945 // TM 9-1300-203 ARTILLERY AMMUNITION, April 1967 Aircraft model, damage model, characteristic and weaponry changes The correct implementation of the gyro sight in aircraft cockpits has been added for aircraft equipped with gyro sights. The suspended weaponry setup on the Mi-35M has been changed. The variant with 16 9M120 ATGM has been excluded from available presets as in reality there is no possibility of using ATGM from any point of suspension except the fourth (far right position). As a replacement the possibility of using MANPADS "Igla" on this helicopter has been added. PB4Y-2 — The number of crew members in the vehicle card has been fixed (source). PV-2D — The order of the bombs when dropping has been fixed (source). F7F-1, F7F-3 — Armour has been fixed. SA-341F Gazelle, SA-342M Gazelle — Flares have been added. AH-1Z — Suspended weaponry presets, with 28 unguided missiles and other variations, have been deleted. Radio range finders for gyroscopic sights have been added for the following aircraft: F-100D F-84G-21-RE F-86F-25 F-86F-2 F-86F-30 F-86F-35 F-86F-40 F-86F-40 JASDF CL-13 Mk.4 CL-13A Mk.5 CL-13B Mk.6 F2H-2 F9F-8 FJ-4B FJ-4B VMF-232 Hunter F.1 Hunter F.6 M.D.460 Swift F.1 Swift F.7 Tu-2 — Bomb presets for suspended weaponry have been fixed. 9M17 - missile launch range has been fixed.. MiG-15bis (all modifications) — G-suit modification has been added (source). Mi-24P (Germany) — HIRSS has been added. Sea Hawk (all modifications) — Localization of the bomb weaponry has been fixed. MiG-19PT — Missile-bomb presets have been added to the suspended weaponry. SB-2 (all modifications) — The relationship between modifications and bomb presets for suspended weaponry has been added. The launch area of some ATGMs has been limited in azimuth and degree relative to the launcher. This area will be displayed in the helicopter sight. The range scale with indication of the maximum range of ATGM using has been added to the helicopter sight. Flight Model changes Helicopters (all) - rotor and anti-torque propeller physics has been improved. Pitch speed now affects the rotor’s thrust speed and roll trim. When flying with high pitch speeds, which is close to critical, the excessive roll towards retreating rotor blade is taking effect. Helicopter flight characteristics have been specified (max speeds, climb rates, etc.). The max pitch setting rate and swash plate speed have been increased. Anti-torque pitch control speed has also been increased for more precise helicopter control (to provide sturdier connection between controls and whashplate and anti-torque propeller, set the max sensitivity and zero dead-air zone). Rotor thrust in axial flow on low speeds has been adjusted: climb rate goes to maximum when thrust is increasing. Helicopters without stabilization systems (UH-1, Sa-313) - hover mode is implemented as passing control to the second pilot in full control mode. Autopilot in Mouse aim mode has been adjusted smoother turns without speed loss. Excessive maximum climb rate in Arcade Battles has been fixed (H-34, IAR 316B, SA.316B Alouette III, SA.341F Gazelle, SA.342M Gazelle) Mi-4AV - Rotor has been re-designed, its geometry, blade twist and aerodynamic characteristics have been changed. Controls have been improved, flight characteristics have been specified, thrust and control inversion chance has been decreased in excessive rotor pitch across the airflow on high speeds . Mi-24V/P/D, Mi-35M, AH-1Z — hover mode has been added in the full control mode. Ki-84 (all modifications) - The operation of the propeller group and powerplant has been recalculated. Propeller performance has been updated. On “Full” controls mode, the reactive torque of the propeller has become more pronounced. J2M (all modifications) — Flight model has been updated. The operation of the propeller group and powerplant has been improved. Controllability with all types of control has been improved. Several inaccuracies in the operation of the engines have been fixed. Leo-451 (all modifications) — Bugs, leading to the incorrect operation of the motor cooling system, have been fixed. A6M5 (all modifications) — Bugs, leading to incorrect aircraft controllability on certain settings of control types, have been fixed (in general, control in all game modes has been improved). SB2c (all modifications) – A bug relating to the operation of the wing control surfaces has been corrected. It is no longer possible to use the flaps and the air brake at the same time. Wirraway / Boomerang (all modifications) – Flight model has been fully updated. The operation of the propeller group and powerplant has been corrected and improved. Wing and fin aerodynamics have been recalculated. The cooling system has been updated (overheating is now less severe). A-35b – A bug where the engine wasn’t able to reach working RPM at low speeds has been fixed. B-25/PBJ (all modifications) - Flight model has been fully updated. Geometry data updated. Aerodynamic characteristics of wing, fuselage and tail corrected, polars have been tuned. The operation of the propeller group and powerplant has been recalculated. WEP mode, with 1,850 horsepower, has been added. Thermodynamics relating to flight speeds have been refined. А-20 (all modifications) - Flight model has been fully updated. Geometry data updated. Aerodynamic characteristics of wing, fuselage and tail corrected, polars have been tuned. The operation of the propeller group and powerplant has been recalculated. Thermodynamics relating to flight speeds have been refined. Caudron 714 - The resistance of deployed flaps has been decreased. The speed of the propeller spinning as a result of oncoming air flow, and after the engine has stopped, has been adjusted. I-16 (all modifications) - The reaction of the rudder at low speeds has been improved. Stability at combat and high speeds has been significantly improved. The resistance of the flaps has been reduced and recalculated according to their size. Improved calculation of the engine and propeller inertial forces has been implemented. Flight time in the upside-down position, and at near to zero overload values, has been increased (fuel system operation has been improved). MiG-3 (all modifications) - The performance of the elevator at high speeds has been significantly improved. Speed gain and acceleration when diving have been improved. Stability at combat and high speeds has been significantly improved. Engine operation at high altitudes in the theoretical maximum area has been improved. The resistance of the flaps has been reduced and recalculated according to their size. Improved calculation of the engine and propeller inertial forces has been implemented. Flight time in the upside-down position, and at near to zero overload values, has been increased (fuel system operation has been improved). MiG-17, J-4, Shenyang F-5 - Pitch control at transonic speeds has been adjusted (improved). MiG-19S, MiG-19PT — aerodynamic wing and fin coefficients, and their dependence from the Mach number, have been specified. Engine parameters in afterburner mode have been specified. Gun-laying radar sight changed with gyro sight, using radar target range. F3D-1, P-61 (all modifications) — azimuth-elevation indicator (C-Scope) has been added, it is a second radar indicator. Gun-laying radar sight changed with gyro sight, using radar target range. Naval fleet model, damage model, characteristic and weaponry changes Naval weaponry: Seha-Tei Model 1 — The armour penetration of the 57 mm Type 92 armour piercing shell has been increased. Pr.1124 MLRS — Reloading for rockets has been added. МО-4 — Reloading for rockets has been added. IJN Agano — The parameters for the standard semi-armour piercing (SAP) shell have been changed. Deflection of the shell has been reduced. The amount of secondary fragments from the shell has been fixed. AB-Tei Pioneer — Tracers for machine guns have been corrected. According to the explosives encyclopedia, the equivalent of Shimoza to TNT has been raised. The 610mm Type 93 torpedo has been added in two different variations: The 610 mm Type 93, model 1, modification 2 (IJN Agano, IJN Yugumo, IJN Furutaka) torpedo has been added. The 610 mm Type 93, model 3 (IJN Akizuki, IJN Kiyoshimo) torpedo has been added. Flower class, HMNZS Leander — Initial shell speed for the 102 mm/45 BL Mk IX cannon has been increased. IJN Agano — A new default HE shell has been added; 152 mm Type 0, nose fuzed. Battle (D14) — The speed of HE shells has been fixed for the 4.5"/45 (11.4 cm) QF Mk.IV cannon. HMS Dido — The fire rate for the main calibre cannons has been increased. Reloading of torpedoes has been fixed. Indication of number and reloading of the torpedoes in the launchers and in the ammunition rack has been added to the action panel. Pr. 1204 late, Pr.183, Pr. 206М — Reloading time for the 25 mm 2М-3 cannons has been changed from 15 sec to 8 sec. Ellipses of shells falling in salvoes has been fixed for 100-203 mm cannons. According to available historical data, ellipses of scatter have been greatly reduced. Different cannons will use different presets which will give a wider or more elongated ellipse at different ranges. In general the aiming in long range has become more effective. IJN Kako, IJN Furutaka - Bow machine guns have been changed from 25mm Type 96 to 13.2mm Type 93. PC-451, SC-497, Fairmile B (ml345) - Reloading for onboard depth charge launchers has been added. SKR Pr.159, SKR Pr.35 - Reloading of the RBU-2500 bombs after all ammunition has been fired has been fixed. The initial speed of a 53-BR-354 AP shell on the Pr. 1204 Late has been fixed. Type 4 Model 2 (earlier Karo-Tei Type 2) and Type 4 Model 4 (earlier Karo-Tei Type 4) — The main calibre weapon has been changed from 37 mm Type 94 cannon to 37 mm Type 4 cannon. The initial speed of the shells has been increased. Anti-aircraft HE shells with remote detonation have been added for all British 4-6 inch guns with a high elevation angle. Type K-3 / Class No. 1 - Armament has been changed: the 40 mm single barrel type 91 gun has been replaced with a twin gun. Added 25 mm type 96 machine gun on the stern. Soukou-Tei (1940) - Armament has been fixed. Changed Type 92 machine guns for Type 89. Naval modifications and crew skills All ships which are capable of carrying torpedoes now have the ability to join battles without them. To achieve this, you will need to choose the appropriate presets in the modifications and weapons window before the battle. IJN Agano — A problem with over extended pumping of water has been fixed. Elco 80 ft PT-565 — Modification of the anti-aircraft artillery drives have been added. PG02 — The modification for the 20 mm cannon which changes the fire rate up to 450 shots per minute increases the time to the complete overheating and speeds up the cooling has been added. USS Somers — The unnecessary modifications for anti-aircraft artillery drives has been deleted. RP and game currency spent on the research of these modifications has been returned to player accounts. S-100 (1944) — The modifications of anti-aircraft artillery drives has been fixed. MPK pr.122a — The modifications of anti-aircraft artillery drives has been fixed. Pr. 1204 late — The modifications of anti-aircraft artillery drives has been fixed. OD-200 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Type 1924 Leopard — The modifications of the anti-aircraft drives and the main calibre drives have been refined. MZ1 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. PGH-2 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Elco 77 ft PT-59 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Farragut (DD-355) — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Naval characteristics, physics and damage model The resistance to various types of damage for anti-aircraft guns on destroyers and cruisers has been changed. Maximum repair time of ships has been changed for uniformity by class.. Repair time has been accelerated. The penalty for simultaneously started repair processes have been reduced. Armour on the main calibre turrets on US destroyers has been fixed according to the brand and modification of their turrets from 3.2 mm to 3.175 mm. Pr.191, Pr.191M — The armour on gun mantlets (gun masks) have been improved. Seha-Tei Model 1 — The class of the ship has been changed to armoured boat. Chikugo — The class of the ship has been changed to multi-purpose boat. SGB (S304) — The fuel type of the fuel tanks has been changed from coal to oil. Chikugo - Hull strength and survivability of internal modules have been increased. USS Brooklyn — The horizontal guidance speed of the main calibre cannons have been changed from 10 to 5 degrees per second. IJN Mutsuki — The crew number has been changed from 254 to 148. Type T-38 — The maximum speed has been changed from 38 to 27.5 knots. Battle (D14) — The armour of the turret with paired Beaufort Mk.5 guns has been fixed. MKL pr.186 — The armour of the main calibre turrets has been fixed. IJN Mutsuki — The location of the spare torpedoes on the ship has been corrected.. HMS Leander, HMS Enterprise, HMS Dido — The size of bridge and radio stations has been reduced. Kirov — The location of the machine and boiler rooms has been changed. Pr. 7U, Pr. 7U "Stroyny" — The thickness of the hull has been changed from 25 to 10 mm. IJN Yuudachi — The Amount of crew has been changed to 226. Kanonenboot K-2 — The armour for main calibre guns has been specified. HMS Tiger — Ship’s armour has been specified, the location of the ammunition areas have been changed. Soukou-Tei (1940) — Boat’s armour has been specified. HMS Southampton — Ship’s armour has been specified. Visual models and visual parts The animation that depicts the launching of torpedoes from launchers has been corrected for all ships. Steam exhaust has been added to all ships with steam boilers. IJN Furutaka — The gaps between the hull and main calibre turrets which were visible at long distances has been fixed. Flower class (K-218) — The visual effect of rollback (after shot) for the 102mm cannon has been improved. IJN Akizuki — The visual appearance of the main turret, when destroyed, has been fixed. Type K-7 / Class No.4 — Wrong positioning of the stern machine gunner has been fixed. Type 11 — Wrong position of the front right torpedo in the launcher has been fixed. Flower class (K-218), SGB (S304), Fairmile C (332) — Visual issues on 2pdr QF Mk.VII and 2pdr QF Mk.IIc in the x-ray mode and armour view mode has been fixed. Pr. 1204 — Inconsistency of the guns’ appearance in the hangar and in the x-ray view has been fixed. Localization Karo-Tei Type 2 has been changed to Type 4 Model 2 [Type 4 Model 2 Kuchiku-Tei Ka-Ro (1944)]. Karo-Tei Type 4 has been changed to Type 4 Model 4 [Type 4 Model 4 Kuchiku-Tei Ka-Ro (1944)]. No.13 Type. 1944 has been changed to Type K-8 (1944) [Type K-8 / No.13 Class, No. 14 Kusentei (1944)]. CH-8 has been changed to Type K-7 [Type K-7 / No.4 Class, No.4 Kusentei (1945)]. CH-2 has been changed to Type K-3 [Type K-3 / No.1 Class, No.1 Kusentei (1944)]. AB-Tei Pioneer has been changed to Soukou-Tei (1927) [Soukou-Tei Model 1927, Sakigake (1927). AB-Tei Serial has been changed to Soukou-Tei (1940) [Soukou-Tei Model 1940, Soukou-Tei No.4 (1940)]. Seha-Tei Model 1 has been changed to Ha-Go [Ha-Go Fighting Boat Model 1 (1944)]. IJN Fubuki has been changed to IJN Ayanami [Class Fubuki, 2nd group, type Ayanami (1936)]. Typ-Klasse 143 (Albatros) has been changed to Albatros-Klasse (143) [Schnellboot Albatros-Klasse (143)]. Klasse 140/141 (Jaguar) has been changed to Jaguar-Klasse (140) [Schnellboot Jaguar-Klasse (140)]. IJN Kako — The name of the main calibre cannon has been fixed. Calibres have been changed in the description of the 203 and 200 mm shells. 76mm/40 Type 88 cannon (Type K-8 (1944)) — has been changed to 76mm/40 Type 3 canon. Soukou-Tei (1927) (earlier AB-Tei Pioneer) — The name of the universal belt has been changed to tracer. The name of the 12.7 mm OFZ DSHK modification has been changed to 12.7 mm OF. Nürnberg — Naming of the S.K.C/30 canon has been changed to 37mm FLAK-Lafette. Other The accuracy of air defense on the AI-controlled ships has been reduced. This change does not affect the accuracy of air defence fire on player controlled ships even if it is controlled by AI gunners. Economy and research A bug where the RP costs for M3 Bradley were reduced in error as the last vehicle in the research tree has been fixed. The correct cost is 462,100 instead of 275,400. M8 (LAC) - BR has been changed from 1.3 to 1.0 for all game modes. ISU-152 - BR in AB has been changed from 6.0 to 5.3. Customization Player icons for the Japanese fleet have been added. New decals with identification marks of the People's Republic of China and the Republic of China have been added. Restrictions on the usage of decals with Chinese markings have been added. Such restrictions will be applied to all nations in order to avoid counterfeiting identification marks in SB mode. Achievements for China's aviation and ground vehicles have been added. Bf 109G-2 (Italy) — The aircraft now has standard Hungarian Air Force camouflage. Romanian camouflage is also available. Both camouflages are available for free. Vehicle card and icons have been fixed. AMX-30 Super - Tricolor camouflage has been added. The visual effect of the flame part of a jet afterburner for aircraft with jet engines has been reworked. For jet aircraft with a jet chamber the flame will appears only when the jet chamber is operational. When operating in non WEP modes and also for jets without the jet chamber, the flame part will not be displayed, only the visual part of the exhaust and hot air jet. Awards New orders and medals have been added for USA, Germany, USSR, Great Britain, Japan and Italy. The conditions for receiving old orders and medals have been changed. New titles for receiving awards (orders and medals) have been added. The following medals have been removed: USA — Distinguished Flying Cross 2nd Class, Distinguished Flying Cross 3rd Class, Air Medal 2nd Class, Air Medal 3rd Class. USSR — Order of Alexander Nevsky, Order of Suvorov Third Class, Order of Kutuzov Third Class. Interface The indicators for the ground and aircraft radars have been improved. On the all round view indicator, the target marker will now be displayed as an arc segment (as in reality). The size of the capture markers has been increased. Displaying the radar operating area, search area and target capture area has been added. An indication for tracking failures at radial speed (capture frame flashing) has been added. The indicator of the level of interfering reflections from the ground has been added. Displaying the radar coverage area has been added to the HUD. On-board target tracking radars in fighters now continuously search for targets and lock on to them for tracking until they are turned off. A separate indicator for RWR (radar warning receiver) which shows the direction on the radar more accurately and also shows the mode of them has been added. Also when warning radar position detects radar it will create a sound alarm. The previous indication in the form of arrows at the edges of the screen has been removed. M113A1 (TOW), Striker, Warrior - Vehicle classification has been changed to “ATGM carrier”. Vehicle classification for the P-59A has been changed to “Jet Fighter”. The names of the Armstrong Siddeley Sapphire engine series have been changed to the original - Sapphire, in Russian localization. A bug with the description of Experimental Camouflage № 5 on the SB2U-2 has been fixed in the Russian localization. Location achievements have had changes to the names of locations within their description according to the mission names: Snow Canyon > Iron Range Norwegian Fjords > Fjords Green Valley > Green Ridge Nordland > Foothills High Islands > Pacific Hidden Base Snowed Peaks > Top of the World Mountain Park > Grave Robbers' Cliffs Game mechanics Various information available for display on MFD’s. Currently the mechanics are represented as MFD displays with switching output information in the cockpits of the Mi-35M, the AH-1Z and the EC-665 Tiger. A bug where the boundaries of the capture point did not match the actual visual marking lines in ground battles has been fixed. Graphic New tone mapping system has been introduced. All color conversions are now completed in HDR. Sound Full transition to the more up to date Fmod Studio 1.10 sound engine (all platforms) has been completed. Many sound assets in the game have been reworked to meet the new standard for the quality of the game mix. Thanks to new tools, the game mix is now more detailed and sound objects are positioned more clearly. The radii for hearing shots from cannons and engine sounds have been increased. The logic for the formation of the sound environment has been redesigned and optimized, therefore the clarity of playback and the stability of the game as a whole has been increased. Sound resources now require significantly less RAM resources thanks to the improved asset compression algorithms and different resource loading logic. All sound events for explosions have been reworked. Layers depending on range have been added. The radii of audibility have been increased. A new authentic sound event for the Type 74 tank engine has been added. The engine sounds on allied/enemy aircraft have been redesigned. Additional layers for close spans and “distant” layers have been added. The dependence on the overload experienced by aircraft on turns has been added for engine sounds from the 3rd person view. The sound of the afterburner (if equipped) on the player’s jet has been reworked. Some interface sounds on aircraft (missile attack signal, overload signal) have been reworked. Ju 87B-2 - The siren sound has been redesigned, sound radius increased, new asset layers have been added. New sound of sonic boom from a passing allied/enemy jet. The sounds of the player’s guns hitting an enemy aircraft have been reworked. The sound events of allied/enemy ground vehicles shots have been reworked. All sound events for all shots from ground vehicle cannons of the player from the 3rd person view and gunner view have been reworked. Reverberation and early reflections for shots of the player’s cannons and also for allied/enemy vehicles which are in the surroundings of dense buildings or among rocks has been added. Sound events of the player’s ground vehicles have been reworked with an emphasis on increasing the dynamics of the engines. All sound events for reloading naval and ground vehicles canons have been reworked. All sound events for naval shots have been reworked. Some interface sounds of ships (a signal of dangerous shallow depth, a fire signal, a torpedo attack signal) have been reworked. The launch area on some ATGMs has been limited in azimuth and degree relative to the launcher. This area will be displayed in the helicopter sight. The range scale with indication of the maximum range of ATGM using has been added to the helicopter sight. Sound events for shots of allied/enemy ships have been reworked. The radiuses of audibility have been increased. The sounds of hits on the player’s ships have been reworked. Sound events for rotation of naval vessel turrets for main calibres have been added. The sounds of boat engines with gas turbine engines (for player’s vehicles and allied/enemy vehicles) have been added. The logic of the formation of sound events for ships has been reworked. In a very tight combat interaction the sound mix is more stable and clear. Other EasyAntiCheat system has been implemented into War Thunder (to be enabled soon after the update goes live). On first installation of the update, the user will be prompted to confirm the installation of EAC using administrator rights. Controls The ability to correct distance manually in AB naval battles has been added. It can be switched on in the menu > options > naval battle settings > realistic aiming. Matchmaking A map rotation filter has been added for AB and RB game modes for aircraft, ground and naval battles. Possible locations for battles have been extended for all vehicle ranks. The changes have been made possible by the implementation of the map rotation filter. Ground SB: 2 respawns are now available for the top heavy tanks (as already operating for light and medium tanks). New vehicles have been added to setups.
  34. 8 points
    6 hours wasted, but it had to be done.
  35. 8 points
    Zapraszamy po przerwie wakacyjnej, na kolejny scenariusz w trybie SB+. Tym razem coś bardziej współczesnego, a mianowicie bitwa pancerna pomiędzy Irakiem i Iranem ze stycznia 1981 roku. Scenariusz zaprojektowany jest na mapie lotniczej Afganistanu, najlepiej naszym zdaniem obrazującej tamten rejon walk, w nowym układzie front-line 2, który testowaliśmy z powodzeniem tydzień temu. Poniżej mapa. Kolorowe pinezki obrazują rejon zajęty przez strony konfliktu. W miarę przesuwania się frontu i zajmowania terenu, pinezki zmieniają odpowiednio kolor. Nasze spotkanie odbędzie się w sobotę 07.09.2019. Planowany przebieg (ramowy plan, może ulec zmianie): 20:00 - zbiórka na serwerze TS3: hgt.ovh Kanał : "WT SB Event" hasło: WT 20:15 - zamknięcie listy obecności 20:30 - zamknięcie serwera dla wszystkich spóźnialskich. 20:35 - sesja >> FAQ i "dlaczego" << (odpowiedzi na pytania, ale nie dyskusja) 20:45 - rozdzielenie graczy do drużyn (powstaną dwie tak samo liczne drużyny, obie będą dowodzone przez jednego z graczy T1E, chyba, że któryś z gości będzie chciał dowodzić jedną z drużyn ) 21:00 - przejście na kanały stron, odprawa i wyznaczanie zadań dla drużyn, łączenie/zapraszanie graczy do pokoju gry customowej. 21:20 - rozpoczęcie walk. 22:40 - zakończenie spotkania, dyskusja dla chętnych po spotkaniu. 23:30 - oficjalne zamknięcie spotkania, afterparty :-) Jeśli chcecie wziąć udział i macie jakieś pytania czy wątpliwości to walcie. Jak zwykle event jest nieodpłatny, nie rozstrzeliwujemy przegranych, gwarantujemy sporą dawkę adrenaliny i zwykle dobrej zabawy. Oczywiście gramy w SB+ czyli symulacje bez znaczników i HUDa co gwarantuje dodatkowe emocje. Poniżej dostępne jednostki. ZAPRASZAMY
  36. 8 points
    Actually it performed exceptionally well in reality as it could go toe to toe with Spits. No, it never did kill any of its pilots by breaking up. Only one broke up in flight and the pilot bailed out and lived. After that pilots were told not to dive above 500mph which in game is pretty much rip speed anyways so it doesn't matter in the game. Is it under BRed? Arguably yes. It is better than the G.55S in pretty much every metric. Is it broken OP? Nowhere near. You want broken OP look at the P-59 that is over performing in nearly every performance metric compared to what it did historically.
  37. 8 points
    Okay... This is sad to say the least. And since you're not mentioning 1.93. I guess this means it could come at an even later update? I don't want to sound annoying but do we truly have to wait for months for a missile already on the F-100D? I mean, It was even talked about during the devstream. It's not like its an unknown issue with hard mechanics to implement. As a sidenote, the MiG-21 is also missing the upgraded IR missiles.
  38. 8 points
    Good riddance... That FAB-5000 bomb was just ridiculous, the blast radius completely ignored buildings and cover or how ever far you tank was from the explosion visual. It was quite literally an abuse mechanic used by so many players in the game and even mentioned in the shooting range videos by Gaijin as a funny joke. I can't tell you how many times in tiers III-VI, I saw BT-5s running around capping and J-ing out with enough SP for the Pe-8 with it's stupid bomb to just get 5-7 kills on average 5 minutes early into the game to just ruin it for everyone.
  39. 8 points
    Ok, I know I'm not an expert at this, but hear me out. If you've ever fought with me before, or fought against me before, you'd know that I scoff at the idea that "Germany Suffers" is anything more than the good ol' "gErMoOnY sUfFrZ" meme. And I kinda want to explain why here, now that I have the platform to do it. As part of my squadron duties, I act as a scout. No biggie. I squad up with the bigger boys in their 5.7s and sometimes even their 8.0s. and I go out into the great wide beyonds of maps like Fulda, Sinai, Middle East and American Desert in my good ol' Puma boi, or sometimes a Crusader. I've begun to notice something at 5.3, 5.7, aaaand pretty much most of the BRs where there is a Tiger I variant, or even sometimes with Tiger IIs- people aren't really using their strengths correctly. Now, I'm sure everyone here knows this- German Tanks aren't invulnerable, and are able to be destroyed by 6.7 tanks literally designed to take them on, head-to-head, with APDS, HEAT-FS and other types of more advanced rounds than your usual APCBC, APHE or Solid Shot AP. Tigers, at 5.3 and 5.7, are highly vulnerable to APDS from tanks like Comets and Challengers (the one that looks like it's got a goon box on top instead of a turret). Yet, I see people- especially newer ones, or sometimes even people who I believe should know a bit better- level 30-50 players- charging straight in like a horde of lemmings/Leroy Jenkins-es(?) without a single bit of tactics nor strategy. I see lemming trains etc, and more importantly, no hull angling. Tiger hull armour is weak. it was meant to be angled. And yet nobody does it. Angling in german tanks is vital. Starting from 3.3 with your trusty ol' Panzer IV F2, you need to angle that flat hull armour so you don't get penetrated by every shell on the fairly large axis market. With Tigers, it's essential to angle your hull to be an unstoppable steel bulwark. Without it, you're just a fat target on a thinner hull. You've got an outstanding gun and turret. So use it. Hull-down. Angled hull. Don't just face the target and stay facing it. traverse your turret around and try to bounce shots with angling. Then comes 6.7. And boy, do things get really weird here. People complain. All the time. about how their "invulnerable" and "unparrallelerified" german tanks are getting penetrated, and that it's "not realistic" that they should be dying. Therefore, they conclude that their tanks should be brought down to fight "historical" opposition. Usually, this is after one of my mates has just penetrated their turret cheeks with British Sabot, and they've been flanked and gotten a US 90mm to the side of their hull. I mean, just exposing a Tiger II's turret cheeks and sides to me and my friends is a bad idea. You're at 6.7. Your opposition is tanks that were made to fight you on the same ground. Tigers and heavily armed/armoured german tanks were why the 85mm, 76mm, 76.2mm 17-pounder and 84mm 20-pounder guns were developed. It's not a curbstomp where you bash shermans into the ground again, and again, and again anymore. We have tanks that are a match for you- Centurions, IS-1s and IS-2s, and high velocity guns which are a match for your gun. Also, it's pretty... strange to believe that fighting your "historical" opposition might make you feel better. If anything, you'll probably get bored and quit. Where's the fun in just point-and-clicking at shermans and T-34s? You'd grow tired of it. Same ol' crud, day-after-day. Sure, it's good for grinding, but fun? That's not fun. That;s just tedious grinding. I play War Thunder for the Co-operation. I like taking support roles, running around helping people with repairs, scouting out targets and flanking the enemy with a mate. Personally, I find fighting better tanks a nice challenge- and I strive to attempt to surmount those. Attempt to flank them, try to co-operate with my squad-mates, and listen to advice more experienced players give. However, when I enter games, it seems that people are more interested in clubbing and being an overpowered tank than actually trying to confront, face, and defeat challenges. And it saddens me. What're your thoughts? Do Tigers deserve more of a downtier, or perhaps even uptiers? Or are they at the correct BR? Did I miss out on anything? Seeyas- - Mantis. Postscript & Edits: Ok, I'm going to clarify some points that others have been pushing at this- Yup. Puma sucks compared to the M18. That's pretty undeniable, because it's on wheels and has a worse gun- however, I think that it's a good enough light tank at 5.7 to survive there and do well by scouting and flanking. Points raised about the APCR are highly valid, and I have taken them into consideration. While the Puma is not the best- well, it's the lemon you've got, and you gotta turn it into lemonade somehow, right? No, I'm not trying to just bash german players all "Germoony playaz no skills haha lol get rekt"- I'm just saying that I've seen stuff like this happen. This does not apply to all german players. This should be clear, yet some people seem to assume that it is not. Hence, I'm just writing this here as a form of disclaimer. Questions have been raised as to what the precise jiminy cricket I'm doing in a puma at 5.7- the answer's simple. I squad up with my buddies etc. at 5.3 and 5.7. I scout for them. "Scouting", in this case, ranges from acting as an extra pair of eyes at sniper spots, to actually taking an active role in the game and attempting to flank other tanks in a mobile role. Recently I've been having a spate of bad luck that only worsens my bad skill at Ground (and air), so I'm (for now) taking a break from war thunder. p.s. Don't expect any new responses to this for the next few days (up to the 17th/18th of August) since I'll be away due to a few life factors.
  40. 8 points
    I recommend adding even heavier cloud cover, but visible only to mouse-gunning bombers.
  41. 8 points
    Contrarily I think they suck, now game sounds like an underwater movie instead of real life..... yay
  42. 8 points
    Witajcie! Jak już zapewne wiecie pracowaliśmy ostatnio nad wprowadzeniem nowego silnika Fmod Studio do gry. Gra wciąż się rozwija i zawiera nie tylko grafikę, ale właśnie dźwięki, które również należy odświeżyć. Ponad rok temu przerobiliśmy dźwięki silników lotniczych, od tamtej pory zależą one od umiejscowienia kamery, inaczej brzmią z przodu, a inaczej z tyłu samolotu. Pojawiły się także zależności dźwięku pocisków czołgowych od otoczenia. To jedynie małe zmiany wprowadzone przez ostatnie dwa lata, które zostały ciepło przyjęte przez graczy. Cały czas obserwowaliśmy forum War Thunder pod kątem oczekiwanych zmian w dźwięku. Niektóre z opinii zostały przesłane w mediach społecznościowych, czy prywatnych wiadomościach, za które serdecznie dziękujemy. Ciekawostka: Nieskompresowane źródła dźwiękowe zawierają ponad 82 000 plików i ważą ponad 20 GB! Podczas prac nad poprawkami zrozumieliśmy, że stara wersja Fmod Ex przestała być wspierana, silnik był przestarzały i brakowało wielu narzędzi. Z tego powodu przenieśliśmy całe udźwiękowienie do nowego Fmod Studio, dzięki któremu pozbyliśmy się wielu błędów, zmniejszyliśmy zużycie pamięci oraz niestabilność. Transfer był dość trudny z tego względu, iż nieskompresowane źródła dźwiękowe zajmowały ponad 20 GB. Mimo iż mogliśmy importować projekty ze starego silnika, wszystkie pliki musiały zostać sprawdzone ręcznie. Musieliśmy się również upewnić, iż oprawa dźwiękowa działa poprawnie nie tylko na platformie PC. Dla entuzjastów dźwięku są dwie wiadomości: dobra i zła. Zła jest taka, że wszystkie dźwięki z poprzednich modyfikacji nie zadziałają w 1.91. Jednakże po premierze nowej wersji udostępnimy pliki źródłowe. Nowy silnik otwiera furtkę do przyszłych usprawnień. Będziemy mogli rozszerzyć funkcjonalność z obecnymi standardami (HDRA, dudnienie różnicowe, okluzja obiektów itp). Oto usprawnienia względem poprzedniej wersji: Zwiększona precyzja pochodzenia źródeł dźwięku. Zwiększona szczegółowość połączonych efektów. Dla przykładu jeśli w pobliżu wystąpi eksplozja, to inne dźwięki zostaną proporcjonalnie zredukowane. Zwiększony promień słyszalności efektów dźwiękowych dzięki zaawansowanym narzędziom. Dzięki przetwarzaniu w czasie rzeczywistym zwiększono dynamikę dźwięku (zasięg, kąty, obroty silnika itp.) Logika została przeniesiona w pełni do silnika dźwięku, co odciążyło silnik gry i zwiększyło jego stabilność. Dzięki lepszej kompresji i algorytmom dekodującym zmniejszono zużycie pamięci RAM. To wszystko na dziś. Doceniamy wasze wsparcie oraz krytykę dotyczącą udźwiękowienia. Dajcie nam znać w komentarzach co sądzicie o zmianach!
  43. 8 points
    All that needed to be said was done in the other discussion which btw was also suppose to be apolitical Therefore this is locked as topic was completed previous. -locked-
  44. 8 points
    Fonds d'écran: 1920x1080 2560x1440 3840x2160 Le Scorpion a été conçu pour combattre les bombardiers soviétiques avant la guerre froide. Il transporte un nombre considérable de roquettes pour son époque et a été le premier avion au monde à transporter des roquettes nucléaires air-air. Préparez-vous pour deux versions différentes du jet F-89 Scorpion! F-89B et F-89D, chasseurs à réaction premium, États-Unis, rang V. Plus F-89B – puissant armement frontal de 6x20mm F-89D – roquettes entières: Mighty Mouse x104 + HVAR x16 Radar Moins Vitesse maximale moyenne F-89D – pas d'armement frontal Contexte historique Presque immédiatement après la Seconde Guerre mondiale, la société Nothrop Corporation a commencé à mettre au point un chasseur-intercepteur expérimental répondant aux nouvelles exigences de cette classe d’aéronefs. Les cibles principales de l’intercepteur américain étaient censées être les bombardiers soviétiques; les caractéristiques de vol et l’armement du modèle prévu devaient donc atteindre cet objectif. Au début, le biréacteur à deux places a été développé pour avoir une tourelle à quatre canons plutôt intéressante. Cette tourelle devait être montée sur le nez de l’avion et pouvait tirer sur des cibles soit automatiquement, soit manuellement le long d’un plan vertical en avant, en haut, en bas ou, dans certains cas, en arrière. Cependant, lorsque le modèle expérimental de l’avion fut prêt, la tourelle n’avait toujours pas fait l’objet d’essais. L’armée a donc décidé d’installer des canons frontaux statiques traditionnels, ainsi que des dispositifs HVAR sur les pylônes des ailes. C'est avec cette charge que les Scorpion F-89A et F-89B sont entrés en service. L'armement est passé exclusivement aux roquettes un peu plus tard. Pour ce faire, les concepteurs ont mis en œuvre une solution intéressante: des roquettes non guidées Mighty Mouse ont été installées à l’avant des réservoirs de carburant montés sur les ailes, de manière à ce que les sections fusée et carburant soient séparées par une parois coupe-feu. Cela a également permis d'installer des HVAR plus lourds et plus destructeurs sous l'aile. La version F-89D ou «roquette» du Scorpion est devenue la version la plus répandue de l'avion dans l'armée de l'air américaine - 682 exemplaires furent fabriquées. Anecdote: le F-89 est réputé pour ses premiers missiles américains guidés AIM-4A (GAR-1), et même ses roquettes air-air MB-1 Genie à têtes nucléaires! Dans la mise à jour 1.91 Night Vision, nous proposons deux versions du Scorpion - le F-89B et le F-89D - qui seront des avions premium de rang V de l’US Airforce. Comme les Boomerangs australiens, ils seront acquis dans l’ordre. Chaque version est intéressante à sa manière, mais elles sont efficaces toutes les deux. Le F-89B est un intercepteur à réaction typique des débuts de l'après-guerre. Sa vitesse et son taux de montée, qui ne sont pas les pires à son rang, lui permettent de rattraper tous les avions à moteur à pistons et de combattre les premiers jets sur un pied d'égalité. Le F-89B est superbement équipé pour chasser les autres aéronefs: ses six M24A1 de 20 mm à cadence de tir élevée et ses 1 200 cartouches sont idéalement situés dans la partie avant du chasseur et permettent au pilote de déclencher de longues rafales précises avec pratiquement aucun enrayage. Il existe traditionnellement plusieurs types de munitions parmi lesquelles choisir, y compris les ogives perforantes, qui vous permettent de traiter les AA et les voitures blindées. Quant au F-89D, il s’agit exclusivement d’un avion d’assaut conçu pour lancer des frappes concentrées contre des cibles au sol. Les deux lance-roquettes non guidés installés à l'avant des réservoirs de carburant aux extrémités des ailes contiennent 104 roquettes Mighty Mouse, chacune emportant l'équivalent de plus d'un kilogramme de TNT. De plus, 16 autres HVAR, qui se comportent très bien même contre les chars les plus solides, peuvent être fixés aux pylônes. Cette modification n'a pas de canons, mais pourquoi auriez-vous besoin de cela alors que vous avez tellement de roquettes? Les deux Scorpions seront utiles pour différents types de batailles et de situations. Pris ensemble, ils occupent complètement la plage des avions de combat et d’attaque pour les batailles aériennes et mixtes. Les deux versions prennent assez bien de l'altitude et peuvent atteindre une vitesse maximale d'environ 900 km / h. L’avion est équipé d’un radar qui vous permet de fixer des cibles le long de votre trajectoire de vol à une distance d’environ deux kilomètres. Le Scorpion a deux moteurs, chacun ayant son propre système d'huile, ce qui vous donne une chance de vous échapper du combat et d'atteindre votre aérodrome avec un seul moteur. Parmi les inconvénients notables du Scorpion, citons le flottement assez rapide à une vitesse supérieure à 900 km / h et une vitesse insuffisante pour vaincre les ennemis particulièrement rapides lorsqu’il vole à l’horizontale. Surveillez votre altitude et votre vitesse, et découpez vos ennemis avec ses canons à tirs rapides ou bombardez-les de roquettes sans fin - le Scorpion sera un excellent avion pour ses fans! L'équipe War Thunder
  45. 8 points
    Download Wallpaper: 1920x1080 2560x1440 3840x2160 The Scorpion was designed to fight Soviet bombers back before the Cold War was even a thing. It carries a massive number of rockets for its time and was the world’s first aircraft to carry air-to-air nuclear rockets. Get ready for two different versions of the F-89 Scorpion jet! F-89B and F-89D, jet fighter, premium, USA, rank V. Pros F-89B – powerful 6x20mm frontal armament F-89D – whole lotta rockets: Mighty Mouse x104 + HVAR x16 Radar Cons Average maximum speed F-89D – no frontal armament Historical Background Almost immediately after WWII, the Nothrop Corporation began developing an experimental jet fighter-interceptor to meet the new requirements for that class of aircraft. The American interceptor’s primary targets were supposed to be Soviet bombers, so the projected model’s flight characteristics and armament had to meet this objective. At first the two-seater twin-engine jet was developed to have a rather interesting four gun turret. This turret was to be mounted on the aircraft’s nose and could fire on targets either automatically or manually along a vertical plane either forward, up, down or, in some cases, backward. However, when the experimental model of the aircraft was ready, the turret still hadn’t undergone testing yet, so the military decided to install traditional static frontal guns on it, as well as HVARs on the wing pylons. It was with this loadout that the Scorpion F-89A and F-89B went into service. The armament was switched exclusively to rockets somewhat later. To make the change to rockets, the designers implemented an interesting solution: Mighty Mouse unguided rockets were installed on the front of the wing-mounted fuel tanks in such a way that the rocket and fuel sections of this part of the design were separated by a fireproof barrier. This also made it possible to install heavier, more destructive HVARs under the wing. The F-89D or “rocket” version of the Scorpion went on to become the most widespread version of the aircraft in the US air force – 682 of them were manufactured. Fun fact: The F-89 is famous for having the first American AIM-4A short-range guided missiles (GAR-1), and even MB-1 Genie air-to-air rockets with nuclear warheads! In War Thunder 1.91 Night Vision we offer two versions of the Scorpion – the F-89B and F-89D – which will become rank V premium aircraft in the US Airforce line. Like the Australian Boomerangs, they are acquired in order. Each modification is interesting in its own way, but they’re especially good together. The F-89B is a typical early post-war jet interceptor. Its not-worst-at-its-rank speed and rate of climb allow it to catch up to any piston-engine aircraft and fight early jets on an even footing. The F-89B is splendidly equipped for hunting other aircraft – its six 20mm M24A1s with a high rate of fire and 1,200 rounds are conveniently located in the front section of the fighter and allow the pilot to fire long, accurate volleys with barely any jams. Traditionally there are several kinds of ammo to choose from, including armour-piercing rounds, which allow you to deal with AA guns and armoured cars. As for the F-89D, it’s exclusively an assault aircraft designed to deliver concentrated strikes against ground targets. The two unguided rocket launchers installed on the front part of the fuel tanks at the ends of the wings hold 104 Mighty Mouse rockets, each of which contains the equivalent of over a kilogram of TNT. In addition, another 16 HVARs, which fare quite well even against the sturdiest tanks, can be attached to the pylons. This modification has no guns, but why would you need guns when you have SO many rockets? Both Scorpions will come in handy for various types of battles and situations. Taken together, they completely fill the fighter/attack aircraft niche for air and mixed battles alike. Both modifications gain altitude pretty well and can reach a maximum speed of about 900 km/h. The aircraft come equipped with radar that lets you fix targets along your flight path at a range of about two kilometres. The Scorpion has two engines, each of which has its own oil system, which gives you a chance to escape from combat and reach your airfield with a single engine. The Scorpion’s noteworthy disadvantages include rather fast fluttering at any speed above 900 km/h and insufficient speed to overcome especially fast hostiles when flying horizontally. Watch your altitude and speed, and slice your enemies up with high-speed guns or pelt them with endless rockets – the Scorpion is an excellent and rewarding aircraft for a nice “fan” game!
  46. 8 points
  47. 8 points
    Welcome to preliminary Update notes for Update 1.91 "Night vision". Please note all specifications and dev server details are subject to change and NOT FINAL. The following bonuses will be active to help you acquire new content: x5 to SL x5 to RP 50% discount for vehicles Known bugs: New vehicles in update 1.91 may have inaccuracies in characteristics, armour and weaponry settings. The armour model for new ground vehicles in update 1.91 is in process for adjustment and improvement. The protection analyzer in the hangar is NOT accurate. Switching to the “night vision device replacement” on the T-80U, some parts of additional elements in the dynamic protection of the turret will not be activated in the damage model. Some of the new aircraft lack cockpits. On some tanks, the NVD (night vision device) is erroneously present in the gunner position. The sound model is in the process of tuning and refinement. There may be no soundtrack available in some events. Main changes Night Vision Devices and Thermal Sights New in-game nation; “China” Map rotation filter NOT available on Dev Full transition to Fmod Studio 1.10 sound engine New Ground vehicles Germany M48A2 C Ostwind II USSR Object 685 Japan Type 75 SPG Italy SIDAM 25 (Mistral) Ariete PSO France Panther “Dauphine” (premium) China M8 LAC M3A3 Stuart M5A1 M4A4 M4A1 (76) W PT-76 Type 63-I Type 62 ZBD86 M48A1 M60A3 TTS CM11 Т-26 Chi-Ha Chi-Ha Kai M24 Т-34 (1943) Т-34-85 (S-53) Т-34-85 Gai IS-2 IS-2 mod.1944 Type 59 Type 69 ZTZ59D1 M8 LVT(A)(4) (ZiS-2) SU-76M M10 M18 Type 65 ISU-152 ISU-122 M36 SU-100 M113A1 (TOW) Т-26 №531 (premium) M4A4 (1st PTG) (pack) Т-62 №545 (pack) New Aircraft USA F-4C Phantom II F-89D (premium) F-89B (premium) Germany G.91 R/3 USSR MiG-21 F-13 Great Britain Swift F.1 Swift F.7 Italy F-86K Re.2005 serie 0 Vampire FB 52A CL-13 Mk.4 China Gladiator Mk.I CW-21 P-66 P-40E-1 P-43A-1 P-47D-28 P-51D-20 P-38L-1 P-51K F-86F-30 I-15bis I-153 M-62 I-16 Chung 28 I-16 type 5 I-16 type 10 Ki-27 otsu Ki-43-III ko I-16 type 17 Ki-44-II hei Ki-61-I otsu La-9 MiG-9 MiG-9 (l) J-2 J-4 J-6A Hs.123A-1 B-25J-30 Mosquito FB.Mk.26 IL-10 (1946) F-84G-21-RE Martin 139WC A-29 SB 2M-103U DB-3A P1Y1 mod. 11 "Ginga" PB4Y-2 Tu-2S-44 Tu-4 H-5 Hawk III (premium) H-81A-2 (pack) Shenyang F-5 (pack) New Ships USA USS Atlanta (CL-51) Germany Admiral Hipper USSR Chapayev Great Britain HMS Arethusa Japan IJN Mogami Syonan New Helicopters Germany EC-665 Tiger UHT Mi-24P HFS 80 (premium) Great Britain Wasp HAS.Mk.1 Scout AH.Mk.1 Lynx AH.Mk.1 G-Lynx (pack) France EC-665 Tiger HAP (pack) EC-665 Tiger HAD New locations and missions Location “Palau islands” for naval battles. Location “Cargo port” for ground battles. Location “Japanese port” for naval battles. Enduring Confrontation New scenario for Enduring Confrontation: naval convoys. On the map border, naval convoys will appear which will move towards the sea ports of their respective team. Whilst the convoy is active, the allied team has additional respawn points close to it. The enemy team will also have respawn points at a distance from the convoy. Based on players feedback and further tests it will be decided whether or not to leave enemy respawn points or change them. The number of ships in the convoy depends on the number of players in the game session and on the port size where the convoy is attempting to reach. New scenario for Enduring Confrontation: port attack. Each team will have 3 ports at the start of the mission. Each port has several AI ships which will defend the base. Each port is immediately available for players to capture and there are no additional tasks for capturing the ports. If the convoy from the “naval convoy” scenario reaches its port it is very likely that the AI ships from this port will attack one of the enemy ports and the players will receive additional points for helping them to capture enemy port. New scenario for Enduring Confrontation: naval bombers. In case there is an active naval convoy on the map the enemy team may have a bomber which will attack and destroy the convoy. The entire logic of the scenario is working in the same way as for ordinary bombers attacking ground bases, but now their targets are convoy ships. [Enduring Confrontation] English Channel is now the mission for combined naval battles (ships and aircraft). In this mission only the allied team will receive additional respawns close to convoy. New mission [Enduring Confrontation] Saipan in which is represented only with naval and aircraft which play a secondary role. In this mission, with the appearance of the convoy both teams will receive additional respawns (allied- close to the convoy, enemy - farther away from the convoy). Ground Vehicle model, damage model, characteristic and weaponry changes: The damage model for large modules, units and assemblies like the breech, transmission and engines has been reworked. Now, those modules use volumetric technology. So the protecting effect of these modules depends on the trajectory of the shell inside them and the point from which the secondary fragments will be generated by the penetration is now the point of "exit" from the module. SAM missiles have had a restriction on the operation of a non-contact fuse at low altitudes added. If the missile's flight altitude is less than 25 meters above the surface, the non-contact fuse will not be activated and the target can only be hit with a direct hit of the missile. Aircraft model, damage model, characteristic and weaponry changes: Correct implementation of the gyro sight in aircraft cockpits has been added. The suspended weaponry setup on the Mi-35M has been changed. The variant with 16 9M120 ATGM has been excluded from available presets as in reality there is no possibility of using ATGM from any point of suspension except the fourth (far right position). As a replacement the possibility of using MANPADS "Igla" on this helicopter has been added. Naval fleet model, damage model, characteristic and weaponry changes: Naval weaponry: Seha-Tei Model 1 — The armour penetration of the 57 mm Type 92 armour piercing shell has been increased. Pr.1124 MLRS — Reloading for rockets has been added. МО-4 — Reloading for rockets has been added. IJN Agano — The parameters for the standard semi-armour piercing (SAP) shell have been changed. AB-Tei Pioneer — Tracers for machine guns have been corrected. According to the explosives encyclopedia, the equivalent of Shimoza to TNT has been raised. The 610mm Type 93 torpedo has been deleted. Instead, two new torpedo types have been added: The 610 mm Type 93, model 1, modification 2 (IJN Agano, IJN Yugumo, IJN Furutaka) torpedo has been added. The 610 mm Type 93, model 3 (IJN Akizuki, IJN Kiyoshimo) torpedo has been added. Flower class, HMNZS Leander — Initial shell speed for the 102 mm/45 BL Mk IX cannon has been increased. IJN Agano — A new default HE shell has been added. Battle (D14) — The speed of HE shells has been fixed for the 4.5"/45 (11.4 cm) QF Mk.IV cannon. HMS Dido — The fire rate for the main calibre cannons has been increased. Reloading of torpedoes has been fixed. Indication of number and reloading of the torpedoes in the launchers and in the ammunition rack has been added to the action panel. Pr. 1204 late, Pr.183, Pr. 206М — Reloading time for the 25 mm 2М-3 cannons has been changed from 15 sec to 8 sec. Ellipses of shells falling in salvoes has been fixed for 100-203 mm cannons. According to available historical data, ellipses of scatter have been greatly reduced. Different cannons will use different presets which will give a wider or more elongated ellipse at different ranges. In general the aiming in long range has become more effective. Naval modifications and crew skills: IJN Agano — A problem with over extended pumping of water has been fixed. Elco 80 ft PT-565 — Modification of the anti-aircraft artillery drives have been added. The ability to not take torpedoes into battle has been added. PG02 — The modification for the 20 mm cannon which changes the fire rate up to 450 shots per minute and reducing overheating has been added. USS Somers — The unnecessary modifications for anti-aircraft artillery drives has been deleted. S-100 (1944) — The modifications of anti-aircraft artillery drives has been fixed. MPK pr.122a — The modifications of anti-aircraft artillery drives has been fixed. Pr. 1204 late — The modifications of anti-aircraft artillery drives has been fixed. OD-200 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Type 1924 Leopard — The modifications of the anti-aircraft drives and the main calibre drives have been refined. MZ1 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. PGH-2 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Elco 77 ft PT-59 — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Farragut (DD-355) — The modifications of the anti-aircraft drives and the main calibre drives have been refined. Naval characteristics, physics and damage model: Pr.191, Pr.191M — The armour on gun mantlets (gun masks) have been improved. Seha-Tei Model 1 — The class of the ship has been changed to armoured boat. Chikugo — The class of the ship has been changed to multi-purpose boat. SGB (S304) — The fuel type of the fuel tanks has been changed from coal to oil. Chikugo - Survivability has been increased. USS Brooklyn — The horizontal guidance speed of the main calibre cannons have been changed from 10 to 5 degrees per second. IJN Mutsuki — The crew number has been changed from 254 to 148. Type T-38 — The maximum speed has been changed from 38 to 27.5 knots. Armour on the main calibre turrets on US destroyers has been fixed according to the brand and modification of their turrets from 3.2 mm to 3.175 mm. Battle (D14) — The armour of the turret with paired Beaufort Mk.5 guns has been fixed. MKL pr.186 — The armour of the main calibre turrets has been fixed. IJN Mutsuki — The location of the spare torpedoes on the ship has been corrected.. HMS Leander, HMS Enterprise, HMS Dido — The size of bridge and radio stations has been reduced. Kirov — The location of the machine and boiler rooms has been changed. Pr. 7U, Pr. 7U "Stroyny" — The thickness of the hull has been changed from 25 to 10 mm. IJN Yuudachi — The Amount of crew has been changed to 226. The resistance to various types of damage for anti-aircraft guns on destroyers and cruisers has been changed. Maximum repair time of ships has been changed for uniformity by class.. Repair time has been accelerated. The penalty for simultaneously started repair processes have been reduced. Visual models and visual parts: IJN Furutaka — The gaps between the hull and main calibre turrets which were visible at long distances has been fixed. Flower class (K-218) — The visual effect of rollback (after shot) for the 102mm cannon has been improved. IJN Akizuki — The visual appearance of the main turret, when destroyed, has been fixed. Torpedoes launched from torpedo launchers has been corrected on all ships. Steam exhaust has been added to all ships with steam boilers. Localization Karo-Tei Type 2 has been changed to Type 4 Model 2 [Type 4 Model 2 Kuchiku-Tei Ka-Ro (1944)]. Karo-Tei Type 4 has been changed to Type 4 Model 4 [Type 4 Model 4 Kuchiku-Tei Ka-Ro (1944)]. No.13 Type. 1944 has been changed to Type K-8 (1944) [Type K-8 / No.13 Class, No. 14 Kusentei (1944)]. CH-8 has been changed to Type K-7 [Type K-7 / No.4 Class, No.4 Kusentei (1945)]. CH-2 has been changed to Type K-3 [Type K-3 / No.1 Class, No.1 Kusentei (1944)]. AB-Tei Pioneer has been changed to Soukou-Tei (1927) [Soukou-Tei Model 1927, Sakigake (1927). AB-Tei Serial has been changed to Soukou-Tei (1940) [Soukou-Tei Model 1940, Soukou-Tei No.4 (1940)]. Seha-Tei Model 1 has been changed to Ha-Go [Ha-Go Fighting Boat Model 1 (1944)]. IJN Fubuki has been changed to IJN Ayanami [Class Fubuki, 2nd group, type Ayanami (1936)]. Typ-Klasse 143 (Albatros) has been changed to Albatros-Klasse (143) [Schnellboot Albatros-Klasse (143)]. Klasse 140/141 (Jaguar) has been changed to Jaguar-Klasse (140) [Schnellboot Jaguar-Klasse (140)]. IJN Kako — The name of the main calibre cannon has been fixed. Calibres have been changed in the description of the 203 and 200 mm shells. 76mm/40 Type 88 cannon (Type K-8 (1944)) — has been changed to 76mm/40 Type 3 canon. Soukou-Tei (1927) (earlier AB-Tei Pioneer) — The name of the universal belt has been changed to tracer. The name of the 12.7 mm OFZ DSHK modification has been changed to 12.7 mm OF. Other The accuracy of AI anti-aircraft gunners has been reduced. Economy and research A bug where the RP costs for M3 Bradley were reduced in error as the last vehicle in the research tree has been fixed. The correct cost is 462,100 instead of 275,400 Customization Player icons for the Japanese fleet have been added. New decals with identification marks of the People's Republic of China and the Republic of China have been added. Restrictions on the usage of decals with Chinese markings have been added. Such restrictions will be applied to all nations in order to avoid counterfeiting identification marks in SB mode. Achievements for China's aviation and ground vehicles have been added. Bf 109G-2 (Italy) — The aircraft now has standard Hungarian Air Force camouflage. Romanian camouflage is also available. Both camouflages are available for free. Vehicle card and icons have been fixed. Awards New orders and medals have been added for USA, Germany, USSR, Great Britain, Japan and Italy. The conditions for receiving old orders and medals have been changed. The following medals have been removed: USA — Distinguished Flying Cross 2nd Class, Distinguished Flying Cross 3rd Class, Air Medal 2nd Class, Air Medal 3rd Class. USSR — Order of Alexander Nevsky, Order of Suvorov Third Class, Order of Kutuzov Third Class. Interface M113A1 (TOW), Striker, Warrior - Vehicle classification has been changed to “ATGM carrier”. Vehicle classification for the P-59A has been changed to “Jet Fighter”. Names of the Sapphire engine series of Armstrong Siddeley have been changed to the original - Sapphire, in the Russian localization. A bug with the description of the Experimental Camouflage № 5 on the SB2U-2 has been fixed in the Russian localization. Location achievements have had changes to the names of locations within their description according to the mission names: Snow Canyon > Iron Range Norwegian Fjords > Fjords Green Valley > Green Ridge Nordland > Foothills High Islands > Pacific Hidden Base Snowed Peaks > Top of the World Mountain Park > Grave Robbers' Cliffs Game mechanics A bug where the boundaries of the capture point did not match the actual visual marking lines in ground battles has been fixed. Sound Full transition to the more up to date Fmod Studio 1.10 sound engine (all platforms) has been completed. Many sound assets in the game have been reworked to meet the new standard for the quality of the game mix. Thanks to new tools, the game mix is now more detailed and sound objects are positioned more clearly. The radii for hearing shots from cannons and engine sounds have been increased. The logic for the formation of the sound environment has been redesigned and optimized, therefore the clarity of playback and the stability of the game as a whole has been increased. Sound resources now require significantly less RAM resources thanks to the improved asset compression algorithms and different resource loading logic. All sound events for explosions have been reworked. Layers depending on range have been added. The radii of audibility have been increased. A new authentic sound event for the Type 74 tank engine has been added. The engine sounds on allied/enemy aircraft have been redesigned. Additional layers for close spans and “distant” layers have been added. The dependence on the overload experienced by aircraft on turns has been added for engine sounds from the 3rd person view. The sound of the afterburner (if equipped) on the player’s jet has been reworked. Some interface sounds on aircraft (missile attack signal, overload signal) have been reworked. A new Radar Warning Receiver (RWR) sound signal has been added, when your aircraft or helicopter is being “painted”. The sounds of the player’s guns hitting an enemy aircraft have been reworked. The sound events of allied/enemy ground vehicles shots have been reworked. All sound events for all shots from ground vehicle cannons of the player from the 3rd person view and gunner view have been reworked. Reverberation and early reflections for shots of the player’s cannons and also for allied/enemy vehicles which are in the surroundings of dense buildings or among rocks has been added. Sound events of the player’s ground vehicles have been reworked with an emphasis on increasing the dynamics of the engines. All sound events for reloading naval and ground vehicles canons have been reworked. All sound events for naval shots have been reworked. Some interface sounds of ships (a signal of dangerous shallow depth, a fire signal, a torpedo attack signal) have been reworked. Sound events for shots of allied/enemy ships have been reworked. The radiuses of audibility have been increased. The sounds of hits on the player’s ships have been reworked. Sound events for rotation of naval vessel turrets for main calibres have been added. The sounds of boat engines with gas turbine engines (for player’s vehicles and allied/enemy vehicles) have been added. The logic of the formation of sound events for ships has been reworked. In a very tight combat interaction the sound mix is more stable and clear. Controls The ability to correct distance manually in AB naval battles has been added. It can be switched on in the menu > options > naval battle settings > realistic aiming.
  48. 8 points
    Hello there, as of this evening we have solid evidence of the turret rotation on Challenger 2. https://drive.google.com/file/d/147MG6xI9G0-G6FAFUuzFkTLi4MnqsEy6/view In this video the turret does a full 360° rotation, starting a tiny bit after the 16 second mark and passing the starting position at the 25 second mark. A little bit of math leaves an undeniable 9 second window between the two. The suggested fix is to correct the turret rotation speed to 40°/sec with the rotation upgrade installed. Clog: 2019_08_23_12_03_36__8668.clog Kind regards, Deltacluster